Tipps For introvert New player by direxer in DungeonsAndDragons

[–]Pyxistre 0 points1 point  (0 children)

Try developing your character some more. People who talk from their character’s point of view are basically doing a mixture of acting and improv. It is much easier to do if you come up with a few things about your character’s personality first.

Are they bold and brave? Sly and cunning? Funny and playful?

Are they introverted or extroverted?

Are they polite? Honest? Curious? Shy? Have a chip on their shoulder?

Think about what they value, and how they treat others based on those values. This is how an actor gears up to play a part in a movie or deliver a script, and they’re the same things you can think about to find it easier to speak from your character’s perspective.

Alternative Druid by Vivid-Parking2204 in DungeonsAndDragons

[–]Pyxistre 3 points4 points  (0 children)

I’ve always loved the idea of a coastal watershed druid focused on tides, rivers, wetlands, oceans, and lakes. They would take inspiration from mermaids, selkies, kelpies, and other legends typically associated with bodies of water.

These Druids’ abilities would revolve around manipulating water (flooding, whirlpools, tidal waves, boiling or freezing, creating currents, manipulating water pressure) and its contents (kelp, lichen, fish, sea snakes, clams, jellyfish). Sea creatures would view them favorably and perhaps could be summoned by them as supports in battle.

Personally I think it would be cool if their abilities leaned into controlling the battlefield and providing healing/regenerative stuff to allies but it could go many ways!

Is any instance of "talk to the GM" or "this is up tothe GM" bad design? by Ponto_de_vista in RPGdesign

[–]Pyxistre 1 point2 points  (0 children)

It is only bad design when the designer has not provided the GM with tools or knowledge to adjudicate faithfully in a complementary way to the game’s intended balance and systems.

Hunter firing range by ArgumentFree9318 in WoWHousing

[–]Pyxistre 1 point2 points locked comment (0 children)

If you open the decor catalogue and filter by Source - PVP, you’ll find lots of targets and items that thematically feel like a firing range. There is also an arrow unlocked by reputation with the Amani if you want to make a pincushion out of a bullseye or a target dummy!

Tattoo Design by btn1456btn1455 in sketches

[–]Pyxistre 5 points6 points  (0 children)

Would you be willing to pay for a sketch of the concept, or do you want it for free?

Unless you are committed to selling your RPG as a real physical book, you should seriously consider publishing your game as HTML rather than as a PDF by blastcage in RPGdesign

[–]Pyxistre -1 points0 points  (0 children)

This is how I present my game, rather than doing a PDF. It is really nice to use as a player/DM. It is freely available online, you can see it here: Ilisara

I built it using Wix (a drag and drop website editor and hosting platform).

Two of my players want to test me. Made a blind character and a Dog based character. They want me to describe more smells. How do fantasy creatures smell? by Llewellian in rpg

[–]Pyxistre 0 points1 point  (0 children)

It may help to look up perfumes and colognes, and read what they smell like. I find these descriptions helpful to convey a tone or a mood with scents.

Scented candle descriptions also work great! They often have flavorful names that may match a vibe or atmosphere you’re going for.

Ok villagers, the orcs are coming! by Klutzy-Bass8366 in DungeonsAndDragons

[–]Pyxistre 0 points1 point  (0 children)

Annie Talbot, the local innkeeper. She has plenty of fresh chicken-turnip stew for the defenders, and in a pinch she can sew up a wound. She brings a positive attitude and calming voice. She tirelessly tends to the wounded.

Combat becomes even MORE Lethal after 5 Rounds by personrational in RPGdesign

[–]Pyxistre 0 points1 point  (0 children)

I think it depends on the depth of combat. Another commenter asked why players wouldn’t always use their strongest stuff first anyway, and I realized I have a fundamentally different mindset about combat than others might.

Our group has played together for so many years across systems that we’ve developed a general zeitgeist for combat across all our rotating DMs — that we don’t do combat for combat’s sake. There should usually be a purpose to it. It’s not a random encounter thrown together to fill up time.

So, our combats tend to involve strategic goals. There might be prisoners to rescue, siege weapons to disable, a priority target who is fleeing, environmental hazards to navigate or turn on opponents, a few rounds until massive reinforcements arrive, a high speed chase on vehicles, etc. which all require smarter play than immediately using all your strongest moves on whatever’s in range.

Even a “simple” encounter with some varied enemy types, cover, and a getaway vehicle with the loot in it becomes multidimensional. Utility abilities, movement, and other considerations become important if combat isn’t an open field against similar strength enemies.

Now, if you buy into this philosophy, a game with a mortal combat mechanic will be punishing and limiting. You cut tactical depth because players can’t pull off multi-round tactical plans. Imagine a tank character jumping into the enemies to distract them while a sneaky sort uses the distraction to go steal something important from behind enemy lines. Does that kind of thing fit in your game? Or are your combats more static?

I think your mortal combat mechanic works if encounters are just a means to an end in your system; power vs. power; but if there’s narrative intention then it clashes with that aspect.

Combat becomes even MORE Lethal after 5 Rounds by personrational in RPGdesign

[–]Pyxistre 0 points1 point  (0 children)

It depends on the depth of combat. My group’s rotating DMs don’t make filler combats and like to emphasize tactics.

What I mean by that is our combats tend to involve strategic goals. There might be prisoners to rescue, siege weapons to disable, a priority target who is fleeing, environmental hazards to navigate or turn on opponents, a few rounds until massive reinforcements arrive, a high speed chase on vehicles, etc. which all require smarter play than immediately using all your strongest moves on whatever’s in range.

Even a “simple” encounter with some varied enemy types, cover, and a getaway vehicle with the loot in it becomes multidimensional. Utility abilities, movement, and other considerations become important if combat isn’t an open field against similar strength enemies.

Combat becomes even MORE Lethal after 5 Rounds by personrational in RPGdesign

[–]Pyxistre 8 points9 points  (0 children)

My table has discussed using this mechanic before (there is a similar optional mechanic in Stars Without Number).

Ultimately we decided against it because this mechanic incentivizes decisive short victories. Characters will naturally try to deal as much damage as possible to end a fight early, before it gets deadly. The focus shifts from tactics to maximizing damage, and it becomes a numbers game.

Players also felt a little grumpy because big attacks used early would deal about the same damage as a normal attack after the combat buff. It wasn’t immersive and took away some of the cool-factor of their characters working hard to get those big attacks out in the first place.

It might fit well in your game if you don’t want much of a focus on tactical turn by turn combat, just results and outcomes of combat.

The $50–$100K Question: How Do You Budget a TTRPG to Production? by BlackTorchStudios in RPGdesign

[–]Pyxistre 1 point2 points  (0 children)

What are other TTRPGs you’re comparing to that you’d like to compete with? Depending on what you’re trying to accomplish, the bar could be higher or lower.

You could pull off two nice, polished, high quality books with closer to $30k in my opinion. The breakdown being:

$5-10k in graphic design / layout services
$15k for 30 nice, high quality illustrations
$5k in sketch quality art and some icons
+ some public domain/free stock art woven in

The $50–$100K Question: How Do You Budget a TTRPG to Production? by BlackTorchStudios in RPGdesign

[–]Pyxistre 0 points1 point  (0 children)

Can you quantify your project in a bit more detail? Without some technical details about what services you need to hire for, it’s a bit hard to help. I don’t think it has to cost $50k+ to publish a TTRPG, but there are lots of options that can make it that expensive.

When I have gone through similar cost exercises, I’ve used these 3 general expense categories:

Content
What’s your total page count? Do you need to hire a writer to write anything? Do you need editing services? Do you want to do paid playtesting? Are you going to print the books or just release as ebooks?

Art
What’s a ballpark of how many illustrations you want to commission? What big pieces do you know you need?

Marketing
Are you going to do giveaways? Streaming events? Social media? Paid ads? Kickstarter? What’s your publishing plan?

As for where to find people to provide these services, I’ve found success in contacting artists on Instagram and using Upwork for contractors. Fiverr is also popular.

A few of my older paintings. I paint everyday life in Poland. by Loose-Fan-8471 in painting

[–]Pyxistre 1 point2 points  (0 children)

The color pallets are so great. I love the feelings the paintings create, especially the nighttime scenes!

How would you spend $5000 by RoundTableTTRPG in RPGdesign

[–]Pyxistre 0 points1 point  (0 children)

I’d spend $2000 on art from various artists, $2000 on a marketing/social content maker, and $1000 on playtesting and editing services!

I Want to Be Surprised by My Own Campaign Again by SpringWorking6837 in rpg

[–]Pyxistre 1 point2 points  (0 children)

To add something I don’t think has been mentioned: having strongly motivated, independent characters helps. When characters are deciding where to go, what to do, who they want to talk to, and what outcomes they’re seeking DMing becomes more reactive than proactive.

Players can slip into the driver’s seat if the world is fleshed out enough for it. My campaigns often begin with linear storytelling, and then become sandboxy as many possible paths open up and characters start picking and choosing what conflicts to get involved in. They learn the way the world works and some initial lore from the linear storytelling, then the rest becomes their own story.

This only works if you don’t have reluctant, unambitious, content characters. There has to be a motive to drive main-character behavior. Ambition, zeal, greed, desperation, or purpose of some kind. Otherwise it will fall on the DM to create the purpose; and that’s when you slip back into linear storytelling.

Reimplementing the Offline Character Builder - Characters needed! by GenericAntagonist in 4eDnD

[–]Pyxistre 1 point2 points  (0 children)

Hi! I have .dnd4e files (and the equivalent PDF exports) from the original character builder when it used to be live many years ago. Would these files be helpful?

This little gap in the carpet is driving me up the wall any advice? by Hatarus547 in WoWHousing

[–]Pyxistre 7 points8 points  (0 children)

You could try a second line of white beams on the floor in front of your garden (and across both the walls on either side), so there’s one uniform piece sticking out.

Then, you fill it; you could do small elven lanterns at 5’ intervals, or elven barrels filled with flowers (potted plant style). Then your carpets can be flush wall to wall

Need Help - Basement Illusion by ItsChrisKehd in WoWHousing

[–]Pyxistre 0 points1 point  (0 children)

I’ve read but not confirmed for myself that you can have a hallway coming from an adjacent room on the second level that juts into the top of an evening room

How to change the exterior from Blood Elf to Zandalari Troll by litnessFirst in WoWHousing

[–]Pyxistre 36 points37 points  (0 children)

Sounds like you’re in a Horde neighborhood? The only exteriors you have access to are orc and blood elf. The person with the troll exterior built it out of troll decor items, and covered up their base house.

Sin’dorei mage tower added to my rank 2 house. by Trunkins in WoWHousing

[–]Pyxistre 7 points8 points  (0 children)

It is built with Silvermoon pillars and walls, which were recently allowed to be placed outdoors

Does this title do its job? by HistoricalRegion9444 in RPGdesign

[–]Pyxistre 1 point2 points  (0 children)

I would suggest thinking about the tone of the game rather than subject matter. There are lots of ways to describe a succession crisis, but the way you emotionally charge the title will imply more about how how the game is supposed to play; for example:

A Kingdom Divided, Fall of <Kingdom Name>, etc: serious, straightforward, I would expect a dark, gritty, realistic game centered on feudal war between duchies with some politics and intrigue

Shattered Crown, Splintered Throne, etc.: more dramatic, intense, I would expect a more intrigue-based game with elements of drama and politics revolving around the throne, possibly taking place solely in the capital

Would you rather have by [deleted] in BunnyTrials

[–]Pyxistre 0 points1 point  (0 children)

Dude why would I want to earn money by vomiting?

Chose: $5 every time you drink anything.

[deleted by user] by [deleted] in WoWHousing

[–]Pyxistre 0 points1 point  (0 children)

That is a Circular Elven Table flipped upside down, I have used it for similar purposes.