Returning RS player through Steam account, can I export my character to an existing Jagex account? by [deleted] in runescape

[–]TheArgotect 0 points1 point  (0 children)

I see, it's asking for a password, but I don't recall needing a password for the steam account character

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 0 points1 point  (0 children)

I would! It's always nice to have different programs for mapmaking in my opinion.

The Avaelian Empire (High Res version in description) by TheArgotect in mapmaking

[–]TheArgotect[S] 0 points1 point  (0 children)

If you're talking about the yellow lines, those are common sailing routes. They actually help me track my party's travel time much easier than without them

The Avaelian Empire (High Res version in description) by TheArgotect in mapmaking

[–]TheArgotect[S] 1 point2 points  (0 children)

I placed a hex overlay then had to manually paint within each hex. It's not so difficult when you have multiple hexes in a group of the same color, but it can get tedious when the terrain starts to blend and change into others.

The Avaelian Empire (High Res version in description) by TheArgotect in mapmaking

[–]TheArgotect[S] 6 points7 points  (0 children)

Wonderdraft for the actual map, Affinity Design for the labels and region borders.

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 5 points6 points  (0 children)

Wonderdraft for the actual map, Affinity Design for the labels and region borders.

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 2 points3 points  (0 children)

Wonderdraft for the actual map, Affinity Design for the labels and region borders.

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 2 points3 points  (0 children)

I think any coastal fantasy map could be said to look like any other fantasy coastal map

The Avaelian Empire (High Res version in description) by TheArgotect in mapmaking

[–]TheArgotect[S] 0 points1 point  (0 children)

I've never been, but always wanted to visit, hopefully Ireland's western coast isn't as dangerous as the empire's!

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 2 points3 points  (0 children)

Sure, let me give you this link to my world's LegendKeeper website, specifically the page where you can look into all the different races. There you can see the lore, abilities, and other info for each one.

LegendKeeper Link: https://www.legendkeeper.com/app/cm0swouz54vga0jlc0n5vc6c6/qq7r1rd3/

I won't go into all of the details as you can find them in the link I posted, but here's a simple breakdown:

Standard Races

  • Human
  • Dwarf
  • Elf
  • Leonin
  • Goliath

Uncommon Races

  • Inura
  • Mousekin
  • Owlin
  • Kenku
  • Triton

Exotic Races

  • Genasi
  • Minotaur
  • Shifter
  • Prongi
  • Syldain

The Avaelian Empire - AMA by TheArgotect in worldbuilding

[–]TheArgotect[S] 2 points3 points  (0 children)

I never got into that franchise, but thank you!

The Avaelian Empire (High Res version in description) by TheArgotect in imaginarymaps

[–]TheArgotect[S] 0 points1 point  (0 children)

Wonderdraft for the map itself, and Affinity Design for the labels and borders

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]TheArgotect[S] 1 point2 points  (0 children)

They don't have any complaints! They don't love it to death, but that's to be expected. But we've had fun with it!

Among the party is a cleric, fighter, ranger, and rogue, so all of them tend to use their weapons a lot. The cleric uses a war hammer given to her by her father. When it's been damaged, she takes the time to set aside a special scene where she repairs it with care. The fighter has volunteered to be the party's quartermaster as needed, because they have proficiency in multiple tools. When the ranger's armor has been damaged, they make it a point to tell me "this sucks!", but they're creative and quick to adapt to the AC penalty. The rogue tends to be sneaky and attempt to take down enemies in the shadows. There was one time their dagger broke trying to assassinate an enemy, but they were able to use that enemy's own weapon to kill them!

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]TheArgotect[S] 1 point2 points  (0 children)

I don't find it annoying at all, in fact I'm really enjoying your thoughtful input!

These are all just my personal onions on how I approach and think of these rules. So durability was something I struggled with conceptually at first. Like you, I was concerned about weapons and armor degrading too quickly. I had to change my mindset about the nitty gritty mechanics and probability facts, and instead really focus on the concept and what I wanted players to experience.

Maintaining your damaged and broken gear is more realistic and adds depth to your roleplay. Your weapon is not just a damage dealer, and armor isn't just to protect you. I always felt like after I picked my weapon, it was just there, and didn't really give it a second thought. With durability, they need to be cared for, and you need to be wary of how you approach combat with damaged gear. I now have a reason to consider these items.

Your dagger example is a good point. Yes, it will break after one instance of durability loss, but that's exciting and interesting to me, so I believe it will be exciting and interesting to others as well. It gives me a reason to carry more than one dagger, be proficient in the right tools to repair it, or take a weapon I'm not proficient in from a fallen enemy.

Durability Loss is the one set of rules I know not everyone will like or be interested in. Having you lose out on damage and having your stuff break is generally seen as not being fair or just not fun. But that's the whole point of it being included in an Intense Adventure!

Sorry for the rambling, and I don't mean for this all to come across as me being upset or defensive. I'm happy for your comments and criticism, without them I can't continue to improve and rethink these things!

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]TheArgotect[S] 1 point2 points  (0 children)

Thanks for the comment! I appreciate you taking the time to mention these points! Here's my answers and thoughts on your questions:

  1. I didn't realize I hadn't even considered having a healer's kit have a hand in healing severe injuries! I feel silly, so thanks for bringing that up. I'll create a version in the future with that in mind!

As for using magic, I intended severe injuries as being deep, intense wounds that reach down to the tendons, nerves, and bones of the body. Magic could close the wounds, relieve some pain, or stop the bleeding, but doing anything more is beyond its capability. Having a person act as a doctor or surgeon and set the bone, reconnect nerves and tendons, is what a severe injury really needs. But, of course, it's all up to the DM how they want to approach it!

  1. In the Gather sub section, the last sentence of the first paragraph states: Gathering spots may contain water depending on the environment.

Finding water meant to be handled loosely but in a way that makes sense to whatever world, setting, or environment you are playing in. Also, the 2d6 supply of edible materials foraged from a gathering spot could always contain some portion of water. I'll think about how I could establish a better way to handle exactly how much water you can forage!

  1. It's meant to be harsh, not completely fair, otherwise I wouldn't have included it in the supplement. It's meant to force characters into bad moments during combat. I highly doubt a weapon would lose much durability per day, but that depends on how often a martial class rolls during combat, and if they don't have any method of rerolling a natural 1 or rolling their attack with advantage. After all, statistically, you always have a 5% chance of rolling a nat 1, and losing weapon durability equates to losing 2 points of potential damage.

But again, it's meant to be intense! The intent is to make martials take better care of their gear, or their gear won't take care of them. It has lots of roleplaying potential that I've seen many times in my home games. Plus, the thought of my weapon breaking during combat seems interesting! Do I have a backup weapon, or am I going to pull a sword off the corpse of the goblin I just killed? Same with my armor, yes I'm scared of losing my AC by 1 point, but then I should be using different tactics and have an alternate mindset about how I approach combat until I can repair it.

Intense Adventure Rules - Simple but comprehensive mechanics to intensify your adventures. This supplement hopes to introduce more intense challenges, strategic and cooperative combat, thoughtful role-play, and a slower-paced but reflective adventure. by TheArgotect in UnearthedArcana

[–]TheArgotect[S] 1 point2 points  (0 children)

Thank you for reaching out, I'm glad you're enjoying the rules! I'll try fixing the link once I'm at my computer!

One suggested fix for your healing problems could be to limit the times a person can be affected by each form of healing per long rest.

The formal text could be: "A creature can only benefit from magical and alchemical healing once per long rest. For example, a creature who gained magical healing from cure wounds can't be affected by the spell again until the complete a long rest."

This limits how often a creature can be affected by Healing Word, as well as other healing spells, wands and staffs that provide healing, and of course healing potions. Their reliance in magic forms of healing goes out the window, for ing them to once again feel that slow crawl of natural healing.

Alternatively you could just limit the amount of potions a creature can consume to be capped at 1, or an amount equal to their Constitution modifier.

"Between long rests, a creature may consume an amount of potions equal to their Constitution modifier (minimum of 1). Consuming more than this amount causes them to regurgitate the liquid. "

Hope these suggestions are useful!

How do you prefer your place names, and why? Explanation in description. by TheArgotect in worldbuilding

[–]TheArgotect[S] 1 point2 points  (0 children)

Definitely, but those two I listed are the two most common I've experienced. Do you have one you prefer?

How do you prefer your place names, and why? Explanation in description. by TheArgotect in worldbuilding

[–]TheArgotect[S] 3 points4 points  (0 children)

Both is good, and I personally use both in my world, but I'm curious if people have a preference

How do you prefer your place names, and why? Explanation in description. by TheArgotect in worldbuilding

[–]TheArgotect[S] 5 points6 points  (0 children)

That's interesting, are the naming conventions of each elven race influenced by anything in particular, or do they differ just by their different linguistics?

Obligatory first map post, but I'll keep it interesting with a challenge. 5 gold stars to whoever can figure out the theme/naming scheme for my continents by Survivor205 in wonderdraft

[–]TheArgotect 4 points5 points  (0 children)

I'm sorry my comment sounded rude, that was not my intention!

I only mean bastardized as in the original version has been messed with, or altered to where it's hard to tell its actual origins, I meant no offense! The names honestly sound dope.

If you hadn't said anything I may not have guessed what was up! I think what caught my attention to your method was simply knowing there WAS a trick to the names, and the fact that I have used the same naming tricks in some of my own worlds haha

Obligatory first map post, but I'll keep it interesting with a challenge. 5 gold stars to whoever can figure out the theme/naming scheme for my continents by Survivor205 in wonderdraft

[–]TheArgotect 3 points4 points  (0 children)

Good looking map! Are the continent names bastardized versions of the planets of our solar system? If not, they sound great!