Barbarian, Thief and Sorcerer - Lite Edition
▲ 44 r/onepagerpgs+1 crossposts

Barbarian, Thief and Sorcerer - Lite Edition

Hey all,

When considering entry to a one-page rpg jam, I decided time was right for us to publish some version of my game, Barbarian, Thief and Sorcerer. It was a fun exercise to condense the spirit of a 100 pages game into a single page.

I hope it also shows some improvements over our previous one-page game. I had few but meaningful discussions over it and wanted to see if I could put those into practice.

Thanks for your time, hope to hear your comments.

daelightstudios.itch.io
u/axiomus — 6 days ago
▲ 35 r/cairnrpg+2 crossposts

Pickpockets of Purgatory

as i'm sure you all know, there is/was an Appx. N Jam this year too, inviting designers to write short modules following the pulp inspirations of D&D.

our entry is Pickpockets Of Purgatory, where you're a bunch of thieves asked to rob a museum. i'm mainly inspired by Michael Moorcock's conflict of Law and Chaos, hope that inspiration is visible in the module. i picked Cairn (2e) mainly because i wanted the lightest stat blocks possible: 2 A4 pages is incredibly short and we had no room to spare.

i'll most likely take it out of PWYW status in a week a month, so if you want it in your library, grab it before then!

daelightstudios.itch.io
u/axiomus — 15 days ago

Healing Doesn't Make The Game Too Easy

recently someone here posted a video of an old gamer who felt Treat Wounds made the game too easy and they were forced to make every fight Severe or Extreme. this, i disagree with. furthermore, it's incredible to me that an old timer would suggest this since i learned the importance of time pressure from older sensibilities. so i wrote an in-depth post about how neither Heal spell nor Treat Wounds really matter if your adventures don't allow them to matter. main takeaways:

  • healing is not easy, it's reliable
  • a cleric's divine font can heal around 66% of the party HP
  • it takes between 15 and 17 Lay On Hand castings to full restore a party of four to full (2.5-3 in-game hours)
  • this state of affairs is not necessarily worse than bags full of CLW wands

be sure to let me know if your games are cycles of 2 severe fights per day with a 4-hour recovery period in-between.

daelightstudios.com
u/axiomus — 23 days ago
▲ 18 r/OSE+1 crossposts

Dungeon of Four Dimensions

hey people,

we recently released a dungeon for Extremely Byzantine 5-Room Dungeon Jam. (i thought i saw its announcement here, but now that i search for can't seem to find that post)

anyways, it's a 5-room dungeon written with 4th level OSE characters in mind (monster stat blocks likewise follow it). i don't know if you'd find it byzantine or not, but i hope your party's mapper would!

it's pay-what-you-want for the duration of the jam, which ends in 5 days. i'd appreciate if you leave a comment at our itch page if you run it.

daelightstudios.itch.io
u/axiomus — 1 month ago

All abilities 18

which core class, in your opinion, would benefit the most from having all abilities at 18? certainly a MAD character, but which one? monk? paladin? something else entirely?

reddit.com
u/axiomus — 2 months ago
▲ 12 r/rpg

Build-Your-Pregen For Pathfinder 2e

PF2e is my favorite "D&D" these days. in fact, i regularly run it at our local gaming events. however, you cannot create a detailed character at an event and i don't want to prepare or rely on pregens: i want players to have a stronger ownership of their characters.

to that end, i first built a simple character sheet for low level characters and then, building on top of it, created playbooks of sorts where i tried to cram as much relevant information as possible. now, using my playbooks, players get to choose:

  1. one of 8 ancestries, with 4 heritages each
  2. one of 3 classes that embody a character concept (Fighter, Rogue and Sorcerer), with multiple variations like fighting style, Racket or spell tradition
  3. how their Attributes are distributed
  4. their background, skills and equipment

which, in my experience, is enough for a one shot experience.

if you also enjoy running low-level pathfinder one-shots (or even PFS games!) you can check it out at our itch.io page.

[Cover art illustration by Gordy Higgins.]

daelightstudios.itch.io
u/axiomus — 2 months ago

Masallar 1-11 satıyorum

arkadaşlar selam,

kitaplıkta yer kalmadı, satış vakti. arkabahçe'den çıkan masallar'ın ilk 11 cildini set halinde satıyorum. (aslında seri devam ediyor ama anladığım kadarıyla bu ilk 75 sayı hikayenin en güçlü olduğu kısımlar) eskiden kalma olduğu için ilk 9 cilt kuşe kağıt, zaten yaklaşık aynı sayfa olmasına rağmen 10 ve 11'in yarısı kadar olmalarından anlarsınız.

fiyat ₺3300+kargo. istanbul anadolu yakasındaysanız elden de teslim edebilirim. ilgilenirseniz DM'den ulaşabilirsiniz.

u/axiomus — 2 months ago

Build-Your-Pregen

hello game masters,

you may remember my simple character sheets from a couple of weeks before. today, i bring a set of semi-generated characters.

as you can see in the pictures, our class sheets come with important bits already worked in (like your key attribute, your saves and attack proficiencies etc) and also a quick guide on how to create a character. with these, character creation takes about 20 minutes, including the 15 minutes players love to spend buying gear!

of course this is only possible through making a lot of choices in players' place. still, with our sheets players will get to choose:

  1. one of 8 ancestries, with 4 heritages each
  2. one of 3 classes that embody a character concept (Fighter, Rogue and Sorcerer), with multiple variations like fighting style, Racket or spell tradition
  3. how their Attributes are arranged
  4. their background, skills and equipment

obviously this is not a full substitute for character creation, but i believe a good compromise for GMs who run a lot demo or PFS games. if that sounds like you, you can grab the demo sheet (strong fighter, pictured here) or buy it at our itch.io page.

u/axiomus — 2 months ago

On Designing The Unnamed Three

hello fellow designers,

in my quest to go from hobbyist to semi-professional designer i'm trying to go beyond my comfort zone, which brings us to this post: self-promotion. (don't get me started on how weird it feels to consolidate lots of different pieces of online presence under my name)

anyway, so about half a year ago i released The Unnamed Three, a one-page RPG, mainly to test itch.io ecosystem in preparation for future projects.

since then, i also launched a site and wrote some blog posts to make it feel less empty. i'm sharing my first post that explores my motivations and design choices with The Unnamed Three:

>##Origin and Motivation >The Unnamed Three's origins lie in laziness: I was scheduled to run a game at our monthly TTRPG event, and didn't feel like explaining a bunch of rules to potentially first time players. See, while I enjoy Pathfinder Second Edition very much, it can also be a bit too much to throw at new players if there is no previous discussion. This, as far as I can tell, is mainly due to spellcasting mechanics. > >I also considered running our own Barbarian, Thief and Sorcerer but decided against it. While it's relatively simple to resolve subsystems, there are still quite a few of them. Yes, main culprit is once again spellcasting, but not the only one. > >In other words, surprising no one, it's difficult to play a game without knowing the rules and the more rules a game has, the harder it is to pick up and play. No big deal, that just means there is a time and place for minimalism. >##Design >So I went as minimal as possible and put together a resolution framework and put it on a page. Let's examine my design choices step-by-step: > >the Three: first, if you're familiar with my work, one theme will stick out to you: "Three is plenty". TTRPG characters, by virtue of being played by different people, are individuals. We do not need a lot of mechanical tools to differentiate them from another. (Such tools are useful for other reasons.) We should also be mindful of the scope. In designing a game that's meant to be played in a single 4-hour session at a convention, it benefits us little to have 10 abilities for each character. Thinking this, I settled on a game with three main stats. > >Naming the Three: starting with "three is plenty" with a dash of "flavor is free," I sought a way to let GMs add their flavor to the game, to make the game serve them. It is no secret that names evoke the tone of a game. The skill lists, abilities, even saving throws tell a story. If that is the case, then should I be the one naming the skeleton of the game? Instead I gave that tool to the GM. Stats are what the game is about, and the GM knows what their game will be about. Therefore, gameplay starts with giving them a name. I also listed some examples (three examples, in fact. Remember what I said earlier?) to demonstrate that stats can be things that characters are, or they have, or even they do. Fun fact: I did use "Force, Cooperate, Explore" in my game. > >Character Customization: yes, characters are individuals and customization is not vital. Still, I can't help but see character creation as an essential part of TTRPG experience. This is especially true in our case: if this game's target audience is first-time players, then I want to help them understand that it is their character that they are playing. I also like unpredictable elements in a small game, as I think it helps game's replayability. So I have players determining their stats randomly, and they get to pick which stat gets the probably-lower and probably-higher random generation method as a method of customization. > >Dice to Roll: I imagined the game as a roll-under-stat from the beginning: to our target audience, it helps immensely to see the target number on their sheet. (Of course, there's a small design decision of roll-over versus roll-under, but I find "high stat is good" to be more intuitive than "high roll is good.") I also went with 2 dice to make extremes less likely and picked 2d8 over 2d6 or 2d10. There are some probability calculations that examine how this choice interacts with stats, but details are beyond the scope of this post. It is safe to say that this is primarily an aesthetic choice. > >Checks: if our goal is simplicity, then "roll under" is as simple as it gets. As a bonus, I put a "multiple checks" subsystem to give GMs a tool to emphasize narrative stakes and drama. Nowhere did I define, or even wanted to define, what success, critical success or failure meant. As a narrative game, I wanted each table to find their own rhythm and assign their own meaning to those results as needed by the check in question. > >Consequences: it may be the trad-gamer in me that's speaking, but it feels easier to be invested in a story if there's a (mechanical) stake that I can see on my character sheet. First, I considered giving characters a reroll pool, as well as a hit point tracker of sorts called consequence. Then, inspired by Dragonbane's conditions tied to an ability, I first tied each consequence to an ability. Afterwards, inspired by Forbidden Lands' "risky reroll" mechanic, I also tied rerolls to consequences and by extension, to abilities. (I guess I was in a Free League phase back then!) This led to a risk-reward play with consequences.

if you want more, you can check my next post for a retrospective, after running it once and gathering some feedback from other one-page enthusiasts.

u/axiomus — 3 months ago

Here's my simple sheet for new players

hey there, players, game masters and everyone in between,

i actually posted this last month but FoilandFable's post made me realize that i missed a crucial detail: images!

so if you're a new player, or have one on your group, you can give this a try. some features:

  • all the relevant info, including your portrait, on a single sheet
  • form fillable
  • foldable into a cute pamphlet
  • skills grouped under attributes
  • defensive stats grouped on one side of the sheet
  • large traits box for attacks (which can include cantrips)

though, admittedly, i expect your characters to overgrow this sheet. it'd be crowded by level 3 and unwieldy by 4, at which point you'd graduate to official sheet.

you can grab it at our itch.io page

u/axiomus — 3 months ago
▲ 25 r/Pathfinder2eCreations+1 crossposts

Foldable Sheets for Low Level Characters

hey all,

years ago i mentioned a scrapped project of mine: foldable character sheet. i'm sorry it took so long but i (honestly, "we") finally moved from prototype to finished product:

Simple Pathfinder 2E Character Sheet

as i mentioned in product page, it's mainly aimed towards new players and low-level characters. but let's be honest, it takes a better sheet than what's available to fully support high level characters anyway.

i got good mileage out of my design at my 1st level one-shots. take a look if you're in a similar position.

feedback welcome!

u/axiomus — 3 months ago