Wednesday, February 22, 2017

Simple DnD map version 2

A week ago, I created a DnD map, the map was a success, but there were still some flaws with it, so I made some improvements. The first change I made, is the map layout, it's still mostly the same, except that it has two extra corridors that you can go through. Originally, I was going to put a variety of obstacles there, but I didn't have enough time to think about how everything was going to work. Originally, one was going to be a pitfall, another was a trap room, and the last was full of enemies. In the end they all ended up to be the same. I also added wells that will heal you for three points. Then I put in a trap, that is supposed to teach you how to use the guarding ability. The last thing was that the boss was a little weaker from the last battle.



(New Map)



I got a variety of positive feedback about my map. The first one is that it was very smooth, with weak enemies, a healing system, and not to difficult challenges, they were able to get from one point, to the end without to much hassle. There's also the fact that the game isn't unfair, there was a slight challenge, but nothing they couldn't handle, and a system where they couldn't fail, the level was fair. The rooms were also evenly spaced, so that if you wanted to go melee, you could get in close without issues, but ranged characters can stay at a safe distance. Like I said before I put in little heal wells that allowed players to heal themselves in case they got hurt, and this was something that they definitely used during the game, though I felt like I put in too many wells, maybe decrease the number by five. The play-tester mentioned that the level is accessible, and by that they meant that the way through the level is very easy, pits are small and the doors have easy locks, so they were able to get through without any hassle. They said that the enemies were ok, maybe a little too weak, but they did like the hidden enemy that was hiding in the shadows. The boss was really fun, but I think that the boss had to much HP. The last part, that they were in love with, was the ending, just like the last group, they ended up killing each other for the gold, and it was glorious, this is definitely a concept that I would like to explore more in the future of level, and game design.




Obviously, there were some negatives as well. First of all is in one of the corridors, there is a pit, that they felt was a little, unnecessary, because it was just kind of, out of place. The second thing, was that the three passages were exactly the same. This was a mess up on my part, I forgot to put that part in till the last second, so it ended up sloppy, and exactly the same. Originally, there was going to be one corridor that had enemies, and one that had traps, but I didn't have the time to come up with traps and enemies.



(my character made in heromachine)


There still some things that I would like to change. First, I will like to take away some of the healing wells, I think that it could've been easily abused if given the chance. Then I would lower the health of the final boss, the battle went on for a little bit too long, so maybe I should change it to seven, or eight. The last thing I'll change is, like I've said a few times before, the corridors. They all need to be different.

Monday, February 13, 2017

Simple DnDMap

I created a Dungeons and Dragons map, using a simplified rule sheet, and attempted to create a simple tutorial level. I believe the level was a success, the party members had fun, and they definitely enjoyed the plot twist at the end. The level starts off in the entrance of a cave, that goes into an opening, area, with three goblins, one fighter, one mage, and an archer hidden in the shadows. after that is a locked door, in which they have to role an escape artist check to open, which will lead them to a tunnel. Then a pit, that is nine feet long, which is one foot lower than the lowest distance someone can go, which is the mage at ten feet. then the boss fight, which took a while, and I had to lower the roles of the boss so that they survive. lastly the two chest, one they can just take, the other they can only take if they kill the other person, in which they did.

My map has all of the basic stuff you need in a tutorial, it taught you how combat worked, how to open locks, and how to jump, and how to kill bosses. I did it in the safest way I could, low enemies, small jump, and an easy lock. the only issue was that my enemies didn't really move, but that isn't an issue with the map. The map, in my opinion, is to simple, there isn't anything to it, just one point, then the next, then the next ,then you win, there isn't much to it, so I might improve upon it, like add some twist and turns.

I may make the boss weaker this time around as well. He was a tough one, I maxed out his stats and health, which caused the fight to be difficult, and the players would've died if I didn't lower the roles a bit.

(My character, created on heromachine)
I could also improve the size of the map, not like make it longer, but use bigger paper, if I have any. I think this would be good, considering the tokens used to represent characters have to be a quarter inch, and since all of my squares are small, five regular squares equal one regular squares. I want to do this so that my map doesn't look ridiculously small in comparison to the other ones, maybe I can make some room so that the people can move around a bit.

Another thing I can do is have the players use more spells, like the light spell, because that spell was not necessary, so if I can make it into a necessity, then that'll teach them about the skill. The setting is in a dark cave, so maybe take out some of the torches so that it's completely dark in there.

The last thing I could do is put in some health potions that replaces the heal spell, because they get a minus four from it, making it an almost useless spell, unless there is a mage in the group. Maybe it'll do the same thing as the heal spell, but it will already have a plus three added onto it, so that they won't need a mage, or to rely on something that does damage to the player

That is all I can think of for my dimple dnd map, I need to increase the scale of it, add some items and a new mechanic, and weaken the final boss of the level.

Thank you for reading this, and I hope to see your responses
Bye everyone.