#item shop

Webcam Model(Ruh_2) is live
LIVE
My submission for January’s theme-from-a-hat: space, woods, item shop. A little truck shuttle stop aMy submission for January’s theme-from-a-hat: space, woods, item shop. A little truck shuttle stop a

My submission for January’s theme-from-a-hat: space, woods, item shop. A little truck shuttle stop along Star Route 52, with a few essential power-ups in stock. I had a lot of fun with this! :)

Made in Blender, rendered with Cycles.


Post link

Temmie shop. Open for business.

Someone who had downloaded the Print and Play asked me today how AoE is inspired by Hero Quest, when the core combat is more reminiscent of D&D.
There’s a number of ways that Age of Exploration, which I made as a gateway game for my nephews, was inspired by Hero Quest, which I first played in 1992 when I was 11.
First of all- It’s card-based. All of the weapons, armors, treasure items and spells are all represented on cards. It makes it very easy to build characters because you can just pick cards instead of copying down all your abilities.

image

The elf was always my favorite character. I liked to imagine I was role playing the Red Mage from Final Fantasy, cuz both of them had long white hair and could do it all. 
Just like the Elf, each character in Age of Exploration selects one element and draws a set of spells for it. 2 that deal damage or heal, and 2 that have more of a utility effect (It was just 1 per element in HQ)

To learn more and get a the Free Print&Play visit ExploreAlterra.com


Characters in AoE increase in power through items, just like in HQ. As they earn Gold, they can buy better armor and equipment at the armory-

image

A character with 1000gold of equipment and a magic weapon is roughly twice as powerful as a starting character. Coming up with the name “Dead Man’s Vest” is the proudest I’ve ever been of a pun.
Curently, the rule is that you can sell items back to the armory for their full value, and I’ve adjusted prices accordingly. 

image

One evening, when I was playing AoE with @flavoracle​ and his partner, she said, “How come I don’t get to roll to dodge enemy attacks? In Hero Quest there’s a defense roll” and at first I responded, “Well, in most RPGs the dodge is built into the attack roll that the GM makes.” 
But the more I thought about it, the more I realized she was right (She usually is) and the next time we playtested I had players make a dodge roll instead of Storyteller making the enemy attack rolls.
Mathematically, it’s a difference between 55% and 45%, but this gives players a slight advantage that’s actually great. It also engages players when it’s not their turn, and takes burden of rolling off the Storyteller, freeing up time. 
And while it doesn’t actually add player agency, because there’s no choice, it makes the damage feel more earned, which feels more fair, and less un-fun.

So then we realized it was possible to roll a natural 20 and critically dodge! If you’re dodging a melee attack, you get to riposte: roll a basic weapon attack against the attacker. If you critically dodge a ranged attack, you get to sidestep: move 1 space. 

Oh and One more thing: Matt Holmberg @orwin-dm​ made these incredible standees that I want to turn into a new Print & Play adventure sometime soon. 
You can get the current print and Play free from the website or DrivethruRPG

image
loading