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jon-z-skiks

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A member registered Jul 10, 2023 · View creator page →

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Very good work. Exactly as wordy as it needs to be, well organized, well written, and of course, a cool little dungeon. I also do like the floor layout. and design.

This is a fun idea for a class that needs more work. The notion of a bold and brave cavalryman who laughs in the face of danger is a fun design. With that said, there's two specific gripes I have, and an overarching one.

1) What does having a mount do? What are the restrictions? What are the benefits? Can the mount die? What kind of checks do you need to make for the mount (does it check morale, for example)?

2) Being able to give yourself advantage on a Sworn Enemy is a nice idea, but is there a limit to being able to do this? Can I make a new enemy instantly after defeating another? Advantage is a VERY big boost, so being able to constantly apply it to a foe feels OP. At the very least, specify being able to do it, say, CHA times per day, and then the 2-talent adds to that count.

Finally, this class feels like it amounts to getting advantage as often as possible. Instead of encouraging a specific tactic or playstyle, it just puts the odds in its favour in more and more scenarios by just declaring it. Again, the theme for the class is cool. A bold knight with a noble steed who is compelled to strike down his enemies is a great fantasy. The gameplay mechanics to fulfill it now need to be fleshed out to be clearer and more nuanced to play with.

These are very cool. Some of the bonuses you can get are nuts, but as a proof of concept, these are great.

This is kind of an odd one to judge. Mechanically, this almost exists in a vacuum, and could be attributed to any fantasy TTRPG with 6 ability scores and that general rate for gold. However, this is very well put together. The rules seem solid and have a comparable cognitive load to base shadowdark, maybe going a little more convoluted at points.

Also for general feedback (I'm not counting this in my grade), the rules read as if they assume the audience is familiar with TTRPG warfare mechanics. It didn't totally click how battles worked until page 4, so everything before that lacked context. I would put the battle mechanics first and elaborate on how it gets set up and can play out.

I omitted a recommended level because I do not feel familiar enough with Shadowdark to really gauge difficulty, and I focused a bit more on making something interesting. After reading through some other entries and familiarizing myself with the system, I would probably consider this good and fair for a party of level 3 characters. Lower levels should still be playable, albeit, with a kind of brutal difficulty.

IF the water level is deep enough. I really wanted to highlight deep water being something that should be avoided, and a random shark attack seemed like an obvious way to push that.

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This is a fun little setting, and I do appreciate the couple of ways this incorporates Shadowdark's mechanics (mainly the Flickari being able to provide light once per day). Unfortunately, it feels like a setting made for its own purpose rather than something intended to be played with Shadowdark.

This is very inspired and well thought out as a setting, but for Shadowdark, it does not pull me in. IMO, this should be expanded upon as a system neutral setting, or expanded upon more deeply with a specific system in mind. As an initial rough draft though, there is a very fun idea here, and I hope you make more iterations of it.

As someone who likes overland travel and natural hazards, this is *chef's kiss*.

My one criticism is on the blizzard weather condition. I would like it to be clearer if blizzards force the con check (or not) even if you are wearing a snowsuit. That was one part that felt subtle enough to miss, and would be worth highlighting.

Otherwise, this is a great supplement with a little bit of everything. It perfectly fits the mechanical load of shadowdark, and every part of this feels inspired. I was excited to read from one page to the next.

Fantastic work!

Very solid and quick dungeon. This is a lot wordier than I would expect for it's brief length, but it makes it very detailed and clear to run. It is also general enough that it can be fit into almost any campaign.

It's extremely simple and rock solid, which can be a positive or negative depending on the type of game being run. Regardless, this is very well written and executed. Nice work.

Very solid and quick dungeon. This is a lot wordier than I would expect for it's brief length, but it makes it very detailed and clear to run. It is also general enough that it can be fit into almost any campaign.

It's extremely simple and rock solid, which can be a positive or negative depending on the type of game being run. Regardless, this is very well written and executed. Nice work.

Very well designed. There is enough mechanics here to make the class feel unique and flavorful, yet still fits well within the framework of the game. Also, I like the approach to 2-weapon fighting where it's more about defense and diverse options as opposed to going nuts on damage.

This is an excellent module. A great balance between open ended and detailed, and very well organized.

Happy to hear that you like it. Giving exploration a dynamic, shifting element was something I've wanted to play with for some time, and tides seemed like a good way to do it.

Thank you very much!

Happy to hear that it's your jam. :)

This is genuinely fantastic. Its a great setup for a campaign, and I love how you gave a simple quest, and left a bunch of bread trails that should lead there. The expanded Hexcrawl map and followup prompts are just gravy.

There's a good chance that if I can convince my friends to try Shadowdark, I'll use this as the prompt for the larger campaign.

Nice 1 page dungeon. It is wordier than I'm used to for such a small dungeon, but it is very descriptive and easy to use. Not much to say, but it is a solid little piece that seems perfect for a party of level 1 players.

I like this a lot. A nice, simple setup for a hexcrawl. I like that this isn't too wordy. The encounters that are provided are nice inclusions, but this does feel like it's leaning on GMs adding other modules to fill it out. Still, the Hexcrawl alone looks fun to play in and should provide lots of variety. Nicely done.

These classes are all very nicely thought out, and each feel unique despite their thematic through line. Potion Master might be a bit too niche of a role for a dungeon crawler, but it's a fun design regardless.

Some rules could have clearer wording, but there's no big issues.

A very imaginative concept. Nicely done.