#Modular Dungeon
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spiders3dworkshop · 6 months ago
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Type how to paint a straight mine wall. Don't be afraid to show off your versions of painted mine shafts ;)
🎨 "Explore painted modular dungeons and free downloads!
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2minutetabletop · 2 months ago
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The DUNGEON MAP TILES
Building a 2MT-style dungeon has never been easier! Please try our new map tiles and let us know what you think. :)
→ Find them here!
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xoneatmos · 1 month ago
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Here was was my system with my case running into my Model1 mixer on the left. With two EFX on the Aux/Return Channels those were the two devices on the left of my case, where I also placed my phone to play back from the voice memo recordings. How I incorporated my phone was last minute due to needing my field recorder, to record the performance as my mixers recording device. I figured this solution out which was even nicer due to being able to scroll through the recorded material at will. I routed the phone into a stereo input on my atmos/drone module ONEIROI which also has a looper with in it and has a 5 sec buffer that allows you to recorded anything in the input. So I could mangle audio simultaneously as I also playback in parallel. With my Model1 was a nice touch as the mixer being able to utilize the master filter during the performance. I hope you enjoyed the configuration insight.
best,
Leümas Wähs
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amalgamationillustration · 1 year ago
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Photoset of my modular dungeons and dragons tile set that I made. 40pcs in all, it's got dragon claw marks and acid damage as the dragon fight I built it for was an acid breathing dragon so I eroded the pillars to create acid damage. The full tile pieces have moss added to them also.
I'm selling this set as I haven't used it in some time. DM me for details 👍
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dndtreasury · 2 years ago
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Spear of the Primal Hunter by Dungeon Strugglers
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moradinsforge · 7 months ago
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This is Tso'ok from the Jadeshell Turtlekin Collection by Artisan Guild. He was printed in house with our traditional grey resin. There's no primer on this model. He showcases incredible character details and has modular hand options available to make it easily modifiable for different player classes. We also offer to assemble or leave the model unassembled prior to shipping to suit buyer needs!
This model, along with all other Artisan Guild sculpts, are available in our shop or by request. We also have options for custom print requests and paint requests.
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ecm-artist · 1 year ago
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low poly dungeon
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nathanielmatychuk · 1 year ago
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You snuck out through the sewers. That's right, the sewers.
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duodraconis · 2 years ago
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D Kit 00 Demon Castle Architecture Kit
Finished a modular castle based kit to generate game dungeons
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synthtv · 3 months ago
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Absolute Minimal Budget Eurorack Setup for Ambient Drone Generator
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spiders3dworkshop · 7 months ago
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Thanks to today's next free stl, we can build a diverse dungeon corridor.
If you like my work and would like to support it in some way, you can contribute via the link below or just send photos of dungeons painted or even used in the game.
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prokopetz · 6 months ago
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Doesn't Hasbro have a strong incentive to make a "lite" version of D&D with a pared-down paperback rulebook and sell it as a casual-friendly overpriced starter kit with a bunch of dice, figures, treasure cards, etc.? It could be a strict subset of the normal 5E rules (I guess - not that knowledgeable about TTRPG design). That way they could sell you all the same books. Seems like a slam dunk
Hasbro's present marketing strategy for Dungeons & Dragons is to try to position every D&D group as potential purchasers of every D&D product. Among other things, this is one of the main reasons that every campaign setting other than the Forgotten Realms is being repackaged as a series of tourist destinations for Forgotten Realms based campaigns to visit, and why there's been a strong move away from focused, topical sourcebooks and toward big, messy "book of everything"-style anthologies that consciously avoid focusing too much on any one type of character or campaign. It's also why the core books make a lot of noise about how wonderfully modular the rules are without actually providing any meaningful modularity in practice – if the game was designed to make it easy to pick and choose modular components, they'd risk fracturing the player base into distinct subsets with different preferred sets of modules.
All this in mind, it's fairly easy to see why there's currently no official "light" version of D&D. Under the paradigm of every single D&D group as a potential purchaser of every single D&D product, a version of Dungeons & Dragons 5th Edition that was actually, meaningfully simpler than the core product would function in practice as a competing game (what if people decide they like the simpler version better and just play that instead?), and the last thing you want is to compete with yourself. TSR learned that the hard way! With substantive simplification off the table, the only introductory version of Dungeons & Dragons Hasbro can offer is one with exactly the same rules which simply has less content, and tells people to buy the full version if they want more – which is exactly what they're selling in the various starter sets that are presently available.
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modularmedia · 2 years ago
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Catch the replay!
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Hasbro Pulsecon 2023 LIVE REACTIONS! & Watch Along
@thevacuuminator & @boingo-rider join with two friends of the channel to watch along & react to the biggest event in Hasbro's streaming calendar!
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talenlee · 2 months ago
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Primaries, Secondaries, Structure, and 4e DnD
Talking about Fourth Edition Dungeons & Dragons is challenging at times because I feel like I’m always coming at things from a preemptive crouch. My first draft of this started out describing a problem that people criticized, but realistically speaking, that was 10 years ago and it doesn’t really matter what people think about it now, especially because fundamentally it isn’t an incorrect thing to have noticed.
What I’m going to talk about here is structural form and it’s a thing that 4e has throughout. Honestly, you could make a reasonable model of the development of Dungeons & Dragons throughou
One of the areas where I would say that fourth edition really excels as a tabletop RPG is that its structure is rock solid. It’s not a game with tons of tables in it because most things that needed tables were instead handled by formulas and sometimes those formulas were very simple. This does make it sort of the anti-Rolemaster where, broadly speaking, you are managing a very small amount of information and the game doesn’t do a lot to generate things for you. This structure does mean that there are reliable ways that players can approach information with expectations and assumptions about how the game does work.
To be clear, I like this. It is not necessarily the best way for any game to be, but 4e is an enormous game that relies on its system being modular, familiar, and exclusionary. You know how the game works in a set of fundamental structures, and then you work out from that centre of generalities to your specifics. You don’t need to know how Barbarians work if you’re not playing one, but the fact that Barbarians work like how Wardens work like how Fighters work means that when you do pick up any of the Barbarian pieces, they are pretty familiar. This approach is a form of structuralism, and it’s really useful for making a big complicated thing handleable. Rather than having four or five versions of the same thing (like Spellcasting in 3rd edition), you can have a uniform structure that everyone recognises.
One example of a structural design in 4E is the way the game handles Primary and Secondary Stat needs for each class.
Real quick for anyone not familiar, in most of 4E’s class design, characters were making attack rolls against defenses. There weren’t any saving throws against magical spells being flung around, and for the most part enemies didn’t have a lot of opportunities to avoid things beyond specialized layered defenses like ending stuns or dazes early. You had your Armour Class, your Fortitude Defense, your Reflex Defense, and your Will Defense. This design puts agency on the actor rather than defense posture on the target, and since players are the ones enacting the things the players want, that means the die rolls that matter are the ones they make.
Now, you may not like this, especially if you like fudging die rolls like some kind of a coward I guess, but the point is for now, the fundamental structure of classes in 4E was you were powers were making attack rolls against defenses. Because of that, everyone needed to be good at making attack rolls. This was a break from third edition where it was pretty much expected that attack rolls were only for a very small set of things that were considered attacks (and which were, largely, not very good). If you were a wizard, you could build the whole character as if you never had to make an attack roll. You could, there were spells that did it, but you didn’t have to. There was no inherent assumption wizards would be good at attacking. You would be very likely expecting to meet characters that didn’t have a good attack roll.
A complaint about this design is that because everyone is making attacks, characters all feel the same. This is a reasonable complaint that if you ignore all the things that aren’t making attacks, everyone is only ever making attacks. It is true that this made 4E a game where everyone wanted to be good at connecting and therefore, everyone wanted stats that made you best at hitting. That meant that Wizards all wanted Intelligence, the stat that made you better at hitting with Wizard powers, and Fighters and Barbarians all wanted a good Strength stat because that’s how Fighters and Barbarians hit things more often.
This was, again, a complaint: The system made it so that wizards wanted high Intelligence, and Fighters and Barbarians wanted high Strength. It’s true that if you don’t like this result that this is a reasonable criticism, that this is a thing the game encourages. It’s not a criticism I much care about, mind you.
“Doesn’t this mean every member of a class will have similar stats, and naturally gravitate towards the same best powers?” you might wonder, and no! No, they solved this problem through Secondary stats. Powers came in two flavours; one, powers that only cared about your primary stat, and they were usually pretty decent, solid 8/10 kind of things. But then there were powers that could have some benefit based on your other choices, like a Pact or a Boon or a Style, and those things looked at a stat of yours that was very deliberately not the stat used to make the attack roll. These were commonly referred to as your ‘rider’ abilities, and therefore, that stat effect was the rider on the main ability.
For example, Dishearten was an attack that used Intelligence to hit, dealt damage based on Intelligence, but the penalty it could impose on an enemy’s to-hit was based on your Charisma. To that end, if you did want this power, you might want a good Charisma as well, or, if you already wanted a character with a high Charisma, you might pick this kind of power to reward that build.
There’s another structure that lives parallel here. It’s not as common, but it’s still there; there were some classes that had one secondary stat for their powers, but had two different primary stats for their powers. That meant that the class might approach hitting with stats like Wisdom or Strength, but the followup to that hitting was always going to be (for example) Charisma. This meant that there was a common thread across all members of that class, but it was never their best thing; all Clerics had some people skills, but they might be a holy smiting, mace-swinging Cleric who had people skills, or a laser beam blasting Cleric who had people skills.
4E clerics were so cool.
The other classes that did this in the Player’s Handbook were the Warlock (Charisma and Constitution) and the Paladin (Charisma and Strength). The Warlock was a bit of an orphan child at the best of times, but the Paladin was so well serviced and ate so well that it wound up with multiple fully-fledged ‘standard package’ builds you could pursue with plenty of feat support under the names of Straladin (Strength Paladin), Chaladin (Charisma Paladin) or Baladin (Balanced Paladin). The Ranger also had the opportunity to be a Strength-based or Dexterity-based attacker, though the powers were mostly all the same powers, with ‘Strength or Dexterity vs AC’ kind of attack rolls.
Sometimes for some classes that weren’t super well developed, this meant that you effectively had one primary stat and two secondary stats. There aren’t any I can find that only have one secondary stat, even the most malnourished classes I found like the Vampire have two, and some classes like the Fighter and the Warden seem to have almost every possible stat supported as a secondary stat. Your best stat was probably going to be the one that you used to hit with and your second best stat was going to be the one that gave you secondary effects you liked, which meant that most of the characters in a particular form would have similar stats and probably express a similar-ish character. If you were a wizard who liked moving things around, you probably were very intelligent and pretty wise because those were the two stats you wanted the most.
Now this does create variety within a class, but you can probably just complain it kicks the can down the road. After all, if you’re playing a Bard, are you the Charisma-Intelligence Bard, the Charisma-Wisdom Bard, or the best Bard? It’s still narrowing options.
Thing is, to me, complaining about this seems dumb when I point out the Fighter. Because everyone seems to think it’s okay that all fighters are strong and hit things hard, because that’s what being a Fighter is. Suddenly that is okay when we’re talking about limiting the options of the poor Fighter, who had people back in 4e complaining their builds were too good, too interesting, and they did too much cool stuff, when the players would much rather than two combat options, have one.
Oh and fourh the May be with you or whatever.
Check it out on PRESS.exe to see it with images and links!
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aethershotgame · 9 months ago
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AetherShot Now on Steam!
AetherShot is a 2D dungeon delving rogue-lite with a custom spell system to create your own spells to take into the trials below! This is my first fully fledged game and I have many plans to improve it during the early access period!
AetherShot releases into Early Access on Sept 27, add it to your wishlist so you're the first to know when it goes live!
Developer: @proteanderg (Me!) Artist: @koboldfactory (https://kobold-factory.carrd.co/)
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taldigi · 6 days ago
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#back 2 inaba (B2I): an alternate timeline to strikers where Ren returns to his hometown of Inaba after the events of Persona 5 Royal. He resolves to get through his final year of High School as quietly as possible so he can finally just go home to Tokyo... but honestly? He should know better at this point. Ren, Morgana, and Nanako discover the Midnight Trains- a shadow world phenomenon where it's riders are forced to confront their life's trajectory and must accept or deny the wanderlust infecting their hearts.
Side stories include: Morgana coping with becoming human, Naoto's investigation into Akechi's disappearance, Yosuke returning home after being released from Maruki's actualization with a daughter in tow, and Ren becoming a Navi and getting real therapy.
#p4: retransmission: a Persona 4 Arcana Swap AU where Chie is the wildcard and moves to Inaba following an accident involving her guardian, Akihiko Sanada. The swaps are pretty intricate and not everything is 1-1. For example: Rise is the Chariot, but largely takes Naoto's role of "investigator" via being a journalist. Yu is the mascot character. His name is Myu Nyarukami and I love him.
#NG+: But a Girl this Time: Despite being able uncover Namatame's innocence, The IT are unable to identify a suspect and Yu is forced to leave Inaba behind in the fog. He gets on the train to only to arrive back in inaba a year prior- with one very crucial change: Yu is now Yui- and Narukami has some very complicated feelings on the matter.
This AU is loosely based off my second NG+ play-through where I used the Femc mod and played izanagi-only on hard difficulty. So even though Yui has the money carryover, Deidra blueprints, and social qualities boost, It also came at the price of the compendium. Some other changes include Aika Nakamura as her strength confidant and other minor changes. It also assumes the first timeline is vanilla and the second is golden- so Marie and other events are new to her. It also focuses a bit on how her gender changes how people interact with her- such as Kanji not being totally comfortable or Nanako opening up way sooner with her ect. ect.
#They Keep Dogging Me: After a very successful and very exhausting dungeon run, Yosuke is given a powerful accessory from the loot- only to have it reveal it's true form as a cursed artifact that slowly warps him into a dog. It's mostly dog jokes at Yosuke's expense, but there's an underlying current of terror as he slowly looses what makes him human.
#Traumatized by the Meat Locker: is something I personally refer to as a "modular" AU. It's a singular concept that can be easily slotted into any story or au. It basically just gives Chie a crazier shadow and a proper dungeon- where said dungeon is meat-locker themed. Instead of beef or pork- it's all the boys who have hit on Yukiko. It has the added bonus of traumatizing Yosuke so badly he can't eat meat anymore (even fake meat) as well as changing the Yosuke-Chie dynamic quite a bit (not even Saki wanted Yosuke dead).
Other "aus" or reoccuring concepts that I dont have tags for are that one himbo yu au, NG+ B-sides, and Mascot Parade
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