80% of Room Design in 7 Minutes

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  • Опубликовано: 27 янв 2025

Комментарии • 10

  • @samchafin4623
    @samchafin4623 Год назад +8

    I think it would be great to see a deeper conversation about designing treats beyond loot. Things like caged allies, zones of protection, levers and buttons which affect the room, etc.

  • @Joshuazx
    @Joshuazx Год назад +1

    How much damage does lava do? Anything that touches lava is destroyed, including player characters.

  • @glebkamenetsky2993
    @glebkamenetsky2993 Год назад

    Great video, very insightful! Thank you for sharing

  • @BlackKnightofSweden
    @BlackKnightofSweden Год назад

    great video! really helps to speed up room design.

  • @GaryAnastasio
    @GaryAnastasio Год назад

    As usual awesome content!

  • @paulofrota3958
    @paulofrota3958 Год назад +3

    Very cool, man. For me, TREAT is always the hardest part.

    • @jmansfield9253
      @jmansfield9253 Год назад +2

      One thing I did to help myself with this was to make COIN an XP. Spend 250 COINS for a MILESTONE; 5d20 COINS per chest on average. Also healing potions or spell scrolls. These are all kind of generic but make it easier for me to get something down.

    • @glebkamenetsky2993
      @glebkamenetsky2993 Год назад

      @@jmansfield9253 thank you for sharing! that is a great idea to make coin an XP, which works perfectly with ICRPG as there are lots of loot and treat as as chest options. and it also gives old school flavour of leveling up to the game.

    • @chwig7354
      @chwig7354 Год назад

      ​@@jmansfield9253
      This seems harder when you mentioned 5d20 for chests.
      Do you mean that players will find a chest when they've reached 5d20 coins worth of experience? or do they have to spend that much in order to pick it/buy it?

    • @kyzer42
      @kyzer42 7 месяцев назад

      Cypher system is a ttrpg with a similar focus on getting lots of loot; you could check out the Cypher system reference document for list of "Cyphers": single use 'magic' items.