artfight attack for cocotig of their kenku warlock Juno
he wasn't even looking at me and he found me
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@mydnd
artfight attack for cocotig of their kenku warlock Juno
Was going through my socials yesterday to see if there is any old rwd art that hadn't made it to tumblr. I slapped this together in a few short hours after completing losing it while listening to the long awaited "gala episode". This episode was a beautiful disaster from beginning to end and some day I will draw up the whole adventure, so help be gawd.
commission for @nian101, their party's human fighter Farvald with his young moorbounder Blackmoor! thank you for commissioning me and giving me another opportunity to draw my favorite weird cat steeds đ
commission info/contacts commission tag headshot | half-body | full-body
Beholder
Large aberration. Lawful evil. AC 18. HP 180. CR 13
Look, itâs him. Itâs Mr. DND himself! There is no monster more synonymous with dungeons and dragons than the Beholder. This guy was a real challenge. Whereas every other monster has very clearly defined features, the Beholder has its big eye, itâs 10 little eyes, itâs big olâ mouth, and thatâs about it. Since Beholders are reality benders and reproduce by manifesting their dreams into reality, a Beholderâs features can vary wildly. Which on the one hand is very cool because it opens up a lot of creativity. But on the other hand, can be a challenge hanging such a blank canvas to work with. I had some vague ideas of where I wanted to take him, but all the details were just hashed out as I went. I originally wanted him to be a rusty-red color, but just didnât like how it was looking when I applied the paint, so I scrapped it and made him green instead. Below is a timelapse of the sketching and painting process.
Hope you like this Mike Wazowski looking dude! Let me know what monster I should do next. Iâm debating between Kobold, Displacer Beast, or Mindflayer (but leaning towards Kobold because after this guy and the Flumph, Iâm so damn tired of drawing tentacles)
she will have music wherever she goes
Cassara as revenge against Enarys on artfight.
One of the scariest things about DM-ing is that sometimes you'll do something that doesn't make any sense whatsoever because you're being stupid, and your players will call you out on it. One of the best things about DM-ing is that you then have the privilege of pretending it was on purpose all along
Another Take on a Zelda TTRPG
The brain goblin is at it again, and now I find myself revisiting the Zelda TTRPG I made and ran as a small campaign for my friends a few years back.
This time I redesigned the sheet around a horizontal character sheet mainly used to track Hearts, attributes, stamina, armor, weapons, and inventory. Instead of putting every ability on the sheet itself, characters are built by choosing a Background, a Heroic Path, and a Tribe. Each one comes with a bookmark-style card that you arrange around the character sheet, as seen in the image, with the available abilities printed directly on it.
So a Hylian Farmer who became a Soldier is a completely plausible character, which feels in line with the humble beginnings of almost every Link in the series.
Equipment and gear would work the same way. Armor, shields, weapons, and special items all have their own cards with their attributes, tags, durability, and rules, so players can track what they have visually without crowding the main sheet.
Hopefully this will satiate the brain goblin for now.
I'm SO excited to finally share these pieces I created for D&D's Ravenloft: The Horrors Within.
This project was such a huge honor to work on. I remember as a kid looking through the players manuals & doing little studies of the artwork in there, so this feels a bit full-circle. You can get a peek at higher-res versions of them on my insta!
Hey y'all! I'm opening commissions again! My iPad battery is on the way out I think, starting to just turn off randomly, so I'm opening some painting comms to help save for a new one!
Hit me with your TTRPG characters, your Tavs, and all your fantasy OCs! (As long as they're humanoid, anthro is not really my wheelhouse).
DM me here or on Discord (@vertiline) if you're interested or have any questions, or check out my other socials to see more! Bsky: @ vertiline.bsky.social Insta: @ vertiline_art
Hard Workâs Reward
Table Top Transition
I... did it... ďźź(_ _)
This legit took like 5-7 hours due to me overcomplicating the process at every hurdle. In the end, I just did a side view, but at least it looks good :D
Also Aiko masquerade outfit đ couldn't do his mask if I wanted the terrified look in his eyes, but the rest is there :3
Hello, if you like D&D and watch Critical Role and D20, can you interact with this post? I'm looking to follow blogs that have that as part of their roster of interests. :D Please and thank you <3
We take pride in telling stories with elements of the perseverance of the LGBTQIA+ community through the lenses of Pathfinder and Starfinder. In today's blog, celebrate our team and community members who show that even at tables full of fantasy, queer identities are very real.
Read the blog!
On the Hegemony of D&D 5th Edition
A year ago I published Scavenger: Caches and Prizes, a third-party campaign setting for the Traveller system, or rather itsâ Open License fork Cepheus Engine. I chose that system because I wanted to run campaigns based around salvaging wrecked spaceships and Cepheus has a granular and modular ship design system that lends itself well to breaking ships down for parts. Additionally, it doesnât have ridiculous stat inflation for characters, regardless of which version you use your âhit pointsâ are unlikely to ever exceed 30 and there are consequences to even taking light damage. While your combined characteristic and skill modifiers are likely to stay within the +1 to +3 range through the whole campaign, with +5 being extraordinary. And rolling 2D6 instead of 1D20 introduces a bell curve that mitigates the âswinginessâ of single-die rolls while making criticals more rare and thus more dramatic when they happen. But this spring a crowdfunding campaign to convert Traveller to D&D 5th Edition was funded within minutes of launch. This was part of the larger trend of â5Eâ conversions thatâs been going on for the past decade or so. Creators taking advantage of the Open Gaming License and most gamersâ familiarity with the system to promote their works. Or GMs getting frustrated with the difficulty in finding players for their favorite games and homebrewing conversions, even when the original system had a shorter rulebook than the 5E PHB. And this isnât even the first time that this happened, when the OGL was first developed for 3rd Edition there was a wave of both official and fan-made conversions of other games. Including one for Traveller. And they died out swiftly, most D&D players werenât actually that interested in playing a different campaign setting kludged onto their beloved game, and players of the original games preferred the original systems. And then Wizards of the Coast switched to 4th edition which did not have the OGL, finishing the conversions off. Then the 5th edition was published in 2014 and brought back the OGL, which led to another boom in third-party content and setting conversions. But then Hasbro got a new CEO who took offense at the notion of other publishers making money off their product and in 2022 they tried to rewrite the OGL so that theyâd get a cut of all third-party sales. Of course, most small publishers would go bankrupt if they had to pay the rates that Hasbro demanded, resulting in a massive backlash until Hasbro backed down. But the ill will that Hasbro had garnered clearly didnât stick around, as now it seems like every game designer has to keep D&D 5E in mind. Itâs not dissimilar to how everyone knows Amazon is evil but indie writers need to publish on them because no other self-publishing host has the same reach. Even Renegade, who designed their own âEssence20â system, are switching their games to D&D5.5. And thatâs not even why the Open Gaming License was developed in the first place, that document was intended to keep Dungeons and Dragons alive in the event of another publisher going bankrupt. TSR, the company Gary Gygax and his friends founded in order to publish D&D, went under in the 1990s, which would have relegated the game to an out-of-print collectorâs item until it reached the public domain, if they hadnât sold the property to Hasbro. Or not. As demonstrated by the Old-School Revival movement, you canât actually copyright game rules, and at least half a dozen different publishers have taken advantage of that fact to put out games that are either slight modifications of 1st and 2nd edition D&D, or straight-up copies. With all the cruft and inconsistency those early games had. Now then, I feel a bit obligated to clarify something, yes, I backed Traveller 5E, I wanted to see how they manage ship design and combat. And I donât care if you try to convert Scavenger to 5E or any other system, I was honestly considering Starfinder but Paizo announced the 2nd edition around the time I was writing and I didnât know what to expect. Now that SF2 is out you might be able to run Scavenger using the vast amount of material just on the PF2 and SF2 wikis, most of the animal-like ancestries should fit if you cut out the more overtly magical feats and heritages. And the Awakened Animal ancestry from Howl of the Wild should cover the rest. Additionally, Stellagama has published a fantasy-oriented version of the Cepheus Engine, Sword of Cepheus, that should be compatible with Scavenger for campaigns on low-tech planets. But will I ever write a conversion myself, well⌠Maybe for Shadowdark.
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Let's take a look at what was the initial goal of the OGL back in the day. TLDR: The primary goal of the OGL was to save the tabletop RPG market from economic collapse by standardizing the industry around a single, compatible rule system (the d20 System), shifting competition from creating new game rules to creating new game content. WotC believed that the commercial tabletop RPG market collapsed between 1993 and 1996 due to the over-proliferation of different, incompatible game systems.
Much of the information in this FAQ relates to copyright and trademark law. This FAQ does not constitute legal advice. Readers are advised to consult their own legal counsel before proceeding with any d20 System project. Permission is granted to reproduce this document, in whole or in part, provided that this notice is preserved intact. Please send comments, questions or feedback to Andrew Smith.
Q: Why is Wizards of the Coast pursuing this strategy?
A: The company believes that one of the major factors which caused the collapse of the commercial tabletop RPG market from 1993 to 1996 was the proliferation of different, incompatible, core game systems.
The company believes that when many different game systems proliferate in the market, they cause significant problems with the shared rules knowledge and preferences between communities of players necessary to sustain a long-term, commercial market for RPG products.
The company has decided it is possible that consumers can be educated to understand the problems of system over-proliferation, and for those consumers to apply pressure to publishers to use standardized systems.
To jump-start that effort, Wizards of the Coast has created the System Reference Document, and the Open Gaming License (OGL) to allow royalty free, nonexclusive use of the game system at the heart of Dungeons & Dragons by anyone who wishes to do so, for both commercial and noncommercial works.
Wizards of the Coast believes that by doing so, and by educating consumers about the benefits of Open Games, the fundamental economics of the tabletop RPG category will be improved. One (obvious) consequence of this strategy is that if it works, Wizards will see significant, long-term financial benefits. Thus, the company sees this as a win-win situation, where it can benefit along with, rather than at the expense of, other publishers.
Q: Could Wizards of the Coast decide to stop supporting the d20 System?
A: As with all things large corporations sometimes do, there is always a chance. The chances of the company doing so are remote. As long as Wizards of the Coast is in the business of selling Dungeons & Dragons, it will be in the business of selling and promoting the d20 System.
Q: Does Wizards of the Coast want to destroy competition in the gaming industry?
A: The company would like to see the number of widely distributed roleplaying game systems reduced.
There are people who see these two objectives as synonyms. There are real-world examples that prove that not to be the case.
There are numerous examples of successful, thriving publishers who focus on making products that are compatible with other game systems. Having a "house system" is not a requirement for being a roleplaying game publisher, despite the fact that those two ideas have gone hand-in-hand for nearly two decades.
The company believes that this is a market where diversity is more harmful than beneficial. The competition in the tabletop RPG category will (if the OGL/d20 strategy is successful) shift from producing competitive RPG systems to producing competitive RPG products that share a common system.
Q: Does Wizards of the Coast think that the d20 System is the only RPG that should be published?
A: Nobody at Wizards of the Coast believes that OGL/d20 will cause the market to reject all other RPGs. There will always be a market for game systems produced by publishers who are determined to forge their own path, or to push the envelope of design. And there will always be people who find different game systems more entertaining for different types of games and different genres. Over the long term, however, Wizards of the Coast hopes that the systems which are widely available in the market also become Open Games, and that instead of supporting dozens or hundreds of different games, the market chooses to support a just a handful.
Q: What does Hasbro think of the d20 System/Open Game concept?
A: The basic ideas were presented to the CEO of Hasbro in 1999 as a part of a wide-ranging overview of the company's Research & Development efforts.
In the great scheme of things, Hasbro as a corporation doesn't care one way or the other about Open Games and the d20 System. In fact, the RPG business itself is just barely large enough to be broken out as a separate line item in the financial accounting that Wizards of the Coast provides to Hasbro.
In short, Hasbro's management and oversight will be a non-factor in the success or lack thereof of the OGL/d20 experiment.
Q: Is the d20 System just another term for "Dungeons & Dragons"?
A: Yes and no.
The current version of Dungeons & Dragons is the basis for the d20 system. The market research done to determine what gamers wanted out of an RPG game was used to determine what kinds of rules, and what level of complexity, would go into the game.
That foundation was also used to produce the Star Wars roleplaying game, and it will be used to create a number of future products now in development at the company.
Over the long term, the two identities will separate. Dungeons & Dragons will mean the specific brand identity of that game, and d20 System will mean the common shared rules and systems used by many different games.
Q: Does a d20 System game have to have classes and levels?
A: No. Nothing in the licenses or the System Reference Document require the use of classes or levels.
Q: Does a d20 System game have to have Armor Class and hit points?
A: No. Nothing in the licenses or the System Reference Document require the use of Armor Class or hit points.
Q: How can Wizards of the Coast publish d20 System games without using the Open Game License?
A: Since Wizards of the Coast is the original copyright holder of the content in the System Reference Document, it is free to license that content in many different ways. One way is through the various tabletop RPGs the company publishes. Another way is through the Open Game in the System Reference Document. A third way is to computer game publishers who use the game in their software.
If and when Wizards of the Coast chooses to include Open Game Content from a third party in any of its games, the company will have to follow the same terms and restrictions as everyone else with regard to that Open Game Content. However, as long as everything the company publishes is strictly its own property, it need not do so.
Q: Will Wizards of the Coast release other RPG games it owns as Open Games?
A: There are no plans to do so at this time. Since one of the objectives of the OGL/d20 project is to reduce the number of widely distributed game systems, releasing other games using the OGL would be counterproductive.
At some point in the future, the distinctive and unique elements of various games Wizards of the Coast owns may be incorporated into the System Reference Document to allow their widespread use as additions to the basic d20 game itself.
Also, there may be official "conversions" created between various other games and d20.
At the moment, active no work is being done on those aspects of the business.
Q: How will consumers learn about the d20 System Trademark?
A: Wizards of the Coast is committed to a long-term marketing strategy focused on raising consumer awareness of the trademark. There will be a constant effort made to draw attention to the mark and to explain its value to the market. Wizards gains tremendous value from this effort just by linking its own game products together in the consumers' minds, so there is a practical reason to continue to fund that campaign.
Q: Won't publishers make lots of variations of the d20 System concept, confusing players?
A: Sure, they'll probably try.
However, using the OGL, anyone who wants to can "fix" that content and publish the fixes, returning the variation to the core d20 system known by hundreds of thousands of gamers. And if those "fixes" are more popular than the variations, pretty soon, the "fix" will become the standard, and the variation will become a curiosity known only to a few people.
Over time, if the effort to vary the basic d20 System rules keeps failing, the number of people who attempt it will decline. At some point far in the future, commercial publishers may stop bothering to try at all.
The interesting thing about "open" projects (software, tabletop RPGs, etc.) is that they tend to suppress, rather than encourage "forks". Since everyone has the right to take an "open" project and make whatever changes are necessary to conform to the public standard, those who try to deviate from that standard are often perceived as wasting everyone's time, and being disruptive to the value of the shared community experience. Innovation happens at the edges of the envelope, rather than at the core. Changes to the core require a general consensus from large numbers of people to be successful, otherwise they'll just be ignored or "fixed" to maximize compatibility.
In fact, one of the biggest groups affected by this force will be the Wizards of the Coast tabletop RPG Research & Development team. When the time comes to make a new edition of Dungeons & Dragons, they'll have to make a very persuasive case to the market to adopt any changes to the core rules they want to make! The R&D team has already made some variations close to the core. The Star Wars rules include a different system for tracking character health, the Vitality Point/Wound Point system. Only time will tell if two variations that close to the core will both be supported by the market.
Go to the d20 System main page for information about the d20 system or check out the d20 System message boards for lively discussion.
Phandelver and Below will be "perhaps the strangest" D&D adventure yet
Phandelver and Below is a strange adventure, but not in the cosmic-horror way the marketing promised. It's strange because it's chapters sometimes feel disconnected from one another, sprinkled with some odd pacing, and forgetful NPC interactions.
And to be honest? I could live with that. I can fix some loose connective tissue. I can integrate the NPCs better so they know who Pip is after encountering him thrice already. I can make the stakes clearer. That is just part of running a campaign⌠Except for one tiny detail. This adventure costs 60 bucks. 60 FUCKING BUCKS! For that premium price tag, I expect a tightly woven narrative that would require little to no fixes from me.
Anyway, I am currently on Chapter 6, which opens with a series of sidequests right when the players are supposed to be racing against the clock to find the remaining obelisk shards. I read that section and immediately thought, my players are going to skip this. And guess what? They did. First thing they asked was, "We don't have time for this, do we?"
And it is a valid question. Why would they go on sidequests when the world is apparently about to end? We cannot just hit pause on the apocalypse to hunt for korok seeds or breed chocobos.
Instead, I brought back some NPCs from previous chapters and told the players they could delegate these sidequests to them as they saw fit while they went after the shards.
We will see how that goes.