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Sep 3, 2021

Fixing (or at Least Improving) the Crafting Systems in D&D 5e

So you have a good idea for a magic item for your character. You approach your Dungeon Master about it, who flips through the downtime options in Dungeon Master's Guide and Xanathar's Guide to Everything and gives you guidelines on how to get started. The problem is, if you follow those rules exactly, you'll run into problems like the following:

  • An arrow +2 will cost 1,000 gp, and an arrow +3 will cost 10,000 gp.
  • Uncommon potions of healing cost TWICE as much to craft as simply buying them (which I seriously think is an error), based on the Adventurer's League prices.
  • A Legendary single-use spell scroll (9th level) costs TWO AND A HALF TIMES as much to make as a Legendary item that has permanent enchantments.
  • It can take you anywhere from half a year to FIVE YEARS to craft a Very Rare item that you could find much earlier while just leveling up and adventuring during that same time period.
Luckily, Xanathar's Guide makes crafting a lot more viable, but the system still suffers from too broad of rarity ranges, a lack of specific rules for magic item attributes, and just a general lack of fun. I get that 5e's primary quality is simplicity and being streamlined, but if a player wants to craft a magic item, some complexity is required to make a balanced system. You can't just abstract everything about the process.

Making crafting too easy breaks the game and cheapens magic items; however, making crafting too hard discourages it from ever happening, which is a shame. How can we make a crafting system that is closely based on the existing rules, but fixes rarity ranges, ensures balance and viability, and gives balanced, reverse-engineerable rules for giving magic items attributes? Below is my suggested solution.

Aug 16, 2021

My 10 Favorite Creative D&D Tools

I've been a DM for just over 4 years now, and I've learned a lot during that time. Though I most of the time prefer "theater of the mind" for my games (it's a lot easier than you think!), I also enjoy a good game on Roll20. With the advent of Inkarnate battle maps and Hero Forge in color, there are a wealth of tools available to enrich your adventures. Here are my favorite creative tools when I'm preparing my games:

Jul 12, 2021

Poem: Heaven's Brushstrokes

Heaven's Brushstrokes

 by Austin Ballard


            What beautiful brushes have you, Lord,

            That paint across the azure skies.

            With strokes of white across your board

            Ignited pink with each sunrise.

            And after rain from tempest cries,

            Rainbow tears and golden sun

            Adorn the heavens and wet mine eyes,

            And leave the works of men outdone.

Jul 9, 2021

Dubbing Differences: The Lion King

I found the following notable changes in the Brazilian Portuguese dub of Disney's The Lion King:

Jun 4, 2021

Warcraft II Abel Voices Pack download!

A few months ago, I set about recreating all the timeless iconic voice lines from Warcraft II. When I realized how easy it was to set them as the actual sound effects on Warcraft II by simply replacing the files in the GameSFX folder, I realized that I had to complete the set and recreate not just the voices, but all the sound effects.

Unfortunately, the microphone I used to use doesn't work anymore, so the new sounds sound too high of quality to match the voice lines. And some of the sound effects were harder to make than others, but overall, it was a fun project to complete.

If you'd like to have me making all kinds of weird sound effects and imitating all the voices in your own Warcraft II game, simply download the sound files at the link below and follow the instructions in the readme file it contains!  

Click Here to Download the Pack!

Jun 1, 2021

Dubbing Differences: Disney's Aladdin

I found the following notable changes in the Brazilian Portuguese dub of Disney's Aladdin:

May 24, 2021

Relic Project: "Guide"/Legends of Mynn 1: Characters

Alright, something to know about me if you didn't already: I love games. I always have. I always grew up thinking I'd be a video game designer in the future, and I wasted no time in my childhood investing in that future. I would draw screenshots of games I was going to make, complete with UI. I would write Warcraft II-style manuals for games, describing units and abilities and everything without even designing the game first. And then, there were projects like this.

It's a .txt file simply called "Guide," and apparently it's a walkthrough / README for a game I was going to make someday. The date stamp of the file is 2006, which is unfortunate, because that must have been either when I accidentally updated it or moved it from one computer to another and the original date got overwritten, because I wrote it much earlier—I'm guessing around 2000 or 2001. Maybe earlier though.

I'm so glad it's survived up to this point, though. It's such an interesting look at my early child game designer mind. I remember picturing the characters in my head and how they would look (of course in pixely graphics because that's just what I thought computer graphics looked like by definition), but not so much how the game worked, as you'll see in its descriptions. I know it seems to have been inspired by some aspects of Lords of Magic, but the way combat is described in the walkthrough and moves list are confusing.

It's funny how thorough I am in every aspect of it, though I neglected to come up with an actual title for the game. Though some parts are impressive, it's clear that I had no idea how games were created. It's cute how I even came up with cheat codes for it and descriptions for how to use the "Level Editor." I always loved when games came with editors.

Anyway, presenting "Guide," or "Legends of Mynn" or whatever it might have ended up to be. I've restructured things for easier reading here to get a better idea of how I intended it to be red, but I've preserved the wording for the most part. Today I'll just highlight the characters in the game.