I really like the idea of center fold maps. they won't damage the cover. They can be be bigger and better maps. Just being bigger will make the maps better. For example the Bloodfang Goblins maps feels claustrophobic (probably intentionally so. And I would love to have double sided maps. Yes, I know, I am just being greedy.
On another note; my Friendly Local Gaming/ Comic Book Shop told me that the maps where a major selling point for the comic and that sales for #7 dropped dramatically.
John Compton wrote:
The aim is to have the Chronicle sheets available in time for Free RPG Day. I will be able to provide more precise information closer to the event date.
Will there be printable per-generated characters. The ones included in the module are formatted in a way to make simply photo coping is out of the question. In We Be Goblins they are one page per character. In We Be Goblins Too Reta is on page 13, Chuffy is on page 13 and 14, Poog is on page 14 and 15, and finally Mogmurch is on page 15. I understand that it would have meant loosing the inside back cover illustration (a repeat of the front cover with out text) or adding another 4 page sheet.
Vic Wertz wrote:
Any chance of getting the minis before Free RPG Day?
Master Needle of the Fairie Artisan
’You can sew anything with this, be it as soft as an egg or as hard as steel; and the joint will be so fine that no seam will be seen.’ The Four Clever Brothers by the Brothers Grimm
This magical needle is a boon to both crafters and healers, granting a +4 circumstance bonus on such skill checks. This bonus stacks with the use of a healer’s kit and/or surgeon’s tools, but does not apply to Alchemy. Master needles of the fairie artisan follow all the rules of the amazing tools of manufacture with the following exceptions:
The use of this needle allows for such exceptional craftsmanship that you pay 1/4 of the item's price for the raw material cost including masterwork components. It takes 10 minutes to repair an item with the master needle of the fairie artisan and it gains the benefit of the make whole spell.
Successful heal checks cure 2d8 +3 points of damage when treating deadly wounds. A healer with 6 or more ranks can use choose to heal 1d4 points of ability damage (except Intelligence or wisdom). While limbs can be flawlessly reattached, dead creatures remain dead. Master needles of the fairie artisan cannot treat poison or disease.
Master needles of the fairie artisan create its own invisible and intangible thread that binds as surely as sovereign glue. While universal solvent will separate two things sewn together it will not undue repairs or healing. If thread or wire is used it will be visible but not subject to universal solvent. Magical thread like embalming thread grants a +5 bonus to checks.
Construction Requirements Craft Wondrous Item, Master Craftsman, Make Whole; Cost 6,000 gp
While i think this is a wonderful idea for a magic item, it would be dangerous to include it as a Superstar entry. I would think it would ride a razor fine line between a wondrous item and a cursed one.
My dilemma is coming across an item that is similar to mine. I have not seen my item yet but I am tempted to vote it down to reduce the chance it will be compared to mine. Of course I naturally believe that my item is better so I should not need any "strategy" to give me the edge, but the temptation is still there.
Sean K Reynolds wrote:
Feel free to disregard my advice. It's not like I'm a judge for this competition. ;)
Came into this competition pretty late. Wish I could go back and time and read all of your advice. AND I wish I could go into the future and read everyone's comments on my entry. Heck right now I am just hoping that my entry is comment worthy.
I have read (and re-read) Sean's advice for the archetype round and yet I still have concerns over the design process.
I know that it not a purely a mathematical process (Sean's first rule) so I am concerned about crating unbalanced changes. Also, what can you take away from a character class without removing what is essential to that class? For example if you remove a bartender’s ability to Mix Drinks is he still a bartender?
If I add the ability to Make Sandwiches is it stepping too much on the chef’s character class ability? If give Makes Sandwiches at the same level that the chef gains Make Sandwiches without any alterations to the ability is it a violation to Sean’s 7th rule?
If I replace an ability that directly impacts the class’s combat ability (i.e. to hit, damage, and/or AC) with something that does not, but is still useful in combat did I overly cripple the class? For example: replacing the bartender’s Baseball Bat Specialization with Disapproving Glare.
And finally how do judge wither or not you have created a balanced and fun archetype without actually playtesting it?
OK I followed the formatting almost perfectly but did not italicize spell. Am I doomed?