Simple DND Map [Khoi Luu, 10/2/2024]
Simple DND Map [10/2/2024]
Khoi Luu
1. Players who played the map throughout its development and final iterations were Andrew K., Demetrius Z., Juan A.
2. What went right?
During the development stages of the map, the core mechanics and fundamentals were correct such as obstacle requirements, needing a roll of 5 or higher on a 1D10 roll for Jump to reach over the obstacles, as well as placement of doors and monsters.
3. What went wrong?
Something that went wrong during the development that I wasn't able to figure out or fix was the macros, as many times I've reset and redo the macro bars, it doesn't want to appear for the players even after applying multiple fixes. Due to this, the players needed multiple assistance by the DM throughout the gameplay to assist with sending commands to manually roll the dices, which sometimes were quite annoying and time-consuming as each time the dice is rolled manually, time has to be spent on figuring out the calculations of what the roll has to be and what dice to use.
4. How did implementing doors/keys help or hurt your level?
The implementations of doors and keys helped the players recognize that behind every door, there could be danger associated with it, which allowed players to have time to prepare as well as heal and set up check points. By having keys in the game, it tells the player that there are certain monsters they would need to defeat to obtain keys to pass through next area, as not all encounters can be friendly.
5. How did the players respond to the items introduced?
The players responses to items when they first found them were positive, as it gave them more options and ideas of how to utilize the items during fight, such as Boots of Retreat being able to save a player if they fail a jump attempt over a pit or obstacle, in return the boots would be destroyed, with its second effect allowing the player to move 3 more tiles than usual. Some items can be found through lootable crates or chest, while some must be obtained from defeating enemies.
6. Notable changes that you made from your first iteration.
Some notable changes I made throughout the iterations, with one being the change of map's layout as it was too broad, so I made it more linear. The second one was that there were too many enemies throughout the mazes, which made it difficult and unmotivating to fight as there were enemies every corner, leaving no breaks in between each fight.
7. When updating the final version, what did having items do to the way you approached it?
When items were added, players were given more ways to approach a problem such as boulder blocking a path, the items were able to be used to move them/explode the boulder to create a path rather than needing to do a roll. There were other times when players used the items to lure monsters, which then ambushed them to get the upper hand which allowed players to perform critical strikes, improving their damage and survival rages as well as lowering the risk of taking damages.
8. Were the challenges presented appropriate to the introductory/tutorial nature of the level?
The challenges were presented appropriately as monsters at beginning were weak and can be one-shotted, while the ones at the end were much harder, giving a challenge to the players, but also allowing them to use full power and all items to see how strong they have gotten throughout the lootings of the dungeon. The obstacles were also presented quite easily, as the further on, the higher the roll is required to pass by an obstacle or needing an item to break through them.
9. Was the critical path obvious? Did the players know where to go?
The path was linear, so it was easy for players to go and navigate throughout the dungeon, with some part players can take decision of turning to loot more for items or health potions or continue.
10. How was the overall flow?
The overall flow of the dungeon was pretty consistent, as players were kept on guard towards the end with more relaxing flow at the beginning to assist with the learning of the gameplay and mechanics.
11. Were there circulation elements?
There were lots of mixes of element of gameplay such as enemies, bosses, some obstacles can use jump to get over while some require items or sufficient strength to pass through which gives player ideas and hints that there may be more, they will meet in future that also require such items or skillsets. There were also elements within the map that allow players to use to help with assisting in taking down enemies.
12. Were all items taught to the players appropriately?
There was a total of 6 items, for the dungeon in total, with 2 being extra items for passing obstacle or creating ambush, with 4 others being each designed to go towards a specific class to help each class bring out the best of their firepower and abilities.
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