

The main frontend and backed is hosted on vercel, there's a small we socket server that's hosted on digital ocean.
I created a web tool to track and share your bag of holding online
I created extradimension.al after the party member who was tracking our bag of holding didn't show one session, and we had no idea what we had. It's got all the 5e items released under the OGL built in, and it's built with websockets so any items added or removed are seen in real time by everyone around the table.
Let me know if there's any features you think would be useful, I'm keen for feedback - especially if you give it a try with your playgroup.
Better Lingering Injuries in D&D
The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.
cross-posted from: https://aussie.zone/post/20627854
I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:
In the Dungeon Master's Guide 2014, there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?
So, I present reworked rules for lingering injuries tha
The hurdle I see to that is not necessarily changing system myself, but convincing my playgroup to change too. It's hard enough scheduling the group, let alone getting them to learn a new system!
Better Lingering Injuries in D&D
I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:
In the Dungeon Master's Guide 2014, there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?
So, I present reworked rules for lingering injuries that are more fun and make more sense.
I don't think any report I've ever made on a social media platform has ever been accepted. I once reported an account on tiktok named "[swastika symbol] FATHERLAND [swastika symbol]" that posted holocaust denial and genocidal content and got back "no violation detected". The same is true when I reported similar accounts on twitter (even pre-musk), and Facebook. I don't even know what the point of the report feature on those sites is, I've never even heard of it working.