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Dragon Mind TTRPGs
United States
Приєднався 28 жов 2021
Dragon Mind is a TTRPG discussion podcast where we look through the infinite lenses of TTRPGs to discover our best selves through gaming. Our conversations range from how to get started as a Game Master to cultivating healthy table dynamics to using our characters to become students of ourselves, all while having fun along the way.
This podcast is a proud member of the Darkmore Podcast Network. To discover more excellent TTRPG content like this, head to darkmorepodcasts.com and join the Darkmore Podcast Community Discord at discord.com/invite/wdz8gHs
Credit to www.FesliyanStudios.com for the background music
This podcast is a proud member of the Darkmore Podcast Network. To discover more excellent TTRPG content like this, head to darkmorepodcasts.com and join the Darkmore Podcast Community Discord at discord.com/invite/wdz8gHs
Credit to www.FesliyanStudios.com for the background music
Surprise Artificer UA - D&D 2024 Unearthed Arcana
In the midst of releases of new core books, the last thing the D&D community was predicting was a new Unearthed Arcana featuring the thirteenth core class, Artificer. These are my initial impressions, which are subject to change as more community members sink their teeth into the content presented.
To join the Darkmore Podcast Community Discord, head to discord.gg/4CjhBQxX
Or email me directly at: dragonmindpodcast@gmail.com
Credit to www.FesliyanStudios.com for the background music
To join the Darkmore Podcast Community Discord, head to discord.gg/4CjhBQxX
Or email me directly at: dragonmindpodcast@gmail.com
Credit to www.FesliyanStudios.com for the background music
Переглядів: 124
Відео
D&D 2024 Bard Review - Practical Possibilities 12
Переглядів 3314 днів тому
Bards might be one of the most flexible casters in Tiers 3 and 4. What do you think of the change to Magical Secrets? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To j...
D&D 2024 Sorcerer Review - Practical Possibilities 11
Переглядів 24421 день тому
Sorcerers have finally distinguished themselves from Wizards, so which is the more powerful caster? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To join the Darkmore P...
D&D 2024 Barbarian Review - Practical Possibilities 10
Переглядів 69Місяць тому
Barbarian has been improved at higher levels, but is it worth sticking with the class all the way? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To join the Darkmore Po...
D&D 2024 Dungeon Master's Guide Review - Practical Possibilities 9
Переглядів 182Місяць тому
I was going to cover Barbarian, I swear... The new Dungeon Master's Guide is an awesome on-ramp for DM-curious individuals wondering what it takes to step into the role. For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/...
D&D 2024 Druid Review - Practical Possibilities 8
Переглядів 142Місяць тому
Wild Shape has had some Wild Changes. How do you feel about the direction the designers took it? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To join the Darkmore Podc...
"It's Not Just Me" - Interview with Ryan LaPlante @dumbdumbdice
Переглядів 34Місяць тому
I had the privilege to sit down and chat with Dumb-Dumbs & Dice CEO Ryan LaPlante about his experiences playing and Game Mastering for their various actual play shows, like Dumb-Dumbs & Dragons and Jesters of Ravenloft. You can follow Dumb-Dumbs & Dice on social media (including UA-cam, X, and Instagram) @dumbdumbdice and check out their Patreon at: www.patreon.com/dumbdumbdice For more convers...
Thoughts on the 2024 PHB (feat. Ian from @IncendiumRPGs )
Переглядів 372 місяці тому
Today, Ian from Incendium RPGs and I discuss our thoughts about the 2024 Player's Handbook as an overall product. To see more of Ian's content, you can check out the Incendium RPGs channel at: www.youtube.com/@IncendiumRPGs For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=...
D&D 2024 Wizard Review - Practical Possibilities 7
Переглядів 1862 місяці тому
Wizard was the class with the fewest changes in 2024. Was there more you were looking for out of it? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To join the Darkmore ...
D&D 2024 Cleric Review - Practical Possibilities 6
Переглядів 7352 місяці тому
A lot of players don't like that Cleric subclasses are now gained at Level 3 instead of Level 1. How do you feel about the change? For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e251...
D&D 2024 Rogue Review - Practical Possibilities 5
Переглядів 3622 місяці тому
For Rogues, Hiding is now easier than ever. What were some of your experiences using the 2014 Hiding mechanics? View Treantmonk's Fighter Damage Analysis here: ua-cam.com/video/5IYWX33a7XA/v-deo.html For more conversations on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on...
D&D 2024 Fighter Review - Practical Possibilities 4
Переглядів 872 місяці тому
In the 2024 Player's Handbook, Fighter is billed as a "low complexity" class. How easy do you think it is for new players to make the most of? For more on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e...
D&D 2024 Backgrounds and Origin Feats Review - Practical Possibilities 3
Переглядів 2833 місяці тому
Backgrounds have gotten a major shake up in D&D 2024, but one change still has us scratching our heads. Will you use the Rules as Written or will you let your players use custom backgrounds? For more on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spoti...
D&D 2024 Layout and Species Review - Practical Possibilities 2
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One major goal of D&D 2024 was accessibility. Did the designers meet their goal? For more on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm Also on Spotify at: open.spotify.com/show/7HIwLTBfuhnRwOdlA3Vd2d?si=d5f0e2513e464fee To join the Darkmore Podcast Community Discord, head to...
D&D 2024 General Rules - Practical Possibilities 1
Переглядів 983 місяці тому
The 2024 Free Rules have been released on D&D Beyond, which you can find here at: www.dndbeyond.com/sources/dnd/free-rules/playing-the-game So what are the big changes between the 2024 and 2014 engines? For more on broader TTRPG and Game Design, check out the Untitled TTRPG Podcast with Wrel and I at: ua-cam.com/play/PL5d3vzUrw9W0UpczwhbJJwvFHx7mjjrOK.html&si=KrtvRFllg63A9nfm And other episodes...
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I have a few gripes with the UA Artificer; Firearms Proficiency missing, Flexible Magic Item Attunement is missing. Artificer Infusions being replaced, I see the design but its missing the ability to be used as a Spellcasting Foci. Also, I would suggest for the core; Extra Attack. Its not a full caster, so it deserves that upgrade. Doing so gives Battlesmith & Armorer new sibclass features, as well as Artillerist & Alchemist offensive options. Also for Alchemist, they're too soft. They need a true d100 Experimental Elixir table. Cantrip, 1st & 2nd level non-damaging Spell effects would be enough. I would also add, when using a Spell Slot, they could either pick an effect from the d100 table OR select a non-damaging Spell with a level up to twice the Spell Slot expended. The Spell does not have to be known or an Artificer Spell.
There are A LOT of hidden nerfs in this UA, many because of the removal of infusions and some that they didnt mention but that you can find by comparing the text to 2014. Also, the artificer was already middle of the pack before and it needed way more options/buffs to keep up with power creep in 2024. Armorer seems ok and artillerist actually feels great. But alchemist sucks just as much as ever and Battelsmith with no weapon masteries is literal hearesy. They both need a lot of help mechanically in 5.5 (one more than the other) Previous infusions gated by level, no mention of mending for my companion, making the capstone trash, no infusion casting equivalent, no ignoring prerequisites for magic items, no expertise, and no extra infusions for armorer (locking them into +0 weapons as their mains), etc... are ALL big problems imo Finally the flavor seems lost, im not tinkering or crafting, stuff just appears for an hour and NOTHING is special, its just a normal magic item that anyone could stumble upon, except worse cuz it's not permanent. Really love the spell storing ring tho, great stuff there.
It's probably wishful thinking, but this seems like it could benefit from a few revisions, similar to the PHB playtest. And yeah, I'm not a huge fan of the "a thing just magically appears out of nowhere". I get the systems reason for it, but it does lose some of its storytelling
Yeah, honestly it feels like they didnt wanna change much, wich I understand because the class was already my favorite but I think they should take bigger swings in a UA and also pick a better direction imo
@xadielplasencia3674 Artificer is my favorite as well, and it worked fine at a 2024 table. I don't like the direction of this revision in terms of flavor or mechanics
You might've seen this already, but Treantmonk released his take on it at ua-cam.com/video/DmHHWhMJxBM/v-deo.htmlsi=is5k9zNxLZxVJQJy His was a lot more detailed than mine lol
I was already worried about *Enspelled Items* breaking games due to how accessible it is to _craft_ any *Uncommon magic item* _(10 days and 200 GP)._ It eased me that it's ultimately up to the *DM* to allow the *DMG'24 Crafting Magic Items* rules, but this *UA* gives an Artificer player _carte blanche_ to dig into old and new material for problematic items. Level 6 Artificers being able to provide a fresh *Enspelled Armor (Shield)* after every _Long Rest_ is bonkers. In *TCE,* *Spellwrought Tattoo* was arguably the best alternative to the named options for *Replicate Magic Item,* but *Enspelled items* are basically 6 times as good. IMO, *6 charges* is excessive for most magic items. I hoped that the magic items in the *DMG'24* would have their number of charges reduced across the board, accommodating that _"6-8 encounters per long rest"_ is an exception, not the rule. I suggest a rider - that *Magic Item Plans* other than the named options must be cleared with the *DM,* similar to the rider for *Druid's Wild Shape* (if a player wants other Beast forms than the recommended ones): _"When choosing known forms, you may look in the _*_Monster Manual_*_ or elsewhere for eligible Beasts if the _*_Dungeon Master_*_ permits you to do so."_
That's a great solution!
I wish there was a video that shows actually how play-by-post happens. All videos I've found are just descriptions of the concept etc, but I'd like to see how it is done in practice.
I'll definitely think about it. I think the reason is just because unedited they're kind of boring, so they aren't as easy as a live play. I'll see what I can put together though
@@dragonmindttrpgs Some editing is fine, it should just show the whole think, how roleplaying happens and how combat works, couple turns is enough.
Yeah, a three-pronged multiclass can be pretty underwhelming. One level of Ranger isn't enough. What makes the 2014 ranger "good" is the natural gish-ness. Like EK, they blend spells with weapons combat. But their spells are better combinations with their weapons than EK, IMO. Ensnaring strike, hail of thorns, etc. Adding that sorcerer level does give you more magic, but also made you too scattered in your abilities (unless you rolled and rolled awesome). Sorcerer's need for Charisma, which usually a Ranger's dump stat (and a fighter's dump stat, too), it makes for a mess of a character. As you saw.
*Song of Rest* mostly took up space on the character sheet. *Magical Secrets* can cause decision paralysis, encouraging you to replace a Bard spell of any level each time you level up. Thus, the redesign has increased the complexity of the *Lore Bard* by a lot, though I agree that *Glamour* and *Dance* are even more complex to build optimally.
Your complexity rankings are very helpful for guiding more casual players. Your arguments are always nuanced and convincing, so I find it hard to disagree with your rankings 😉
@@SortKaffe Glad to hear you find them helpful!
Limiting the uses of a class feature is lame. Having to use loopholes is a limiting function of 5e.
I don't find limitations in themselves a problem, but rather what the limitation is. For Rage, I'd personally rather have it activate once a character is bloodied, rather than just having it be a bonus action activation a certain number of times per long rest.
@@dragonmindttrpgs This seems more fair, but the idea that a class feature is unavailable is not fun. Casters get cantrips now. Rogues aren't limited in sneak attacks per day. Fighters can always attack.
I don't totally agree. I think for a signature feature, sure, provide something that's more reliable. I do think there's something fun about having a stronger feature that's more limited in use though, like a power up in anime. Something that needs strategic deployment to be used properly. That's just my preference though.
@ I don’t disagree when we’re speaking of something special. But a core class feature should be available. We gave casters cantrips so they can always cast. Rogues aren’t limited in sneak attacks per day. There is a balance to be struck, but I think WoTC puts more resources in watching stock prices than game balance.
Thanks! I love listening to all of your content!
Always appreciate hearing from you :)
I played in a random online game once, the DM completely refused to let me use the tides of chaos feature after 1 use. The ability just gave assholes free reign to be assholes
I'm sorry to hear that. Hopefully youve had better experiences since.
I still think druid was nerfed the most out of the full casters. bard got all of thier spells and conjure animals got a very strong kick in the teeth. with no equivalent buffs. they also lag behind in number of spells compared to the other full casters. druids should be stronger then clerics at damage clerics are already better at support ,defense and healing.
*Conjure Animals* was often banned before the redesign, so I find Druid is buffed overall with much better subclasses! *Conjure Woodland Beings* does more damage than an upcast *Spiritual Guardians,* so I'll argue Druid is better at damage as well as utility. They're the best infiltrator/explorer with *Wild Shape.*
I agree *Circle of the Land* is the most complex. Especially since their alternative use of *Wild Shape* is so situational that they ought to look into different *Beast Shapes,* while *Sea* and *Stars* have such good uses of *Wild Shape,* that they bearily need to worry about *Beast Shapes* 🐻
id argue moon is . lands very easy to understand and you really dont have to keep tabs on your forms nearly as much.
"flex DCs" awesome - i agree, if it's cool, fun, or makes actual sense, then go for it - forget your meticulously prepped plan, haha
using simple preps that can be used broadly is genius - minor encounters, creature cards, basic plot frames - love it - these are tools I've figured out over the years, through my experience or observing others - still a work in progress but it's my main focus as a casual/periodic DM
Ayo I was just listening to their show!
1 level cleric dip? Are you still reviewing 2014 rules?
What's wrong with a 1 level cleric dip?
Nothing. I just learned that the divine order at level 1 also gives heavy armour proficiency which is nice.
Yup, it's real nice :)
@@bora7494 I prefer Artificer. It not only gives armor proficiency, but also Constitution saving throw proficiency.
@@RokuroCarisu But not heavy armour with one dip.
Interesting take. I find if you just look at the base including sub classes, the sorcerer has more spells and more flexibility, because they get the same amount of spells as a Wizard + spells from their sub class. And they are all always available compared to the wizard that has to select them on a long rest. And only if you have a nice DM the wizard might learn more spells to park in their spellbook. But it also requires a certain campaign, group and play style to be able to effectively know what is happening to deviate from the default prepared spell set the wizard player will have selected. That makes the wizard without a very nice DM weaker than the sorcerer and sometimes trickier to play as they have a restricted amount of spells available all the time. Ritual spells are great but the related feat allows the classic tier 1 and 2 player to enjoy a lot of the wizards benefits.
That's why I tried to say "arguably" when I could. I know Colby from D4 Deep Dive and Treantmonk had this debate when they first got the new PHB, with Colby being in favor of Sorcerer and Chris being in favor of Wizard. My main point with this review was just to point out that if anything, I think Wizard has a lower barrier to entry and is easier for new players to understand than Sorcerer. I'm open to being proven otherwise through gameplay, and in tiers 1 and 2, Sorcerer is probably a more powerful pick than Wizard
@@dragonmindttrpgs I think even in higher levels that might still be the case. The sorcerer spell list has a lot of the goodies the wizard has and would have enough to satisfy most players.
I can agree with that. I think the differences would be mostly academic (haha) in nature. In terms of enjoyability, for players that like having a lot of things to pay attention to, I think Sorcerer will end up being more engaging. Thanks for listening!
@@dragonmindttrpgs I think it is more than theoretical. Wizards often have the challenge that they have the right spell/tool but no access to it when they need it. In effect it's the same as not having the spell.
Okay, so, just off the top of my head, multiclassing into druid gives you access to three druid cantrips (2+1 for magician), 1st level druid spells, and speak with animals (druidic). That's a lot for just 1 lvl. For 2 lvls, you get wildshape that allows you to shrink down and squeeze through small spaces. Also you can become a horse or deer, something fast. And since they changed wildshape's restrictions, you can turn into a fish or other aquatic creature with water breathing and a swim speed. Your heavy armor gets absorbed into your form. It's not the key to your build, but it's nice to have. With a third level, you get a subclass with bonus spells and 2nd level spells. If you're not planning on going all the way to tier 4, then granting more flexibility at lower levels can be fun. More powerful? Probably not.
That's true - it's all about what you're looking for in your character. During the play test, in the few games I played, I did notice that for the most part, multiclassing really did make my characters more versatile, but they didn't feel as focused or powerful as the single classers. There's definitely some multiclass combos that are strong, but I think the role of multiclassing is going to lean into builds like this where your character is going to have surprising tricks like wild shaping for some utility.
So this is an audio only podcast?
Yeah, UA-cam started a podcast section, so I just upload the podcast to my UA-cam channel when I have a new episode
What's the point of the trickery domain? The illusion gives advantage if you're in melee, but trickery clerics may not want to be there in the first place if it changes the origin of spell casts. And when is that actually important? I must be missing something. I guess you could hide behind a corner easier.
Awesome question! Starting with the origin of spells, a surprising amount of Cleric spells have a range of touch (cure wounds, inflict wounds, protection from evil and good), so Trickery would be helpful to deliver a touch spell to a target that may be beyond a normal reach, or in an area you'd rather not risk entering yourself (like how you mentioned hiding behind a corner). Some Cleric players do like equipping heavy armor and martial weapons and wading into melee, but like you, I personally wouldn't want to be there if I could help it. However, I have been in some situations where there may be a hazard separating myself from the target I want to heal, so using the duplicate as the point of origin could be helpful. At later levels, Spirit Guardians is already a powerful spell, but casting it with a ranged point of origin that you can move remotely seems pretty powerful to me. As for advantage in melee, again, if you're a Cleric player that likes to go into melee, it could be useful. Like I said at the end of the episode, I can see it meshing well with Sneak Attack, basically allowing yourself to be your own consistent trigger without giving up your bonus action and movement like with Steady Aim. As Fighters get more attacks, the constant advantage can also be nice, especially since Treantmonk showed just how notable the damage bump is when Fighters get their third attack at Level 11. Then of course I think there's just roleplaying reasons. Trickery has some non-Cleric spells that are fun in some roleplay moments, so while it does have its combat niche, I think a lot of players will find some of the mischievous spells enjoyable. Hypnotic Pattern in particular is a pretty astounding option that can really turn the tables on otherwise tough encounters. Hope this explanation sheds a little more light onto Trickery's utility among the four Cleric subclasses.
I love this series! Unfortunately, *War Domain* is a Bonus Action jumble, so it's about choosing which features to build around, and which to ignore.
Thanks for doing these! 🙏
Thanks for listening :)
Great video. I think an additional point regarding fighting styles can be made. The fighter is the only class with the ability to change fighting styles those styles on level up. two weapon fighting can be very powerful at low levels. Interception is probably overpowered at low levels but then falls off. The ability go swap these out at various levels breakpoints is wonderful. champion can change both styles on a level. the fighters tactical mastery also synergizes well with reaction attacks on different turns. fighters typically don’t deal a lot of damage with their singular reaction attack but masteries help alleviate that with damage or control options.
@@binolombardi That's a great point about changing fighting styles. I often miss the level up details like that because I usually play one shots rather than an ongoing campaign.
Great analysis on the new *feat* and *Weapon Mastery* systems improving the class identity of the Fighter. Thanks for another interesting and pleasant podcast episode!
Good to hear your thoughts! Especially enjoyed your critique of weapon masteries. Will be interesting to see those in play.
Ayoooo GENERAL RULESSSSS
I agree with the premise, but I really don't like your example. If you assumed that the rogue has a +1 weapon, always has advantage and can apply sneak attack every round, and that the cleric only uses spiritual weapon + sacred flame/inflict wounds (two of its most popular spells), you would reach similar conclusions, but with a stronger argument. In my opinion, by excluding the main rogue feature from your example, your argument likely will not change the mind of a viewer that isn't already prone to agree with you. Boring Math: Assuming DMG AC progression, both a rogue and a cleric focusing on its main attribute will have a 65% to hit (without advantage) and a creature will fail the saving throw roughly 55% of the time. A rogue deals 18,65 DPS, while the cleric deals 10,5 (first turn) and then 17,3 or 25 DPS. Summing all 2nd level slot go to spiritual weapon, the cleric can keep this damage for 7 rounds (5 level 1 slots with harness divinity and 2 level 3 slots). Most fights have 2 to 3 rounds and the DMG recommends balancing monsters assuming 3 rounds. Every level after the 5th the cleric deals more damage when compared to the rogue, specially when you can reliably spam spirit guardians.
Absolutely agree. I was planning on giving this topic a second swing, but this was a great summation. My original intent was just to show that with new players, often there are a lot of assumptions we make about the game's math that they don't understand. Case in point, when I played a Rogue, even after explaining how Sneak Attack worked, I'd really struggle to convince them to set up Sneak Attack, and I'd often have to go without (this was also before Steady Aim from Tasha's). However, I didn't do a good job getting that across, and I know my core audience probably isn't new players. Thanks so much for your contribution
live pbp is my favorite. hard to find other players that like live pbp vs asynch pbp and live play. I am a forever GM, and writing/reading is my play language.
immediate sub by the way. great production and great conversation. keep it up!
Great effort, loved it.
When I was active in MMOs, I'd run oneshot roleplay events for my guildies set within the MMO's universe. Ran them as live play by post within the game's chat window. For battle maps we'd go to a zone in the game world and literally stand where our characters are. And roleplay in this format is ABSOLUTELY capable of emotional weight. Some of my favorite character moments were play by post.
live text is the best
As I believe MatPat once said: LOOOOORRRRRRRRRE But seriously, he really came up with entertaining ways to convey the lore of most games.
I had a bit of a different experience with optimization. I joined a gamed late as i was a guestplayer who got to stay permanently and i got to build a character on lvlv 12 which had me excited and I made a baldesinger wizard which was allowed. The problem was that there was a very clear power gap between me and the other players who only have played with phb material (they had played for 6 years with the same characters) and even a competently built character made for the difficulty ahead since the arc was about demons and devils seemed way to strong in comparison. The problem was that the players started pushing all responsibility on clearing encounters on me because I was "the strong one" and I hated it. I just wanted to play I didnt want to feel like i had to play optimally constantly so that everyone would survive it was a very stressful experience and i parted my ways with them after the campaign ended.
I've definitely been in a similar situation, feeling like I'm expected to carry the party for one reason or another. It's one of the reasons I'm so hesitant to introduce a new player in mid game, especially at such a high level. It's just less and less likely everyone will click, either in terms of personality or gameplay expectations.
@@dragonmindttrpgs agreed. We desperatly needed a sesison re zero when i joined os i could have gotten to know some basic expectations and boundaries because some steps were crossed because no one told me anything about a players triggers about angry voices as I lashed out due to the combat stressed and it became a whole mess.
@@Skimmer951 My condolences you went through that. If you have any specific topics you'd like me to cover in the future, feel free to let me know.
The biggest issue to me is that D&D doesn’t balance itself very well, so those experiences really make some characters feel superior to others. And stronger balance is absolutely possible while preserving expressive and experimental play (4E, Fabula Ultima, Pathfinder 2E, SotDL, Lancer, Icon, Beacon, and I’m sure even more with people making newer projects now), it’s just that D&D 5E doesn’t do a good job of providing that gameplay.
Very much agree, and while those systems may run it better, there is this undeniability that 5e is the most popular system and the one most groups are likely to play, so I don't think it's a bad idea, knowing that about it going in, to be mindful about the group's expectations and understanding what everyone does to remedy those issues as much as possible.
Your story with the cleric was not an optimization issue. It was a mix of a spell being to strong, 5es popcorn healing issue, and the cleric olny going with healing becomeing a one trick pony. You didn't mess up there although i think its a good thing to look out for to not ruin others fun but the issues are from bad design in 5e mixed in with a one trick pony character.
Absolutely agree, and my point with it was that it started me thinking of optimization in terms of "what's the optimal experience", which that definitely wasn't for one reason or another. Treantmonk had a somewhat similar experience which led him to his "God Wizard" build.
@@dragonmindttrpgs I'll need to watch his video on it too. Sounds interesting. Iv had similar experiences myself mostly with spell casters. I liked the video and am interested in seeing more from you.
This is why I like Pathfinder 2e so much. The difference between a fully optimized and story focused character, while noticeable, won't destabilize a play group in the way you describe here. As long as you pick abilities you'll actually use (don't pick twin weapon feats if you use a halberd) you'll keep up with any party.
exactly. in PF2e, the difference between an optimized and story focused character is like 1 damage per hit and +1 to hit. and really, the easy way to optimize is to organically make your character easy to integrate into a standard campaign world. because instead of Courier and Street Urchin being ways to get Rogue Skills on a Non Rogue, despite most rogues canonically coming from either background, a Rogue is Rewarded for being a Courier or Street Urchin both with extra power and an easy backstory to incoroporate.
I think that there is nothing wrong with optimizing your character as long as you intend to operate within the bounds of the game and for the fun of everyone at the table. If you make a really well optimized, say, Battle Master fighter with a fleshed out story and go out of your way to engage others out of combat as well as going to extra mile to include your allies in your Maneuvers by calling out for the Rogue to get the BBEG after a Commander's Strike and such or using your high Athletics to boost the Wizard up to rain a Fireball down over a barrier. Use your power to shine when its your time but also use your power to uplift others. Even if you could single handled take out the group of Goblins, set them up so others can help. Plenty of ways to "crunch the numbers" and still be a good collaborative story teller.
Couldn't have said it better myself
Enjoyed the last story, and I wish more folks would think about "optimization" that way. Break the game to tell better stories and have more fun, just don't do it in a vacuum.
I haven't completely watched through a video in a while. What a great video! I'm currently torn between a Fire/Fiend Sorlock and a Storm/Tempest Sorcleric. I already made a Gold Draconic Fiend Sorlock Tiefling. Had great fun with it but ditched it because I really want a lightning sorcerer. So then, because it just seemed so interesting to me, I created a Storm Sorcerer/Tempest Cleric. Now I'm playing the character I wanted mechanics-wise but I'm missing the identity of the Sorlock I previously played. I want to bring the Sorlock back. Maybe I can combine them. A Blue Draconic Sorlock? I don't think it's gonna be cohesive. Lightning Sorcerer/Fiend Warlock would feel similar to making a blueberry+apple flavor. It would probably taste good but it won't make sense.
What part of the Sorcleric's identity feels like it's missing compared to the Fiend Sorlock (if Im understanding it correctly)?
something noted in the Dragonmind video above, and from my own experiences with 5E, is the idea of taking game mechanics that work for what you want a character to be capable of doing, and then building a background that explains the powers from a story standpoint. i did this last year in a long-running campaign, I used the mechanics of a clockwork sorcerer, but his story was that he was a wizard, and his magic stemmed from all the knowledge he had accumulated.
@@dragonmindttrpgs Story-wise, the sorlock I made was much more detailed than the sorcleric. I just didn't feel the Sorcleric as much as I did the Sorlock.
@@molotovdojorat6715 awesome. That's what I failed to apply when making a character. On my first character, I prioritized story, then on the second, I prioritized mechanics. I have to reimagine my character. Look through a different lens perhaps?
@@CainSuzuko Hey, sometimes that happens. I've made a fair share of characters I thought would be really cool on the outset, but for some reason they just didn't click for me. In terms of a Warlock subclass that fits the theme, Fathomless from Tasha's goes along with the Storm theme more, but not lightning specifically (that one has more water imagery). Maybe see if that one somehow fits better?
There is a lot that is appealing to me about this format….however, with dyslexia, I don’t think it’s very feasible for me.
Very fair critique
Awesome video! Just a small point of feedback: maybe try sitting slightly more back, cause you're a bit close to the camera in your videos. (If you look at Ginny Di, Matthew Colville or any basic video of someone talking to the camera really, you'll see they sit slightly more backwards so we can see a bit more of their upper torso). But aside from that, great content. Keep it up!
I'm no stranger to play by post, but this is the first I've heard of live pbp. Really interesting to see how that works out for you, though I don't think I will be able to manage it. I have a crazy, always on-call schedule. I can't commit to a game of any length for any particular time, so to me, the greatest strength of pbp is that sporadic posting is perfectly acceptable. We lose this aspect in a live pbp session, so it won't go well for me. However I can really see how others would find your format helpful, and I would encourage folks to try it!
Hey man! Your charisma on camera is better than half of the high profile TTRPG channels and way over most of the smaller ones. Content of the video is awesome too, but the delivery is super well done. Great job!
Хм, звучит то, что мне определенно нужно попробовать) Да, мне нравилось сидеть за столом и играть в живую, в этом был свой шарм. Но увы, мне сложно вжиться в роль и отыгрывать персонажа лично. По этому я часто устно описывал что делает мой персонаж, как если бы это был текст. так что да, думаю в таком подходе есть смысл и удобство. Единственное что мне действительно нравится в физической игре за столом - это кидать все эти красивые цветные кубики :)
How do you sound so good, yet pixels on your video can knock my teeth out?
It's a question I ask myself every day... Lol
Have run games this way exclusively for going on ten years, detailed battlemap combats and all, really wouldn't do it any other way. Primarily, outside of combats, everything is run in Discord instead of in the VTT, because it's much more easily searchable for content. What was that guy's name, who said what, how far was this from that. It also lets you have more channels to split up action, keeping scenes/events separate and organized, allowing the players to do their own thing in between proper 'sessions'. In text there's no real reason for the game to not be 'live' 24/7. Interactions between players and the "NPCs" they're responsible for doesn't really require my presence. And it makes it easier to run side-scenes like whatever prep specialist characters need to do before a big event, in a way the rest of the players are witness to. In essence, atop everything mentioned in video, it allows the GM to take a much more hands-off approach to things, and I wouldn't really want to run a game otherwise.
You hit the nail on the head. One thing my players have said is "It feels like you taught us how to DM ourselves", and it was the highest level of compliment I could've received.
9:00 I love how magical you make it sound whenever you talk about this haha - makes it feel really special in the long run. It was definitely one of the most interesting games I’d had the pleasure of running.
It really felt that way. It felt like I'd been trying to roleplay with training weights on, and when we switched to text it felt like the weight was lifted. I know that's not everyone's experience, but for me it definitely allowed me to tell the stories I actually wanted to tell.
The timing of this video is very interesting for me. Just a couple of weeks ago, a friend of mine and I started roleplaying through text. The plan was not to do it exclusively like that, and still isn't. We started doing it because of a video where Matt Colville said he sometimes had roleplaying scenes through text with the players, maybe during downtime or so. We're playing a one-on-one campaign, and scheduling the first session was going to be impossible for at least a week because of...life. So we decided to start the campaign through text, doing the roleplaying parts, and then stop whenever we had combat or something that required more game mechanics. As of now, we've only had one live session for this campaign. The rest has been through text, and we text A LOT. We play every single day, replying whenever we can. We've even had combat through text, each one sharing dice rolls, etc. We don't know when we'll have our next live session, but we've been playing this campaign consistently. And this experience has showed us very interesting things. Playing D&D (or other TTRPGs) through text actually has a lot of benefits. You pointed out a lot of them. And while your sessions are live and ours aren't, for the most part, I think there's a lot of similarities. We can express more about how the characters are feeling, the way they behave, many subtle things that are lost during live, "acting" play, etc. We have more time to think about our replies, and that lets us share better what we had in mind. And having it all written down makes it easier for us to go back and read what happened before, even just for fun. We both agree that we don't want to give up the more classic sessions in favor of this. We want to keep it as a hybrid. We both love the acting part and we don't want to get rid of it. But this has showed us a completely new way to play D&D that we couldn't have imagined before. We're both having an absolute blast, and I would recommend other players to at least give it a try. Even as a downtime thing. This is definitely not for every table, but I'm sure a lot of people will really enjoy it after just one time. Really interesting video. I'm happy that someone is talking about this. Thanks for sharing! <3
In my latest campaign, we actually do what you mentioned with Matt Colville. We call them In Betweens, where two characters that want to follow up on something or have a short side adventure in between main adventures can bond and develop their arcs. It's asynchronous like what you described with your friend, and it felt like the players had a deeper connection within a scene or two than they were able to establish after years of in-person roleplay. Glad you're finding that a hybrid approach is working for you :)