DM's, what is something everyone else is wrong about in D&D? #1
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D&D players, what way did you use a "useless" spell in a good way? #2
D&D Players, What was your best "Wait...what?!" moment?
What's the biggest mind-f**k you've seen during a DND campaign?
What's your worst loot stories?
What's the saddest death that you have ever encountered while playing D&D?
What's the funniest way you spoiled a important plot element in your campaign?
DND players, what was your funniest “rolled a 1” moment?
DMs, What is a plotline you've always wanted to run?
Ever had another PC kill your character?
DND Players, What is the coolest character you have ever played?
DND players, what was your funniest “nat 20” moment? (r/askreddit)
DND players, what’s your best Stories of Rope? (r/dndstories)
D&D Players, what's the most screwed up thing you've ever done in a game?
What's the worst TPK you've experienced?
D&D Players, what's the most screwed up thing you've ever done in a game?
DND Nope Moments #1
What’s your best Tarrasque story?
What's the funniest thing PC's latched onto?
What is the most unexpected damage you've ever done as a PC or DM?
What is the smallest way your DM has driven home how "evil" a villain is?
"Trauma" shouldn't be the only way for a DM to incite character development. I've seen a lot of DMs use a PC's backstory as a weapon and I've found it has pretty diminishing returns, and disincentivizes backstory involvement. After all, when players realize that their backstory NPCs won't actually get elaborated on outside of being found as corpses, they'll start building orphan PCs with zero connections to the social world
Players always get more invested in their characters when their backstory characters get to live and have happy endings. Especially if the PCs are directly responsible for that being the case.
In one of the campaigns I'm running currently the party just saved the Sorcerer's mother from a curse. She was dying due to a curse bestowed by Zariel in exchange for the birth of her daughter (Tiefling Aberrant Sorcerer) and the party unwittingly traded a powerful elemental artifact in exchange for healing the mother. The party will almost certainly face consequences for giving Zariel such a powerful artifact later, but the Sorcerer's mother is free of her curse. Watching my player's eyes light up in relief when I described their mother returning to health made me very happy as a DM.
This, 100%. I have had quite a few DMS who have labeled characters without traumatic backstories as "boring" and the DM would either rewrite the backstory to be filled with traumatic events, or would simply kill off the character within a couple of sessions for being "boring."
And you are right, there's no incentive to write a backstory with your character having a multitude of family, friends, and social connections if the DM is simply kill all of them off. I had one DM who did this, and their excuse was "adventurers shouldn't be tied down."
@@leekonze7441 this happened too so I'd finally gotten fed up the railroading and retconning so I just started murder-hoboing. When the DM finally asked me why I kept killing people in some cases derailing his campaigns my answer was "My character has no connections in this world why should he afford anyone else theirs"
@@leekonze7441 as a DM I love when players give me non-traumatizing backstory they lead to better stories.
I've always found it difficult to use a players background NPC's cause of the "that's not how i pictured them acting" argument that comes up, whenever I've tried it with one of my players, they've always sulked afterwards, when i bring it up so i can address it, i just get met with arguments about how like their "mean brother" wasn't "mean like that", so i tend to just introduce many NPCs, and then develop whichever one's they end up clinging onto, i find you get more, and better, character development when it involves things they've actually interacted with in game.
If the Grease spell isn’t flammable, it should be renamed to Lubricate!
I cast lube!
Definitely a bard cantrip
The idea that spell grease isn't flammable annoyed me, so I looked into it. Afaik lubricating grease, by definitions set out by the GHS, isn't flammable (it doesn't ignite at flammable temperatures - ranges of -17-60°C, or 0-140°F), but is _combustible_ (ignites between the ranges of 60-93°C, or 140-200°F). Cooking grease (e.g. bacon grease) naturally ignites more easily than lubricating grease, though most types are still combustible rather than flammable - still, wouldn't want a pyromaniac wizard near it. If you look at the material component for the grease spell, it's "a bit of pork rind or butter", implying it's cooking grease.
It's probably a DM-by-DM basis given the spell description doesn't elaborate, but considering you can set wooden objects on fire easily enough in dnd... I'd say there's an argument for letting spell grease burn.
Why isnt it flammable?
I give my players the option the first time they use this spell whether their grease is flammable or not. If it's not, they don't get to use it to spread fires. If it is, that fact will be used against them at some point. I've yet to hear a player complain about having the choice.
When the one guy was like, “this isn’t a video game, the world shouldn’t magically scale to your party” I was about to hard disagree and was thinking, “it’s still a game, it’s supposed to be a fun challenge, not an impossible brick wall” but then he was like, “If your players ignore all warnings and try to fight the giant ancient dragon at low level then they should get curbed stomped” I 180 and agreed. Let the, burn.
The main story should be level scaled (unless the players find some way to sequence break to the final boss early) but if they decide to go off the rails and explore the world randomly then they better be careful who they challenge to a fight.
I warn all of my players that the world is not their level, the story line is. They can go wherever they want, but the ancient cursed forest with manned guard towers every 30 yards along its edge.... Probably not for level 1 characters.
My party was about 5 miles away from a warzone and the orc horde was bulldozing through the front lines with abnormally large Behir mounts. They could see and hear blue lightning off in the direction of the front lines, likely in the town they were just in. One of my players INSISTED on going back to the town to retrieve a reward despite having 230 gold coins in their possession. I’m so glad the rest of my players vetoed him, cause they would have been annihilated.
I agree, but for the love of god, make sure the overleveled enemies and the main storyline enemies are very clearly different. My best friend failed this, with both high and low level criminals in the same city, and it was a disaster. We were tracking a level appropriate criminal, lost the trail, and stumbled into some criminal activity that we decided to investigate for leads. Got TPKed by the elite goons of the local crime boss.
@@timemaster66 Yeah, that would be more effective at convincing me to not go there than the DM just telling me to not go there. If you're gonna tell me to not go somewhere, you better tell me why or else I'm gonna go there and see why I shouldn't go there.
Metagaming isn't just knowing more than your character -- it's pretty much impossible to not know more than your character. Metagaming is using that extra knowledge to drive character actions.
Like that one story where the seasoned player knew which monster they were going to fight because there was a random mirror in the woods, but neither the other players nor any of the PC (including the seasoned player's PC) had ever even heard of that type of monster. Yeah, you might suspect it, but your character wouldn't and it's not fun to spoil the surprise for your fellow players.
This reminds me of when I was watching an Among Us video and one of the guys was staying in another guy's house that day. The houseguest died in game so he entered the host's room to complain about the host killing him, but the host didn't mute fast enough and you could hear the guest for a split second shouting angrily in the background. One of the other players talked about how he has insider knowledge that the two guys were in the same house, so he deduced that the dead dude was mad at the other guy for killing him. So they voted him out and won. But that other player was definitely metagaming, no matter how funny it was.
I think edgy rouges are not that big of a problem.
Most rogues are just general scoundrels/bastards but not batman.
A great way to play a rogue is just a regular person that fell into crime (potentially from a young age). And has a slow shift of character, perhaps by how the story unfolds, NPC/PC interactions or several things that they start to question their morals and shift alignments and become an actual hero.
@@taserrr
I have a Rogue character that was forced into crime because no one would hire him, and the intent is for him to never steal again (unless, you know, from someone who specifically deserves it), because he just wants to live an honest life.
I made a charlatan rogue. Acts like a stereotypical bard and is a "hides in plain sight" kind of thief. It's fun to play with, although I'm not that extroverted to pull it off
its the sorcerers you gotta watch out for
Not all rogues have to be edgy either, mine sounds like she'd be edgy. Here's a short summary of her. "She was kidnapped at birth by a kingdom and raised as an assassin, part of a secret organization under the Kings direct rule. After one assignment where she seduced and killed her target, she was left pregnant and gave them baby up for adoption after naming her after her deceased father. A few years later, she messed up on a mission and the king nearly got killed, so she was cast out." It sounds like a generic edgy backstory for an edgy rogue, but she's actually a sociable and polite, if sarcastic, person. She was trained to be that way after all. I'm going to have her be wearing typical edgy rogue clothing, not only to cover up her bright wings and pointed ears, so as to not draw attention to herself in public. It would probably work better if the game I'm using the character for just started, but I'm joining a game that's already in progress.
You CAN win at D&D!
You win by everyone having fun and enjoying the game together, players and DMs.
It's not just about dealing the most damage, defeating the bad guy or making a game breaking munchkin. If you can look back on your sessions and see them as fond memories that you and everyone had an absolute blast in, then you've won.
winning at a TTRPG means reaching the end of your campaign
@@Konpekikaminari not always true, some campaign's never actually meet their end, whether people keep endlessly playing or scheduling just grinds things to a halt.
My hot take: DMs are not responsible for knowing the ins and outs of what abilities you have, only to resolve them fairly when used. If you forgot to add your rage damage, you don't get that damage.
If you don't know what a spell does, you don't get to use it this turn. Pick a spell you already know and go from there. Read your fucking shit. For the love of Tiamat, you can even read your spells between your turns. Other people want to play the game and allowing you to spend 20 minutes on your turn wastes their time.
Nerds used to read.
You aren't playing with nerds then, you're playing with normies who only want to SAY they play dnd.
Remember, with the inclusion of more groups (since DnD was Niche Nerdy originally) means more people who don't actually care and just want to hop on the bandwagon are playing. It helps to talk with them beforehand, and trust your gut.
DMs already has a lot to keep track, strategical for everything that isn't a player and so on.
The only leeway I would give is fresh new players, but not for much time.
The only exception I'd have is session zero. That's just to make sure that everything involved fits the campaign, and any new players know what they're doing. After that, the tracking ends.
This is the complete opposite of a hot take.
@@Martick05545 you'd be surprised the amount of players who treat not knowing the rules as some quirky badge of honor.
10:50 the movie "the scorpion king" with the rock, as cheezy as the movie was, actually has one of the most accurate depictions of a bow. Specifically where the scrawny guy could not draw back MC's high draw strength bow.
He wasn't even all that scrawny, the draw on the bow was just extra heavy. It's like a major difference between English and Japanese longbows. English bows still have a heavy draw, but the grip is in the middle of the bow. A Japanese longbow is held at a 2/3rds grip (lower than the middle) so the draw is even heavier, but the power delivered is also higher. A skinny little Elvin Melvin with his -1 strength modifier wouldn't be able to even reach a target at the first range integer.
one thing I noticed is a LOT of the groups I am in consider putting Two Bags of Holding Together to be an Instant Death, when if you actually read the description, It actually sends everything within 5 Feet of it to the astral plain, which, if your DM is operating on The official lore/way that the astral plain function means that this can be a Great emergency escape or a one way 'shortcut' to whatever Plain you want via colour pools
This is an instant death only for creatures that don't fit entirely within the range. So a large creature with only half of its body inside the area of effect would get cut in half. I know it is not their intention, but that is how we play it.
its not a short cut to a plane you want because you would have to physically find the color pools. There are better ways of getting to the astral plane.
Well the other real problem is most people are not going to know what color leads to which plane to get back home. And if you accidentally go to the wrong plane, you’re basically stuck there.
I talked about doing this in our campaign for like a year before we actually had to to prevent a TPK- derailed the entire story for 5 months and created the memorable dungeon ever.
I remember when it used to be a makeshift nuclear bomb. Remember when one of my GMs put heavy restrictions on handing them out for that reason
3:22 Tough wording but I agree with the explanation. It's boring to roll bonks until one side dies first. I try to include the environment (such as buildings, furniture, etc) as much as possible into my encounters. It challenges the DM's map design too!
I've been saying shit like this my entire tenure with 5e (2 years, but still), and people call me a dick. Challenge your damn players with more than just walls of mooks OR a single meatbag!!!
I do my best to make combat as interesting as possible. Had a section where the party spent some time in the mountains, so I used varying elevation a lot. It's a hell of a lot more challenging to deal with the mooks moving through a mountain pass when you've got archers and spellcasters raining hell on you from a ridge forty feet up.
There was also the big skirmish at a city inn. The fight took place between two floors and the alleyways around the building itself. The party was trying to apprehend a rogue nobleman who was trying to have a member of the party assassinated (said party member was a rival noble), so they went to capture him and had to contend with his bodyguards. The party failed to get to him fast enough and the noble's attendant wizard Dimension Door'd him to a fallback position. That did fight result in a few fun things like the Paladin elbow-dropping a dude from a second story window.
@@anthonydicrecchio6547 It's over Anakin. I have the high ground
Tactics make a big difference, as well. You can make a lot of fights way more interesting by giving enemies goals in combat.
It's one thing to have a group of raiders fight you to the death, but it's another to have them trying to distract you mid fight so their invisible companion can pick your pockets.
Something as simple as having a second wave of enemies emerging from behind and ganking the casters can make a big difference in terms of difficulty and memorability.
You'll know you're doing it right if the party stops grouping up like a herd of lemmings all the time.
I totally agree with D&D being so expensive. Even D&D Beyond is so expensive for online official content! Honestly, the physical books should come with a code so you don't have to buy the same thing twice, like I did (had to use Beyond during COVID, even though I had the physical book already). It's why I try to download PDF copies people put online, for free. It's a funny system, but it's not always worth the coin.
The books literally costs 55 euros EACH in my country. Don't get me started on the minis. I'll buy some stands and do printouts or something.
You could make all the RAW subclasses as homebrew and then copy and paste the abilities of that subclass from dnd wiki into dnd beyond
When we had to go to virtual I used the free roll20 and edited each sheet to fill the content out of free acount. And manually put the spell on the casters. When my players level up I ask then to just roll the hit die as normal roll and I just changes the level on the sheet, because using the characthermancer adds things from a free class/race into a character that I customized to use paid content, also no option for feats.
And When I began with 5e at the time didn't have book in my country and language, so I used fan translations pdfs, And I just bought the PHB, XGtE and the bestiary books as they are translated (officially) just because is easier to use than a pdf, to at least.
what do you do with the books cuz i have like 30 of them and dont know what to do with them
@@maiadraconica6488 instead of minis I make tokens with cards of Magic the Gathering. Some creatures/races are hard to find in cheap ones, but work very well.
There is some tutorials on UA-cam
I'm new at DMing and Dnd in general, so I'll say this (which I'm sure everyone has thought and moved passed): Darkvision is stupid. It basically equates to "a lot of races can kind of see in the dark". Instead, they should relegate it to a small handful of races, but allow them to see much clearer. So instead, it would be "few races can see in the dark."
Dark vision doesn't mean they see with color so if there's a puzzle in a dark cave it could be color coordinated making them have to use a torch
Also Cats should have god damn night vision lol
There are way too many races with dark vision in 5e DnD. You are absolutely correct. It wasn't so prevalent in previous versions.
The Gloomstalker has the ability the be invisible to creatures that are relying on dark vision to see them.
Throw that ability on a squad of Drow Assassins who are hunting the party, and they'll VERY quickly start lighting up. Dark vision is only a problem if you let it be.
@@Leivve Well, yeah, you can always do work arounds, but my opinion is not that it is a major issue. Only that it is too prevalent. It used to be a reason you might pick a specific race, now half of them have it. I mean, any character can get dark vision with a simple enchanted trinket, but at least then you had to work for it.
i like the one about rage being maintained by taking aggressive action.
1.) Warlocks are just arcane Clerics.
2.) Splitting the party isn't an automatic TPK, the only reason it keeps turning out that way is because most groups have built their PCs to work together, and they suffer greatly for it.. Some systems encourage splitting up for certain adventures to function properly.
3.) Humans are *NOT* bland.
I like to argue that splitting the party is sometimes good it lets the party interact with the world more as individuals
First one I’d say is wrong. An oath and a pact are different
@@aguyithink4119 arcane *cleric,* not arcane *paladin.* That distinction is a lot fuzzier, since your power source is either divine or on a similar power scale to the gods.
I agree with 3. People need to learn the difference between *bland* and *flexible.*
@@AjiraCtelin1993 Ah. What are cleric subclasses called then?
I actually remembered a story regarding a rules lawyer. A player was being teleported away from a group of enemies and the player wanted to drop a grenade in the middle of the group. The DM told him to roll dex and everyone protested. We made case after case why the grenade wouldn't pop the player but the same logic would have applied to the enemies. So he decided to not throw the grenade. We were bummed out because it was a badass move but the rules were the rules.
DnD was supposed to be made by those who are at the table, where the game changes to suit the table, not the other way around. Rule of awesome is often the way to go
This is why rules lawyers suck. If you have less fun because of a stupid rule, screw the rules! The game is about having fun, not following rules. The rules are there to facilitate a game, not to be worshipped.
why would the logic be at all difficult? It's perfectly logical to start the grenade's fuse, drop it and then get whisked away by the teleport. An easy dex *check* might be required to get the timing right (neither having it detonate before the teleport nor accidentally taking the grenade with you), but simply saying that the grenadier has to roll the same check as the enemies is clearly absurd.
the rule of cool is the rule to focus on
The fall damage take reminds of my own take on it.
I don't know how accurate this is, but I heard somewhere that Gary Gygax originally never intended fall damage to scale linearly, but the phrasing was so bad that the publishers just made it linear anyway.
So what I do is: every additional 10 feet you fall adds 1/10 the total distance you've fallen to the d6 count (1d6 for 10 feet, 3d6 for 20 feet, 6d6 for 30 feet, 10d6 for 40 feet, 15d6 for 50 feet, etc.), to a maximum of 200 feet (or 210d6 damage). This way, while fall damage is more complicated to track, it actually *means* something.
This. There's a difference between falling off a wall and taking a 20 foot spill v falling off of say the space needle
My only comment on that fall damage one is that, technically to a peasant, even a 10 foot drop could be lethal, but I do agree that fall damage is a weird thing in dnd the way it currently is.
@@Drakenized well there are some cases of people falling from their beds and dying, so maybe not that far fetched
Assuming you're applying damage proportionally to speed on impact that's the opposite of how falling works. In 1/2 the time you fall 1/4 of the distance (assuming no air resistance) which means the damage should look something more along the lines of 10ft=1d6, 40ft=2d6, 160ft=4d6 and so on. You could find intermediate values but I'm too lazy to do that.
Unless you want to take peak force into account by calculating Impulse/time=peak force. In which case damage is actually linear. Trying to model it more accurately then linear would be challenging without running a computer simulation with known properties of an object.
So yea 1d6/10ft (or any liner system) is actually the best way to handle fall damage realistically, who knew?
Just to say 210d6 averages at 735 damage which is a bit on the extreme end but I like the concept, maybe the max damage could cap at a creature's terminal velocity which is decided by their weight
Nice to hear the pathfinder advocating, I've been the forever dm for my Pathfinder group for a few years now and we all love it! We spend at least as much time in rp as we do messing with the system, and all of us love PF for it's sheer number of options to play with.
Grim dark is fine in D&D, it's a place for non evil parties to help and make the world better, and well evil is evil
My hot take I get flack for is: a min maxer in the party is less annoying then having someone who makes a purposely weak character.
People always say bad stats is good for rp when all I've seen is their one character trait is the fact they're bad at what they do. Also min maxing doesn't automatically make a character boring or unable to rp.
I mean i get what you're saying, but this is about managing expectations.
It heavily depends on what the character is good/bad at and what type of game you're running.
If its a combat-focused game, then a PC whos just deadweight in combat isnt any addition and will jsut be mocked.
If the game is about rp and larger story too, and that same character is say a diplomat, unused to combat, but on an important mission to negotiate a peace deal, suddenly that characters weakness is both reasonable and justifies the other players at the table.
Secondly, underdog stories are fun. Ye olde power-fantasy
"look im totally heroic because im putting myself in danger *mows down dozens of evil minions*, whew that last one almost scratched me" is appealing to some, but a story of ordinary people rising to the occasion has its appeal too. Like LOTR, frodo isnt some great badass, he's actually quite ordinary and has no special skills.
Just food for thought.
@@mrvoltem9379 I’ve always had the idea for a game that starts at level 5 or something of a blacksmith character that’s gotten old and has worked for so long that their only good stats are strength/dex, wisdom, and intelligence/charisma. So basically 3 that’s good and relates to his job and the rest that’s bad/average.
They would be decent in combat from stat alone, but won’t be as good as their smithing and also not being very sociable despite the charisma stat, as it would mostly be used for what they’re used to doing, which would be haggling or intimidating hooligans. Basically just the average blacksmith that decides to leave his home for the greater good
@@Scruffy-qi3ik Why level 5?
I disagree and I don't know anyone who wants to play as a character who is bad at everything, just most things. For instance I played a sorcerer and she didn't have a single physical stat above 10. With 9ac and low hit points she should have been useless but, since I couldn't rely on my character sheet to get me through a fight I got creative. Every fight was more interesting because we didn't have the strength to just beat down our opponents. Also, a secret I can tell you is (if you have a good dm) the world will subtly shift to accommodate the players so the difficulty will end up being about the same no matter how strong or week your characters are.
I agree with min-maxing not excluding roleplay though. When I min max it's often to make my concept work within the rules not just to build a polearm master barbarian everytime I make a first level character.
Here’s the thing: bad stats CAN be great for roleplaying IF the bad stat is not the one that you depend on for most functions of your character. A STR build character forced into a social situation can be funny or add something to the story. A school-dropout Wizard that can’t cast spells to save their life is a hindrance to the party.
8:00 It's nice to have a rules advocate, to help you get the most out of what your character can do or to not waste actions. "Those bonuses won't stack, so you may want to cast something else so as to get more out of your turn". Those players are nice to have as long as they don't overstep into playing other people's characters for them, or other players don't lean on them too much.
"your coins weigh something, and you sh-"
*violently bashes your skull in*
With a sock full of coppers?
As long as there is a discussion with the DM and players before hand about limitations and intentions, the "horny bard" trope is *a lot of fun.* I'm in a campaign that started out as a joke, so I made a joke character to fit the mood and give the party a boost where they were lacking. He has become one of my favorite characters that I have made in my relatively short time playing.
I agree with the contributor about Alignments. Yes, it's simplistic and doesn't take everything into account. It's *not supposed to*. In D&D/Pathfinder, Good, Evil, Law, and Chaos are tangible forces that you can roll into a ball and use to hit somebody in the face. What Alignment is, is how your soul resonates with those forces.
Ah, a person of intellect.
Your coins weigh somthing better keep track of it. I honestly don't think I could stay in that campaign that level of micromanaging would drive me crazy
The best Ripper send-off yet
Love ya Caleb!
I think you can kind of tell when a player has never used a bow irl.
10:24 I 100% agree with the guy who said you should be using another system if combat isn't important In your campaign
Why? Like sure there's probably better systems for it, but DnD for RP heavy games works well. Hell most classes have multiple class traits that can be used in non combat encounters, same goes for feats, backgrounds, etc.
@@smokedbeefandcheese4144 What kind of reason is that? I've played a lot of DnD, I play a weekly campaign and run one myself. Never paid a dime.
I'm not going to spend 1000 bucks on all the books, google is your friend.
@@taserrr for your 1st reply- DnD 5e is predominantly combat focused (though admittedly, not as bad as it's predecessor), and if combat is not important in your game (there's a distinction to make between "combat is unimportant" and "RP heavy") then DnD 5e become a mostly redundant as the "skill system" doesn't enhance Out-of-Combat gameplay all that much, it serves more to "cover" those parts
for your 2nd reply- agreed, nothing more to add on that one
@@Konpekikaminari Well I disagree, I'd say DnD leans more towards combat, but not predominantly. It's all up to the game you're playing.
I myself run a game I'd consider about 75 rp 25 combat, and there are entire sessions without combat encounters and they work great.
The thing is, the books cover mostly mechanic related things, which are almost always combat or problem solving related. And that's because it's impossible to write about how RP should be run, that depends entirely on your group of players, on the setting, on their decisions etc.
DnD is a roleplaying tabletop game in essence, which means the focus is put on roleplaying. Combat and RP aren't exclusive to one another, there's a lot of roleplay in the combat.
I'd put it the other way, if you're looking for a dungeon crawl experience DnD is not the game you're looking for, and there's far better dungeon crawling systems out there. The point of DnD is not the kill enemies and find loot, it's to create a story where the player's decisions matter. Whether they like combat or not is up to each specific game and players, but in the end it's about the story they create together.
@@taserrr you missed my point, when I say "not combat" I am referring to explorations or various social mechanics, *NOT* to RP
I'm going to bet your games are actually 100% RP, because just like you said yourself, RP and combat are not mutually exclusive
As for non combat RP, let's be real, you don't need any system to do that- I myself had 4 hour sessions that were extremely fun, but not a single die was rolled that day
I myself am currently playing a roleplay heavy campaign of "Shadow of the Demon Lord" a system that's more combat oriented than even DnD
Darkvision should really be renamed nightvision.
8:25 - I mean, ultimately, yes. Look at the adventure module books. They very much have points where they railroad to push the story forward.
It is possible to push forward a cohesive story without any railroading whatsoever, but that will require a TON of improv and homebrew world-building on your part as the DM.
In my current, 2-year long, ongoing campaign, I have an overarching framework for a larger "main story" but ultimately the players have complete freedom to do what they wish. They can completely go off the rails and do their own thing... and they have.
For example, one portion of the world is known to be ruled by five warring Mafia families. When the players run into a completely separate Mafia family at the centre of the world; one which stands above the rest as the definitive best, they decided they wanted to go try recruiting the warring families under a temporary alliance to defeat the greater evil.
I had literally nothing planned for that. Sure, I had ideas and story beats in my head, but nothing written down or planned out extensively.
Nevertheless, I let them try. I went through an UNGODLY amount of planning, writing and preparation to plot out various parts of the world and the organizations under the 5 families. The players, through lucky rolls and prior contracts, managed to convince the families to join their cause, and carried out a successful attack... a story point I could have never imagined in my wildest dreams.
I had alot of improv and active tweaking/world building to carry out, but nevertheless they could still tell their own cohesive story without any railroading whatsoever.
Should other DMs do the same? No, unless you have alot of free time and love to give to your game. In that case, absolutely.
This is why I constrict the size of my open worlds. My players are free to go anywhere and do anything within the quadrants but they can't leave and buy a ride over to another region of the world unless they want to retire their character.
Also, setting a few end game crisis in the world with different triggers/ways to stop them has been really fun. Nothing majorly world changing has happened yet but, one of the Priors (precursors who built the spirits) is set to wake up unless someone stops them soon. Also, they're close to having the Karinate (big empire) invade. The CronoCouncil has been stopped though so they're 1/3.
I'm only human sadly so if I want to keep playing in different worlds and have semi-regular open ended campaigns that's how it's going to work.
@@solsystem1342 Yep. Semi-open is probably the best way to run a game with limited railroading.
Of course there is that bit of railroading in the fact that you outright have to stop thw players from venturing beyond the "border", but the significantly lower strain and demand it places on the DM is honestly worth the slight limitations on the players.
Lol to the first one. "I think the guy who wrote the rules is wrong."
Nearly everyone might be strong enough to pull a normal bow back. But maybe you can add a very heavy bow that also scales with strength
An actual historic longbow had around 150 to 200 lbs of draw weight. That 7 strength tiefling ranger the dms girlfriend rolled up with wouldn't be able to budge the string.
@@Dan-fw2db REad right please. I did not talk of a longbow and did not talk about the strongest bows
I feel like a good way to help with the "bow-wielding taking no str" problem is by giving it a str minimum, like armor;
And if you don't have that high enough str, then you have disadvantage to using it. (probably something like, 11-13- maybe 15 for *heavy*-duty ones. Not to the point where str *has* to replace your secondary skill or something, but enough to be something you have to consider if you wanna be proficient with a bow). If you wanna get into proper homebrew territory and flesh it out more, you could make it so that as a trade for the loading property, the crossbow has no/lower/minimal str minimum, instead of more damage or something)
Idk, if you like the idea, definitely modify it as you see fit, this was just a concept I thought of.
A rather good idea
I was once told you should railroad but make the players think they had a choice, eg. they chose where the ship is headed but then it has a problem foretold by the dice and they're forced to land somewhere that wasn't a choice presented but is where the story is needed to keep going, or both towns leads are where the story is.
Also fudge the dice but not never let your players know you fudge
Ok, yes. My dm absolutely lvls her threats appropriately. There is an underdark dragon who took a bunch of people hostage and thus we are now on a fetch quest for one of three magic items.
One of our party members briefly entertained the idea of trying to trick this dragon with our *deep breath* lvl 6 magic.
An ancient dragon. And you want to try and trick it when it has hostages and we’re low lvl? What could possibly go wrong!
Beautiful ending to the video! It did put a smile on my face.
I recently had a session in "Candlekeep Mysteries". I was the DM They managed to sneak up to the village being controlled by Yuan Ti. All of a sudden the Elderitch knight says "I wanna blow my war horn". I was legit dumbfounded. I said are you sure. He said yes. The entire party died as the entire village of 20 yuan-ti(all different kinds) descended on the party(level 8 btw) and they all died
Full agree on the alignment comment. So long as alignment for a material entity is simply a "descriptive" word for your characters moral outlook and players/DM's aren't sitting around waiting to call the popo(the gods) on the paladin because they accidentally stole one grape it works otherwise fine, and it's a fun system. It should not be treated as a one and done thing if the act isn't extremes, but rather the description of a players given trend of behaviour. If you treat it like it's proscriptive or go after someone for the slightest thing you're ultimately creating a self-fulfilling prophecy of "alignment is bad."
I love that most of these are pretty rational opinions with explanations for their viewpoints and then the one guy is just like "TRACK THE WEIGHT OF YOUR MONEY" 😂
4:15 - Race restrictions on classes are absolutely WRONG. It enforces stereotypes and limits creativity. But the encounters not being fair? That's just basic common sense, not some weird hot take.
13:12 I agree with everything said here especially the stuff that Brian said about Pathfinder being far more cheaper to get into then Dungeons & Dragons 5th edition honestly any other tabletop RPG is easier to get into compared to Dungeons & Dragons 5th edition from a money standpoint and a rules standpoint.
God I wish more people were willing to run Pathfinder. I got my core rulebook just collecting dust and the automation book has had me wanting to play an automotion monk so badly.
I must say pathfinder 2e and dnd 3.5 are significantly crunchy in the rules department then 5e. Haven't played any other robust rulesets so couldn't tell you about that.
@@solsystem1342 if you mean having to add a few +1 and +2 values to rolls but I hardly consider that significant.
I have yet to run a 5e game where players didn't appreciate that we added +1 bonuses for flanking and high ground. The added depth in tactics for both the players and enemies made encounters way more engaging.
My Hot Take? Most people misunderstand skills. You're rolling an attribute(skill) check, not a skill check. Any attribute can be tied to any skill in the right circumstance, the ones listed are just the most common. This isn't homebrew, this isn't a variant rule. This is the default ruling in the Player's Handbook.
E.g. wisdom for lockpicking a door if the rogue (instead of being super-trained to pick locks) has just got a knack for it because he's done it so much. You could argue that's dexterity for muscle memory but ehh, I'd go either way.
@@Ixarus6713 The first example I usually think of is Constitution(athletics), such as when sprinting.
The most common misconception I see is when people don't understand how Charisma(intimidation) is possible. I usually point out Charles Danse's performance as Tywin Lannister for how to be dominating without laying a finger on someone.
@@torgranael Constitution Athletics is a good one, I hadn't thought of that! I do not understand how some people just don't get something as simple as swapping a few words around when accurate.
Charisma Intimidation Is another good one! I thought that was the base stat for Intimidation, is it actually strength? I'd have assumed they would've done a split for cases like that e.g. Intimidation = Cha/Str
@@Ixarus6713 I may have worded it strangely. Charisma is the default stat for intimidation. What I meant was the many people who don't understand how to be intimidating without physically assaulting someone.
3:23 not my DMs. He always makes fighting super fun and makes us think hard to defeat the main guy. In our campaign there is the Imperium of man. And in the IoM there are sub divisions lead by inquisitors. We've had an encounter with 2 so far but there are so strong that our main goal is just to hold them off for long enough. We killed 1 purely with luck
6:16 Would someone mind explaining what a Monte Cristo & Monte Carlo campaign are?
Thank you! I was looking for this!
No idea on the Monte Carlo bit, but in _The Count of Monte Cristo,_ the tl;dr is that how characters change through their struggles in life (and here, in a campaign) can make them more compelling. [Spoilers for a classic book]:
The protagonist, Edmond Dantès, goes through hell locked away in the Bastille for years after his colleague feels challenged by his professionalism, and decides to do away with him; then he escapes thanks to his dying father figure, who gave him a world-class education and led him towards a vast hoard of treasure on the Isle of Monte Cristo. Dantès then uses this to become rich, lays claim to the uninhabited island - becoming the Count of Monte Cristo - and tracks down those who wronged him so he can covertly take his revenge. The whole payoff is fueled by this agonising treatment he goes through as a young man over a miscarriage of justice, but is also framed by his post-prison-break belief that he's a tool of God's providence, which itself is tested in how his worldview has been slowly warped over time. How far the Count is willing to go in exercising his revenge, as well as the methods he uses, are big parts of what make his character rich and flavoured, especially as the reader was given time to immerse themselves in how much he suffered in the Bastille.
I think Monte Carlo was meant to be Monty Haul, but maybe not
@@tombratcher6938that would make more sence since monte Carlo is a random city in france
3:23 We recently had a combat that was complicated by bodyguarding an important NPC. We had to protect the king (as protecting him was the job) and also opted to protect other important NPCs (his council of advisors, as just abandoning them would have been...inadvisable), which made the otherwise straightforward issue of 'kill the huge, scary golems' into something a lot more interesting.
14:24 in their website they make it so you can by each thing alone like only the races only the monster or even only that specific feat that sounds cool
Our DM is stunned. He makes NPCs so powerful he can’t conceivably figure out how we’re supposed to defeat them, and then lets us gather information on them and then we defeat it. He still gets surprised on our performance at times. Our latest battle was CR 14 creatures by the homebrew standard of CR system, we were level 8 and only had one player go down.
Correction; they died, two players went down twice, one of those two didn’t come up until I resurrected them the next day.
I need to check out pathfinder some day soon to make my own judgement on it.. “the system is more number-crunchy” I’ve heard the opposite too…
The tremor sense thing I'm with up to a certain point. Let me explain: If a creature with tremor sense has the "swallow whole" mechanism, then I think it totally should be able to (assuming it has the movement to get there) go over to and eat what is currently located at that square. However, it probably shouldn't have the same capability to attack something in that square.
I envision it as an equivalent to trying to hit something like a displacer beast - in 3.5 terms, the tremor sense creature should have a miss chance against an enemy that it has identified as being in "that square". In 5e terms, would that be disadvantage on the attack roll?
Anyway, that's kinda how I would house rule tremor sense.
Additionally, I bet the "Your coins weigh something, and you'd better keep track of it" guy is also the same guy who doles out treasure in coppers, and never platinum (it's worth more in game, but has a smaller atomic mass, than gold)...
Obligation not dm, but a player. I am in a campaign that is between 1.5 to 2 hours long coming from a 2.5 to 3 hours long which I miss.
Odd numbered stats may not give an obvious tangible bonus, but IIRC feat requirements tend to be odd numbers, so it's not meaningless.
EDIT: So, looked it up, and 5e makes feats and stat gains an either/or situation, which is... yeah, I can see why that'd be an issue.
I absolutely love how every single time somebody tries to come up with a rule or modification for 5th edition, they accidentally just create Pathfinder again.
PANR has tuned in.
Hey, Panr. Welcome back to the House of Ripper. Its good to see you again, bud. Hope youre doing well.
@@Atma_Weapon hey big cat! Always good to see ya.
I'm doing pretty well over here. The missus and I are about to head to Florida. See my family and meet up with friends. Gonna be a pretty ok time I think.
How about you? Keeping well?
D&D should get inspired by what I know of GURPS and that being, it's characters should be build using point buy system, with every ability for sale for a reasonable price, not simplified and restricted to the builds of certain classes or multiclass options. This way you can disregard the class abilities and options your fictional character wouldn't have and instead reach other ones faster.
For beginners, there would be prebuild options (the standard D&D classes), but the only restrictions should be made by you, your DMs and fellow players and tones of your campaigns.
Much love, take care and bye ❤️
Point Buy systems can be fun. They can also be nightmarish. How do you balance more powerful abilities, syncretic combos, etc. Personally, I find point buy... nice, but also flawed? It's just too easy to make an utterly broken character (in either direction).
I think the way D20 modern worked was... somewhat decent, where they were more or less exceedingly clear that each class was more a grab bag of abilities you were meant to switch between as you need.
My sister and I set up a houserule to our games: you could metagaming by rolling by 'Inspiration'. Why? I'll explain.
We both had in our games parties of new players that split the party accidentally on the dungeons and, while one half may had found some treasures or stuff to grab, the other is dealing a hard encounter with monsters that they barely could beat if the party doesn't reunite. So, we did this:
Suddenly, one of the players that split rolls a dice and, with a plus of the Inspiration stat, thinks 'hey, where the rest of the party go?' and, if suceeds their roll, they could get back to their tracks and join the party in the other side of the dungeon without further problems. So yeah.
Metagaming is allowed at our tables as long as it is for solving issues of spliting the party
11:04: Must be playing 5e. Before that, you had heavy bows that allowed you to add a certain amount of your strength to damage, but would give penalties to attack if you don't have enough. But basically everything that required people to add two numbers was dummied out in 5e.
As a much-weaker-than-average person who was brought to tears in pain the one time I was handed an actual bow, I very much second that Strength is important for it.
It makes sense flavor wise, but it as was in 3/3.5e it just made you handicapped in comparison to melee only characters. You to have to split stat points for AT MOST a +5 to damage if you didn't enchant your bow with something that made the str bonus not have a max. (Which was only introduced via sourcebooks so if your dm only allowed the core rules, etc. You were being handicapped even more) You still depended on two different stats to be at basic efficacy as opposed to a melee who could focus on strength. Even worse since most ranged feats only required dex, and a high one IIRC.
2:08
"fire makes everything cooler"
Technicality nerd "um actually, close proximity to fire would be warmer, not cooler"
Edge lords are fine as long as the player is experienced enough to know what they're doing.
Edge lords are only bad if the player doesn't go in planning for the character to stop being an edge lord, and learning to trust/cooperate being key to their growth.
@@Leivve I'd argue only the cooperation part is necessary.
@@Leivve My Chaotic Neutral Human Necromancer is 100% EDGE and he is incredibly helpful and useful to the party. Once we actually get to Combat he is 100% going to Laugh Maniacally ™ when he uses his Familiar to grant the Rogue, Dragon's Breath in the middle of combat.
I tend to somewhat min-max my characters based around their backstories and classes and honestly find it to add to my ability to role play the character because I find it a good way to emphasize what my character finds important. I don’t do it every time, or even most oft the time, but one of the most interesting characters I ever played was a min-max and he still occasionally makes appearances when I play with that dm because all their campaigns are in the same world
For the odd stat values, STR already does stuff for you (increased encumbrance and jump height/distance), but the rest don't. You could house-rule that on opposed checks (grappling, insight vs. deception, etc.), the character with the higher attribute score used in the check wins in the event of a tie, which at least gives some incentive to have higher scores on the things you care about than to get higher bonuses on the things you don't.
You could also house-rule that every point of CON above 10 gives 1/2 HP per level (rounded up) instead of gaining 1 HP per level, and every point below 10 gives -1/2 HP per level (rounded down), so it still works out the same mathematically with the even numbers, but now the odd numbers influence your HP as well. I was trying to come up with similar ways to modify the other attributes, but the ideas I had would either bog the game down with unnecessary complexity or break stuff like bounded accuracy.
RE: Alignment - The issue with "morality as a cosmological concept" is that it doesn't always mesh well with the fact morality as an abstract concept _also_ exists in the setting.
Now, one possible way to rectify this would be for the abstract versions to be _the source_ of the cosmological versions. In this interpretation, the Outer Planes are basically parts of the Astral Sea that were reshaped by the thoughts, feelings, and desires of certain beings who came to inhabit those places.
Alignment is not your character aligning themselves to nebulous concepts. There are actual gods that are the arbiters of different vices and virtues. If you believe in honourable combat and to protect the weak then you are ALIGNED with say Tyr, who is lawful good. You are lawful good.
If you believe torture is awesome and that you have the right to inflict pain upon those weaker than you and then dominate them then your beliefs ALIGN with that of Lolth, a chaotic evil deity. Your character’s core values defines their alignment. The gods represent and extols the virtues in their portfolio. They ARE the virtues metaphysically. And when the way you act ALIGNS with the actions of the gods then you become the alignment that god is.
9:34 your goddamn right. My bladesinging paladin kobold will sing a song for this wonderful statement
I absolutely agree with the statement “Remove Curse sucks as a spell and should be reworked”
Blackbeard was a barbarian. He would light his beard on fire before going into battle, and in the fight where he was finally killed he tanked an insane amount of damage, dozens of hits, and wouldn't go down until they literally cut his head off.
Totally agree on the Pathfinder 2e bit. Paizo has managed to make with all rules for free online, with deeper rules, far better balance, and is UNIONIZED! My next long-form game is going to be PF2e. DnD is a bit simpler, but between the cost of having to rebalance stuff for party comp, and the actual cost of the books if you don't "sail the seven seas", I think it ends up being the weaker system of the two
Chaotic neutral characters can still be good people. Murder hobos should have their alignments changed to evil.
Portal- type spells maintain momentum. If you cast dimension door under a falling character to save them from falling- they are still falling when they come out of the other side. Aim appropriately.
the "Here Be Dragons" one really sent me back to Sad Lane, that SCP still wrecks my shit
same
whoever made that one probably liked the song "puff the magic dragon"
Something I've been thinking about is that you should be allowed to take items from other players without their permission when the situation calls for it. Especially if said character effectively holds the group that wants to take a little while to recover their health and resources.
For context, we had gone through a particularly rough trip to an island of war druids and were basically out of healing/magical supplies. We get there and learn a siege is occurring with some cultists (typical stuff). Given that a few party members had brushed against being ko'd/killed, my character and another wanted to rest and recover since nobody had any idea what we were getting into for this seige and the war druids probably would handle lasting long enough for us to recover a little, perhaps even use the teleportation staff to head back to a town to resupply since the staff itself just required physically visiting a place to work.
Promptly the duo's request was shot down being forced to follow because the person with the staff wouldn't hand it over (not to mention a desire for combat via the other's). And while a combination of the GM throwing the party a bone in the form of minor healing from an NPC alongside generally poor rolls on the GM's side, and great rolling on our side, kept the party safe. It could've easily gone far worse. Especially if both party members had stuck behind to recover via resting.
The str vs bow damage is why pathfinder incorporated composite longbows, which add nonmagical bonus damage, but require a matching str bonus to use.
Not only do you need some strength to handle a bow, but the most powerful bows take some pretty extreme muscles to draw, especially for long enough to aim.
On the encounters not needing to be fair thing, my DM is secifically running a campaign in where some encounters WILL be too difficult and running will be the best option. It's a hard campaign and not everything is gonna work well for us. Me and one other party member after some of us got split had to run from a few goblins and a couple ogres because a hill giant joined the fray, and it was a terrifying yet fun escape.
Not every encounter has to be fun from winning. Sometimes it's just fun to escape something crazy and terrifying, pulling off quick strategy to distract away the foe so you can actually find escape(we made toll collectors on a bridge deal with the danger instead as we ran past them and I rolled one hell of a persuasion roll)
Had a DM become SO confused by my caution. Every scenario they presented SCREAMED higher level leadership around the next corner, so I played to the potential of the scenario. My words of caution made sense so over and over I talked my party into bypassing encounters with a clever work around or two. The DM started making a point of telling us how much XP and loot we lost out on for "being afraid".
Couple sessions in I realized this DM had a perfectly scaled wack-a-mole assembly line world. Oddly, the DM seemed very satisfied when my battle tactic was to Leroy Jenkins EVERY scenario from about mid level 2 to level 5. It worked every time. Roll dice, collect loot. Level 5 was as far as I managed before needing to quit the predictable and boring campaign.
Morality isn't a square, it's a cube. Good/Evil, Lawful/Chaotic, Bacon/Necktie. Blue/Orange morality is a thing. The beings of the Far Realm aren't inherently evil, they're just so different from what we're used to that their morality is impossible to fit in our understanding of things.
False the far realms are still bound to the material plane, they are alien but so are the outsiders who are embodiments of the alignments. The thing about morality in D&D is that it is physical evil and chaotic are a thing and its pretty bad.
@@WhyYouMadBoi False. As the title of the video says "Something everyone else is wrong about in D&D" So I disagree with this opinion. :)
@@abitterpill7331 You disagreeing with a fact my man because you wanna be "Morality is odd" when in lore and in the game it isn't.
@@WhyYouMadBoi ..... You REALLY don't get the point of this entire video do you? The very first bit that Brian Vaughnva read is someone saying the chief rules designer at Wizards of the Coast is wrong about how Barbarian Raging should work. So what is the problem with me saying morality should be a cube instead of a square and the Eldritch beings from an extradimensional plane shouldn't be slapped with the "they're different and therefore evil"? Whatever. Let's agree to disagree and leave it there.
2 things interconnected. The observant feat will give players a +5 to passive perception and investigation, meaning passive investigation is a thing, meaning passive skills are a thing. Also passive perception has been confirmed to be the base minimum before you need to roll to succeed. meaning if you have a 15 in passive perception and the DC for seeing something is 15, you auto pass it. This should by extention be done for other skills.
If the game is set in Faerun and you want to be a bladesinger, you got to be elven and dedicated to Elistraee. Because lore. You'll be a wizard because I'm lazy but you can lose powers like a cleric if you don't obey her laws.
Based on wording, rogues can use sneak attack dice on strength attacks or attacks with weapons they are not proficient in as long as they are finesse or ranged weapons. Meaning any thrown weapon counts like hand axes, as well as pistol whipping an enemy with your hand crossbow. You just get a 1d4+str for improvised weapon usage and no proficiency bonus to hit if using a ranged weapon this way.
A nat 20 or nat 1 doesn't always have to mean the absolute best or absolute worst outcome. Sometimes I use it as "what's the most extreme thing that could happen?", from there it's up to the players to work their way out of the nat 1 or make the most of the nat 20. I don't do this all the time, but it helps keep things in order - i.e. in situations where the nat 20 can derail a campaign, or when a nat 1 would result in something like a tpk.
I actually had a moment like this my very first time playing DnD. Big squabble in the center of town between humans and orcs, and a party member (half elf ranger iirc?) tried making a big speech and shot an arrow as a symbol of equality (he was bullsh*tting but we all appreciated the effort). Rolled a 1. Arrow landed in the Guard Captain's knee. That single roll was the whole reason my party was able to expose the town mayor as a corrupt cultist who stole from the orcs to put them against the town guard as a distraction.
Best. Session. Ever.
I don't use notes or anything to track characters, locations, etc. I can't remember IRL names, directions, etc. Idk why. But in my own creations, I can remember in depth. I can even memorize characters and their backstories if I've helped write them... but i can't remember what road my walmart is on.
First bit with barbarian keeping rage by punching themselves, try consciously biting your tongue vs accidentally biting it, the results are not the same
I do like like the rule of allowing to keep with a dash, at least for a round. Spending a resource (your action) to engage in aggressive behavior, especially if you end your turn next to an enemy I think is fair.
Im thinking of homebrewing it in a way that archery requires strength and swordfighting requires dexterity, because that just makes way more sense.
My Path of the Storm Herald, Sea, Goliath Barbarian was thankfully able to chase after flying enemies because the DM foolishly allowed us to start with 1 magic item, common or uncommon, of our choosing. And he chose Winged Boots.
TO QUOTE Gary Gygax
,"The one thing we can never let the DM know is that they don't need rules."
5:04 warning, coldest take of the bunch. If your players can't understand the signs that some encounters aren't meant to be fought right now, they need to experience that they aren't meant to be fought right now. And if they go take care of an easy problem early, they deserve to curbstomb that encounter, to see how much they have progressed.
Balanced parties are boring.
By this I mean that you shouldn’t _try_ to build a party that hits all of the standard party “roles.” Almost every group I’ve played with get annoyed if they don’t have a Tank, Rogues, Spellcaster, and Healer. Yet every time there’s been a ‘gap’ in the party’s roles, the games have been *amazing.*
I dunno, a Barbarian smacking their chest like a Gorilla to maintain rage sounds hilarious
The min-max problem comes about if the min-maxer is the only one who does that at their table, and thus dominates every combat encounter - or in the inverse case, when one non-min-maxer is at a table of all min-maxers. If the group you are with has the opposite philosophy, and it's starting to make the game not fun, either for you or the others, it's time to either adjust your playstyle to match your group, or find a new group.
Rules According to Crawford, or RATC are guidelines. 90 percent of the time, Jeremy Crawford isn't the DM at your table.
Monks in 5e should be better than they are. Fighters shouldn't be better at fighting unarmed at level one than the class who's gimmick is fighting unarmed. Also they should be able to add wisdom to the ki pool.
Homebrew makers shouldn't confine themselves to being balanced with what WOTC has already given us. It should be within reason, but if it's a little better than baseline than that's perfectly fine.
For the monks, they are pretty weak early on, but as level goes up, ki points amass and they can kick some serious ass. Which brings me to my opinion that basically no games should start at level 1.
Start wherever your party and DM wants! Level 3, 5, 9 whatever. It allows you to have cool backstories with believable feats in them as well as cool class and subclass features to tap into early on. Plus it increases the likelihood that you'll actually get to taste late game abilities.
@@typhoonzebra no, lv.1 is definitely useful for new players and gritty gameplay. There are some types of adventures that just don't work lv.3+ because you can rely on character abilities (more then you could at lv.1).
8:41 Ah yes, I remember when my players in a starfinder oneshot decided that a barely relevent CEO was the big bad and dicided to commit an act of terrorism...
I haven't run that module since.
3:22 Totally agree. I try to design encounters with verticality and environment in mind. I always find myself saying "How can I make this fight more like an Indiana Jones action scene". Curb stomping three goblins is easy, but if two of them are up high and the third is mounted on something that runs circles around the party while they all pelt you with stones, darts, arrows or whatever, it's less easy and way more fun.
The idea that an 10ft Goliath Barbarian and a 3ft halfling rouge are equally capable of hiding/stealthing is STUPID in my mind
As such, I have a house rule where barbarians use constitution+strength for unarmored defense instead of dexterity+constitution
This is because the idea of them just face tanking a cannon ball to the face makes more sense than then nimbly dodging it
The monk is the one who nimbly dodges
The barbarian face tanks
"Why constitution?", you might ask
Well, simply put, constitution is your body's ability to shrug off whatever is thrown at it. In other words, it is to your body what will is to your mind
Strength is the raw power of your body
Also, Darkvision is NOT a viable substitute for a proper light source
If you need to tell red from blue, you're fucked, because Darkvision does NOT let you seen in color
You need a proper light source for that
Counter-Suggestion: Have Constitution (with a barbarian's "Unarmored Defense" & standard armor reduce damage taken instead of adding to AC (or have AC reduce damage taken, while having Dexterity & a Monk's "Unarmored Defense" Wisdom boost Defense as the stat that opposes the Attack role).
I will mention that having muscle (Strength) doesn't make it any easier to ignore/withstand damage on its own though. It feels like it should, but all it really does is give an enemy more meat to hurt.
I cannot stress how OP 5e Paladins can be. They have access to EVERYTHING. Tank, Heals, DPS, I watched my friend in a rule of cool fight, as a level 7 Oath of 'Devotion?' paladin solo an adult green dragon in 3 hits. 3! I took one good assassin shot at it with an apt up bow, but still. Holy cow it's ridiculously scary. Played a game with 4 lvl 3 paladins each a different devotion to play the 4 horsemen. It was derailed in 5 minutes when we curb stomped a guy one of our players detected as evil and took over his town to purify it...
Our barbarian goes enraged when he hears church bells. And also when he hears church bells he shifts into a anthropomorphic goat. So it's raging goat barbarian instead of gnome Barbarian. And he has a church bell he uses a club so it keeps him enraged
No debate... Wizards should START with expertise in Arcana.
I like to believe I'm a chaotic good rules lawyer
For the bow strength comment: I would say that having higher strength wouldn't give an advantage, but rather its just a pre-requisite to use it effectively, if you don't have the min strength, debuffs would come in the form of negatives to hit dice, or decreased range, as you don't have enough strength to pull the bow string back far enough to allow the arrow to fly as far and as accurate.
Until I watched videos like this, it never even occurred to me that people wouldn't track ammo. I used to be more relaxed on encumbrance, but my group plays online, and it's very easy to track there.
What do you use to play?
@@Prowlex Roll20. All the standard PHB gear is in the compendium you can access even with a free account, and it'll automatically calculate how much weight you're carrying if you enter it from there. You can manually set the weight for items you type in yourself or that aren't in the compendium.
Thing about tracking mundane ammunition is that there is really no point unless the DM goes out of their way to make it hard to come by.
Starting equipment from an everage background gives enough money to start the game with like 200 arrows
My 50 cents: know your character and how the game system works nothing wrong with new players learning but if we're 4-5 sessions in and u still don't know what to roll for a strength check then there a problem
10:55
That's what composite bows are for. Literally adds strength modifier to the damage. There are composite bows im 5e, right? ... Right?
My entire group thinks entering a creature's threat range triggers opportunity attacks
Personally, as a DM who pulls mostly from the real world as examples, I believe whole-heartedly that DMs who are going to implement various material-based encounters should actually RESEARCH what those encounters are. For example, I recently saw a video on a creature called a "plush golem," taking the form of what is essentially a possessed Teddy bear. Sounds, well, amazing. But let me tell you now that if I'm going to implement that in my game, I will research how that would differ from any other golem types. Not only would it add extra flavor to the game and potentially challenge the PCs with a fun encounter, but it would also serve as a reminder that some things in the world react in unpredictable ways, but it all makes sense from the right angle. If a barbarian swings a war hammer at a magically sentient stuffed toy, it will do absolutely jack but send it flying. Blunt weapons do NOTHING to a pliable object unless there is a hard surface to catch the momentum of that weapon, and make sure that the pliable material takes the full hit.
Go ahead and whack a standing pillow with a baseball bat, and see how much damage that actually does. Now we go back to the rules-as-written, where that supposedly did 11 points of damage. Even though it's physically impossible, most DMs seem to just let stuff like that happen because of the RAW. Players should be encouraged whole-heartedly to explore the mechanical workings of the world itself, and not just throw numbers around.
As another example, a bear trap is built with a powerful spring, wound up to its full potential within the range where the spring won't permanently deform. If a player wants to use a bear trap and a climbing rope to make a way to clamp down onto a cliff edge using the force from that spring, that would ABSOLUTELY work because of the way the trap itself works. RAW, or at least the way most DMs would run that, the player would need to roll for it, in spite of the fact that what they're doing is a completely sound principle.
One of my current DMs also recently pointed out just how unimportant disease or conditions are in RAW. Instead of just poison damage, I fully believe it's up to the DM who puts that encounter or effect together to look into the actual biological consequences. Sure, your healing potion is magically infused, but it's not going to stop your character's blood from congealing into iron flavored gelatin after they get bitten by a cobra. "It heals 2d8 hit points!" But, my dude, your character just got splashed with what amounts to the fantasy equivalent of piranha fluid. They're turning into a gas. Maybe it's just my time with Pokémon talking, but poison should matter a wee bit more than just a dice roll.
Also, spells like heat metal should absolutely obey the laws of thermodynamics and physics where applicable. If you cast heat metal on someone's metal shoes while they're standing on a wooden floor, they will start leaving charred spots in the planks at the very least. If you cast shape water to freeze the liquid in a wooden barrel full to the top with water, it will crack apart at its widest point in the middle due to the expansion of the ice.
These are spells that directly manipulate materials in ways that interact with the environment. A DM should always be open to explore these material and/or biological reactions if the players want to as well. I get that sometimes it's not story relevant, could cause some trouble with encounter balancing, etc. As well, I get that very few DMs have actually taken physics courses, or have taken extreme notice of these material properties in the real world. But when a sharpened sword is dealing damage against a creature composed of flowing water, or a sting from a type of scorpion you'd run screaming from in the real world is only dealing four damage, you know something isn't quite right.
Many of your complaints about poisons etc are issues with HP, which could be somewhat mitigated with narrative explanations, such as you getting stung by deadly scorpion in combat and taking damage is actually you character avoiding the sting, spending some of their 'luck' in the process.
Out of combat, if the scorpion is in his boot, its sting will of course kill.
If that isnt enough however, your issue is with HP in general, which is indeed a huge problem, what with d&d being essentially cartoonish epic fantasy with people shrugging off terminal velocity falls and lightning strikes because they have set damages rather than 'you fall, you die, irrelevant of level'
In which case heavy homebrew is required or better switch to a different system.
Concerning the various transmutation/matter manipulation spells, you are correct, those should allow for creative liberty as much as possible. However it is to be kept in mind that
1) creatures have immunity to such effects for a reason, explainable by an innate resistance to magic, so you cant just 'destroy water' the bloood of enemies etc, and
2) the character's in-game knowledge should be limited. Its funny for a oneshot if the players invent gunpowder or nuclear weapons, its less funny if that destroys the DM's carefully planned setting for a gag, but then expect that to become canon.
@@mrvoltem9379 You’re absolutely right about the HP part being a huge issue with the 5e system. And if course, I’m not one for metagaming whatsoever when it comes to spells and the like. I do, however, want the players to experiment with reasonable knowledge, or more likely, reasonable lack thereof. Like casting fireball at an enemy and missing in a room with a 10 ton wooden keg of molasses. That’s 100% going to start a ticking time bomb leading to the eventual flood of the room with sweet tasting napalm. It would also be reasonable for most people in that fantasy setting to know that molasses burns, but there are also some instances where that ISN’T known, like with smaller towns or settlements that don’t produce those types of ingredients.
@@WarChallenger i actually had no idea that molasses could burn, i thought they wouldn't have enough surface area, thought it makes sense, they are highly concentrated carbohydrates.
But yeah, lighting buildings on fire with fireball (that spell even explicitly states it lights stuff on fire) or using ray of frost to freeze a puddle of water for enemies to slip on is entirely reasonable and, so long as it doesnt lead to any game-breaking stuff (aka stuff that is low-cost, super effective and can be done often) it should be allowed.
One caviat however is that the DM literally controls the laws of physics. If the magical ice can't be melted, it can't be melted. If steam expansion isnt as high as in our world, no steam explosions. But this is basically just a way for the dm to say, "uh, no you cant make x devestating invention, it doesnt work."
There was one time I almost convinced to get my players to trap a cryopheonix in a invincible sphere with water bombs. If it would have happened they would have ended up creating a huge explosion of steam (after the whole sphere ended) and then had to deal with a super dense fire-ice Phoenix that was hot enough to have scalding steam constantly boiling off it (due to how much energy would be created from packing all the water into a tiny sphere).
Of course irl it would just explode leaving a huge crater but by kind of playing with real physics concepts you tend to get cooler outcomes.
@@solsystem1342 I 100% agree with that. I still want to one day build a How-ice-r in a campaign. Weaponize the freezing from shape water into a cannon.
In regards to the "odd numbers don't count for abilities" issue at 2:21, I have an idea to fix it.
Lets say for example a PC's Charisma score is at 15, and after a d20 + modifiers they only miss a check by 1. If that happens the player should be able to flip a coin (or a d4÷2, then rounded up). On a successful roll, the can add 1 to their d20 roll and pass the check. If not, then they still failed as before.
This way, players can have a chance of passing a check that would has normally missed by the smallest of margins. But at the same time not gaurantee that they will succeed, thus making it worth their while to later increase that score when they can. If I ever decide to eventually DM a campaign down the road, I am using this as a house rule!
I'm a newbie to DnD, so appologies if any of the terms were not correct.
The problem with making a difficult encounter is that while any tactically minded DM can create one that goes the extra mile in presenting a challenge, the challenge of an encounter not only tests the players' feel for tactics, but also is less forgiving with the dice.
Players can do all kinds of things to adjust their tactics to better suit a situation, but the dice is the dice. The only thing a player can do about dice is have the odds tipped in their favor with a high modifier, but a low roll is a low roll all the same, and failure all the same.
And since doing anything in DnD requires an often sensitive dice roll, you can have the best tactics for a situation and still fall apart from too many poor rolls. And conversely, you can just barge and muddle your way out of any encounter if your rolls are consistently high enough.
So in short, DnD is less about tactical play, and more about testing your luck. In this way, many straightforward encounters are already challenging enough as they are. If an encounter is designed to be excessively difficult, the party risks TPK from nothing more than a single bad roll.
And I'm sorry, but unless that's what the DM is shooting for in their campaign and the party has agreed to be put in those kinds of encounters, that's just not fun.