The Kidnapping - Part 16 (D&D 5e Solo Table Play)

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  • Опубліковано 27 чер 2024
  • Trying out a simple solo-play d6 dice mechanism for resolving some events within a long running D&D 5e campaign. All dice rolls are unedited for authenticity and I do not shoot multiple rolls off-camera to get the outcome I want.
    These "off-table" results involve both PC's and NPCs and might eventually lead to "on-table" sessions - either in solo-play format, DM-less play or with players. The dice should provide much of what a DM might conjure in preparation for such sessions. Bear in mind that this process will create quite a few spoilers for the viewer. The player (or players) will have to mind their metagaming.
    Apologies for dropping you in without a full briefing! But I think you will catch on fast enough.
    - Third Combat Round continues -
    00:00 Part 15 recap
    01:01 Spell Review (Mind Blast)
    01:27 The Alhoon moves closer
    01:51 Checking range
    02:23 Does the Alhoon cast?
    03:02 Subscriber suggestion
    03:20 The Alhoon casts!
    03:57 Shreesha saves, but what about the horse?
    04:19 Rolling up horse damage
    04:47 Collateral damage continues (goblin saving rolls)
    05:22 Rolling up goblin damage
    05:56 Miniatures adjustment (casualties)
    06:28 The Alhoon's turn ends
    06:57 Attempting to recharge the spell
    07:11 Deciding what the Big Gnolls do
    07:47 Assessing the Alhoon's fratricide
    08:19 Rolling to clarify the Alhoon's actions
    10:07 Backstory title sequence
    Please leave comments if you have great ideas for future questions to ask. After all, it's all about the questions and how you ask them.
    Thanks for watching!
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