Just gonna bring up with the spell points rule, it says that spells of level 6 or higher are particularly taxing and you can only cast one spell of each level between long rests
For those groups who don't really like to 'Role Play', but are still interested in using inspiration points - maybe consider giving them one for every natural 20(but cannot be used until next turn, or some other rule thing}? Just an idea :)
"Why not just play a War Game?" As someone who's played War Games (Battle Tech, Warhammer) I actually DO treat D&D as a straight up War Game sometimes. We call it "Arenas" where the players make characters JUST for fighting. We alternate between teams vs mobs and PvP, solo and groups. It's super fun! It makes for a wonderful War Game... and there's NO REASON AT ALL that you can't have that kind of fun with regular play.
Hey Dungeoncast, Love the equipment upgrades. I’m catching back up after a pretty long lapse, the pop screens help a ton! Will, you still have a little sibilants bleeding through though. Try raising the mic stand up a little. You’re hovering above the pop screen a bit.
Another great episode. Nice work fellas! The tactical facing rules might get implemented into a grindy dungeon crawler style game. One where you are tracking time, rations, and everything else. Those tend to be much more combat focused, and more about how you can solve or beat a room. Keep up the great work!
Facing actually is easy as is tactical movement. What makes them work is pre-planning. You HAVE to use minis and they have to have square bases. You paint shield sides green and have the rest black. On your character sheet you have a red AC were you just don’t count the shield. And movement is pretty simple. Characters just record their space movement numbers divided by 5. Humans have a common “6”, wood elves have a blazing “7” and dwarves have a tanks my “5”. Make a tic-tac toe on your character sheet and in the center you put the movement squares (5,6 or 7)on a grid as cardinal directions put a “1” and diagonals are 1-2. When you start to learn your character you look at he grid when you move and the model shows you were you are strongest defensively. And the same is true for the DM that wants to use this system. The funny thing is as miniature warhammer player back in the day would not use a grid at all and instead use a ruler or a length is string to measure where you want the characters to go and if they can get there. This is VERY FAST and accurate also before you move the model you and make quick choices. Your average 40k players has to move at least 30 minis (usually many more) in a short time so this can be considered an trick for RPers. Using these things makes the actual movement for he DM much faster cause when you are moving a dragon, his Kobold minions in fight to the death with Giants and there Dwarf friends maybe just using a couple bits of string will make it much easier then trying to remember how far each of the combatants can move on your grid or actual terrain battle field. Thus giving the players more time and keeping combat moving.
This episode made me really interested in Brian's FBATS game. I wish the first couple episodes were free so I knew if I was it was worth the investment to see more.
I adopted the facing optional rule to great success in creating a huge "3 kingdoms at war" scenario where each of the characters was leading a unit. I used the rule to establish the troop movement on the field had my players partaking in a grand strategy game of flanking, routing and strategic charges for a session. But yeah for normal combats...no way.
I don’t know how common it is but I like the idea of changing up the Flanking rule a bit and instead of advantage I treat it like cover in that for every ally on the opposite side of the enemy you would gain a bonus. I think it makes sense because the more guys on one side the more the enemy would focus on that side making a back attack easier. Also it is kind of really easy to get advantage and the fact it doesn’t stack kind of doesn’t do it for me when it comes to flanking. More guys surrounding you should have more of an impact ya know
Have yall over thought of playing a campaign based on the manga One Piece? Ive been thinking about it alot lately and the more i think about it the more i want to at least play in it. Plus this episode gave me some things to add that would really make it even more fun so thank yall for that
48:00 id suggest a critical success by the enemy's would result in them gaining advantage in the next round ,Maybe leader doing a speech or something of that effect.
I fully intended on using Inspiration, but after the first session it was apparent all my players were Role Playing pretty well, so it's only gonna come up for the rule of cool i guess.
Lumping diagonal movement as "just go play a wargame" is a bit short-sighted by both of you. People who enjoy RP and do smaller amounts of combat can still want their movement during combat to make sense rather than have someone run off using full diagonal squares to cover far more ground than would be possible.
I think you guys disregarded the facing rule too much and too quickly IMO, I dislike combat as DM this makes it more interesting. Makes players think a little more about there environment and how to best work together with each other it doesn't slow down combat at all if your using mini's just have there mini's facing be the facing or cut out a post it note arrow and stick to the bottom, shield part isnt that hard to keep track of. I dont use the diagonal rule as to me it seems rather silly 5ft any direction including diagonally. You probably need to use it before judging it. As to me its just the flanking rule but a lot better. Edit: To add to this it makes rp a lot better too, anything with a petrifying gaze just look away and swing with disadvantage. You have a Mace of warning? well you no longer suffer advantage against you when attacked in your rear arc. It also makes stealth a little more nuanced someone with a not great stealth check will sneak past someone who is not facing there direction. This also goes the other way though if someone is facing you they have advantage to detect you. There is lot you can do with the facing rule other than just combat I let shield DC stack in my games so you can hold 2 shields (makes cleric/warlocks with war caster pretty beefy) I also have made different types of shields a buckler, arrow and pavise for example these all do different things. You can do a lot with it.
Others have pointed it out, but honestly it really needs to be emphasised that the only flaw you brought up with spell points is simply casting multiple 6+ level spells per day, which it flat out specifies. And in fact, nerfs the spell casters from level 18+ since normal casters get an additional 6th and 7th level slot. The fact of the matter is that spell points are more useful for the opposite of what you talked about. It lets players cast *more low level spells* rather than high level. It essentially lets you more effectively save yourself from wasting a 3rd level spell on a first level spell you need to use *now.* Honestly, so completely misrepresenting this variant to the extent you did has me hoping you apologize, research, and effectively set the record straight on how it actually works rather than your made up problem.
Just gonna bring up with the spell points rule, it says that spells of level 6 or higher are particularly taxing and you can only cast one spell of each level between long rests
the only rule that is not optional is loving the dungeoncast! I have liked and commented! I continue to serve!
I'm pretty sure their is a rule in Spell Points where its say you can't cast a spell of 5th Level or higher more than once a day.
6th or higher but your point still stands.
@@LordOfDarkness8296 Thank you for the clarification.
The Archery fighting style is a flat bonus.
Inquisitor Thomas As are the dueling and defensive styles
Other examples of flat bonuses to damage come with the Sharpshooter, and the melee accompaniment, feat for a +10 to damage.
That batman campaign sounds super cool
For those groups who don't really like to 'Role Play', but are still interested in using inspiration points - maybe consider giving them one for every natural 20(but cannot be used until next turn, or some other rule thing}? Just an idea :)
"Why not just play a War Game?"
As someone who's played War Games (Battle Tech, Warhammer) I actually DO treat D&D as a straight up War Game sometimes. We call it "Arenas" where the players make characters JUST for fighting.
We alternate between teams vs mobs and PvP, solo and groups.
It's super fun! It makes for a wonderful War Game... and there's NO REASON AT ALL that you can't have that kind of fun with regular play.
Hey Dungeoncast,
Love the equipment upgrades. I’m catching back up after a pretty long lapse, the pop screens help a ton! Will, you still have a little sibilants bleeding through though. Try raising the mic stand up a little. You’re hovering above the pop screen a bit.
Another great episode. Nice work fellas!
The tactical facing rules might get implemented into a grindy dungeon crawler style game. One where you are tracking time, rations, and everything else. Those tend to be much more combat focused, and more about how you can solve or beat a room.
Keep up the great work!
Watched both parts just waiting for you guys to talk about the optional speed factor rule.
Yes more....I need MORE!
Facing actually is easy as is tactical movement. What makes them work is pre-planning. You HAVE to use minis and they have to have square bases. You paint shield sides green and have the rest black. On your character sheet you have a red AC were you just don’t count the shield. And movement is pretty simple. Characters just record their space movement numbers divided by 5. Humans have a common “6”, wood elves have a blazing “7” and dwarves have a tanks my “5”. Make a tic-tac toe on your character sheet and in the center you put the movement squares (5,6 or 7)on a grid as cardinal directions put a “1” and diagonals are 1-2. When you start to learn your character you look at he grid when you move and the model shows you were you are strongest defensively. And the same is true for the DM that wants to use this system.
The funny thing is as miniature warhammer player back in the day would not use a grid at all and instead use a ruler or a length is string to measure where you want the characters to go and if they can get there. This is VERY FAST and accurate also before you move the model you and make quick choices. Your average 40k players has to move at least 30 minis (usually many more) in a short time so this can be considered an trick for RPers. Using these things makes the actual movement for he DM much faster cause when you are moving a dragon, his Kobold minions in fight to the death with Giants and there Dwarf friends maybe just using a couple bits of string will make it much easier then trying to remember how far each of the combatants can move on your grid or actual terrain battle field. Thus giving the players more time and keeping combat moving.
This episode made me really interested in Brian's FBATS game. I wish the first couple episodes were free so I knew if I was it was worth the investment to see more.
I adopted the facing optional rule to great success in creating a huge "3 kingdoms at war" scenario where each of the characters was leading a unit. I used the rule to establish the troop movement on the field had my players partaking in a grand strategy game of flanking, routing and strategic charges for a session. But yeah for normal combats...no way.
Me and my brother played a lot of 3.5 so we use the diagonal rule because it's what were used to.
I don’t know how common it is but I like the idea of changing up the Flanking rule a bit and instead of advantage I treat it like cover in that for every ally on the opposite side of the enemy you would gain a bonus. I think it makes sense because the more guys on one side the more the enemy would focus on that side making a back attack easier. Also it is kind of really easy to get advantage and the fact it doesn’t stack kind of doesn’t do it for me when it comes to flanking. More guys surrounding you should have more of an impact ya know
I can't wait to get my crew of orphans organized to obtain the oscillating orbs so I can optional rules the FUCK out of that shit!
Great stuff
Have yall over thought of playing a campaign based on the manga One Piece? Ive been thinking about it alot lately and the more i think about it the more i want to at least play in it. Plus this episode gave me some things to add that would really make it even more fun so thank yall for that
48:00 id suggest a critical success by the enemy's would result in them gaining advantage in the next round ,Maybe leader doing a speech or something of that effect.
"facing" sounds like something that works better for video games
I've been using the diagonal rule dice 3rd edition it feels pretty good.
I fully intended on using Inspiration, but after the first session it was apparent all my players were Role Playing pretty well, so it's only gonna come up for the rule of cool i guess.
Facing might be simpler with minis. Especially if square based.
I didn’t even realize that inspiration was an optional rule
36:00 I didn't know facing wasn't standard ,i have enemy tiles with a black line showing the direction their facing
I'm kind of late...
I've low key been trying to find the perfect moment of consistent peace for this lolol
I use facing in my games. Ask me anything.
There are flat bonus options in almost every single class
Hey nice theft bro lol
Hey good lock pick dawg.
Fuck this shit I'm out. Hahahaha my theme for when things go south.
Lumping diagonal movement as "just go play a wargame" is a bit short-sighted by both of you. People who enjoy RP and do smaller amounts of combat can still want their movement during combat to make sense rather than have someone run off using full diagonal squares to cover far more ground than would be possible.
I think you guys disregarded the facing rule too much and too quickly IMO, I dislike combat as DM this makes it more interesting. Makes players think a little more about there environment and how to best work together with each other it doesn't slow down combat at all if your using mini's just have there mini's facing be the facing or cut out a post it note arrow and stick to the bottom, shield part isnt that hard to keep track of. I dont use the diagonal rule as to me it seems rather silly 5ft any direction including diagonally. You probably need to use it before judging it. As to me its just the flanking rule but a lot better.
Edit: To add to this it makes rp a lot better too, anything with a petrifying gaze just look away and swing with disadvantage. You have a Mace of warning? well you no longer suffer advantage against you when attacked in your rear arc. It also makes stealth a little more nuanced someone with a not great stealth check will sneak past someone who is not facing there direction. This also goes the other way though if someone is facing you they have advantage to detect you.
There is lot you can do with the facing rule other than just combat I let shield DC stack in my games so you can hold 2 shields (makes cleric/warlocks with war caster pretty beefy) I also have made different types of shields a buckler, arrow and pavise for example these all do different things. You can do a lot with it.
Others have pointed it out, but honestly it really needs to be emphasised that the only flaw you brought up with spell points is simply casting multiple 6+ level spells per day, which it flat out specifies. And in fact, nerfs the spell casters from level 18+ since normal casters get an additional 6th and 7th level slot.
The fact of the matter is that spell points are more useful for the opposite of what you talked about. It lets players cast *more low level spells* rather than high level. It essentially lets you more effectively save yourself from wasting a 3rd level spell on a first level spell you need to use *now.*
Honestly, so completely misrepresenting this variant to the extent you did has me hoping you apologize, research, and effectively set the record straight on how it actually works rather than your made up problem.