DC20 Beta Q&A #4

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  • Опубликовано: 1 окт 2024
  • You have DC20 Questions, and I have DC20 Answers! ⏬ More Below⏬
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Комментарии • 52

  • @MarkMassengale
    @MarkMassengale 3 месяца назад +26

    29:42 the Penguin explanation
    41:34 The Hunted one-shot
    47:31 Haze, monster stat block
    56:03 Raven, monster stat block (miniboss)
    1:03:26 Pre-announcement announcement
    1:07:31 Announcement + Giveaway

  • @viienn
    @viienn 3 месяца назад +38

    48:02
    If a monster doesn't have resistance. Maybe it should say
    (Resistance: none)
    Cause I can already imagine dms looking through all the stats wondering where the resistance is if it doesn't say that.
    And side suggestion
    Maybe the armour should be mentioned with resistance. Since armour and resistance being next to each other just makes alot of sense.
    For example
    Armour: metal
    Resistance: none
    I am sure that would be simple and quick to read.

    • @LynkCablePlays
      @LynkCablePlays 3 месяца назад +6

      All of this 👆🏻

    • @PHJcz
      @PHJcz 3 месяца назад +2

      🙂👍🏻

    • @ThomasBD
      @ThomasBD 3 месяца назад +1

      I 100% agree.
      Also, I think there should be a clearer way to know the monster's saves

  • @josephross4339
    @josephross4339 3 месяца назад +6

    Hey the project looks amazing and I'm building a world to run a game. A small suggestion I might make is the level of the monster being a bit faster to find for instance make it red and on the same line as the monsters name or to put them in the book in order of their level. The small print might make it annoying to find the level of monster your looking for.

  • @r0flgal0re
    @r0flgal0re 3 месяца назад +6

    I'd love for the Actionpoints to have a visually distinct token. Until that happens maybe use [ 1 ] instead of (1) to not have as many similar visuals?
    DC 20 HYPE!!!

    • @AzureKing64
      @AzureKing64 3 месяца назад +2

      I think this is really important. The icons that PF2e uses are very intuitive at a glance. Other icons for SP and MP would be cool, too.

  • @PHJcz
    @PHJcz 3 месяца назад +3

    Awesome. 🙂👍🏻 Monster Statblock 8.5 for me... rounded up (as is usual in DC20). 😉 I like suggestions from @viienn about Armour and Resistances and from @josephross4339 about more visible Monster level ... in the comments below. 👍🏻DC20💜

  • @jeffbangle4710
    @jeffbangle4710 3 месяца назад +6

    I agree with the idea to put the description above the stat block. Keep the stat block itself just the quick look up info, the order you showed.

  • @subterranean327
    @subterranean327 3 месяца назад +27

    Sorry guys, no time stamps from me tonight. It's a long one!

  • @tylercombs8650
    @tylercombs8650 3 месяца назад +6

    1:25:12 I feel like we have a home brew logo now! It’s a happy mashup of the community and the Coach!

  • @LynkCablePlays
    @LynkCablePlays 3 месяца назад +5

    Interesting that the integration between Roll20 and Demiplane isn’t as straightforward as it seems 🤔
    also it’s Roll20/DriveThruRPG parent company that acquired Demiplane, sounds like there was some confusion when you were trying to explain it all early into the video, so now they are a TTRPG company that has a VTT, provides PDFs and now has a Digital Character Builder.
    Hope they handle DC20 properly!

    • @zTom_
      @zTom_ 3 месяца назад +1

      I'm not too surprised tbh, especially as the integration is quite recent. :)
      It can take a year or more to integrate teams in case of a merger or things could still be in practice like 2 separate companies with just the Directors being in common, or not even that with just the owners being the common thread, etc.
      Still, there should be "some" extra ease than if they had no relations at all. 🤞

  • @REEDSOF9
    @REEDSOF9 3 месяца назад +18

    The purple penguins sound like a fantasy sports team within the world of DC20

  • @Azmodian
    @Azmodian 3 месяца назад +3

    @The Dungeon Coach
    If armour type matters, you could just have some symbols that represent light/medium/heavy and have it Brown for majority cloth/leather and Silver for majority Metal (or some variation of this). Would show all info needed and very small addition that wouldn't need any extra lines

  • @MaleficMist
    @MaleficMist 3 месяца назад +5

    So glad i upgraded my KS tier! All the love Coach ! Long live TDC and DC20!

  • @spriggangt
    @spriggangt 3 месяца назад +2

    I was unable to get in on the kickstarter but I am giddy at your VTT support, will be buying.

  • @ymagicpictures1696
    @ymagicpictures1696 3 месяца назад +4

    The ending was the best send off I’ve ever heard omg! Was amazing!

  • @Edward_FP
    @Edward_FP 3 месяца назад +7

    Every stream more fun than the last. Thanks everyone for being a part of this wonderful project.

  • @Comp_Laments
    @Comp_Laments 3 месяца назад +2

    I always miss these livestreams cause it starts at like 10 or 11pm for me, and I leave for work at 9:30pm. Working nights is making me miss all the fun…😢

    • @unfortunate_error
      @unfortunate_error 3 месяца назад

      It’s at 2/3am for me, so sometimes I suffer the next day, but usually just catch up later.

  • @synmad3638
    @synmad3638 3 месяца назад +1

    Suggestion: on Haze's statblock I think the dagger should say "1 slashing + Haze's Mark" (same with the bow), and then Haze's Mark should be defined below the attacks. In other words I do think the statblocks should be fully divided into "not my turn" and "my turn". (Btw I think this is how Pathfinder does it)

  • @euanthompson
    @euanthompson 3 месяца назад +1

    With Monster stat blocks.
    You could compress the attributes onto 1 line. M: -1 A: 3(4), etc. and put it right below the HP. It would save some space. If the number in brackets is important it should be its own thing like HP. I will forever refer to it as MACI now.
    For ranged weapons, if they all have the same thing as D&D with a normal and then DIS range at 3x, or if they are like Pathfinder with increments, you could just put the first number. Probably a preferance thing, but it might save some space and effort.
    I think you also need to make a decision. Is it off turn then on turn, or is it not. If it is then you need to stick to it by putting the off turn data all at the top. Don't half and half it. Commit to it being that way.
    For actions, all attacks or DC triggers should be first. Since it is one line I should have to move my eyes as little as possible to see it. So on Raven, Cunning should be after the attacks, not before.
    I don't know the game that well yet, but if all enhancements are attack enhancements you could consider dropping "attack". It would by no means be necessary though.
    You could potentially consider USRs for some stuff. Like if climb speed always equals movement speed you could just USR it so the stat block says "climb speed" with no text. Similar to Pathfinder giving monsters tags like "grab" and then you check the back or know it. This is entirely personal preference though and depends on how you want to write it.

  • @stuartclements6243
    @stuartclements6243 3 месяца назад +2

    The structure of the monster stat blocks is so intuitive!

  • @christopheremendez747
    @christopheremendez747 2 месяца назад +1

    I dont know if this will get seen, but I think resistance should be moved up into the box with the HP. For the reason you point out. Where does your eye go. I actually miss the resistance at first glance because it's below the HP box. Im loving them so far!!!

  • @checkmoth6402
    @checkmoth6402 3 месяца назад +1

    The heading under The Hunted pdf download on your website reads: "heading"
    You might want to fix that Coach

  • @TheBSharp
    @TheBSharp 3 месяца назад +1

    Love The monster roles! People love to hate on 4e, but this was a feature I really really missed in 5e. Makes planning and building encounters easier

  • @Wolfbane971
    @Wolfbane971 3 месяца назад +1

    You should know Demiplane integration does not mean roll20 integration at a future point- roll20 is a different process as the website is built on strings and sticks

  • @Wolfbane971
    @Wolfbane971 3 месяца назад +1

    Generally the quickest way to "get" dc20 on roll20 is to have community members design through CSS the character sheet that's compatible with roll20 that'll only be available to the people who pay 100+/highest tier, then apparently having enough people asking in the looking for game section might make them integrate it

  • @Wolfbane971
    @Wolfbane971 3 месяца назад +1

    Definitely agree that brackets would look better for action points

  • @tylercombs8650
    @tylercombs8650 3 месяца назад +1

    I feel like your philosophy of not my turn I don’t need attacks is fine but then reactions should be at the top since those happen on other peoples turn

  • @TheWhiteWolves
    @TheWhiteWolves 3 месяца назад +1

    I will forever consider it canon that penguin logo is for homebrew/3rd party content 🤣

  • @Nymaz
    @Nymaz 3 месяца назад +1

    Regarding weapons passives for dice, back in the day I had 3 novelty d6s that were huge - 2inches on a side. At one point the DM pissed me off so I loudly announced "DM takes 3d6 damage!" and threw them at him as he dived for cover. (don't worry, I made the announcement and gave him plenty of time to dodge, I wasn't REALLY trying to hurt him)

  • @AvenueStudios
    @AvenueStudios 3 месяца назад +1

    Ah bummed I missed this live, but Jacob my teammate had me covered! That was one of my (Dan) 3 kids that joined the stream 😂 We're so grateful for what you've built Coach while raising a young family! We are right there with ya and can't wait to help spread the word on DC 20 as much as we can🎉

  • @Mr_Kyle_
    @Mr_Kyle_ 3 месяца назад

    Love the stat block! 9/10
    Damage Ranges feedback - Heavy / Brutal / DEVASTATING - hmm?! Saw people in your live streams getting to this level multiple times

  • @BW022
    @BW022 3 месяца назад

    Monster stats...
    1. Why what is the "lurker" and "skirmisher" in the sub-title? I don't see it useful on a humanoid. Knowing it's a humanoid, animal, etc. makes sense, but I don't see any point in "lurker" or "skirmisher". If these actually give bonuses, put them below. If they are flavor text, remove them.
    2. Attributes. You have the room, you might as well put "save" inside the (). "AGI 3 (save 4)" is clear. "AGI 3 (4)" isn't.
    3. Headings. Features, Actions and Reactions are headings, yet Attributes isn't?
    4. Formatting. I don't see the need for the attack or attack enhancements like to be indented nor a white background. Clashes with your headings and other tabled items aren't.

  • @Xhalo1183
    @Xhalo1183 3 месяца назад

    The carnivore diet has really helped me. I've got great blood work numbers, and lost over 100lbs. Went from busting the inseam on size 50 waist to a 36 waist. Stretching XXL to between a small and medium depending on brand. All while working out less. I advise working out, particularly core strengthening, as it helps offset the loss of the fat support.
    Electrolytes are advised if you start to feel groggy. I like using my raw LMNT pack on my steak instead of mixing it with a drink. Not a big fan of salt water but salt on a steak is good.
    Ground beef and eggs are great. Save you fat grease for later cooking. Good luck with it. The first 2~3 weeks are the hardest.

  • @ThomasBD
    @ThomasBD 3 месяца назад

    I didnt get if the "+1" on Attack Enhancements is +1 Action Point or if it's +1 damage.
    I also don't think just putting the saves in parentheses is that intuitive, I'd rather have something like:
    - Checks: then the attributes' bonus
    - Saves: then the attributes' bonus
    But I feel this would give a lot of redundant info.

  • @renard2195
    @renard2195 3 месяца назад

    Sad I didn't check on Coach this Tuesday until 120 min past the end of the stream. Also that laugh at 1:23:48, at x2 speed, sounded some much like a penguin to me (or at least the sound I could think they'll make. And that ending, what a throwback. I forgot that one of his earliest videos was him doing impressions.(yet I've been there for close to the beginning.)

  • @AzureKing64
    @AzureKing64 3 месяца назад

    The flavor text for unique enemies should go underneath the stat block, otherwise it lessens the "at-a-glance" layout you've got going. Additionally, not every enemy needs this flavor text.

  • @BIGBENMACDOUCE
    @BIGBENMACDOUCE 3 месяца назад

    I just misted the announcement yesterday 😂 lol ok now I can go and download it !!!!!!!

  • @Tacodilesupreme88
    @Tacodilesupreme88 2 месяца назад

    Q: im worried that because there are only 4 stats that most of the party will be good at everything in late game, how will you prevent this from happening?

  • @foolycoolytheband
    @foolycoolytheband 3 месяца назад

    Out of curiosity is there going to be any kind of homebrewing guide for making classes, items, monsters etc. ?

  • @pjenner79
    @pjenner79 3 месяца назад

    @55:28 anime would disagree with that statement lol (especially sexy jitsu)

  • @GryphonDes
    @GryphonDes 3 месяца назад

    These are always, ALWAYS so bloody fun!

  • @andykv81
    @andykv81 3 месяца назад

    I love the statblocks. I can already feel the stress of GMing combat lessen a bit

  • @m.r.r.2636
    @m.r.r.2636 2 месяца назад

    36:36 "Skill-based actions getting changes?"
    Specifically for the Medicine skill:
    I would advocate for a severe overhaul and general buff to the Medicine skill (and not just for combat/skill-based actions). In most TTRPGs the non-magical healer often feels like a slingshot next to a cannon. It would be refreshing if Medicine actually was a viable spec. But where magical healing is very applicable and good in combat, I would suggest Medicine should focus more on out-of-combat healing, specifically during Rest Actions.
    Right now there's a bunch of restrictions on who you can treat and how much they regain health. Basically healing through Medicine - aka via a First Aid Kit - is very very poor and is just slightly better than buying Health Potions, which is a very poor place to be for a specialization skill.
    I made a more detailed post on the Kickstarter Q&A video #3 here ruclips.net/video/89yxYOEdUak/видео.html&lc=UgweQcGvm3sg9IQGl6p4AaABAg
    but the gist of it was:
    - Remove any restrictions on who you can treat with Medicine (they don't have to be below half health).
    - In-combat Medicine skill check is limited to DC10 check to Stabilize and stop Bleeding condition. No Temporary HP, successes wont grant a bonus.
    - Medicine skill checks done as part of a Rest Action is the same DC10 check but each success grants +1 healing.
    - Skill Mastery in Medicine applies additional healing.
    > Medicine skill check done as part of a Rest Action gets +1 healing if you have any Skill Mastery in Medicine.
    > Using a First Aid Kit (FAK) also gains the +1 healing for having Mastery AND when used as part of a Rest Action during a Short or Long Rest each Skill point in Medicine grants +1 healing.
    - Skill points put into Medicine also grants a skill point into Knowledge Nature, up to the Skill Mastery limit (Knowledge skills already provides a second point, Medicine just has a distinct Knowledge partner)
    - Foraging to replenish charges on the FAK is a DC15 check that uses: 1d20 + INT + Survival + Medicine/Kn. Nature (your choice) instead of 1d20 + INT + Survival. And other characters can assist in some limited capacity.

    • @m.r.r.2636
      @m.r.r.2636 2 месяца назад

      Do remember that Skill Mastery is capped quite hard. Capped at 1 until level 5 where it goes to 2. So the bonus healing is not ramping that much. But each skill point into Medicine, using a consumable charge from a FAK goes from previously providing +0.4 HP healing to +1.4 HP. And the base level 1 healing of a Healer-spec (3 INT, 1 SM Medicine), using a FAK goes from 1.7 HP on average to 3.7 HP for a 5 gold consumable, whereas a 2 HP Healing Potion costs 10 gold.
      Also keep in mind that this concept runs mainly on using Medicine/FAK as part of a Rest Action - which are limited each day to [ Might + Character level ]. During a Rest any base character can use a Rest Action to regain 2 HP flat. Medicine just lets the back-liner use their Rest Actions for the benefit of the front-liner - and even if a front-liner picks up Medicine they improve their healing rate from 2 HP per Rest Action to ~3.2 on average with 0 INT (although with a 35% chance of failing the DC10 check which results in only +1 healing for having Skill Mastery) and they also could be maining Might for more Rest Actions per day.
      In comparison a magical healer spends 1 MP (mana point) to heal +3 for a DC10 check with +1 HP for each success with a Nat20 adding +2 HP. They also add +1 HP if they touch the creature. They can pump the spell with +3 HP for each additional MP they spend. Clerics starts at level 1 with 6 MP available and goes up by +2 roughly every other level or +1.11 MP per level.
      No one touches a magical healer in potency and they are nearly exclusive healers in combat, with Cleric naturally providing extra healing through their class features. But at least a non-magical healer is not completely useless, and it gives a good incentive for even front-liners to have at least a novice investment in Medicine to dress their wounds.

  • @PHJcz_84
    @PHJcz_84 3 месяца назад +1

    👍🏻

  • @tylercombs8650
    @tylercombs8650 3 месяца назад +1

    Stat block is a 7 for me. I like it I feel like the features should be at the bottom as they really don’t do much 85% of the time and I don’t want to sift through info for important stuff when I am busy.