Using the 13th Age Escalation Die in 5th Edition D&D

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  • Опубликовано: 30 сен 2024
  • Mike talks about using the 13th Age Escalation Die mechanic in your 5th edition D&D games.
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Комментарии • 20

  • @jltheking3
    @jltheking3 2 года назад +21

    Here’s some much needed context for the escalation die mechanic and why it exists in 13th age:
    13th age is based of D&D 4th edition, which had these two big problems that sprung up in every combat:
    1. Combats take too long.
    2. Combats were repetitive, because it usually results in players firing off all their most powerful spells and abilities first, then their second most powerful, and so on, in descending order. 4th edition had very few “long rest rechargeable” resources, and you had full access to most of your abilities in every fight.
    The escalation die mechanic thus exists to
    (1) Shorten combat. The longer combat goes on, the less the players would miss and thus feel that combat was dragging less.
    (2) Reward players for hanging onto their most powerful abilities till later in the combat. There was this push/pull effect of wanting to end combat as soon as possible (to avoid spending resources on healing), but also to ensure their big abilities hit.
    This broke the repetition - different monsters had different defenses and that meant sometimes you had to wait for the escalation die bonus to ensure something wasn’t wasted when used early.
    The Escalation Die was awesome in 13th age specifically because it solved these 2 big 4e problems. If you find these problems still prevalent in your 5e games, them perhaps it can also help there.
    But the main point of its existence was as a general rule, applied in every combat, to solve the problems that appear in every combat. Mike’s suggestion of using it as a timer is a great one, but the ED does so much more than just being a timer.

  • @cyuh5726
    @cyuh5726 2 года назад +22

    Great content as always. A random idea I had when watching this: We can also use the escalation die the other way around, giving our BBEG a magic shield that grants +6 AC and reduce it by 1 every round. This gives the characters a new choice, do they attack the most dangerous foe while his defense is at peak performance, or kill the easy to hit minions first and risk letting the BBEG run wild.

    • @explodingsofa1563
      @explodingsofa1563 2 года назад

      Great idea! *puts in back pocket*

    • @garion046
      @garion046 Год назад

      Rather than using the escalation (or de-escalation) mechanic for thus, you could also link the shield to the proximity or life force of the minions, reducing it as they are pulled away or killed.

  • @BuppGuy
    @BuppGuy 2 года назад +6

    I used it pre-pandemic when I played at a table. It was so much fun that I bought a 3" marble d6 paperweight for it.
    If you use it every fight, boost opponents AC a point or two. 13th Age monsters were harder to hit.
    Or don't, if you want the fights to go faster.

  • @O4C209
    @O4C209 2 года назад +4

    Using this

  • @keithvanboskirk7327
    @keithvanboskirk7327 2 года назад +2

    maybe a boss monster gets the bonus while minions dont

  • @zacharmstrong7887
    @zacharmstrong7887 2 года назад +4

    I'm running 13th Age now and the Escalation Die (about 9'' on each side at our table, it's made from a shipping box) really helps combat out. Integrating progress clocks too. I guess I'm a big enough nerd to watch your whole video on a thing I already use, ha!

    • @SlyFlourish
      @SlyFlourish  2 года назад +1

      We love our confirming evidence!

  • @DarkAutumnScribe
    @DarkAutumnScribe 2 года назад +1

    I love this idea!

  • @staycat1321
    @staycat1321 2 года назад +1

    Fun idea, I am going to try this in next weeks game.
    How about also adding it to spell save DC's?
    I suspect +1 per turn may be TOO much of a ramp up for spells , so may tweak it to +1 every other turn

    • @qarsiseer
      @qarsiseer Год назад +1

      You likely should, all spells are attack rolls in 13th Age. +1 to a save DC is mathematically the same as +1 to attack the only thing that changes is who’s rolling the die.

  • @groundcontrol0597
    @groundcontrol0597 2 года назад +3

    This is interesting, but I play D&D online. I've always found all of these interesting concepts, but either the concept loses part of why it's effective or cannot function at all in the online medium

    • @davidmc8478
      @davidmc8478 2 года назад +3

      Splash screen or if you use an initiative tracker put it there (use hp or something as display)

    • @ForestZachman
      @ForestZachman 2 года назад +2

      Putting it in the initiative tracker is also a great way to remind you to increase it. Just put it at the end of the round to trigger it right before each new round.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel 2 года назад +1

    Nice ideas
    Thanks for sharing

  • @amyloriley
    @amyloriley 2 года назад

    Now the question is, when the Escalation Die is used as a timer (a progress clock), do you tell the players beforehand, "when the Escalation Die reaches 2, the ritual will be complete"? Or do you keep such things a secret until the players discover it as it goes off?

    • @garion046
      @garion046 Год назад

      I think you could design the ritual with an in world visual marker. Like 6 surrounding monoliths that are slowly connected into the ritual, one per round.

    • @amyloriley
      @amyloriley Год назад

      @@garion046 For the characters, perhaps. But for the players looking at a gridded map with miniatures or perhaps only a table, if playing theatre of the mind, additional real life tools might be more apppropiate. Such as the escalation dice.
      Or 6 lit tea lights that go out one at a time, sure. You can make it thematic.

  • @markkernow
    @markkernow 2 года назад +2

    What you describe sounds less like the 13th Age Escalation die and more like the Index Card RPG timer! For sure, the last thing 5e needs is +1 culmulative increases to pc hit rolls! By round six, that is like doubling the proficiency bonus of a level 20 character. Happier with tying things to environment effects or monster damage...