My best barbarian build basically ignores bonus actions altogether. He doesn't even take it to extend his rage, because he doesn't need to! He's always swinging or imposing a saving throw! Have an idea for your character, make a fun build that is not easy to kill, and have fun playing the game! No reasonable DM will easily let you run into a room and get yourself slaughtered unless you ignore his warnings.
Much of this is homebrew changes for niche tables, and may actively make most D&D games worse. There are some good pieces of advice, though! On rules: Flanking is actively a bad idea for balance reasons, and strongly favors the enemies. It was removed for a reason. High ground rules come from older editions, too. It adds more grit, but standard tactical situational bonuses (like Pathfinder uses) may make the game slower, more lethal if the enemies use them, or too easy if only the players can do it. Players, please use Session 0 to learn what your table expects of you in combat and out. Being ineffective in combat might get you kicked out of some tables, or be welcome at others. D&D is a collaborative storytelling game, so be sure to collaborate! Homebrewing the game is not a 101 topic. Most people who make major homebrew changes to D&D do not improve it. Careful changes can tailor the game to your specific table, but it's definitely for experienced players. I have not seen any shift in the D&D community toward reducing the randomness of attacks or damage. Can you expand on where you've seen this? 9:44 this steps on the Defensive Duelist feat (though it's not quite as strong), and provides a significantly larger buff to spellcasters than to martials. It's okay to take hits! Learn to love the drama! It sounds like you enjoy playing D&D a very specific way, which is great! But this ends up not being a primer as it was presented. I suggest breaking this up into two videos. One, a 'D&D Combat 101', and another, 'These changes made me love D&D combat!' That way, your advice can be targeted at the respective audiences where it will be most effective.
man, i hope you're doing okay. used to love when you showed up in corridor videos. it's tragic seeing how your dream just never got off the ground. i sincerely hope that you haven't sacrificed too much of your quality of life, man. stay safe
I'm doing well and appreciate the love! I'm working with corridor regualarly and am focusing my this channel on the games more than anything else and making them as good as i can. Our last adventure "curse of amity island" got 7 film festival nominations and 4 awards- best GM, best series, best sound design, best editing. Atm I'm working illustrators and composers to bring the cinematic experience to life even more. Sure it's not rocket launching success out of the gate, but everyone in the community enjoys the work, enjoys each other and loves what's getting made- even if its slower than someone might be use to. 😇 But at the end of the day, I'm proud and happy with what's being made- the hardest part is the algorithm and when what I want to make doesn't connect with it- or it takes too long to finish a thing. But Check out the series, check out Alien 4 part oneshot, or the spooky vampire oneshot I did and sound designed. They're a lot of fun. Remember I edited Son of a Dungeon with 2 other people full time and that took a year for a season. It's a tough genre to make what I want to make
I'll add to the comment section. The potion idea is a nice boost, as most potions are basically just 1 to 2 attacks worth of healing as is. I personally wouldn't do the static damage as it feels very...well static. With that method you're just hoping for a 5% chance to make the fight more dynamic by ticking 2 bars of hp instead of 1. It's not the worst idea, but making combat more like a line instead of a wave doesn't feel as interesting personally. Keep making videos! Look forward to the next one.
What a pleasant surprise to find Carmichael on my feed dropping DnD wisdom just as I am about to start it. Perfect timing!
Like always- HAPPY TO HELP!! 😇😇
My best barbarian build basically ignores bonus actions altogether. He doesn't even take it to extend his rage, because he doesn't need to! He's always swinging or imposing a saving throw! Have an idea for your character, make a fun build that is not easy to kill, and have fun playing the game! No reasonable DM will easily let you run into a room and get yourself slaughtered unless you ignore his warnings.
Much of this is homebrew changes for niche tables, and may actively make most D&D games worse. There are some good pieces of advice, though!
On rules: Flanking is actively a bad idea for balance reasons, and strongly favors the enemies. It was removed for a reason. High ground rules come from older editions, too. It adds more grit, but standard tactical situational bonuses (like Pathfinder uses) may make the game slower, more lethal if the enemies use them, or too easy if only the players can do it.
Players, please use Session 0 to learn what your table expects of you in combat and out. Being ineffective in combat might get you kicked out of some tables, or be welcome at others. D&D is a collaborative storytelling game, so be sure to collaborate!
Homebrewing the game is not a 101 topic. Most people who make major homebrew changes to D&D do not improve it. Careful changes can tailor the game to your specific table, but it's definitely for experienced players.
I have not seen any shift in the D&D community toward reducing the randomness of attacks or damage. Can you expand on where you've seen this?
9:44 this steps on the Defensive Duelist feat (though it's not quite as strong), and provides a significantly larger buff to spellcasters than to martials. It's okay to take hits! Learn to love the drama!
It sounds like you enjoy playing D&D a very specific way, which is great! But this ends up not being a primer as it was presented. I suggest breaking this up into two videos. One, a 'D&D Combat 101', and another, 'These changes made me love D&D combat!' That way, your advice can be targeted at the respective audiences where it will be most effective.
man, i hope you're doing okay. used to love when you showed up in corridor videos. it's tragic seeing how your dream just never got off the ground. i sincerely hope that you haven't sacrificed too much of your quality of life, man. stay safe
I'm doing well and appreciate the love! I'm working with corridor regualarly and am focusing my this channel on the games more than anything else and making them as good as i can. Our last adventure "curse of amity island" got 7 film festival nominations and 4 awards- best GM, best series, best sound design, best editing. Atm I'm working illustrators and composers to bring the cinematic experience to life even more.
Sure it's not rocket launching success out of the gate, but everyone in the community enjoys the work, enjoys each other and loves what's getting made- even if its slower than someone might be use to. 😇
But at the end of the day, I'm proud and happy with what's being made- the hardest part is the algorithm and when what I want to make doesn't connect with it- or it takes too long to finish a thing. But Check out the series, check out Alien 4 part oneshot, or the spooky vampire oneshot I did and sound designed. They're a lot of fun. Remember I edited Son of a Dungeon with 2 other people full time and that took a year for a season. It's a tough genre to make what I want to make
I'll add to the comment section. The potion idea is a nice boost, as most potions are basically just 1 to 2 attacks worth of healing as is. I personally wouldn't do the static damage as it feels very...well static. With that method you're just hoping for a 5% chance to make the fight more dynamic by ticking 2 bars of hp instead of 1. It's not the worst idea, but making combat more like a line instead of a wave doesn't feel as interesting personally. Keep making videos! Look forward to the next one.