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  • Опубликовано: 28 сен 2024

Комментарии • 241

  • @BobWorldBuilder
    @BobWorldBuilder 4 года назад +68

    Prof DM, are you actually an English professor? You cite a lot of literary works and it’s refreshing to hear your tips are grounded in something besides “I think it’s cooler this way” ...which is basically my default :)

    • @benvoliothefirst
      @benvoliothefirst 4 года назад +12

      Wouldn't be a Professor DM video without homework. The fact that Robin Law wrote a book called "Robin's Laws" is an instant buy for me!

    • @PRG013
      @PRG013 4 года назад +22

      Spoiler Alert. He IS an English teacher.

    • @garethwilliams5213
      @garethwilliams5213 3 года назад +4

      A professor of English rather than an English professor I assume

    • @BanjoSick
      @BanjoSick Год назад

      @@benvoliothefirstBought that back when it came out. Great thoughts BUT I'm leaning against the dramatic style of RPG and closer to the OSR style these last years.

    • @commandercaptain4664
      @commandercaptain4664 Год назад

      @Benjamin Decker OSRs allow for more drama because they’re more freeform than the rigid wargame of today’s OGL.

  • @peytonjollay2071
    @peytonjollay2071 4 года назад +15

    Your insight has profoundly changed the way I run my gaming table. Through most episodes of the series you reference books you've taken inspiration from. I spend a lot of time on the channel trying to find works I remember you mentioning. I would love to see you do an episode just looking at some of the best books and resources you have encountered, and briefly describe how they have helped you to shape your tabletop experience. Thanks for the awesome content.

    • @benvoliothefirst
      @benvoliothefirst 4 года назад +2

      Let me save you the trouble, Professor... ruclips.net/video/YlwCqNjCT94/видео.html

    • @ross.metcalf
      @ross.metcalf 3 года назад +2

      I made a list as I was watching. I believe these are books he recommended about D&D:
      X-treme Dungeon Mastery (XDM) - Tracy Hickman
      Index Card RPG - Hankerin Ferinale
      Playing at the World - Jon Peterson
      Hero with a Thousand Faces - Joseph Campbell
      Robert E. Howard (author, good fight scene descriptions)
      Dungeon Crawl Classics - Goodman Games
      And these are all books he recommended about the topic of thieving when creating things for Thief characters:
      Thieve’s House, Tales of Fafhrd and the Gr’ay Mouser - Fritz Leiber
      The Master Thief - The Brother’s Grimm
      Oliver Twist - Charles Dickens
      Fingersmith - Sarah Waters
      The Lies of Locke Lamora - Scott Lynch
      One or two might have snuck on this list as recommendations from other D&D mentors like Matt Colville.

    • @pd7263
      @pd7263 3 года назад +1

      @@ross.metcalf Dungeon Crawl Classics

    • @ross.metcalf
      @ross.metcalf 3 года назад

      @@pd7263 Added!

  • @gehnzou1
    @gehnzou1 3 года назад +3

    Group size is exactly like a party out leveling threat. Resources increase and throwing monsters at it doesn't work. I believe that the closer you can get to rolling only when it's fun is the goal. You're basically a gypsy fortune teller/shaman. You read your audience, reach out to each of them on a personal level and show them, one at a time, that it's ok to let their imagination run. I love your channel. It's like my best friend and I talking shop about the table

  • @grumpyoldman7166
    @grumpyoldman7166 4 года назад +4

    I'm running a one-shot (ish) campaign tonight in Harn using slightly modified 5e rules. Haven't done this in 40 years (and I can't believe that I am really this old). I've been enjoying your videos, they've helped me with my prepping.

    • @jeffstormer2547
      @jeffstormer2547 4 года назад

      Hârn is a fantastic setting! HârnMaster as a gaming system/mechanics, not so much--way too crunchy for me. Itakes combat like fighting through molasses while in slow motion.

  • @GreylanderTV
    @GreylanderTV 4 года назад +2

    Dramatic Beats: that is pure gold!
    About intiative: Even better than ditching initiative, do away with "turns" altogether. The "camera" follows the whom it needs to follow, from moment to moment. At any time any player character might need to react to what is happening, meaning everyone is involved at all times -- even if the camera is not on you, you need to pay attention so you can react to what is going on. It is the DM's job to make sure everyone is involved and gets roughly "equal participation".
    There is no "I take an attack action, I swing at the giant". Instead there's "I inside inside the swing of the giant's hammer, between its legs, and shove my spear up its butt!" "OK, roll to see how successful that is" (you might do one roll for the "duck", and another roll for the attack. Or a single roll for the entire maneuver.
    There is no "the dragon breaths fire on you, roll to save". Instead there is "The dragon inhales deeply, clearly about to exhale a jet of flame in your direction. What do you do?" "I dive into the pool of water and hold my breath!" "OK, roll to see if you can hold your breath longer than the dragon can exhale... and I'll roll to see whether the water reaches scalding hot temperatures..."
    You will encounter many situations not covered in the 5e rules or any other rules. Make up the both the die roll required, and how to interpret it, on the fly.

    • @adamkaris
      @adamkaris 4 года назад

      And then your players will feel like none of their knowledge of the game matters. "I made a dexterous character who could dodge a dragon's fire, but now I have to roll to hold my breath?"

    • @commandercaptain4664
      @commandercaptain4664 Год назад +1

      That simply alludes to, and naturally solves, the ancient sacred wargaming cows that Wizards refuses to relinquish. I’m sure there’s another system that treats actions as their own fluid economy, rather than the static move/attack dogma of D&D, but I can’t remember which system it was. D&D is the antithesis of dynamism.

    • @commandercaptain4664
      @commandercaptain4664 Год назад +1

      @adamkaris Naturally the dexterous character would choose to dodge over dunking in a lake, but instead of moving a few squares on a grid while provoking opp attacks, one can act cinematically to achieve full heroic badassery. This is the true power of theater of the mind play that D&D barely allows (without a slathering of home rules).
      They would be all the better for it. It’s like playing Chutes and Ladders, then realizing they could’ve played Warhammer the whole time.

    • @commandercaptain4664
      @commandercaptain4664 Год назад +1

      Now I remember, it’s the D6 System from West End Games. Abilities are signified by # of dice, and a character can perform as many actions as one wants, but each subsequent action reduces a die from the ability until the minimum of 1D6 is left. Basically, the more actions used, the less likely each one will succeed, and higher ability characters can perform more than lower ability ones. Easy, quick, and fun.

    • @GreylanderTV
      @GreylanderTV Год назад

      @@adamkaris Just got a reply in this 3 yr old thread... now that I'm here, I see your reply from ages ago. Your dextrous character would still benefit from being dextrous. Dexterity would be the main trait for dodging the dragon's breath and would be factored in, even for the example I game. I was trying not to make my example too long and to express the flexibility. The point is (1) you don't just stand there rolling a "save" in response to something like incoming dragon breath and (2) you can be creative in how you try to avoid it. "Dive into the water" is definitely a dodge/dex type of action. I might first have you roll dex/acrobatics to see how the dive goes, then con to see how the breath holding goes. You character design is not overlooked by these things, and such a system also is open to extreme flexibility/customization in choosing character traits.

  • @twilightgardenspresentatio6384
    @twilightgardenspresentatio6384 4 года назад +1

    12:00 omg I never thought of how crazy I must seem to strangers practicing character bits!!!

  • @jasonp9508
    @jasonp9508 Год назад

    11:10 This is an aha moment for me! “Each scene is a room, and the clues are like passageways.“

  • @cuismaster
    @cuismaster 4 года назад +6

    I keep saying it: this channel deserves more recognition

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +2

      Thanks for saying it and spreading the word!

  • @invisibledooley
    @invisibledooley 2 года назад

    I've been playing for decades and I learn something new with every one of these videos.

  • @Cthu1hu
    @Cthu1hu 4 года назад +2

    Another great video Professor! You bring up a lot of excellent points. So many that I'm going to have to rewatch this video a few times and make notes!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +2

      Awesome! The more views a video racks up in its first few hours, the more youtube recommends it. Thanks for your viewership!

  • @shallendor
    @shallendor 4 года назад +3

    In our Pathfinder game, you get 10 words per combat round.

  • @waynejordan3168
    @waynejordan3168 4 года назад

    I don't usually LIKE videos by clicking on LIKE (or by commenting on them), I like them by watching them over and over again. Since you keep asking so nicely, I've clicked. Count this as a vote for continuing the CAMPAIGN UPDATES, lol. Thanks, PDM.

  • @jerramiemiller
    @jerramiemiller 4 года назад +1

    Hey I talk to myself too bro! People think I'm nuts when driving. Great video.
    I love LOVE the idea of time limits and flowcharts. Even if all directions they choose eventually and subtly leads them on a more linear path with short rabbit trails.
    I feel like this kinda forces players who like the RP to make sure the story moves along. You HAVE to get this item, retrieve those, assemble the machine, solve the mystery, kill the baddy, etc. These players WANT the story to advance because it's stressful.
    No matter what the players choose to do, the same (kind of, but different) encounters occur in those locations.
    Even choose your own adventure books had minimal number of endings. The villain either lives or dies along with heroes.
    Thanks Dan. Again, great vids dude.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      Thanks! And you are not insane because you talk to yourself. That's a totally normal thing to me.

  • @paulxenos9939
    @paulxenos9939 4 года назад

    Just want to say I love your videos and while I don't agree with everything you put out I will say the advice is spot on for stopping a session too soon rather than letting it drag on just so you can have you final fight. I have been guilty of this and would always leave the sessions I DMed feeling like I failed, because I forgot to include an important plot point, or I messed up a ruling and I thought I just sucked as a DM. Until I realized all these blunders would happen in the last hour of the session. Since then I just have a hard stop time regardless of where the players are and everyone seems to be having a much better time including me.

  • @darryldamour278
    @darryldamour278 4 года назад

    im so glad you mentioned lowering the AC of an enemy and buffing the HP a little to add that feeling of power and progress. ive often thought that unless something is heavily armoured, really small or fast then it should be a reasonable expectation that a player can hit it. the damage it takes is still down to player rolls so nothing is lost and people feel heroic.

  • @Astartes36
    @Astartes36 4 года назад +1

    Very cool and informative as usual. Your content and episodes continue to be excellent and helpful for my continued development in this game.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      Thanks for saying so and for commenting!

  • @ASithLordd
    @ASithLordd 4 года назад +5

    You referred back to other videos regarding combat, I've been wondering if you could show a scenario with the no initiative/ no turns combat. I've wanted to try that out, but don't know how I would implement it

  • @danielalexander8402
    @danielalexander8402 4 года назад +1

    This is my new favorite of your videos.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      Thanks! I thought it was pretty good. Next week I review every edition of D&D and what I liked about each. Don't miss it!

    • @danielalexander8402
      @danielalexander8402 4 года назад

      @@DUNGEONCRAFT1 I'll be eagerly awaiting it.

  • @graveyardshift2100
    @graveyardshift2100 4 года назад

    I would just replace initiative with marching order. The party determines who is going first, second, and so on, and that applies for whatever encounter they find themselves in. Any time they aren't in an encounter they can switch up the marching order.

  • @swaghauler8334
    @swaghauler8334 4 года назад

    I lower the AC for multiple attackers on a single attacker and for position (being behind or on the flank). The modifier is usually -1 AC per additional attacker and -1 to AC for a flanking attack. Striking from behind nets you a 2 reduction in AC.

  • @liebneraj
    @liebneraj 4 года назад +1

    Even though it was implied in the video, I think it pertinent to explicitly state that non-combat sequences, i.e. RP "turns", can tinker with the players' Hope and Fears as well. Talking to a foreman about the construction of a castle? Hope! Getting visited in their sleep by an agent of the Big Bad? Fear!! Meeting that charismatic and funny merchant replete with the eccentric voice and mannerisms? Hope! Learning that their NPC friend has been taken prisoner by ruthless cut-throat bandits? Fear!!
    In short: things that make players "feel good" and "crap their pants" should be alternated. But don't be afraid to string 2 - 3 small Hope encounters or 2 - 3 small-to-medium Fear encounters together before alternating. The drop or rise - depending on the direction your PCs are going - is worth it.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      Great advice! I'd hire you as staff writer--if I could afford a staff! I really wish I said this in the video.

    • @liebneraj
      @liebneraj 4 года назад

      @@DUNGEONCRAFT1 Thank you, I appreciate that.
      As an additional note, you can amplify the mood your PCs are experiencing with the proper background "mood music". Especially when they are getting *close* to an encounter and the stereo suddenly switches over to am intro for music they recognize as "battle music".

  • @benvoliothefirst
    @benvoliothefirst 4 года назад

    My players started with HeroQuest because it's so much simpler. We've moved into a sort of modified Dungeon World since that also uses 2d6 for checks. I've noticed that there's an inherent symmetry with DW's 7+/10+ system that meshes nicely with D&D's 10+/15+/20+ targets for easy/medium/hard, as well as DCC's spell checks. Basically if they roll a 10+ it's a conditional success, 15+ is an outright success, and 20+ is a critical success, with a 1 a crit fail. Starting to see the matrix behind it all... thanks prof!

  • @MetPhD
    @MetPhD 3 года назад

    The initiative method keeps coming up. I discussed alternatives with my group and the result was one of them writing a program to do the dice rolls for us. It’s funny because we have this one player and she has a running joke that she never rolls middle numbers. The first few uses of the program had her role either really high or really low so my players are convinced it’s legit.

  • @warpelican
    @warpelican 4 года назад +1

    Excellent as always Sir! You cover one of my homebrew rules I call "Master of your own character." If you don't know the range, or the stats, or the save...then I make one up
    By the way, I get a render problem around time index 11:17.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      Thanks for commenting. I'll check out the render, although it's probably too late to do anything about it.

  • @gmanbo
    @gmanbo Год назад

    17:57 a thought here.
    If in this situation a player has had a near miss or a enemy has rolled low.
    Build the decrease in ac into the story.

  • @JackCaliber
    @JackCaliber 4 года назад +3

    What about "What 1917 Can Teach Us About D&D?" Personally, I can't think of much, other than littering the landscape with narrative props to make every step interesting. I just saw that movie and thought, "I want my games to be THIS immersive."

  • @biffstrong1079
    @biffstrong1079 2 месяца назад

    So it's like King Arthur and the round table? I do like the "a monster attacks" to bump things along.
    I have the two Characters facing the attack roll initiative, generally. They fight the monsters fight, people at the back fight. Yeah if it's all ,interwoven I do give each individual a chance.
    One of our favourite early combats had the kobolds dropping on players from the trees near the Caves of Chaos. Kobolds tried to knife, bite the players they had dropped on but they missed. Players tried to hack smash off the kobolds, they missed. They were all rolling about in a little frantic ball of cascading failure. The fighter swung his two handed sword missed the Kobold with a 1 but then with second roll hit a team mate with an 18 and 6 points of damage. Took about ten minutes to finally rout the Kobolds and put the party back together, but it was one of our more memorable combats.

  • @stevevondoom4140
    @stevevondoom4140 4 года назад

    Prof. dungeon-master and the DM's of the round table!

  • @peterreuben5791
    @peterreuben5791 3 месяца назад

    Another enjoyable video and good information

  • @thatoneguy2057
    @thatoneguy2057 4 года назад

    Great advice as always. Love the idea about beats.

  • @MarkLewis...
    @MarkLewis... 4 года назад

    In my DnD campaign that I play, not as the DM, but roll-play, the minimum amount of players is 8, but we usually have 10-14 players every week. We use to have 2 groups, in 2 separate campaigns, but we lost a DM due to a change in a DM's work schedule, and now we all play in just one big clusterfunk. You think your rolls for initiative and everything else takes forever?! Hmpf... try 14!!! For us, bad DnD is better than no DnD, so we endure the excruciatingly slow pace. Another player and I are making our own campaigns to try and have 2 or 3 groups branch off. Love the channel Professor and have for a while, I really only watch you and the Dungeon Dudes for tips and info... Critical Roll if I wanna laugh.

  • @MondoJohnny
    @MondoJohnny 4 года назад +5

    I almost never say "you missed" i just count it as fencing. A clash where no hits were scored. That way its not that the player is clumsy or incompetent. Its that the enemy is skilled or ferocious!

    • @duskworkerdron5901
      @duskworkerdron5901 4 года назад +1

      "You didn't expect him to get his sword up in time, but he did."
      "On the bright side, you clipped his stupid topknot."
      "After foiling his blow, he in turn foils yours."
      "Your blade skips off his armor with a steely CRASH."
      "It snarls as it ducks your hammer, then lunges."
      I think you've just inspired some cool ideas for me. So much potential for narrative awesomeness!

    • @MondoJohnny
      @MondoJohnny 4 года назад

      @@duskworkerdron5901 That is excellent stuff Dusk! Bet that'll be a fun game!

  • @jasonserrato1951
    @jasonserrato1951 4 года назад

    Was on vacation; checking out European ossuaries! Catching up, great vid!

  • @josephdellavecchia7828
    @josephdellavecchia7828 4 года назад

    Another fantastic video Professor dungeon master. I hate to go against the grain but I wasn't a huge fan of the initiative system. I'm not saying it's bad and I'm not staying there in situations where could be really interesting. Always happy to see you post new content

  • @thefreeknight
    @thefreeknight 4 года назад

    Loved the video! Here are some suggestion for future topics. Do you have any good rules for followers and strongholds that don't feel tedious? Also any good survival / resource management rules you use?

  • @workyoutube7798
    @workyoutube7798 4 года назад

    I love this channel! Here is a comment to stimulate youtube's algorithms to help this channel out!

  • @sayrebonifield4663
    @sayrebonifield4663 4 года назад +8

    There is one widely advocated position you take in that video that needs to be pushed back against: NPC foes should have lower ACs and higher hit points. While I may be true that for many groups this makes combat feel better, by generating a perception of effect and progress, it has some additional consequences that are under appreciated and problematic. First, it lowers the effectiveness of damaging attacks by the PCs that do not rely on test versus AC effect. Spells from Vicious Mockery and Magic Missile to Meteor Swarm, as well as abilities like dragonborn breath attacks, have their effectiveness reduced relative to attacks that check against AC. This is a negative because more esoteric attacks should not be weakened relative to the most common. Second, this changes has the effect of making combat more predictable, as it reduces the amount of statistical variation likely to occur in a given fight, compressing the curve of possible outcomes. This further aggravates what I see as one of the most significant problems within the current, most popular incarnation of the game, the predictability of combats. This increase in the predictivity of combat should be enough to outweigh the advantage of the feelings of effectiveness and progress. In the OSR, this should still be a concern, but not as pressing. The opposite approach, raising AC and lowering the HP of opponents will yield combats with more tension and excitement, so long as it is not overdone.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +3

      Very thoughtful, Sayre. THIS is the kind of awesome commentary I love.

    • @sayrebonifield4663
      @sayrebonifield4663 4 года назад +1

      @@DUNGEONCRAFT1 Thanks, keep up your good work. I never though someone could make me excited to dust off a 38 year old copy of "Keep on the Borderlands".

  • @FishofMuu
    @FishofMuu 4 года назад +1

    If you don't have spell cards, make them. Index cards are cheap, and just one can easily list the range, duration, DC, and damage of every single one of your spells, which is probably like 3/4 of the stuff you're looking up in the book every time
    Another thing you can do is print out spell descriptions, and then insert them into a card sleeve with any old playing card. One thing I really can't stand about playing D&D is waiting around for people to look up their spells. It's like playing a board game and having to look up the rules every turn

  • @ksbsnowowl3569
    @ksbsnowowl3569 4 года назад +1

    What is the timeframe of your sessions? Are they 5+ hour weekend affairs?
    My group meets weekly, on a weeknight for 3.5 hours. Your pacing advice is great, but I feel that I would have to generally reach that amount of back and forth pacing stretched over two or three sessions. (This is largely what I strive to do, with each session being a different mix of [combat/role play, etc.] from the previous session. But from your description it seems your sessions are quite a bit longer than mine to fit all those hopes and fears into one session. I will try to focus more on the hopes & fears aspect now; seems like a great guideline.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      The elder groups play once a month for 2-4 hours. The younger groups once a week for 2.5 hours.

  • @michaeleels7614
    @michaeleels7614 4 года назад

    I can't believe people still have a problem with getting rid of initiative. Don't sweat it man, I took your advice and it took a couple sessions but it's amazing. Whoever is ready, its their turn, if theyre not ready or they need to count dice, I can come back to them. So much faster, and an added bonus, the monsters get to fight back before they get killed. Better for balance, better for real time spent fighting, just better all around, so if people are still knocking you for advocating dumping initiative, then they should try it first, because I can tell you first hand, it works and its faster and it just works better.
    I should also say, its really more realistic because everyone should be deciding what theyre doing before the round starts, and that's what getting rid of initiative does. It shouldn't be that the monsters or players stop their sword mid-swing to move across the map and hit a different target, in that 6 seconds they had a target in mind, and started swinging. That's the way it should be. Decision, then result, not delayed reaction followed by tactical sprint to clean up what's left. I hope the next edition of d&d takes this into account, I really do.

  • @MarshmallowMadnesss
    @MarshmallowMadnesss 4 года назад +2

    I have very bad eye-contact.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +2

      Me too. It doesn't coming easy. Thanks for commenting!

  • @mrgunn2726
    @mrgunn2726 3 года назад

    Great video! OMG loved your comment on superhero movies, I am sooo tired of superhero movies. I am really tired of action scenes that last too long, John Wick 3 is an excellent example, it is basically ballroom dancing with guns. Making players partially responsible for the gaming experience is excellent advice! Thanks for sharing.

    • @commandercaptain4664
      @commandercaptain4664 Год назад +1

      Tarantino, while he takes forever and a day getting to any action, does so in ultraviolet bursts that have far more impact. Numerical reliance to AC and HP are the main culprits of why D&D fights drag on for so long.

  • @jeffyork4021
    @jeffyork4021 4 года назад

    Great stuff, thanks!

  • @needmorecowbell6895
    @needmorecowbell6895 4 года назад +1

    And this is my problem with giving back hp and spells after a rest. You're giving away an upbeat. You could have given the party treasure to find that would do the same thing as a reward.

  • @bradactual
    @bradactual 4 года назад +1

    I like your initiative concepts and have tried them all. I play with kids and have learned that they are fine with me just announcing initiative. I usually go around the table. and then either feather in the monster, or all players and then all monsters. I adjust this based on how the battle is playing. My advice about initiative is to only worry about it when the players start saying it's not fair. I shared this out on my games FB group page. does that help your ratings?

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      Thanks for commenting Brad. Glad the videos are useful. Yes, sharing on FB helps drive viewership and early viewership on a video makes youtube recommend it to more people. Thanks a million!

  • @justingriffith6564
    @justingriffith6564 4 года назад

    Do have a required reading list somewhere?

  • @nothinmulch
    @nothinmulch 4 года назад

    Is there a link to that book?

  • @MoragTong_
    @MoragTong_ 4 года назад +4

    When will these noob DM's realize that you run the game FOR the players. They are not actors in your world, your world is literally shaped/defined by player actions. If you continually find yourself fighting that, maybe you should reexamine why you're running a game to begin with.

  • @nannasbraindump6343
    @nannasbraindump6343 3 года назад

    Playing with my 6yo, they have no stats, character background or feats.
    If they use magic, they can use whatever magic they can think of, and they don't have a maximum of spell pr. day.
    If they're a theif, they know how to pick a lock.
    The imagination is the most importent thing ☺️👍

  • @chummer2060
    @chummer2060 4 года назад

    I've noticed that my NPCs are a weaker point in my games. I think rehearsing them beforehand is a great idea.

  • @NoActuallyGo-KCUF-Yourself
    @NoActuallyGo-KCUF-Yourself 2 года назад

    Why would the gamemaster have to track individual initiative for each player? And how can everyone rolling initiative at the same time take more than a couple seconds? It isn't slower than group initiative, unless you do something senseless like ask for each roll one at a time, write it down, then the next player rolls... No one does that.
    Everyone rolls his d20 at the same time, and it is the players' responsibility to know their own numbers.
    What I do is give everyone a spindown d20 that each player can easily set to show his init. number face up in front of himself. Everyone can see (depending on size of table and eyesight) what everyone else's number is with no extra work for anybody - especially the GM.
    (Or, ya' know, each player writes his own number down on note paper and goes when his number comes up.)
    (Or, or, if online using a VTT, a single mouse click automates everything.)
    I could understand if you reroll initiative every round instead of once per encounter, though. That only makes sense to me if you are using pre-3E one-minute long combat rounds.
    Sorry for long semi-rant. I just get so confused when people make quick and easy things out to be more complicated than they really are.
    And please don't tell me that your players roll attack and damage dice separately instead of simultaneously. Why choose to do things the hard way is all I'm asking here.

  • @Darkjolteon
    @Darkjolteon Год назад

    16:05

  • @jarrodeverhart9072
    @jarrodeverhart9072 4 года назад

    I’m here

  • @zaqcausey8514
    @zaqcausey8514 3 года назад

    Never commented here

  • @GuillotinedChemistry
    @GuillotinedChemistry 4 года назад +1

    Second viewer, can I have an awesome chip? :)

  • @analeigholdeworlde4178
    @analeigholdeworlde4178 4 года назад +1

    I DM for my girls but I am so afraid of forgetting import rolls, etc for a group of young adults or adults (who are so much more judgmental) that it keeps from moving forward. Ah well, my kids and I have lots of fun!

  • @pedrobastos8132
    @pedrobastos8132 4 года назад +37

    Ran my first Five Torches Deep today, had a blast, it felt like a "Express 5e", combat was always exciting and it didn't bog down the session.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +16

      Express 5E! THAT is a great way to describe it!

  • @Billchu13
    @Billchu13 4 года назад +79

    I love this channel, watched every video at least twice!

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 года назад +13

      The trick is to watch the video once to understand the content. Then a second time while taking notes to really memorize it! :D

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +10

      Thanks, Bill!

    • @bovrar2nd861
      @bovrar2nd861 4 года назад +4

      @@bonbondurjdr6553 totally agree, with these tips the next campaigns will be legendary. Glad to have professor Dungeon Master sharing his wisdom.

    • @Frederic_S
      @Frederic_S 3 года назад +1

      Good man!

    • @commandercaptain4664
      @commandercaptain4664 Год назад +1

      @Bonbon Dur JDR It’s always wise to remember how to plug in the toaster.

  • @thegrizzledwarmaster6921
    @thegrizzledwarmaster6921 4 года назад +112

    As a Grizzled Geek, I really love the old school approach to the rules here. I don't understand the desire for such strict rules and the term "DM cheating". What does that even mean? Back in the day we practically made up most of the stuff on the spot. As long as the story is good and people are having fun, that is the reason to game. You want rules, play a tabletop game.

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 года назад +14

      Yeah! Nowadays people are so into video games that they can't see the advantage of letting the machine do the calculations: we gotta do maths to play D&D or it's not D&D at all!

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 4 года назад

      The Grizzled Warmaster dm cheating? Ha! That veto is mine! Know your role, playa’- and play that role harder than you roll them dice!
      You’ll only get what you don’t expect - don’t expect to get what you want!
      (Step three...profit!)

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 4 года назад

      Hell Bent oooh I love the math of it, the logic and interplay of feat and character choice!

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 года назад +3

      @@twilightgardenspresentatio6384 I prefer them when they remain out of sight and inspire rather than smother the GM and/or the players. Character options are fun, but I'd rather see guidelines than lists of things. :D

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +5

      The Grizzled Warmaster Yep.

  • @RollStats
    @RollStats 4 года назад +26

    Great video, but every time you said Alexa my Alexa flashed blue saying "Sorry, I didn't catch that..." Hahahahahahaha

    • @Otacsom
      @Otacsom 4 года назад

      Any time videos say "risky" or "fixing" my phone and watch turn on and play the Bixby sound xD

    • @MonkeyJedi99
      @MonkeyJedi99 4 года назад +4

      Throw that spy device outside!

    • @RollStats
      @RollStats 4 года назад +1

      @@MonkeyJedi99 Fair enough ! :)

    • @jaws78
      @jaws78 4 года назад

      He needs to create one with a character named heygul so that it'll trigger hey Google to even the the score

  • @Runehammer1
    @Runehammer1 4 года назад +13

    10:08 YES

  • @alandcapelari
    @alandcapelari 4 года назад +17

    Since I knew the professor, I have never missed a class. Great hints!

  • @augustoluis6888
    @augustoluis6888 4 года назад +5

    This. I needed this video. This is probably my greatest sin as a DM, I almost always overextend my adventures way past the point of yawning. I will practice these advices, Professor.

  • @Bondanalloy
    @Bondanalloy 4 года назад +5

    Yes I always sit like a poker dealer - center of the table.

  • @SharkaOfSea
    @SharkaOfSea 4 года назад +3

    Everyone who tried your "no initiative" has liked it? Well then, I guess I'm the only person in the world, who tried it and failed absolutely horribly. Sorry, for messing up your statistics.

    • @peterjames2466
      @peterjames2466 4 года назад

      I think it's a cool idea, but most people I've met aren't really fans of the idea of taking away the standard initiative order. I personally liked it, but had a hard time convincing others to try it. I think he said in the video he introduced it, people who have already learned standard initiative wouldn't like it. I feel you if you didn't enjoy using it. I can understand why

    • @SharkaOfSea
      @SharkaOfSea 4 года назад

      Didn't enjoy is a bit understatement. I got stuck in the first round, after the players announced their actions and rolled. Even though I had notes at hand, watched the video several times AND watched a DM actually using it (and with him it looked really cool), I wasn't able to put the narrative together. So I apologised to the players for being a shitty DM and asked them to roll the standard initiative.
      This video, with the ups and downs, reading the players, etc... again, as the initiative, it sounds all cool and awesome... for a good DM.

    • @peterjames2466
      @peterjames2466 4 года назад

      @@SharkaOfSea Well, if you actually were a bad DM, you probably wouldn't be worried about being such. I would encourage you to find your own style of DMing, and try not to worry about the tricks and tips that don't work for you. Nothing's wrong with you; DMing isn't a 'one true way' kind of thing. Find the things that do work for you and your group and focus your efforts on those. You found out this doesn't work so now you're good to adopt the next thing you want to try. :)

    • @SharkaOfSea
      @SharkaOfSea 4 года назад +1

      @@peterjames2466 That's a... very kind response to my rant. Thank you.

  • @Jetwolf
    @Jetwolf 4 года назад +13

    Best DMG + on RUclips I swear to gods. Good solid stuff.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +3

      Thanks for your kind words, Jetwolf. Keep spreading the word!

  • @YOOTOOBjase
    @YOOTOOBjase 4 года назад +1

    We tried your method and it didn't work for us. It wasn't terrible, but my players were too scattered and I couldn't manage the structure.
    We're going to try the following;
    I Roll a 15 and a 9 for initiative. Enemies are in 2 groups of 5. "Who beats 15? You go first. Now the enemies. Who beat 9? You go now. Second enemy group. Now everyone else"

  • @WesJFin
    @WesJFin 3 года назад +1

    This video, and many other of your rants, could be summed up as "I don't like X, so it should be Y." what a joke of a tip. More like youre putting out "copy me or you're wrong" as the end statement in several of these... yikes.

  • @jubes1300
    @jubes1300 4 года назад +3

    This is legit my favourite youtube channel! Keep doing what you're doing!

  • @dkbibi
    @dkbibi 4 года назад +1

    Everybody should read and play or watch play any powered by the apocalypse game like dungeon world to understand you don't need initiative at all. It's the GM job to pass around the spotlight so that everyone gets equal "screen time".

  • @rconnor2006
    @rconnor2006 4 года назад +3

    Liking the thumbnail! Simple, but explains the video without need for much text. Great advice too!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      Thanks, Ryan! That was a very conscious decision and future thumbnails will be more like it. Also, thanks to my daughter for helping me improve it!

  • @Runehammer1
    @Runehammer1 4 года назад +1

    impeccable as always

  • @wildandwackywade
    @wildandwackywade 3 года назад +1

    I like pacing my games by having a time period a lot of times and movies and in other events there are time periods for instance maybe a session it's 2 hours long then in those 2 hours we should be able to accomplish AB and maybe C..
    Thing to do with hip points and death is it is a lot of times if you get somebody with a sword or you get somebody with an axe Then they will fall down or they will be seriously injured there's really no ways to kill someone or something unless it's absolutely necessary perit's really necessary. If perhaps you're trying to get into a castle or you're trying to get past the guards or you're trying to get somewhere and somebody is there blocking it all you gotta do is knock him out injure them enough so they're out of your way. We run our games this way but I may try some of the hitting loweri g and ac lowering too for bigger foes and monsters.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  3 года назад

      Thanks for taking the time to share your thoughts!

  • @commandercaptain4664
    @commandercaptain4664 2 года назад +1

    Why aren’t flowcharts in published modules? It frustrates me to no end to see how severely awkward all modules are, as if it’s their one job to slow down gameplay as much as possible.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  2 года назад +1

      Lol. I dunno. I think it’s because everyone had always done it a certain way.

  • @dinbabwa452
    @dinbabwa452 Год назад +1

    This video is probably the most useful advice for DMs that I have seen after months of watching TTRPG guids

    • @commandercaptain4664
      @commandercaptain4664 Год назад

      If One D&D doesn’t include it in its new Players Handbook, it will have failed as a system.

  • @garrykellogg3215
    @garrykellogg3215 8 месяцев назад +1

    Roll for Disadvantage is a good way to handle when the enemy is behind any cover.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  8 месяцев назад

      I agree. So simple--and players love rolling dice!

  • @bonbondurjdr6553
    @bonbondurjdr6553 4 года назад +2

    Yeah, I know what you're talking about with the players surrounding a monster and the combat drags on for three rounds because it's:"Roll!" "Miss!" "Roll!" "Miss!"
    But I think that dice checks are a tool of tension and, as such, I think that lowering the AC of monsters might not be the best way to go at it: I think that as GMs we should give players more/better options than just hit the monster over and over again.
    In fact, just to encourage my melee attacks to spread out or manage their movement I give Big Swing Attacks to my bosses so swarming him is a bad idea. It starts with this, but after that, I give the players items or moving objects in the room to lower the monster's AC or to weaken him before slashing at him a couple of times and killing him!

    • @christopherclubb9167
      @christopherclubb9167 4 года назад +1

      Just await until you experience the joy of the villain the players cannot kill (not because he is physically powerful, but perhaps is very wealthy, popular, or is a necessary evil).

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 года назад +1

      @@christopherclubb9167 I really need to figure out a plot like that!

    • @christopherclubb9167
      @christopherclubb9167 4 года назад +1

      @@bonbondurjdr6553 a couple good ones that aren't to difficult to pull off: 1. The villain players know cannot be trusted, but they need his help to accomplish a different goal. The party cannot kill him because they need him, but he also uses them to accomplish his own plans. 2. The villain who is a noble of important social status. Killing them outright (even if they know he is guilty) would result in the party being imprisoned and subsequently put to death, which the party knows to be true. 3. The villain has immeasurable wealth. He never needs to perform any deed by his own and, and has virtually unlimited resources at his disposal, very few (if any) that will trace back to him.

  • @TrappedInTheMatrix
    @TrappedInTheMatrix 4 года назад +1

    Great video as always Professor! At first, when you made those controversial videos, I always thought that it was cool, but that I didn't need it. A little bit ago I was literally in the middle of a game and the combat was going so slow, so I just decided to get rid of HP and use the hit system you made. It is so much better not calculating damage that the players deal to monsters. Your ideas make my dnd games so much better!

  • @CraftsAndMinis
    @CraftsAndMinis 4 года назад +2

    Conscious alteration between hope and fear - simple and brilliant! Thanks Professor!!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      Thanks. Wish I thought of it. Robin Laws is the brilliant one.

  • @majmarkbrown7816
    @majmarkbrown7816 4 года назад +8

    hey look i'm the first viewer! Does that give me a bonus to my roll?

  • @HereticKage
    @HereticKage 4 года назад +1

    I have always been a fan of a lot of lethal minions with very few hit points .

  • @blackbarnz
    @blackbarnz 3 года назад

    ATM My group enjoys "bulky" Initiative system. D20 Fantasy game. Standard 3.5 Initiative rules + Weapon Speed Factor (S&S studios) + Fluid Initiative (SpyCraft RPG, taking damage lowers your initiative count). It offers a tactical element as well as opportunities to increase drama & add to the description of the battle.

  • @filiplykkegaardkastrup1876
    @filiplykkegaardkastrup1876 4 года назад +1

    Hey Dungeon Craft Thanks for doing my and many others suggestion probably. However I promised you to give you a awesome point if you did it so here 🌟 (cue “lvl op tune”)

  • @jh1859
    @jh1859 4 года назад +2

    I'm more of a cat person: 'Meow havoc! And let slip the cats of war!' Druid...I'm a wise ol' druid with a herd of felines, man. Ya! =}

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +2

      Cats of war are good too. Probably MORE terrifying!

    • @jh1859
      @jh1859 4 года назад

      @@DUNGEONCRAFT1 Cheers, Prof DM. Enjoyed the video once again.

  • @GMGenie
    @GMGenie 3 года назад

    The most valuable video I have watched this year. Shared it and switched to my RPG account so I could leave this comment "in character" while I let it play a second time silently so you can have that watch time!

  • @the_beast_among_sheep
    @the_beast_among_sheep 6 месяцев назад

    I'll soon start using a timer when running DCC. Like a chart that when a PC first interacts with a Faction, a pie chart timer, and a timer for said Faction's opposing/friendly Faction or Factions, will start getting colored in. Each session, the next layer of the pie chart we'll be colored in. The pie chart represents said Factions immediate goals. Once the chart is full, the Faction achieves one of it's objectives. A sort of count down against the PCs. The world is always moving when the players are playing.

  • @KageRyuu6
    @KageRyuu6 3 года назад +1

    "Lower the AC of your villain" you say, but what if they're supposed to be a bad ass martial artist? Kinda ruins the mystique if any rube off the street can land a blow. I do however agree that one should take into account both AC and HP when determining the difficulty of a powerful opponent.

  • @chrisg8989
    @chrisg8989 10 месяцев назад

    Side or team Initive is amazing.
    I have each player roll a D20 Plus their bonuses. (So they still feel like those Class features or feats still matter.) And give me the total. I roll the equal amount of D20s plus any bonuses the mobsters may have. Then highest number goes first.
    On the players turn they can choose who goes first or if they want to break up there turn that is fine too. This encourages team work and some really cool and fun combos happening.
    This also allows my monsters to dish out some seriously dangerous things as they combine their attacks and spells aswell.
    Also use average damage for Monsters. Nothing whose than waiting for the DM to roll a bunch of dice.

  • @tomyoung9834
    @tomyoung9834 4 года назад +1

    Great stuff! May the almighty algorithm approve this video!!!

  • @markdowse3572
    @markdowse3572 3 года назад

    Hi Professor. No idea about PATHFINDER. Never played it.
    As a DM, I just think it best to ALWAYS ask questions of the Players. The Players make the pace.
    I always have 3 - 5 options for every scenario that Players will face. I can make up an encounter on the spot. These are often the most fun ! 😊
    But the mission "clock" ticks or does not. I never kill PCs for time failures. Well, not in their first 3 missions...... M 🦘🏏😎

  • @brettk8717
    @brettk8717 4 года назад +1

    This is really good info

  • @the-real-John-Oconnor
    @the-real-John-Oconnor 9 месяцев назад

    The dexterity for initiative come from 1977 Eric Holmes Basic Dungeons and Dragons and is how I run combat.

  • @deathknell609
    @deathknell609 4 года назад

    Another thing that can be done for Initiative...
    Players roll initiative at the beginning of the game.
    DM rolls or assigned initiative before the game even starts and marks them in their notes. Maybe even while they create the encounter.
    As far as players, feats, spells, ANYTHING that is self explanatory, should be part of a booklet or flash cards or something. Something they can reference without going to a book or something.
    Just my two coppers, though.

  • @wagz781
    @wagz781 4 года назад

    On initiative: It might not take long when combats are compact and don't go past 8 combatants (including monsters). However for people like me that like throwing hoards at my party to give them that conan feel of hacking through a ton of dudes then two things have helped the most.
    Firstly, group up your monsters into squads. Move those squads on the same initiative and have them work fairly cohesively. One of these monsters might not be terribly smart, but if you have enough of them in a squad they can probably understand something basic regarding tactics.
    Secondly, use the modified initiative system from index card RPG. The basic method suggested is to go around the table starting to the immediate right of the dungeon master and then continuing counterclockwise. I personally prefer something more akin LotR's camerawork. The heroes do something, then the monsters do something. After all the heroes have done something then the commander of the monsters does something. If the hero doesn't have a response, move on to one that does. While my players have difficulties with this because they're quite old fashioned, we've gotten several rounds in before one noticed we'd never rolled initiative due to how much more quickly paced this can lead combats to being. We also use roll20 so, in that case I go in the order their names are displayed.

  • @michaelsponholz4209
    @michaelsponholz4209 3 года назад

    Prof DM! I'm not going to lie but this content is not something i would normally have looked up but the youtube black hole took me down one day and i have sense been hooked. I have taken a few bits of advice from your videos and incorporated the group initiative and player facing rolls and it was the best possible change to the game, table, and my style i could have asked for. I no longer find myself getting lost in notes or stats or order, and just have the person who the effect is happening to roll the dice for the monster then i narrate what happens. To an extent, while not being a player, i actually feel like one and its great never rolling a dice. Please, keep doing the great work. You have my subscription. (i have never played dnd. i actually came from shadowrun and jumped ship to starfinder)

  • @dragonlair9469
    @dragonlair9469 4 года назад +1

    Professor, have you explored the escalation die system from 13th Age to speed up combat?

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      No. I met Jonathan Tweet and he explained the game but didn't mention that mechanic.

    • @dragonlair9469
      @dragonlair9469 4 года назад +1

      Dungeon Craft I won’t do it justice, but basically you use a D6 as a timer and modifier for combat. Round one, put the D6 out on the table with the single pip on top and everyone gets a +1 to hit. Round two switch to two pips and everyone gets a +2 and so on. Thematically it means the party is figuring out the opponent and gets better in the fight. It caps at +6 so using your system of lower hit points it would be very consequential. Anyway, if you get a chance to see it, I would like you take. It was well received with my group.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      @@dragonlair9469 Gotta check that out.

  • @carpetsnake83
    @carpetsnake83 4 года назад

    Now how to build tension is important
    It builds intensity in slower paced gameplay
    Or heightens stakes in combat
    Watch this video about tension ruclips.net/video/AvtOY0YrF-g/видео.html
    And all though people complain about in dragon ball characters standing off screaming at each other it’s a tool that builds tension so when the clash takes place you are more invested cause of the build up

  • @joshelguapo5563
    @joshelguapo5563 2 года назад

    I always pace things by having 1 - 2 combat encounters and some nice puzzles and role playing in between. How much is going to depend on how long the combat is.

  • @trashpanda5869
    @trashpanda5869 4 года назад

    I use team initiative. Whoever gets the jump on the other side acts first. If it isn’t clear who got the ambush then a member of each side rolls an opposed dex check and the winner goes first. Once a team is gone they can go in whatever they want.

  • @azuretigers5562
    @azuretigers5562 3 года назад

    I'm promoting the channel !! Thank you Professor Dungeon Master !!