D&D Players, 8 "Must Know" Options for When Its Your Turn- Dungeons & Dragons

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  • Опубликовано: 28 сен 2024

Комментарии • 11

  • @petergammell5599
    @petergammell5599 Год назад +1

    Nice video! I appreciate the simple, yet helpful tips! As both a DM and a player, I think these tips definitely make play more fun and smooth!

    • @RPGClub123
      @RPGClub123  Год назад +1

      Thanks for the feedback. I'm glad you're here. :-) Let me know if there are any topics you'd like me to address. I'm here to help!

    • @petergammell5599
      @petergammell5599 Год назад +1

      @@RPGClub123 Something that I would love to hear about is how to meaningfully integrate your character's backstory into your play. I've heard the idea of leaving holes in your character's backstory so that when you discover something in game, you kinda decide to fill that hole with the new information/inspiration. What do you think of that idea?

    • @RPGClub123
      @RPGClub123  Год назад +1

      @@petergammell5599you got it! I’ll put it in the production que.
      I have a new platform coming out in a few weeks, so really focusing on that as well, so I’ll do my best to get it done.

  • @GreylanderTV
    @GreylanderTV Год назад +2

    No player should need a list of "must know" options. Players say what they want to do in plain English, then it is up to the GM to fit that into the rules, or just make an on the spot ruling, what the PC needs on a D20 to succeed at what they wish to attempt, and what the game mechanical effects of the result will be, and then let the dice speak. And if they player does not know that is what they should do (describe their attempted action in plain english) the GM should be telling/reminding them on their turn until they get it.

    • @RPGClub123
      @RPGClub123  Год назад +2

      I appreciate your comment. That’s sort of what I was going for with this. Players of course should just describe what they want to do, however with the 5,000+ players we’ve worked with, sometimes they are unsure, and having a set of “go to” ideas can be very helpful. Thanks for being here, and let me know if there are some topics you’d like to see me address. 😀

    • @GreylanderTV
      @GreylanderTV Год назад

      @@RPGClub123 I think unfortunately 4e and 5e and video games have unfortunately created a norm or expectations of a list of "moves", "feats", or "spells" to pick from. It's an uphill battle getting players & GMs out of that box.

    • @RPGClub123
      @RPGClub123  Год назад +1

      @@GreylanderTV totally. It can be frustrating. We try and scaffold the options for those who are brand new/overwhelmed so they have some idea of where to go. As soon as they are confident, we let them go wild. Glad you're here 🙂

    • @Shalakor
      @Shalakor Год назад

      Blaming 4e and 5e is a crutch. I had just as much decision paralysis in previous editions. The hardest part of roleplaying and rollplaying has always been getting out of my own head no matter what game I've been playing, and it can persist well past just when you're new to it. I've been playing for decades and still clicked on this video. A little 3rd party reminder every now and then can be quite helpful. @@GreylanderTV

    • @GreylanderTV
      @GreylanderTV Год назад

      @@Shalakor It may have started earlier, but 4e & 5e really solidified this mode of thinking. But yeah 3e & Pathfinder too.
      It was not an issue in 1e. There was so much not covered by the rules, we had a general expectation to just do what made sense in the situation & let the DM figure out what happens. What can my character do? Anything someone with arms & legs, hands & feet, muscles & a brain can do. Many easily accessible indie rule sets embrace this mindset. Best thing anyone can do is dump WotC & 5e entirely.