Players with alert should be facing more surprise rounds not less, makes them feel like their choices mattered when they get to act while their party members are still dumbfounded
@@EdsonR13 100% agree. Build encounters that play into your players strengths and then just make them even stronger to compensate. Then they feel like not only do their choices matter but they feel they would have died if they hadn't made that choice!
Your videos are super clear, cute, and useful!!! Thanks for what you’re doing. I’ve made several more spreadsheets and updates to my homebrew based on your prompts.
I once read about a trap that only took time. The players entered a room with an obvious button and a timer that counted down. The doors locked upon entering. Pressing the button reset the timer. In the tale, the players kept pressing the button to stave off their doom while they tried to find the secret exit. In the end it turned out the timer running out just opened the doors. The lure here was the same as the cost of the trap: more time. So, when I had my players stuck in this trap, they just let the timer run out and got free immediately. Bit of an anticlimax that.
I did this in my recent campaign and it worked! The players spent about ten minutes in game resetting the timer and checking the room over for how to get out or disable the trap. The barbarian (ic, not irl) rage quit and broke the hour glass (instead of button) which did not stop the clock but had everyone panicking until the doors opened and they realized what was going on.
I first heard about this in the illustrated Spellbook (another TH-cam channel). I’m not sure if he’s the original source but, like this channel, super helpful and very underrated.
what if, when they step into a room, the find that while moving towards the treasure is doubled speed, once they reach it, enemies attack, and leaving is difficut terrain or perhaps even obstacles pop up, trapping them for a while with dangerous enemies
Chasing the gobbo to rob them wouldn't work for 99% of parties I'm in or DM for. Most would be wondering why the gobbo was scared and offering to help. Parties with good people are nice!
I once created a lure for my party that led to the destruction of an entire city and small village too. They asked for certain magic items. So I put the stuff in a dark room with a spotlight. Then boarded up the door and up a "don't enter" sign. There was no trap. But, they were so afraid of one they invented ways to get around the non existent traps. Which they failed and accidentally vaporized the city and it's companion town in the process. That's when I told them there was no traps. I got some colorful comments on my sneakiness.
Love these ideas! How about party sees goblin with sack of gold and gives chase. After a few rounds of pursuit, the goblin suddenly gets chomped by a massively OP monster and now the party are being chased instead!
Great video but it bothers me that the audio is only in the left ear with stereo
Yo same
its aggravating
Aight which one of you cast silence?
@@viewviewview1236 I don't have diarrhea, but I finished POSTAL 2: Paradise Lost 2 nights ago
My left earbud doesn't work so i have no voice! 🤣
@@whirl3690 I've never played the Paradise Lost DLC, but I had a parole meeting this morning
“you can use a lure trap to give the enemy a surprise round”
looks back to 2 of my 3 players with alert feat
Players with alert should be facing more surprise rounds not less, makes them feel like their choices mattered when they get to act while their party members are still dumbfounded
@@EdsonR13 100% agree. Build encounters that play into your players strengths and then just make them even stronger to compensate. Then they feel like not only do their choices matter but they feel they would have died if they hadn't made that choice!
Your videos are super clear, cute, and useful!!! Thanks for what you’re doing. I’ve made several more spreadsheets and updates to my homebrew based on your prompts.
I once read about a trap that only took time. The players entered a room with an obvious button and a timer that counted down. The doors locked upon entering.
Pressing the button reset the timer.
In the tale, the players kept pressing the button to stave off their doom while they tried to find the secret exit. In the end it turned out the timer running out just opened the doors.
The lure here was the same as the cost of the trap: more time.
So, when I had my players stuck in this trap, they just let the timer run out and got free immediately. Bit of an anticlimax that.
I did this in my recent campaign and it worked! The players spent about ten minutes in game resetting the timer and checking the room over for how to get out or disable the trap. The barbarian (ic, not irl) rage quit and broke the hour glass (instead of button) which did not stop the clock but had everyone panicking until the doors opened and they realized what was going on.
@@MahoganyDesk Nice! I'm sorry I couldn't source where I originally found it, but I'm glad it worked well for you!
@@9Johnny8 I plucked it off a reddit thread but I have no idea where it actually came from.
I first heard about this in the illustrated Spellbook (another TH-cam channel). I’m not sure if he’s the original source but, like this channel, super helpful and very underrated.
very nice to watch these vid. they remind me old cunning traps i made back in the highschool. Good old days
what if, when they step into a room, the find that while moving towards the treasure is doubled speed, once they reach it, enemies attack, and leaving is difficut terrain or perhaps even obstacles pop up, trapping them for a while with dangerous enemies
Didn’t realize their was a disembodied voice coming from the left earbud, I usually only wear the right.
Seems kinda messed up to chase a random Goblin just to rob it, assuming a heroic party.
Some really nice ideas here.. :)
Chasing the gobbo to rob them wouldn't work for 99% of parties I'm in or DM for. Most would be wondering why the gobbo was scared and offering to help. Parties with good people are nice!
Different worlds, my players would shoot the goblin on sight so it doesn't run away.
I once created a lure for my party that led to the destruction of an entire city and small village too. They asked for certain magic items. So I put the stuff in a dark room with a spotlight. Then boarded up the door and up a "don't enter" sign. There was no trap. But, they were so afraid of one they invented ways to get around the non existent traps. Which they failed and accidentally vaporized the city and it's companion town in the process. That's when I told them there was no traps. I got some colorful comments on my sneakiness.
What is the monster in 4:48? I think it's a giant Otyug?
this is a great tutorial for my left ear
Love these ideas! How about party sees goblin with sack of gold and gives chase. After a few rounds of pursuit, the goblin suddenly gets chomped by a massively OP monster and now the party are being chased instead!
But then they don't get the loot and now your trap is a one trick pony because the players won't do that again. Plus, feels bad.
We need a drawing tutorial spin-off
What is the music in this video? Seems perfect for a mage tower.
It bothers me so much that the dialogue is only in the left ear channel and the background music is in the right ear channel.
no sound on speaker. Your other videos are working, only sometimes sound is quieter; but this one is all silent!
Audio seems unbalanced in this one!
We just got a new mic and we're working out the kinks. Thanks for the feedback!
@@masterthedungeon Yeah it's only coming through my right earphone. The quality of drawings and script are great though, how long to make each vid?
i agree, nerf auralion sol
@@bonusactionrainbow For me, the music's coming out of both sides, but the voice is only coming out of the left side.
... or they shoot the goblin. Because someone will have ranged weapons 🙃
adio is glitched up or something it just sounds like mumbling