In one of my current games, we have a Dragonborn "Paladin" The man is in fact, a Zealot barbarian, and everyone loves him. His "Holy Smite" is just reckless attack, his Rage is a phantasmal suit of armor, and his "Lay on Hands" is him performing CPR
My group doesnt at all the dm doesnt care but this one player is absolutely like "everyone shut up its my turn if you talk i cant hear the dm" "get a fu#$ing hearing aid then i havent seen or talked to my friends in 3 months f$ck you" the things i want to say but dont but i will go home and bitch about the whole thing to my brothers and feel like crap because now i cant talk with my friends really the only thing i was there for.
@Buddha UwU In-character roleplay is all well and good, and I highly encourage it. More often than not, though, the players at my table are talking about real-world drama that ends up sucking in the other players and then the entire session gets put on hold, because the people talking aren't paying attention to anything that is happening in-game and they get too loud for me to try talking over them when the active players are across the table. The point of the game is to have fun while playing the game. If your extraneous talks are preventing the other players at the table from being able to enjoy the game, then you can fuck off. Your enjoyment does not trump anyone else's. And that seems to be lost on @josh greg, considering his attitude toward being asked to not talk over the DM.
Honestly, I love just having sessions that are nothing but Rp. Me and my friends don't need to be throwing dice, and killing Gods and Demons and all that stuff. Sometimes it's just the Party and the NPCs chilling and straight up vibing with each other. Plus, whenever I DM a session like that, it lets me flex my creative muscles as I come up with more NPCs for the party to interact with and such.
8:55 "The unlocked door flies open at incredible speed and smashes itself to pieces against the wall. The sound is deafening and echoes throughout the dungeon." Consequences for actions ✓ Peace maintained ✓ Effect on world made player unintentionally play their character perfectly ✓
DM: "Theres a bunch of bear traps on the floor" Me: *Steps carefully where there's no bear trap* Me: *springs invisible bear trap* Touché. Then I realized: "I'm gonna shuffle my feet until I cross the room. So if there are any traps in the way, I'll just kick them." DM: Huh. I guess that works.
I'm a DM and I absolutely love having my players have secrets from the party. Currently, my gf is playing a secret Ulitharid. She built her entire character around it, class, spells, and all. She even wrote a fake backstory she could tell everyone that asked and was the master of illusions and disguises. It's fantastic. The reveal was amazing. Same game; I had a player playing a Reanimated Skeleton Warlock. He also built around that and always wore a disguise and used magic to look human. His backstory was perfect and his reveal was comical (He tried to swim, but because he's a skeleton he couldn't displace enough water to move). Most of the time, having secrets with the players is amazing and fun. You just have to be the type of DM that will also enjoy that. I don't like the idea of the player's knowing everything when their character's don't know. It makes reactions far more genuine.
Those are awesome! Secrets can be definitely be done well. We’ve pulled them off before. Having codewords to tell the DM to upkeep your secret class that doesn’t even matter all that much to the narrative of the game is silly dumb dumb in my eyes. But I’ve run games where players are completely different than they say, we’ve just come up with easier and more fun ways to Rp it.
@@XPtoLevel3 My thoughts on it are relatively simple in that I prefer my players to play in any way that the player enjoys. If they have a secret class or race I use notes to keep things hidden and let them reveal everything slowly. I never give hints or a definitive yes or no. Even if it doesn't pertain to the narrative it's still enjoyable to watch the first time reaction to the player's secret. The player and the DM just have to work together extra hard for it to work successfully and be fun. There were times, like my current campaign, where I just wrote their secrets to matter to the narrative. I simply see it as I am there to guide them on a narrative. What they do in my story is up to them. They have total freedom to do and be what they want. Whether they have secrets and if/how those secrets are revealed is up to them. I'm just the passanger on this bus with 5 players trying to figure out how to safely drive said bus
Because of the setting of my campaign, I’ve kept the subclass of my character a secret in the story (all the other players know, though). We’re set near and in an elemental city, with districts for air, water, earth, and fire, and ruled by genies and their genasi children. My character is a monk who has a focus on earth (I love homebrewing subclasses, it was a spinoff from the Way of the Four Elements subclass) and using it in combat similar to earthbenders in Avatar. However, because of this, if she uses those abilities around people from the four districts, there’s the high chance of causing problems. The districts are very weakly working together to find an answer to all their children vanishing, and there’s already been distrust because we have two tieflings and most tieflings are obviously from the fire district. The air district queen wouldn’t tell them any information and refused to trust them at all. My character has already caused a huge ruckus with the fire queen, almost been killed by her. If she reveals earth abilities, especially since the earth prince is vouching for the party and covering for us, there’s a very high chance there could be all out civil war with the fire queen blaming my character for being a spy, and the earth kingdom for supporting her. I’ve only used one earth spell in the campaign combat, which was when she was spooked and it was out of surprise defense, and she blamed it on a sinkhole. It makes it a ton harder, but it can really rift the story. I’m excited about where it could go. I’ve actually got a session tonight, and it could change the entire trajectory of the campaign, and she might HAVE to reveal her abilities now. I’m sooooo excited and it’s super fun to have these secrets and details.
Cool,but as they said, if a character says he is a full paladin and does sneak attacks, even the characters can tell, they aren't dumbasses. At least not all of them
I say that's only ok if people are prepared for it. Like this is the kind of campaigns where secrets can hide and everybody knows this. And knowing there's secrets can actually add a level of tension and paranoia to the players that wouldn't be there otherwise. I also wouldn't allow the, is secretly an evil bastard that's gonna murder everybody in their sleep and take their loot. Maybe for a npc but not another player as that tends to feel personal. That's only acceptable in evil campaigns or ones which explicitly state backstabbing is allowed.
Seriously, I play Warhammer with people who just want to roll dice and fight. We have a TON of fun. . Also, some of us play D&D when they want to do other things too. (It's also fun.)
Idk. I understand people wanting to play world of warcraft the board game. Cool classes and spells and monsters and stuff. But the dm should say this beforehand do everyone knows what they are getting into
I disagree, strongly. There isn't a wrong way to play. People playing D&D as a wargame are not playing it wrong, they are playing it the way they want to play it (the vast majority of the rules in the game are for combat anyways). That said, it is best to make sure that everyone is on the same page in what they want out of the game.
@@kiilgore806 But in a counter argument it specifically talks about locked doors or chests. So I'd probably rule the same. However, saying that someone is cheating by avoiding the traps in that way is bad. And I'd totally rule that someone who uses knock and then mage hand to open the chest could do it. That's a resource they just used. Yeah they might not have a use for the resources anymore since they're finishing with the dungeon, but it's kinda like a reward for playing smart in the fight. You didn't waste all your payload so now, if you continue to play smart, you get rewarded again by avoiding the trap. And even then, depending on the nature of the trap if say it was a poison spike shooting out of the keyhole, well now just open it from behind.
Here's the thing though, it doesn't have to open fully, it can unlock and pop up slightly, showing it has been unlocked. Much like a padlock will pop out, but not fall off. It's not necessarily a mechanic thing, it's a flavor thing. Your DM just has to know how to describe shit better.
And we're assuming the trap isn't sprung just from the unlocking. If I were trying to kill people with a locked box trap, I'd make it so the trigger was the unlocking of the box not the opening. So by that logic if the box was unlocked from a distance whatever trap was on it would have been sprung. And if it did specifically require them to open it, there's a myriad of ways they could open it without being in the danger zone. So really it was just the DM out to get the players and being upset they couldn't.
I Dm'ed for my group and when they rolled a 1 I didn't play the bullshit "lol ur character sux", more that it wasn't a perfect attack and the enemy manages to dodge or parry putting you in a disadvantageous situation. It actually led to some cool character building where the barbarian lodged their axe in the ground, and instead of trying to retrieve the axe next turn decided just to punch the shit out of everything and actually managed to kill a few things doing better than they ever did with the axe.
That's so cool! Reading this reminded me to my Arcane Trickster character. He attacked with Acid Splash, the damage dice landed on nat 1 and this happened three times in a row. So he chose to do a physical attack and the damage is better than the magic damage
Yea one campaign I ran a long time ago, very early in the campaign, very basic roots DnD 3.5e, new players new DM... One of the players with a spear rolled a nat 1 and the character's footworked tripped him up and the spear ended up lodged in the ground. On his next turn, I allowed him two actions to try and take it out and he asked if he could use those actions to grapple and punch the nearby goblins instead. He just ditched his spear and stayed true to the fight and it was pretty badass
I've always wanted to create a homebrew class (or something) where rollin a nat 1 attack would lead to a crazy series of unlikely fumbling that would end positively for the player. Literally thought out nothing else about it and will of course never get around to fleshing out and creating anything for it....but I can always muse XD
In my games, whenever a player rolls a one, I have the monsters laugh at them. It's just a stupid little thing, like the goblin laughs as you fumble your blade and leave yourself vulnerable. Well, I did this to one of my friends, and he flipped out and got super angry at me. He called it bullying and at the end of the game he never showed up again.
When a player rolls a 1 in when I DM, I sometimes have it damage themselves or another player (after AC roll). But I also do that with the monsters. I remember one time I was running the Mine's of Phandelver with my family, who were new to DnD. They were in Cragmaw Hideout, facing off against Klarg. While the rest of the party were focused on Klarg and his wolf. One of the goblins was using his bow and he rolled a 1, so I had him accidentally shoot Klarg in the back, causing Klarg to go into a fit of rage. A lot of obscenities were thrown and a lot of laugh were had.
DMing my first session the party is surprised by a group of goblins, but every arrow fails and one goblin rolls a 1, so I described how the arrow missed a party member's head and kills another goblin, they were laughing so hard, I love those dorks
About the guy trying to hack open the unlocked door: He's a barbarian, if he's playing the "standard" barbarian with low int, this could easily be a character thing. A dumb guy who's used to hitting things? And his first thought is to hit the door? I don't see that much wrong with it.
That entire section just comes off as the DM being a dickhead for no reason. Like the guy was obviously just trying to help the new players become familiar with the usual mechanics of the game, and the and the DM punished him unnecessarily
Yeah, I used to do it with a barbarian I had in a not so serious game. He would basically smash anything in his way, specially in shops where he felt the shopkeeper was price gouging too much. Breaking his weapon in that situation was just way too harsh, unless it was like a fortified steel door or something. Maybe if he made the guy take spliters on his eyes or something.
Personally, I would have had the barbarian miss the door and strike the ground, creating a sizable crack in the floor. The door gently creaks open due to the breeze from the sheer force of the axe swing. No one gets severely punished Shows that that kind of decision was rash and not smart Everyone has a laugh
@@iwanjohn7778 Yeah thats actually a great way to go about it. Though even if a weapon breaks, you can cast Mending on it to fix it depending on the weapon and if the break exceeds more than 1 ft in any dimension. But the mending solution is highly reliant on a DM allowing, they could say it doesn't work for whatever reason
@@iwanjohn7778 If you wanted to punish the nat 1, you could also make him swing the weapon wildly, missing the door. Then he loses balance, slamming his head against the door, unhinging it. Both fall violently on the floor. No damage rolled, no weapon broken, no punishment other than a fancy way of saying "things didn't go as planned"
I had players almost die trying to 'break into' a keep, the rogue tried to climb the wall 3 times, they were level 2 and fell unconscious, the gate was open, no one checked.
Reading these comments bring back lots of memories. Yours made me recall the one time the party kept trying to open a door and it wouldn't budge. They pushed, they pounded, they pushed and pounded. I finally gave them a break. They had an NPC along for cannon fodder. As everyone stopped and tried to convince the MU to use his knock spell the NPC reached over and PULLED the door open.
@@francisdhomer5910 In one of my early games GMing Pathfinder, the party went to investigate a spooky manor with a hedge around the sides and a gate open at the front. They went to the side and variously climbed over, forced their way through and lit the hedge on fire. They only ever went through the open gate while on the way out after they had explored the manor and talked to the NPC inside.
@@rowanmurray2842 that is something that at the time I hadn't known yet in the campaign, but I do understand where you are coming from, and his last level was in druid, because now I know them all since I finished the campaign
Literally my favorite part about being the perma-DM is that I can just sit and listen to the party planning and talking about the game at the table. I don’t understand how other dm’s don’t care about their world or the pc’s within.
I love the barbarian story because they all just sidestep Why the player rage-quit, not because of the weapon head falling off because the DM just called them a dipshit to their face. if my DM openly insulted me in our first session ever I might throw some hands, my dude just tossed his dice and left.
Yeah, kinda sounds like a "how dare you be experienced in dnd, your weapon is now broken" i mean the guy was literally trying to help noobs on how to play out standard interactions and the DM breaks his weapon and calls him stupid.
At the same time, do not argue with the DM, especially in front of new players. That’s not appropriate. Also, don’t be a baby because someone burned you because you did something stupid. You play D&D, so don’t act like you can “throw hands,” tough guy.
The DM should listen and gain ideas when th players are role playing and not having to interact with the DM. Everything they say is a plot hook. They gave themselves the plot hook... now attach the plot.
Here is a quick horror story for ya: The set-up: I'm the dm, running Death House in pathfinder because my friend circle refused to play 5e. Super frustrating logistically as the dm, but the only way I was going to be able to run Curse of Strahd. So I took the compromise vs not running at all. We have been playing for years together and besides rough patches in character creation (Clunkiness of pathfinder) they can play just fine. They received proper warning in a session zero that I would be running this setting without pulling punches, rewarding caution and creativity, and not to take character death personally. ( I also hinted that death isn't always the end in this land.) The story: (min spoilers for death house) So one of the players who enjoyed playing a barbarian in another campaign made another barbarian for this one, no problem. I assumed she knew what she was doing. After finding the way into the basement (party lv 2), the player decides to be self appointed party scout and does this by face-tanking everything (traps, ambushes, jumps into the largest groups of enemies every time.) She even fell into THE SAME pit trap, twice. I could tell she was getting frustrated with she even rage-quit into an extended break in the middle of combat without prior warning deep into the dugneon because she was the one that triggered the ambush of ghouls and took the brunt of it. (paralyzed and pulled away from the party to be snacked on.) After a couple of sessions she asks why I am picking on her. Every trap in her face, every combat she barely makes it, etc. I try to explain that it is her choices to lead face first with reckless abandon without checking for traps or letting someone who can lead instead after combat has worn her down. It is her lack of caution in a hostile environment that is doing this to her, not me. She tries to defend that it was what her character would do. I told her that sounds like her character was suicidal and after once or twice should have learned how dangerous this place was. Once her character started hurting for hp she should have gone to the back line. Out of curiosity I asked what her int/wis stats were, 12/10. I told her that her barbarian was smarter than 90% of the average npcs populous. Her character was no genius, but would have known better or had a better sense of self preservation. The end: We ended death house with 2 deaths, neither was the barbarian. One death I spared due to the wild mage sorceress equivalent accidentally summoning a unicorn into strahd's domain. Now its trapped there too as a possible reoccurring npc. After escaping the mansion there recieved a black whicker basket with wine, bread, and cheese with a note from Strahd "Welcome to Barovia."
Usually, when my players roll a one, i'll have them fumble their attack and do like 1 dmg to themselves in the process, keeping the spirit of the critfail and not ruining their campaign when the wizard gets instakilled by a maul *accidentally* hitting him in the face.
@@samiraperi467 That is correct. Though we have played a couple of different systems that do have critical failures, and we like having something along those lines.
@@samiraperi467 I think it's up to the DM to decide what happens on a crit fail regardless of the system, of course as long as it remains reasonable, sure maybe the raw rules of 5e say automatic miss, if you want to play raw then play raw if you want to add or change in these minor things then why not?
My dad had a thief who pretended to be a wizard. He would only cast spells with saves, then tell the party that the enemy succeeded their save. The DM ruined it the first session by saying "you can't cast hold person, your a thief"...
Whenever we roll a 1, we hit a doorway or ourselves. During one fight, we all kept missing and the DM made it funny by making us all hit the doorway even when we were far away from it. To this day we still hit it lmao
I remember a time my entire group I was playing with ragequit on a DM. This was over a decade ago at this point and was in 3rd or 3.5 edition, but i think we were defending a caravan from bandits. Either way, one of the enemies cast Charm Person on the barbarian and immediately the DM takes over the character and turns the barbarian on the party, treating it like Dominate Person. I called him out on this since we were fairly low level and he was playing 1st level spell like a 5th level one, and just making a person magically your friend won't make a Chaotic Good character butcher their other friends on your request. Defend you from them sure. Turn on them and kill them? With the player not having control at all? Not cool. He declared completely seriously that my character was struck and killed by a random bolt of lightning and that it was because I questioned his ruling. The table made sure he was serious, made sure he knew that wasn't cool, and when he wouldn't back track that my character was now dead they threw his DM notes (not anything expensive just a notebook) into the yard and kicked him out with them. To make sure everyone understands how bad that Charm Person ruling is, the DM didn't even give the +5 on the save you get in battle with the caster and the spell specifically calls out it doesn't work that way and that the ongoing battle would have instantly broke the enchantment anyway.
My players spent 15 minutes trying to overtip the carriage driver who dropped them off at the kingdom the campaign takes place in. They already saved him from an ogre so he insisted on them not paying but they insisted even harder om tipping him. Once pressured, he said 5 silver would suffice. One sneakily slipped him a gold coin. One convinced him to take 3 more gold. Then the wizard used prestidigitation to disguide 104 gold coins as 4 silver and 100 copper. They basically went out of their way to give a throwaway NPC like the equivalent of over $10,000 and I lived every second of it because it was hilarious.
Not to be a wet blanket, but I'm pretty sure Knock _does_ only unlock things- at least in 5e. I'd have zero complaints about using Knock and Mage Hand to resolve issues like this though.
I'm all for it, but I also have stipulations on my games that if they overuse something the BBEG, who is observing them, could learn about it and counter it. Their current game is Tomb of Annihilation, and thanks to the caution of the rogue they've been disarming traps and interacting with items all game with mage hand. They've just entered the final tomb and as they descent the levels they're discovering the further they go, some form of magic is gradually suppressing their use of mage hand. In turn they've been coming up with even more clever things to do when those down periods happen. It's exciting to watch.
I say if players are clever enough to do it, then they should be rewarded for it in a logical manner not punished because the dm is feeling sad they didn't fall for it.
The DM of the Barbarian was a douche nozzle. The Barb player was helping the newbies and then playing in character and gets unnecessarily punished. Even all that isn't too bad you could have laughed it off, but then straight up insulting the player is crossing a line imo.
We were 'discussing' how it was ludicrous to give a strength bonus on crossbow damage because it involves no strength to pull a trigger. Dude got so mad he threw a freshly sharpened pencil, point first right into another player's eye, who was saved only because he wore glasses. We all saw the pencil point strike the lens and the entire table went WOAAAAHHH!.
"I'm a ranger. Now, I'll just look at this target for 3 rounds for definitely no reason at all..." pretty shitty assassin. Might as well hold a sign up.
OMG! The story that ended around 5 mins in... USE THAT TIME TO FLESH OUT YOUR WORLD! Be proud that your players are enjoying the role play and that you don't have to worry about throwing monsters at them in order to get kicks out of the game! My favorite moments have been sessions when not a single die was rolled because it was a great RP session!
Several years ago, I played with this man who, whenever we got to an intersection in the dungeon, he would cast Web onto the path he didn't want to go down WITHOUT asking for our input. Eventually, our DM broke the rule be uses for his DMPC (which is to say, he only helps us out during combat bc we have a tendency to TPK and otherwise our DM doesn't get to play) and cast Sleep on the man casting Web. We then tried to tell the man casting Web that he was being really rude. Man casting Web told us all that "This is gay", packed up, and left.
When a Nat 1 is rolled in my games, I don't make players hurt each other...but their enemies might hurt one of the others. Lol. I strive to not do what these other DMs do. Lol
I like the way that Pathfinder 2nd edition does a fumbled attacks. If you critically fail on an attack roll you create an opening. However, nothing automatically happens. If your opponent has a reaction that is triggered by a critical fail on your part then your opponent gets to use that reaction. If you are playing a swashbuckler and your opponent critically fails against you you get a free attack. There are monsters that might get to grab you or try to swallow you. There are all kinds of things that can happen to you based on your opponent's ability to take advantage of your fumble. Or nothing could happen, depending on your opponent.
"A few minutes later." It's even funnier than the verbal typo in the video because it's spelt as "minuets". A minuet is a type of dance, so what happens is that music suddenly starts playing out of nowhere and all the characters just start dancing, then stop to resume what they were doing.
The "secret class" thing CAN be done well, I've been a player in a campaign where a fellow player pulled it off! 3.5e, he's playing a light-armor caster of some sort tossing arcane magic. With so many splat books I figured it was some bard or warlock variant/prestige class, cool. But a lot of oddities kept popping up, and eventually I (Inquisitor Cleric) sat him down in-character and went "look, we've been through a lot and I trust you, but I need to know what's up." Turns out he'd been playing Beguiler and using wand sheathes + slight of hand to fake being a proper caster - it was really cool and we all had a lot of fun with it. So it CAN be done, but it takes the right player. To this day I still think he's one of the best roleplayers I've known, definitely better than me. Keep it real, Tom!
I had a player ragequit an M&M game. They had a power that, any time they touched a living being, blades of dark energy lashed out and attacked that thing. I figured they'd try to hide it and not want to get anyone close to them out of fear of what would happen. Session 1, they wake up out of cryosleep in a forest near the other players. They are hungry, so they grab a rabit-like creature nearby. It gets decapitated. The other players see this but greet her anyway. One of them is a giant spider, and they punch it, also causing their power to try to hit the spider, but miss. They then try to hug another character. That character backs away. So they chase them. The players break character to tell them to stop trying to kill their character, and that their character saw what would happen if they were touched and are trying to avoid that. So they left the discord server and the roll20 game without saying anything to me.
Well, to be fair, while some of these stories are atrocious, some are really just disagreements where no one is fundamentally wrong. Doing wrong things happen. The point is to learn to talk the problems out, to not be obtuse and to be mindful of others and their fun.
The situations vary greatly. Some of them take place over several sessions or even entire campaigns. Others are singular events. You can’t really leave something that happens over the course of a few minutes because you won’t know how it will turn out.
I have never liked the idea of the critical fumble. This is largely because it usually only happens to players. When the monster rolls a 1, they just miss. When the fighter rolls a 1, he drops his sword (or his sword breaks), putting him out of the action unless he has a backup weapon.
I left a DnD 5e session in the middle of a fight. The DM had some homebrew rules that I really didn't like. Rule N°1: No doble dash. My rogue cuouldn't use his action to dash then use his cunning action to dash and catch and evil wizard. I didn't like it but I respected it. Rule N°2: If you rolled a nat 20 in an attack, you must roll again and it's only a crit if you rolled a nat 20 again. Again, didn't like it but I respected it. Rule N°3: Disengage means that your enemies have disadvantage in their attack of oportunity. ...I thanked everyone in the table (Roll20/Discord) and left. I made my own DnD 5e table. The other 3 players left the other table to play in mine with other 2 more. Still playing after 8 months.
Lol All of these rules are trash and literally just make the game needlessly harder for the players. Basically guaranteeing crits will never be a thing. Whats the point? You're the DM, bro. Don't worry, you'll win regardless.
Our chaotic barbarian was chained up by the police's famous chains that are unbreakable. The barbarian rolled two consecutive nat 20s to escape. The DM basically said "they pull apart and you feel freed... Then they reform much tighter than before." TO BE FAIR, we were being arrested and the entire session the barbarian was being absurd and the party was getting tired of it, and the party was begging him to follow along with the police orders.
I disagree with your ruling on the barbarian. Sure he was acting smarter than he shoudlve with the rogue, but hes trying to help newbies. Him trying to bust the door down Shining or Leeroy style is prob in character for a dumb barbarian and honestly not the stupidest thing. you tried to equate it to chucking an axe across a canyon but its more of a "FBI OPEN UP". Like imagine it was an fbi situation. "Hey trapper, check the door for traps" "No traps" "Alright, lets bust the door down and take him by surprise" You wouldnt open the door like that. But then again, checking the door for being unlocked depends on what their intent inside was. Back to the barb. Assuming their level 1, you just took away his only weapon for doing something not even ridiculously stupid. Then when he tried to say that your nat 1 ruling was unfair, you drop a harsh insult thats honestly unprovoked. Then laugh as he leaves, treating them as "just a rage quitter." DM is the asshole and just set an awful impression for his newbie table "shoulve just said you swung your axe and got it stuck in the door or hit the frame accidentally."
Battle axes aren’t mauls. The head is made to cut flesh, not split wood. Using one on a dungeon door, and then fumbling, would almost definitely damage it.
@@lovejoy1311 But to 100% break it for a noob party and only 1 experienced player? There's no reason to do that unless you're being a dick as a DM or a realism horndog. Sure you could have the Barbarian do something funny or fumble, but to break one of his only weapons, then call insult the player (not the character) for no other reason than the experienced person helping out the noob Rogue. Is uncalled for
It wasn't really a ragequit but i was setting up my first campaign. I spent a good hour just setting up the game mat, drawing everything out, and setting up all the figures. Id been planning it for weeks. Two of the players, which was half the party, arrive the day of the first session and told me they really weren't all that interested in playing and just wanted to board games instead. Haven't bothered trying to run a campaign since
2:40 Somehow I do that. But I also kill my own monsters when I roll a 1. One time a PC killed himself with his Warhammer, and another time my Goblin invasion ended with 5 out of 12 killing themself. Not all the time tho, depending on where they stand (or what happened so far in the batlle), they (PC's and monster) might also drop their weapon or they hit the wall, breaking the weapon in the process(if another weapon is readily aviable on the ground) or they just fall on their face, being prone.. I think Im a very chaotic DM that puts too much power to nat 1 and nat 20. My players never complained to me about it tho. Whenever I ask them, they said they had loads of fun, and then they praise me for roleplaying the monsters a lot, giving them character or scare factor or other, unrelated things.
The door one reminds me of the moment in the second session of my current campaign when the Orc Zeal Cleric gave a huge pair of double doors to a monestary a boot while it was unlocked, sending them slamming inwards and alerting all the zombies to the fact that they were there.
Thanks for the "Out of the Box" promo, guys. 50 of the 55 encounters were written by yours truly, including "Jailbreak" and "The Argument" shown in the video. They were fun and challenging to write, and were written such that a DM could know the "whys" and the "hows" of the encounter, as well as the inevitable player chaos that occurs.
That moment when they’re talking about players messing around and spending time in character and doing random stuff. I’m sitting here going “I wish my players would do that.”
Me: rolls 1 Anubis has decided to gift you with a skeleton, that attacks you now, and also next turn cuz he attacks first on your turn then switches to the enemy initiative. Enemy Goblin Archer: rolls 1 His bowstring snaps, he takes no damage, nothing else happens, he runs away.
4:00 Fumble charts are really detrimental to fighters though (or anyone with a high number of attacks) because they will roll more 1s than other party members. As a DM, I think you should just be careful that it's fair and fun for every player and that it fits the "tone" of your campaign.
I tend to apply fumble charts to spells as well and just find a way to make things go badly on natural 1s on spell attacks or natural 20s on the reciever’s save on spells with saves but when i do that i also use a crit chart that i use the same way but with the opposite of the fumble when using it for spells. My players really enjoys it even tho the charts i have atm are really barebones as i havent played with it long enough to properly balance it and to make up new effects that are not kinda boring when you have had the same one popp up a lot
I think, if you're going to use critical failure tables at all, that you should have separate charts depending on class, or, if you're really ambitious, make ones for each individual character and for different creature groups. Scaling the charts by level is a good thing to do, too. For instance, Fighters should have a greater ratio of "the attack just misses" on their tables (and all fumble charts should include a chance of no fumble at all), while say that large hoard of disorganized goblins your low-level PCs are fighting should be constantly fumbling over each, fighting between each other on who to try to kill, breaking their shoddy weapons, and tripping all over the place... maybe not even only on just rolls of natural 1. Good way to throw more enemies at the players than they could reasonably fight for the sake of effect.
See, I'd think of a list of these types of things for melee combat, enough to roll a d4 for and pick randomly haha. An Acrobatics check to see if you keep your balance after a whiffed swing or either 1.) trip flat your butt and have disadvantage for the end of the round or 2.) fling yourself to an unfortunate spot still in range of the target (don't take any opportunity attacks), 3.) just take d4 nonlethal damage from hitting yourself in your gonads with the handle, or finally 4.) make a Dexterity save to see if you fumble your weapon. Something extremely silly would happen on two nat 1's in the same round, turn, like just don't roll you're prone now and incapacitated until the end of the turn, or you fling your weapon up to 15 feet away behind the enemy or by a cliff. For ranged attacks it's a lot more situational, like roll a Constitution check to see if you walk into a wall or a nearby ally and get disadvantage on your next shot this turn, a Dex save to see if your arrow slips out of your grasp before you fire, or just attack a party member in the line of fire with disadvantage, or if you're really unfortunate you shoot your party member in the butt for half damage. Same goes for enemy attacks; often times something's relevant to the situation at hand but the ol' weapon fumble is an easy go-to.
Players using mage hand to evade traps is great. Then one time I made a trapped chest by an intelligent NPC that drops out the floor everywhere except right in front of the chest.
When I fumble, it depends on what I'm feeling like. Like if you got allies 40ft away, you can't roll a one on a melee and suddenly stab them. And if you chuck your sword, then there's the logic to add. I'd usually have them slip and fall on their butts. Or hurt themselves. It just depends on how I as the DM wanna spin it.
One time, my tempest cleric used his maul to bust open a locked chest. I rolled a natural 20 and the dm ruled that I swung so hard that I opened the chest... But split my maul in two.... I literally picked up that maul in the previous session, dwarven made :/
You LOST your weapon on a NATURAL 20? I reeeeeeeally hope that you meant to say natural 1, because that’s probably the worst reward for a critical success I’ve ever heard.
@@96Logan Your DM is a fuckin’ sadist. Or maybe the maul was cursed or something, and they were doing you a favor...? I’m grasping at straws. I can’t justify this if I try.
Recently i had someone ragequit, i am a newer DM so I don’t know how everything especially item prices works so a player that is experienced was telling me what it was but one of the other players didn’t like that and ragequits saying i am more noobie than he thought and not to have others “DM for me”
For the axe-in-door one I would have done smth like "You swing your axe into the door, the _unlocked_ door swings open, bringing you and your now stuck axe with it and causing you to fall. Maybe you should check if its opened next time to save from embarrassment!"
A DM that gets bored from rp?? Our DM says that watching our group play is like watching a new episode of his favorite show. We can go several sessions without combat, just interacting with each other and our cast of npcs. I'm so glad to be in a group where the dynamic just works.
2:24 I had my first ever dnd session yesterday and I rolled a one in combat and the whole table including me laughed our asses off it was funny bc I was the character with the most combat experience in my Backstory
I really appreciate that some of the horror stories are from you guys and such because it really helps pointing out everyone can mess up and be like (welp next time I'll try and do that better). I've gotten so much better as a dm in the last year and thinking about some of the stuff I did when I was still newish to dming and even occasionaly recent things I'm just like "yikes I'm a crappy dm" xD
Actually the Assassin bit is mostly on you, because you allowed the Assassin to think he could be secretive within the party in the first place, then instead of confronting him about it slowing down combat, you procrastinated until finally someone put two and two together and didn't even attempt to obfuscate with a roll. Always roll, particularly behind your screen then at the very least the sound of the dice will give you an air of neutrality to fall back on.
For my games, natural ones are mixed successes. For example, the fighter slashes the goblin with his sword, but overswings and leaves himself open to an attack of oppourtunity. Or the barbarian tries to bash down a door, he does it, but strikes the door too hard and falls into the room.
My dm broke my character's monk weapon in half on a nat 1. it sucked and I was shocked he would do that, but he knew our brand new (completely new to dnd, and new to the already established party) player's character had mending, and this gave her an opportunity to feel like she was meaningfully contributing by letting her come to the conclusion that she could help. It was actually a good bonding experience. That's how you do that. Give your players punishments, but let them recover from them.
I used to do a similar rule to the first story for a warhammer 40k rpg, but it absolutely worked both ways. One time the party was fighting a group of cultists, and one of the PC's was hit in the head with a grenade pin. They were confused until they heard the enemy sergeant scream in horror and the botched grenade exploded killing half the cultists.
In the barbarian door story: IMO DM should be the one that gives hints to help new players mechanically. Experienced player should encourage group cohesion and role play. Keeps OoC and in character very neat.
I mean, if you say it in a OOC context, it's fine. But a Barbarian who has the intelligence of a brick shouldn't be actively giving advice. Especially since canonly, there were characters more intelligent then him. Also the Dm shouldn't have broken his weapon like that. Unless he was using a rusty, worm eatened chopping ax, or he put an ungodly amount of force on that axe handle, it shouldn't have been possible for him to break it so easily. A person playing their dumb character like they're dumb shouldn't be punished for being in character. Especially when said punishment's only ground to stand on are flimsy, often illogical, nat 1 rules.
Rikku Takanashi mechanics from DM. Role play from players. As mentioned by video, if it could be re-attached with mending, rope, etc. then it’s no big deal. Degradation or permanent breaking would be excessive.
I feel that having a 1/20 chance to just fumble might be a bit much. I’d suggest rolling another d20 and if you roll under a certain number then you cause a fumble. Or you have a dynamic cart based on how hard of a fumble you make. Having a 1/20 to completely fuck things always seems a bit harsh compared to what a crit gives you of just double damage.
Almost though this video was about me but I’m 13 and all my party members ARE tarasks, and all the monsters are a half tarask half normal monster. So the even edgier and slightly more emotionally depressed party members fight things like tarask-goblins or tarask orcs. Half of the time the villages they visit are actually on the backs of god-tarasks that are roaming the emo plane.
Once, my DM prepared a pre-encounter with a HUGE mutant centaur and three buffed smaller centaurs We used magic and tricks to drive the three smaller centaurs away and fought only the mutant centaur (only engaged because our rogue didn't manage to drive him away in disguise, so he simply surprise attacked him). After the encounter ends, the DM said "something something, but as you were smart, you managed to fight only the bigger centaur. Here's a 1/3 of a level because *excuse* " That's what a Good DM does. He doesn't get mad that you managed to avoid an encounter. He gives you advantage because you were smart
Honestly think that introverts make better DMs, simply cause you need to have the patience to sit there, shut up and listen to a bunch of people ramble (which means extroverts tend to make for better players).
My DM has an interesting system for critical fails. He gives us a choice. Usually it's like "drop your sword or fall prone" but sometimes it's like "hit your friend or hit the cavern floor with unknown consequences" which is how we ended up falling into a long forgotten temple
The axe in the door could have got stuck and maybe if they rolled badly on pulling out they pull it out but the axe head comes off. It can be repaired but is stuck in the door still. Got to be creative to get it out.
I love a good secret, if done well they can be very enjoyable. But if they're silly like "I'm an archer but secretly I'm a rogue hehe" that's kind of like a "oh.. Your acc a rogue.. OK" . Played a character (homebrewed campaign) where she was on the run and my party ran into a few random encounters/fights of guards from a different city hellbent on searching for her which they didn't know until later. And once she died, I played another character in the same campaign where I gained a eventually gained a power during our journeys which had a defect where i had to "interact" with random civs and eventually there was a slowly building murder mystery case in the city. Only for me to confess to my party that I needed to consume human flesh with a max of 3 days, and it seems to reset with each body or I lose consciousness, control of my character and go on a frenzy. Was a very fun time hahaha.
Whenever somebody rolled a 1 in our campaigns, they would see a random penguin that NOBODY ELSE sees and get distracted from what they're doing so that they fumble. We even had a religion out of it at one point where if you were a dedicated follower of the religion, natural ones were successes and the penguins would actually help you, and instead 2s were crit fails.
"So one time, in one of Jacob's older games-"
Jacob: *Internally screaming*
Ehlayna W. You can visibly see the fear in his face
“So I played this little trickster move with my trickster character who was very . . . Tricky”
*Windows shutdown noise*
I have horror story
First time playing 5e
Minimum intelligence
Slices sun in half
Dm says roll
I roll a nat 20
I accidentally triggered a rage quit in a game of Risk once. My kind of friend actually threw the board off of the table and ended the party forever.
He didn't say that Logan wasn't his fiancé!
Well it's obvious why.
It’s a running joke
@@obviouslykaleb7998 I meant it's obvious why he didn't say it. Because Logan is his fiance
He didn't say the cat is not his fiancee!
He didn't say you're not his fiancee! *gasp*
@@janelantestaverde2018 He didn't say he wasn't his fiancé!
Imagine playing D&D and not having fun holy shit
No D&D is better than bad D&D
It happens
Isnt that just 4e
_scary_
@@george6757 ruthless good sir. Ruthless...
In one of my current games, we have a Dragonborn "Paladin" The man is in fact, a Zealot barbarian, and everyone loves him. His "Holy Smite" is just reckless attack, his Rage is a phantasmal suit of armor, and his "Lay on Hands" is him performing CPR
I actually like Lay on Hands being not healing. Like, you could literally flavor it being an encouraging pat on the back
Sounds like a bloody good game
This Dragonborn "Paladin" is the antithesis to the "Dragonborn" Paladin, where it's two Kobolds on each other's shoulders in a suit of armour.
Quite literally “Lay on hands”.
I like him already.
As a dm I love when my characters just stop and shoot the breeze with each other because I can work on other shit while they are doing it.
FriendofFantasy i feel you man haha
Me too
My group doesnt at all the dm doesnt care but this one player is absolutely like "everyone shut up its my turn if you talk i cant hear the dm" "get a fu#$ing hearing aid then i havent seen or talked to my friends in 3 months f$ck you" the things i want to say but dont but i will go home and bitch about the whole thing to my brothers and feel like crap because now i cant talk with my friends really the only thing i was there for.
@Buddha UwU In-character roleplay is all well and good, and I highly encourage it. More often than not, though, the players at my table are talking about real-world drama that ends up sucking in the other players and then the entire session gets put on hold, because the people talking aren't paying attention to anything that is happening in-game and they get too loud for me to try talking over them when the active players are across the table.
The point of the game is to have fun while playing the game. If your extraneous talks are preventing the other players at the table from being able to enjoy the game, then you can fuck off. Your enjoyment does not trump anyone else's. And that seems to be lost on @josh greg, considering his attitude toward being asked to not talk over the DM.
Honestly, I love just having sessions that are nothing but Rp. Me and my friends don't need to be throwing dice, and killing Gods and Demons and all that stuff. Sometimes it's just the Party and the NPCs chilling and straight up vibing with each other. Plus, whenever I DM a session like that, it lets me flex my creative muscles as I come up with more NPCs for the party to interact with and such.
“Let’s have a round of applause for no one” -my new favorite line from this channel
Aww, thank you very much 😌
"But I didn't hit him! His AC is a pillow!"
"I'm bleeding right in my... pillow"
8:55 "The unlocked door flies open at incredible speed and smashes itself to pieces against the wall. The sound is deafening and echoes throughout the dungeon."
Consequences for actions ✓
Peace maintained ✓
Effect on world made player unintentionally play their character perfectly ✓
Do you DM?
We may never know if he DMs.
Any updates haha
guys I don't know if he's gonna tell us
Come on dude, do you DM?
DM: "Theres a bunch of bear traps on the floor"
Me: *Steps carefully where there's no bear trap*
Me: *springs invisible bear trap* Touché.
Then I realized: "I'm gonna shuffle my feet until I cross the room. So if there are any traps in the way, I'll just kick them."
DM: Huh. I guess that works.
@@thundervolt9624 That is actually genious
Roll a dexterity check to see if you properly shuffle across
Still could trip.
Florida: 100
See just bring a pole, or throw a gnome.
I'm a DM and I absolutely love having my players have secrets from the party. Currently, my gf is playing a secret Ulitharid. She built her entire character around it, class, spells, and all. She even wrote a fake backstory she could tell everyone that asked and was the master of illusions and disguises. It's fantastic. The reveal was amazing.
Same game; I had a player playing a Reanimated Skeleton Warlock. He also built around that and always wore a disguise and used magic to look human. His backstory was perfect and his reveal was comical (He tried to swim, but because he's a skeleton he couldn't displace enough water to move).
Most of the time, having secrets with the players is amazing and fun. You just have to be the type of DM that will also enjoy that. I don't like the idea of the player's knowing everything when their character's don't know. It makes reactions far more genuine.
Those are awesome!
Secrets can be definitely be done well. We’ve pulled them off before.
Having codewords to tell the DM to upkeep your secret class that doesn’t even matter all that much to the narrative of the game is silly dumb dumb in my eyes.
But I’ve run games where players are completely different than they say, we’ve just come up with easier and more fun ways to Rp it.
@@XPtoLevel3 My thoughts on it are relatively simple in that I prefer my players to play in any way that the player enjoys. If they have a secret class or race I use notes to keep things hidden and let them reveal everything slowly. I never give hints or a definitive yes or no. Even if it doesn't pertain to the narrative it's still enjoyable to watch the first time reaction to the player's secret.
The player and the DM just have to work together extra hard for it to work successfully and be fun. There were times, like my current campaign, where I just wrote their secrets to matter to the narrative.
I simply see it as I am there to guide them on a narrative. What they do in my story is up to them. They have total freedom to do and be what they want. Whether they have secrets and if/how those secrets are revealed is up to them. I'm just the passanger on this bus with 5 players trying to figure out how to safely drive said bus
Because of the setting of my campaign, I’ve kept the subclass of my character a secret in the story (all the other players know, though). We’re set near and in an elemental city, with districts for air, water, earth, and fire, and ruled by genies and their genasi children. My character is a monk who has a focus on earth (I love homebrewing subclasses, it was a spinoff from the Way of the Four Elements subclass) and using it in combat similar to earthbenders in Avatar.
However, because of this, if she uses those abilities around people from the four districts, there’s the high chance of causing problems. The districts are very weakly working together to find an answer to all their children vanishing, and there’s already been distrust because we have two tieflings and most tieflings are obviously from the fire district. The air district queen wouldn’t tell them any information and refused to trust them at all. My character has already caused a huge ruckus with the fire queen, almost been killed by her.
If she reveals earth abilities, especially since the earth prince is vouching for the party and covering for us, there’s a very high chance there could be all out civil war with the fire queen blaming my character for being a spy, and the earth kingdom for supporting her. I’ve only used one earth spell in the campaign combat, which was when she was spooked and it was out of surprise defense, and she blamed it on a sinkhole. It makes it a ton harder, but it can really rift the story. I’m excited about where it could go.
I’ve actually got a session tonight, and it could change the entire trajectory of the campaign, and she might HAVE to reveal her abilities now. I’m sooooo excited and it’s super fun to have these secrets and details.
Cool,but as they said, if a character says he is a full paladin and does sneak attacks, even the characters can tell, they aren't dumbasses. At least not all of them
I say that's only ok if people are prepared for it. Like this is the kind of campaigns where secrets can hide and everybody knows this. And knowing there's secrets can actually add a level of tension and paranoia to the players that wouldn't be there otherwise. I also wouldn't allow the, is secretly an evil bastard that's gonna murder everybody in their sleep and take their loot. Maybe for a npc but not another player as that tends to feel personal. That's only acceptable in evil campaigns or ones which explicitly state backstabbing is allowed.
"If you want ti just throw dice and fight then go play Risk."
Exactly. That's exactly it.
Seriously, I play Warhammer with people who just want to roll dice and fight. We have a TON of fun.
.
Also, some of us play D&D when they want to do other things too. (It's also fun.)
Idk. I understand people wanting to play world of warcraft the board game. Cool classes and spells and monsters and stuff. But the dm should say this beforehand do everyone knows what they are getting into
Yeah I could see an arena style game where it's just encounters fun but tiring after a while. Sounds great for people to test character builds
I disagree, strongly. There isn't a wrong way to play. People playing D&D as a wargame are not playing it wrong, they are playing it the way they want to play it (the vast majority of the rules in the game are for combat anyways).
That said, it is best to make sure that everyone is on the same page in what they want out of the game.
DND risk is born
*reads through the Knock spell* yeah... literally no where in here does it say it opens a box, it only says it unlocks it...
3.5e apparently has the opens thing, while 5e has the unlocking.
@@kiilgore806 Then it would make sence. If they are playing 5e, the DM is right.
@@kiilgore806 But in a counter argument it specifically talks about locked doors or chests. So I'd probably rule the same. However, saying that someone is cheating by avoiding the traps in that way is bad. And I'd totally rule that someone who uses knock and then mage hand to open the chest could do it. That's a resource they just used. Yeah they might not have a use for the resources anymore since they're finishing with the dungeon, but it's kinda like a reward for playing smart in the fight. You didn't waste all your payload so now, if you continue to play smart, you get rewarded again by avoiding the trap. And even then, depending on the nature of the trap if say it was a poison spike shooting out of the keyhole, well now just open it from behind.
Here's the thing though, it doesn't have to open fully, it can unlock and pop up slightly, showing it has been unlocked. Much like a padlock will pop out, but not fall off.
It's not necessarily a mechanic thing, it's a flavor thing. Your DM just has to know how to describe shit better.
And we're assuming the trap isn't sprung just from the unlocking. If I were trying to kill people with a locked box trap, I'd make it so the trigger was the unlocking of the box not the opening. So by that logic if the box was unlocked from a distance whatever trap was on it would have been sprung. And if it did specifically require them to open it, there's a myriad of ways they could open it without being in the danger zone. So really it was just the DM out to get the players and being upset they couldn't.
I Dm'ed for my group and when they rolled a 1 I didn't play the bullshit "lol ur character sux", more that it wasn't a perfect attack and the enemy manages to dodge or parry putting you in a disadvantageous situation. It actually led to some cool character building where the barbarian lodged their axe in the ground, and instead of trying to retrieve the axe next turn decided just to punch the shit out of everything and actually managed to kill a few things doing better than they ever did with the axe.
That's so cool!
Reading this reminded me to my Arcane Trickster character. He attacked with Acid Splash, the damage dice landed on nat 1 and this happened three times in a row. So he chose to do a physical attack and the damage is better than the magic damage
Deserves inspiration!
Yea one campaign I ran a long time ago, very early in the campaign, very basic roots DnD 3.5e, new players new DM... One of the players with a spear rolled a nat 1 and the character's footworked tripped him up and the spear ended up lodged in the ground. On his next turn, I allowed him two actions to try and take it out and he asked if he could use those actions to grapple and punch the nearby goblins instead. He just ditched his spear and stayed true to the fight and it was pretty badass
I've always wanted to create a homebrew class (or something) where rollin a nat 1 attack would lead to a crazy series of unlikely fumbling that would end positively for the player. Literally thought out nothing else about it and will of course never get around to fleshing out and creating anything for it....but I can always muse XD
How..? Don't unarmed strikes deal fixed 1+strength damage ubless you play monk!?
Darn, what a badass.
In my games, whenever a player rolls a one, I have the monsters laugh at them. It's just a stupid little thing, like the goblin laughs as you fumble your blade and leave yourself vulnerable. Well, I did this to one of my friends, and he flipped out and got super angry at me. He called it bullying and at the end of the game he never showed up again.
That's the risk of someone identifying with their character and ALSO having some insecurities (like we all do, really).
Is he twelve years old? Geez
When a player rolls a 1 in when I DM, I sometimes have it damage themselves or another player (after AC roll). But I also do that with the monsters. I remember one time I was running the Mine's of Phandelver with my family, who were new to DnD. They were in Cragmaw Hideout, facing off against Klarg.
While the rest of the party were focused on Klarg and his wolf. One of the goblins was using his bow and he rolled a 1, so I had him accidentally shoot Klarg in the back, causing Klarg to go into a fit of rage. A lot of obscenities were thrown and a lot of laugh were had.
So he thinks you bullied him because he completely randomly rolled a 1? Lmao
@@neikrodent You're definitely not getting it.
DMing my first session the party is surprised by a group of goblins, but every arrow fails and one goblin rolls a 1, so I described how the arrow missed a party member's head and kills another goblin, they were laughing so hard, I love those dorks
Thomas Ledesma
I like fun little fumbles like that.
A recurring band of scrub goblins would actually be pretty great
About the guy trying to hack open the unlocked door:
He's a barbarian, if he's playing the "standard" barbarian with low int, this could easily be a character thing.
A dumb guy who's used to hitting things? And his first thought is to hit the door? I don't see that much wrong with it.
That entire section just comes off as the DM being a dickhead for no reason. Like the guy was obviously just trying to help the new players become familiar with the usual mechanics of the game, and the and the DM punished him unnecessarily
Yeah, I used to do it with a barbarian I had in a not so serious game. He would basically smash anything in his way, specially in shops where he felt the shopkeeper was price gouging too much. Breaking his weapon in that situation was just way too harsh, unless it was like a fortified steel door or something. Maybe if he made the guy take spliters on his eyes or something.
Personally, I would have had the barbarian miss the door and strike the ground, creating a sizable crack in the floor. The door gently creaks open due to the breeze from the sheer force of the axe swing.
No one gets severely punished
Shows that that kind of decision was rash and not smart
Everyone has a laugh
@@iwanjohn7778 Yeah thats actually a great way to go about it. Though even if a weapon breaks, you can cast Mending on it to fix it depending on the weapon and if the break exceeds more than 1 ft in any dimension. But the mending solution is highly reliant on a DM allowing, they could say it doesn't work for whatever reason
@@iwanjohn7778 If you wanted to punish the nat 1, you could also make him swing the weapon wildly, missing the door. Then he loses balance, slamming his head against the door, unhinging it. Both fall violently on the floor. No damage rolled, no weapon broken, no punishment other than a fancy way of saying "things didn't go as planned"
I had players almost die trying to 'break into' a keep, the rogue tried to climb the wall 3 times, they were level 2 and fell unconscious, the gate was open, no one checked.
Reading these comments bring back lots of memories. Yours made me recall the one time the party kept trying to open a door and it wouldn't budge. They pushed, they pounded, they pushed and pounded. I finally gave them a break. They had an NPC along for cannon fodder. As everyone stopped and tried to convince the MU to use his knock spell the NPC reached over and PULLED the door open.
@@francisdhomer5910 In one of my early games GMing Pathfinder, the party went to investigate a spooky manor with a hedge around the sides and a gate open at the front. They went to the side and variously climbed over, forced their way through and lit the hedge on fire. They only ever went through the open gate while on the way out after they had explored the manor and talked to the NPC inside.
Funny, but I feel like an open gate is something a character should be able to automatically notice. Unless it was hidden from view or something.
The most horrific thing during Halloween
Life problems.
Luke Genness the Illuminati would like to know your location.
"You can't just be 'I'm a Paladin' and then use sneak attack"
*Vaxildan would like to know your location*
Vax was only a level 1 paladin, but YEEES
Unfamous Frashner Vax had 6 levels of Paladin total.
@@rowanmurray2842 that is something that at the time I hadn't known yet in the campaign, but I do understand where you are coming from, and his last level was in druid, because now I know them all since I finished the campaign
"gets angry hearing people speak."
That's 90% of the game.
Literally my favorite part about being the perma-DM is that I can just sit and listen to the party planning and talking about the game at the table. I don’t understand how other dm’s don’t care about their world or the pc’s within.
I love the barbarian story because they all just sidestep Why the player rage-quit, not because of the weapon head falling off because the DM just called them a dipshit to their face. if my DM openly insulted me in our first session ever I might throw some hands, my dude just tossed his dice and left.
Yeah, the DM was a goddamn asshole.
Yeah, kinda sounds like a "how dare you be experienced in dnd, your weapon is now broken" i mean the guy was literally trying to help noobs on how to play out standard interactions and the DM breaks his weapon and calls him stupid.
Yeah the DM was 100% an asshole without cause. Sounds like a bad DM who wants to be validated for their poor choice
At the same time, do not argue with the DM, especially in front of new players. That’s not appropriate. Also, don’t be a baby because someone burned you because you did something stupid. You play D&D, so don’t act like you can “throw hands,” tough guy.
@@kolbywilliams7234 You play D&D....why are you acting like YOU can throw hands...I'm confused.
With the door one, he should've made the axe get stuck, put enemies on the other side, barbarian has to waste a turn pulling the axe out of the door
The DM should listen and gain ideas when th players are role playing and not having to interact with the DM.
Everything they say is a plot hook. They gave themselves the plot hook... now attach the plot.
Here is a quick horror story for ya:
The set-up:
I'm the dm, running Death House in pathfinder because my friend circle refused to play 5e. Super frustrating logistically as the dm, but the only way I was going to be able to run Curse of Strahd. So I took the compromise vs not running at all. We have been playing for years together and besides rough patches in character creation (Clunkiness of pathfinder) they can play just fine. They received proper warning in a session zero that I would be running this setting without pulling punches, rewarding caution and creativity, and not to take character death personally. ( I also hinted that death isn't always the end in this land.)
The story: (min spoilers for death house)
So one of the players who enjoyed playing a barbarian in another campaign made another barbarian for this one, no problem. I assumed she knew what she was doing. After finding the way into the basement (party lv 2), the player decides to be self appointed party scout and does this by face-tanking everything (traps, ambushes, jumps into the largest groups of enemies every time.) She even fell into THE SAME pit trap, twice. I could tell she was getting frustrated with she even rage-quit into an extended break in the middle of combat without prior warning deep into the dugneon because she was the one that triggered the ambush of ghouls and took the brunt of it. (paralyzed and pulled away from the party to be snacked on.)
After a couple of sessions she asks why I am picking on her. Every trap in her face, every combat she barely makes it, etc. I try to explain that it is her choices to lead face first with reckless abandon without checking for traps or letting someone who can lead instead after combat has worn her down. It is her lack of caution in a hostile environment that is doing this to her, not me. She tries to defend that it was what her character would do. I told her that sounds like her character was suicidal and after once or twice should have learned how dangerous this place was. Once her character started hurting for hp she should have gone to the back line. Out of curiosity I asked what her int/wis stats were, 12/10. I told her that her barbarian was smarter than 90% of the average npcs populous. Her character was no genius, but would have known better or had a better sense of self preservation.
The end:
We ended death house with 2 deaths, neither was the barbarian. One death I spared due to the wild mage sorceress equivalent accidentally summoning a unicorn into strahd's domain. Now its trapped there too as a possible reoccurring npc. After escaping the mansion there recieved a black whicker basket with wine, bread, and cheese with a note from Strahd "Welcome to Barovia."
"quick"
“ I thought we were playing heads up seven up” lol best line ever 😂
I saw him and before he said anything thought to myself "It looks like Logan is playing heads up seven up... But that can't be it."
Usually, when my players roll a one, i'll have them fumble their attack and do like 1 dmg to themselves in the process, keeping the spirit of the critfail and not ruining their campaign when the wizard gets instakilled by a maul *accidentally* hitting him in the face.
Sure, houserule that. But not all systems even have a crit fail, 5e being one. In 5e 1 is just an automatic miss, nothing more.
@@samiraperi467 That is correct. Though we have played a couple of different systems that do have critical failures, and we like having something along those lines.
@@samiraperi467 I think it's up to the DM to decide what happens on a crit fail regardless of the system, of course as long as it remains reasonable, sure maybe the raw rules of 5e say automatic miss, if you want to play raw then play raw if you want to add or change in these minor things then why not?
My dad had a thief who pretended to be a wizard. He would only cast spells with saves, then tell the party that the enemy succeeded their save. The DM ruined it the first session by saying "you can't cast hold person, your a thief"...
"he threw his dice and me" It becomes a little more serious when the player lifts and throws the GM lol
Whenever we roll a 1, we hit a doorway or ourselves. During one fight, we all kept missing and the DM made it funny by making us all hit the doorway even when we were far away from it. To this day we still hit it lmao
You are in a field, goblins surround
Barbarian readies greathammer goes to make raged power attack.
1
You hit the door
For the unlocked door and the nat1, I would have the barbarian tumble out of balance not expecting the door to open without resistance.
I remember a time my entire group I was playing with ragequit on a DM. This was over a decade ago at this point and was in 3rd or 3.5 edition, but i think we were defending a caravan from bandits. Either way, one of the enemies cast Charm Person on the barbarian and immediately the DM takes over the character and turns the barbarian on the party, treating it like Dominate Person. I called him out on this since we were fairly low level and he was playing 1st level spell like a 5th level one, and just making a person magically your friend won't make a Chaotic Good character butcher their other friends on your request. Defend you from them sure. Turn on them and kill them? With the player not having control at all? Not cool. He declared completely seriously that my character was struck and killed by a random bolt of lightning and that it was because I questioned his ruling. The table made sure he was serious, made sure he knew that wasn't cool, and when he wouldn't back track that my character was now dead they threw his DM notes (not anything expensive just a notebook) into the yard and kicked him out with them.
To make sure everyone understands how bad that Charm Person ruling is, the DM didn't even give the +5 on the save you get in battle with the caster and the spell specifically calls out it doesn't work that way and that the ongoing battle would have instantly broke the enchantment anyway.
XP: they’ll be holding a con next October, it’ll be super fun
Me: *checks date video was posted* yeah, no they’re not, sorry
"Then perish."
"No, I don't think I will."
"Dude wtf screw this man."
“Everybody sucks. Let’s have a round of applause for no one” is such a good line, and I am 100% going to try to find a way to use it.
My players spent 15 minutes trying to overtip the carriage driver who dropped them off at the kingdom the campaign takes place in. They already saved him from an ogre so he insisted on them not paying but they insisted even harder om tipping him. Once pressured, he said 5 silver would suffice. One sneakily slipped him a gold coin. One convinced him to take 3 more gold. Then the wizard used prestidigitation to disguide 104 gold coins as 4 silver and 100 copper. They basically went out of their way to give a throwaway NPC like the equivalent of over $10,000 and I lived every second of it because it was hilarious.
Not to be a wet blanket, but I'm pretty sure Knock _does_ only unlock things- at least in 5e.
I'd have zero complaints about using Knock and Mage Hand to resolve issues like this though.
In 3.5e it opens it. But there is no context from what edition the game is from
I'm all for it, but I also have stipulations on my games that if they overuse something the BBEG, who is observing them, could learn about it and counter it.
Their current game is Tomb of Annihilation, and thanks to the caution of the rogue they've been disarming traps and interacting with items all game with mage hand. They've just entered the final tomb and as they descent the levels they're discovering the further they go, some form of magic is gradually suppressing their use of mage hand. In turn they've been coming up with even more clever things to do when those down periods happen. It's exciting to watch.
I say if players are clever enough to do it, then they should be rewarded for it in a logical manner not punished because the dm is feeling sad they didn't fall for it.
The DM of the Barbarian was a douche nozzle. The Barb player was helping the newbies and then playing in character and gets unnecessarily punished.
Even all that isn't too bad you could have laughed it off, but then straight up insulting the player is crossing a line imo.
Like what was so triggering about a player fucking around with an unlocked door
Wouldn't asking the Rogue to check for traps be more of a wisdom thing, as opposed to an intelligence thing?
I love it when you guys play out the scenarios. I need some dnd advice: What is the best collage in your POV for a wizard is
guards: *open their 3rd eyes and see through the simulation "sorry we cant let you in lol"
We were 'discussing' how it was ludicrous to give a strength bonus on crossbow damage because it involves no strength to pull a trigger. Dude got so mad he threw a freshly sharpened pencil, point first right into another player's eye, who was saved only because he wore glasses. We all saw the pencil point strike the lens and the entire table went WOAAAAHHH!.
Damn...I love me some D&D, but some people take it a little too seriously.....
“And they’re having their Nerdarchy Con that’s happening next year, actually this time next year!”
Oh you poor souls
"I'm a ranger. Now, I'll just look at this target for 3 rounds for definitely no reason at all..." pretty shitty assassin. Might as well hold a sign up.
Lv.5 fighter: I cast fireball!
When the lvl 3 rouge uses eldritch blast
3 rounds is 18 seconds
OMG! The story that ended around 5 mins in... USE THAT TIME TO FLESH OUT YOUR WORLD! Be proud that your players are enjoying the role play and that you don't have to worry about throwing monsters at them in order to get kicks out of the game! My favorite moments have been sessions when not a single die was rolled because it was a great RP session!
Several years ago, I played with this man who, whenever we got to an intersection in the dungeon, he would cast Web onto the path he didn't want to go down WITHOUT asking for our input. Eventually, our DM broke the rule be uses for his DMPC (which is to say, he only helps us out during combat bc we have a tendency to TPK and otherwise our DM doesn't get to play) and cast Sleep on the man casting Web. We then tried to tell the man casting Web that he was being really rude.
Man casting Web told us all that "This is gay", packed up, and left.
When a Nat 1 is rolled in my games, I don't make players hurt each other...but their enemies might hurt one of the others. Lol.
I strive to not do what these other DMs do. Lol
DM: you enter the dark room and begin to hear boss music...
PC: WHY DO I HEAR BOSS MUSIC?!
"Oh shit he has a theme song!"
I like the way that Pathfinder 2nd edition does a fumbled attacks. If you critically fail on an attack roll you create an opening. However, nothing automatically happens. If your opponent has a reaction that is triggered by a critical fail on your part then your opponent gets to use that reaction. If you are playing a swashbuckler and your opponent critically fails against you you get a free attack. There are monsters that might get to grab you or try to swallow you. There are all kinds of things that can happen to you based on your opponent's ability to take advantage of your fumble. Or nothing could happen, depending on your opponent.
"A few minutes later." It's even funnier than the verbal typo in the video because it's spelt as "minuets". A minuet is a type of dance, so what happens is that music suddenly starts playing out of nowhere and all the characters just start dancing, then stop to resume what they were doing.
The "secret class" thing CAN be done well, I've been a player in a campaign where a fellow player pulled it off! 3.5e, he's playing a light-armor caster of some sort tossing arcane magic. With so many splat books I figured it was some bard or warlock variant/prestige class, cool. But a lot of oddities kept popping up, and eventually I (Inquisitor Cleric) sat him down in-character and went "look, we've been through a lot and I trust you, but I need to know what's up." Turns out he'd been playing Beguiler and using wand sheathes + slight of hand to fake being a proper caster - it was really cool and we all had a lot of fun with it.
So it CAN be done, but it takes the right player. To this day I still think he's one of the best roleplayers I've known, definitely better than me. Keep it real, Tom!
I had a player ragequit an M&M game. They had a power that, any time they touched a living being, blades of dark energy lashed out and attacked that thing. I figured they'd try to hide it and not want to get anyone close to them out of fear of what would happen.
Session 1, they wake up out of cryosleep in a forest near the other players. They are hungry, so they grab a rabit-like creature nearby. It gets decapitated. The other players see this but greet her anyway. One of them is a giant spider, and they punch it, also causing their power to try to hit the spider, but miss. They then try to hug another character. That character backs away. So they chase them.
The players break character to tell them to stop trying to kill their character, and that their character saw what would happen if they were touched and are trying to avoid that.
So they left the discord server and the roll20 game without saying anything to me.
I always wonder why people stay around long enough to go through these
Mostly new players that don't know any different. For them, bad DnD is better than no DnD, even though it really is the other way around.
Some of us don't know when to leave.
Well, to be fair, while some of these stories are atrocious, some are really just disagreements where no one is fundamentally wrong. Doing wrong things happen. The point is to learn to talk the problems out, to not be obtuse and to be mindful of others and their fun.
Sometimes you do it for your friends.
The situations vary greatly. Some of them take place over several sessions or even entire campaigns. Others are singular events. You can’t really leave something that happens over the course of a few minutes because you won’t know how it will turn out.
I have never liked the idea of the critical fumble. This is largely because it usually only happens to players. When the monster rolls a 1, they just miss. When the fighter rolls a 1, he drops his sword (or his sword breaks), putting him out of the action unless he has a backup weapon.
I left a DnD 5e session in the middle of a fight. The DM had some homebrew rules that I really didn't like.
Rule N°1: No doble dash. My rogue cuouldn't use his action to dash then use his cunning action to dash and catch and evil wizard. I didn't like it but I respected it.
Rule N°2: If you rolled a nat 20 in an attack, you must roll again and it's only a crit if you rolled a nat 20 again. Again, didn't like it but I respected it.
Rule N°3: Disengage means that your enemies have disadvantage in their attack of oportunity.
...I thanked everyone in the table (Roll20/Discord) and left.
I made my own DnD 5e table.
The other 3 players left the other table to play in mine with other 2 more.
Still playing after 8 months.
Lol All of these rules are trash and literally just make the game needlessly harder for the players. Basically guaranteeing crits will never be a thing. Whats the point? You're the DM, bro. Don't worry, you'll win regardless.
Our chaotic barbarian was chained up by the police's famous chains that are unbreakable. The barbarian rolled two consecutive nat 20s to escape. The DM basically said "they pull apart and you feel freed... Then they reform much tighter than before." TO BE FAIR, we were being arrested and the entire session the barbarian was being absurd and the party was getting tired of it, and the party was begging him to follow along with the police orders.
I disagree with your ruling on the barbarian. Sure he was acting smarter than he shoudlve with the rogue, but hes trying to help newbies. Him trying to bust the door down Shining or Leeroy style is prob in character for a dumb barbarian and honestly not the stupidest thing. you tried to equate it to chucking an axe across a canyon but its more of a "FBI OPEN UP". Like imagine it was an fbi situation.
"Hey trapper, check the door for traps"
"No traps"
"Alright, lets bust the door down and take him by surprise"
You wouldnt open the door like that. But then again, checking the door for being unlocked depends on what their intent inside was.
Back to the barb. Assuming their level 1, you just took away his only weapon for doing something not even ridiculously stupid. Then when he tried to say that your nat 1 ruling was unfair, you drop a harsh insult thats honestly unprovoked. Then laugh as he leaves, treating them as "just a rage quitter." DM is the asshole and just set an awful impression for his newbie table
"shoulve just said you swung your axe and got it stuck in the door or hit the frame accidentally."
Jacob was defending the Barbarian, saying busting the door *wasn't* as dumb as throwing the axe over a canyon.
Battle axes aren’t mauls. The head is made to cut flesh, not split wood. Using one on a dungeon door, and then fumbling, would almost definitely damage it.
@@lovejoy1311 But to 100% break it for a noob party and only 1 experienced player?
There's no reason to do that unless you're being a dick as a DM or a realism horndog.
Sure you could have the Barbarian do something funny or fumble, but to break one of his only weapons, then call insult the player (not the character) for no other reason than the experienced person helping out the noob Rogue. Is uncalled for
@@lovejoy1311axes cut trees all the time and dont get damaged
It wasn't really a ragequit but i was setting up my first campaign. I spent a good hour just setting up the game mat, drawing everything out, and setting up all the figures. Id been planning it for weeks. Two of the players, which was half the party, arrive the day of the first session and told me they really weren't all that interested in playing and just wanted to board games instead. Haven't bothered trying to run a campaign since
2:40
Somehow I do that. But I also kill my own monsters when I roll a 1. One time a PC killed himself with his Warhammer, and another time my Goblin invasion ended with 5 out of 12 killing themself. Not all the time tho, depending on where they stand (or what happened so far in the batlle), they (PC's and monster) might also drop their weapon or they hit the wall, breaking the weapon in the process(if another weapon is readily aviable on the ground) or they just fall on their face, being prone..
I think Im a very chaotic DM that puts too much power to nat 1 and nat 20. My players never complained to me about it tho. Whenever I ask them, they said they had loads of fun, and then they praise me for roleplaying the monsters a lot, giving them character or scare factor or other, unrelated things.
The door one reminds me of the moment in the second session of my current campaign when the Orc Zeal Cleric gave a huge pair of double doors to a monestary a boot while it was unlocked, sending them slamming inwards and alerting all the zombies to the fact that they were there.
Thanks for the "Out of the Box" promo, guys. 50 of the 55 encounters were written by yours truly, including "Jailbreak" and "The Argument" shown in the video. They were fun and challenging to write, and were written such that a DM could know the "whys" and the "hows" of the encounter, as well as the inevitable player chaos that occurs.
That moment when they’re talking about players messing around and spending time in character and doing random stuff. I’m sitting here going “I wish my players would do that.”
Me: rolls 1
Anubis has decided to gift you with a skeleton, that attacks you now, and also next turn cuz he attacks first on your turn then switches to the enemy initiative.
Enemy Goblin Archer: rolls 1
His bowstring snaps, he takes no damage, nothing else happens, he runs away.
4:00 Fumble charts are really detrimental to fighters though (or anyone with a high number of attacks) because they will roll more 1s than other party members. As a DM, I think you should just be careful that it's fair and fun for every player and that it fits the "tone" of your campaign.
I tend to apply fumble charts to spells as well and just find a way to make things go badly on natural 1s on spell attacks or natural 20s on the reciever’s save on spells with saves but when i do that i also use a crit chart that i use the same way but with the opposite of the fumble when using it for spells. My players really enjoys it even tho the charts i have atm are really barebones as i havent played with it long enough to properly balance it and to make up new effects that are not kinda boring when you have had the same one popp up a lot
You could use them inconsistently, like wild magic.
I think, if you're going to use critical failure tables at all, that you should have separate charts depending on class, or, if you're really ambitious, make ones for each individual character and for different creature groups. Scaling the charts by level is a good thing to do, too. For instance, Fighters should have a greater ratio of "the attack just misses" on their tables (and all fumble charts should include a chance of no fumble at all), while say that large hoard of disorganized goblins your low-level PCs are fighting should be constantly fumbling over each, fighting between each other on who to try to kill, breaking their shoddy weapons, and tripping all over the place... maybe not even only on just rolls of natural 1. Good way to throw more enemies at the players than they could reasonably fight for the sake of effect.
See, I'd think of a list of these types of things for melee combat, enough to roll a d4 for and pick randomly haha. An Acrobatics check to see if you keep your balance after a whiffed swing or either 1.) trip flat your butt and have disadvantage for the end of the round or 2.) fling yourself to an unfortunate spot still in range of the target (don't take any opportunity attacks), 3.) just take d4 nonlethal damage from hitting yourself in your gonads with the handle, or finally 4.) make a Dexterity save to see if you fumble your weapon. Something extremely silly would happen on two nat 1's in the same round, turn, like just don't roll you're prone now and incapacitated until the end of the turn, or you fling your weapon up to 15 feet away behind the enemy or by a cliff.
For ranged attacks it's a lot more situational, like roll a Constitution check to see if you walk into a wall or a nearby ally and get disadvantage on your next shot this turn, a Dex save to see if your arrow slips out of your grasp before you fire, or just attack a party member in the line of fire with disadvantage, or if you're really unfortunate you shoot your party member in the butt for half damage. Same goes for enemy attacks; often times something's relevant to the situation at hand but the ol' weapon fumble is an easy go-to.
When you're Dm, and the players are just talking, then just color a picture, or do a sudoku, while you wait :D xD
Players using mage hand to evade traps is great. Then one time I made a trapped chest by an intelligent NPC that drops out the floor everywhere except right in front of the chest.
You can see the aniexity on Jacob's face when he said " I got a story about you"
When I fumble, it depends on what I'm feeling like. Like if you got allies 40ft away, you can't roll a one on a melee and suddenly stab them. And if you chuck your sword, then there's the logic to add. I'd usually have them slip and fall on their butts. Or hurt themselves. It just depends on how I as the DM wanna spin it.
"I'm a paladin, I do sneak attack." A paladin of the god of assassins.
One time, my tempest cleric used his maul to bust open a locked chest. I rolled a natural 20 and the dm ruled that I swung so hard that I opened the chest... But split my maul in two.... I literally picked up that maul in the previous session, dwarven made :/
You LOST your weapon on a NATURAL 20? I reeeeeeeally hope that you meant to say natural 1, because that’s probably the worst reward for a critical success I’ve ever heard.
@@theoneandonlymichaelmccormick it was a crit, natural 20. I was shocked
@@96Logan Your DM is a fuckin’ sadist. Or maybe the maul was cursed or something, and they were doing you a favor...?
I’m grasping at straws. I can’t justify this if I try.
Shitty dm hates that your nat 20 beat his trapped chest.
Recently i had someone ragequit, i am a newer DM so I don’t know how everything especially item prices works so a player that is experienced was telling me what it was but one of the other players didn’t like that and ragequits saying i am more noobie than he thought and not to have others “DM for me”
In the campaign I play in, my DM made it so, when you roll a 1, the weapon gets damaged, and you'll have to get it fixed at a blacksmith
I can actually understand some of these Ragequits the DM was obviously a jerk. Breaking a players weapon like that is a jerk move.
For the axe-in-door one I would have done smth like "You swing your axe into the door, the _unlocked_ door swings open, bringing you and your now stuck axe with it and causing you to fall. Maybe you should check if its opened next time to save from embarrassment!"
Also about breaking an axe, if you have a player with the mending spell they can fix it.
i love it when the nat one hits the 23 AC tortle barbarian with the cloak of displacement EVERY TIME
Axe:*breaks*
Mending:*exists*
A DM that gets bored from rp?? Our DM says that watching our group play is like watching a new episode of his favorite show. We can go several sessions without combat, just interacting with each other and our cast of npcs. I'm so glad to be in a group where the dynamic just works.
2:24 I had my first ever dnd session yesterday and I rolled a one in combat and the whole table including me laughed our asses off it was funny bc I was the character with the most combat experience in my Backstory
I really appreciate that some of the horror stories are from you guys and such because it really helps pointing out everyone can mess up and be like (welp next time I'll try and do that better). I've gotten so much better as a dm in the last year and thinking about some of the stuff I did when I was still newish to dming and even occasionaly recent things I'm just like "yikes I'm a crappy dm" xD
Actually the Assassin bit is mostly on you, because you allowed the Assassin to think he could be secretive within the party in the first place, then instead of confronting him about it slowing down combat, you procrastinated until finally someone put two and two together and didn't even attempt to obfuscate with a roll. Always roll, particularly behind your screen then at the very least the sound of the dice will give you an air of neutrality to fall back on.
For my games, natural ones are mixed successes. For example, the fighter slashes the goblin with his sword, but overswings and leaves himself open to an attack of oppourtunity. Or the barbarian tries to bash down a door, he does it, but strikes the door too hard and falls into the room.
“Let’s have a round of applause, for no one” in dead
My dm broke my character's monk weapon in half on a nat 1. it sucked and I was shocked he would do that, but he knew our brand new (completely new to dnd, and new to the already established party) player's character had mending, and this gave her an opportunity to feel like she was meaningfully contributing by letting her come to the conclusion that she could help. It was actually a good bonding experience. That's how you do that. Give your players punishments, but let them recover from them.
4:11 This one enraged me as none of the other stories have. _Why would you DM if you hate DMing so much?!_
I used to do a similar rule to the first story for a warhammer 40k rpg, but it absolutely worked both ways.
One time the party was fighting a group of cultists, and one of the PC's was hit in the head with a grenade pin. They were confused until they heard the enemy sergeant scream in horror and the botched grenade exploded killing half the cultists.
In the barbarian door story: IMO DM should be the one that gives hints to help new players mechanically. Experienced player should encourage group cohesion and role play. Keeps OoC and in character very neat.
I mean, if you say it in a OOC context, it's fine. But a Barbarian who has the intelligence of a brick shouldn't be actively giving advice. Especially since canonly, there were characters more intelligent then him. Also the Dm shouldn't have broken his weapon like that. Unless he was using a rusty, worm eatened chopping ax, or he put an ungodly amount of force on that axe handle, it shouldn't have been possible for him to break it so easily. A person playing their dumb character like they're dumb shouldn't be punished for being in character. Especially when said punishment's only ground to stand on are flimsy, often illogical, nat 1 rules.
Rikku Takanashi mechanics from DM. Role play from players. As mentioned by video, if it could be re-attached with mending, rope, etc. then it’s no big deal. Degradation or permanent breaking would be excessive.
' Next year in October ' *DOUBT*
I feel that having a 1/20 chance to just fumble might be a bit much. I’d suggest rolling another d20 and if you roll under a certain number then you cause a fumble. Or you have a dynamic cart based on how hard of a fumble you make. Having a 1/20 to completely fuck things always seems a bit harsh compared to what a crit gives you of just double damage.
Almost though this video was about me but I’m 13 and all my party members ARE tarasks, and all the monsters are a half tarask half normal monster.
So the even edgier and slightly more emotionally depressed party members fight things like tarask-goblins or tarask orcs. Half of the time the villages they visit are actually on the backs of god-tarasks that are roaming the emo plane.
Oh my god the hotel-motel DM... What's wrong with him? Character interaction is honestly my favorite thing in tabletop games personally.
I don't understand people who run a *Role Playing* Game and don't expect anyone to role play.
Right? Days my players just dick about with themselves are blessings. It means I can let down like, 5 of the 8 or 9 plates im spinning.
Once, my DM prepared a pre-encounter with a HUGE mutant centaur and three buffed smaller centaurs
We used magic and tricks to drive the three smaller centaurs away and fought only the mutant centaur (only engaged because our rogue didn't manage to drive him away in disguise, so he simply surprise attacked him). After the encounter ends, the DM said "something something, but as you were smart, you managed to fight only the bigger centaur. Here's a 1/3 of a level because *excuse* "
That's what a Good DM does. He doesn't get mad that you managed to avoid an encounter. He gives you advantage because you were smart
Honestly think that introverts make better DMs, simply cause you need to have the patience to sit there, shut up and listen to a bunch of people ramble (which means extroverts tend to make for better players).
For the one with Knock, it's RAW that knock unlocks the object, but does not open it. That's why you generally take Mage Hand as well
"delicious"
*"Technically they are"*
My DM has an interesting system for critical fails. He gives us a choice. Usually it's like "drop your sword or fall prone" but sometimes it's like "hit your friend or hit the cavern floor with unknown consequences" which is how we ended up falling into a long forgotten temple
The axe in the door could have got stuck and maybe if they rolled badly on pulling out they pull it out but the axe head comes off. It can be repaired but is stuck in the door still. Got to be creative to get it out.
I love a good secret, if done well they can be very enjoyable. But if they're silly like "I'm an archer but secretly I'm a rogue hehe" that's kind of like a "oh.. Your acc a rogue.. OK" . Played a character (homebrewed campaign) where she was on the run and my party ran into a few random encounters/fights of guards from a different city hellbent on searching for her which they didn't know until later.
And once she died, I played another character in the same campaign where I gained a eventually gained a power during our journeys which had a defect where i had to "interact" with random civs and eventually there was a slowly building murder mystery case in the city. Only for me to confess to my party that I needed to consume human flesh with a max of 3 days, and it seems to reset with each body or I lose consciousness, control of my character and go on a frenzy. Was a very fun time hahaha.
i hope the next one is called D&D Horror Stories: The Bullies
Whenever somebody rolled a 1 in our campaigns, they would see a random penguin that NOBODY ELSE sees and get distracted from what they're doing so that they fumble. We even had a religion out of it at one point where if you were a dedicated follower of the religion, natural ones were successes and the penguins would actually help you, and instead 2s were crit fails.