@@DUNGEONCRAFT1 base it on the room's target number and each time initiative is rolled by the pcs, the party chooses who rolls (or I go clockwise a la ICRPG) and that character's dex mod is added to the roll. still fast, but still lets them feel like their stats play into the luck a bit. also gives them a bit more strategy for the game part of the game 'do we let the thief roll his initiative against piddly goblins, or wait til the dragon's chamber so we can try to get the drop on him' though this does add to the planning before combat... oh the choices.
Thing i do is when its combat i talk faster. When you talk faster and put energy in your voice people tend to rush there desition making. And i also preasure them to go go go. Not with those words but "what are you gona do comeon " its funny cause the mood then starts to feel like a real fight and they hurry up there actions
do you also type faster in your post? cus you made a lot of mistakes in your english, "Desition" Decision, "preasure" pressure, "gona" should be Going to, "cause" because, "there actions" should be Their actions, that said, I agree with your post, I just happen to be one of those people who is a grammar nazi.
@@CrystalClaymore maybe they have dyslexia or difficulty spelling and you have just been rude to them. I agree there were spelling mistakes, but I happen to be one of those people who don't like it when people are negative to others for no reason other than to show their superiority.
@@gogonomo5604 It's likely it was meant as a jovial jab, - though jest is tricky to get across in text. CrystalClaymore did end with acknowledging a penchant for pedantry. Everyone is very eager to pounce and to shame others. Look at me now you've made me do it too. For shame ;-)
Lower hitpoints improves the "realism" (if I can use that term) of the game. In standard 5E, a standard party lacks the terror that should accompany a trip into a pitch black dungeon because "hey, we've got a bag of hit points." When characters have a ceiling on hp, they're FAR less likely to act reckleslly.
I do the same, my PC got 5 hp only lmao and they really have to think when combat. They can buff and use shield to gain more hitpoints tho ofc, or even food buffs from tavern
@@azuretigers5562 I do this as well. I found a table for modified death and dismemberment that I absolutely love. When a PC hits 0HP they roll on the table. A d20 tells them the severity of the wound (from minor inconvenience to mortal wound) and a d4 tells them where the wound is (head, torso, legs, arms). It's fantastic and has created a lot of permanently hobbled PCs. Definitely wounds that won't be healed by a long rest.
@@AlexPDudley LOVE IT, this can also enhance the gameplay, narrative, story elements, even RELEGATE your original character as a MENTOR for the next character.
@@AlexPDudley We ran a wound table for a while. If a PC was knocked unconscious by a critical hit, then they rolled on the wound table. if they were hit while unconscious, instead of losing 2 death saves they would roll on the wound table. The problem with the wound table is that players started bringing shittier and shittier backstories to the game, because we were regularly retiring beloved characters that had been blinded, lost limbs, become disfigured, and nobody wanted to put time and effort into a backstory when they were one unlucky roll from losing the character. We tried a body restoration mechanic where players could go to a temple and pay a fee to be made while again, but ultimately that became a chore, so we ditched the system.
The moment you put the timers on the table you'll hear the sound of footsteps... of a lot of players leaving the table. Tried this way back in the day and learned that people don't want stress at the table, they play to relax. Stress them and lose them. Especially if your table is one of roleplayers and not wargamers. Welcome to the modern world, the roleplaying is more important than the combat.
I use the very techniques you mentioned: d20 Ave damage for monster and npc's; except bbeg's where I make the fight more dynamic in description and pace. I really appreciate these videos, Professor. You are a well of rational experience and advice. Thanks.
For the problem with everybody being a walking tank, I just halve the hit points and double the damage for monsters. In this way, my players can progress their characters by the book not bothering with any house rules and calculations are very easy on my end. As for taking average damage for monsters, never tried that, but maybe I will give it a go!
I use the Init system from Monte Cook Games (numenera and cypher system). One test at the start of the combat. Monsters do a group roll based. Any players who succeed act before the monsters in whatever order they like. Anyone who fails acts after. It's pretty quick!
I roll once at the beginning of combat then never again instead of every turn but think I'll try this system. Rolling for the monsters as a group is great and the players having one roll to beat to thin numbers on summoned or minions adds excitement I'd think. Glad you posted this method.
Here's a couple of house rules that you can use instead of rolling for initiative: 1. Let initiative act as an extra ability score that players can improve. You might wanna award a few extra ability score improvements if you choose this tho. OR 2. Let every class have its own initiative. For example the barbarian could always go first followed by the fighter etc. Treat the 8 monster types as classes and assign each one a value or a turn order along with the player classes at the start of the campaign.
I have just found this channel. It's pure gold!!!! About the video, some things other systems have already implemented them: 1) Cypher System has group initiative, low hit points, no roll for damage (weapons do a fixed damage) and the GM don't roll for NPCs; 2) Savage Worlds solves the hit points issue. Common enemies are eliminated with just one wound and players and tougher enemies are eliminated with 4 wounds, regardless of their level. After I played these more simple systems, I don't wanna DM D&D anymore. I can play it, but I can't bear to DM it anymore.
Professor Dungeon Master your advice rejuvenated my Pathfinder 2E game! I'm so grateful for your videos and you're my go to for all RPG advice and content. Combat turns used to be three minutes a piece and players would wait to figure out their actions at the start instead of during the downtime! Who could blame them since 3 minutes per player would often mean 12~15 minute wait times between turns... Switched to 60 seconds to declare (working towards thirty), losing extra actions if they weren't ready and now combat is a dream come true. Action packed and just the right amount of stress! So grateful for your video.
I want to thank you for making these Videos. They have sped up my games in areas that were bogged down previously. I do want to share with you a small scenario that got me to your videos. The characters were in a desert environment, Mad Max esq. They had to defend a small mining facility from a 300 strong army of "royals", the ones that dolled out resources etc... Anywhooo, that battle with 300 soldiers took all night long. It was fun but also tedious, and was difficult to damage the players to make it seem dire but also have the players take large swaths of them down in one or two hits. The Leggolas factor i'm now calling it, got me to rethink how damage is done at higher levels and I now implemented a system that just has the players do extra damage depending on how many levels they are above the enemy. So if they are 5 levels higher on average from the soliders they would do an additional 5 damage per hit, arrow, bolt, spell etc. So now high level characters can massacre low level tanks in 1 hit.. I do a similar thing for the low level characters they fight. Usually in large numbers I group them up into groups of 5 or 10 depending on the levels of the characters. Each "regiment" of soldiers I add +2 to hit per person in the group. I just roll once, instead of 5 or 10 times with that modifier and VOILA! The players can get hurt even with 24 AC. I would typically do damage based on one individual and add +1 damage per person in the group that contributed. Average damage would be about 11 per group of 5 soldiers if they hit. Again, I want to thank you for your videos and insight into bringing back the roleplay in D&D. Far to often it can turn into a combat simulator. Some of the most memorable games i have had was the roleplay not the combat. P.S. I took your group initiative rules as well as made a whole new casting system that allows players to basically cast any spell they wish but with potentially dire consequences if its spells they are not familiar with. A brilliant idea you addressed in a previous video. Cheers! and may all your rolls be 1 :)
Thanks for watching and writing. I LOVE the "Legolas Factor" and I may include it sometime in the future. It's a brilliant idea. I also may have an episode on running mass combat. I, too, ran a massive battle that got bogged down and tedious and have since fine-tuned rules for mass combat. I agree that the role-play, not the combat, creates the fondest gaming memories. Whoosh!
DUNGEON CRAFT really appreciate the reply. After watching a large portion of your videos it seems that this “Legolas” factor is a major contributor to what you eloquently outline as the law of diminishing returns. Higher level players increasingly get harder to kill and you have even gone so far as to basically revamp the hit points system to bring back some semblance of fear in running headlong into an army of combatants. I like this approach but it takes a lot of nuance and the margins for error on the dm to get it right is that much tougher. I am definitely going to try it out in the near future. That said, I have been running a game for over 2 years and the players are now level 15. It’s certainly a seriously trying “experiment” to keep them engaged and fearful of consequences but at the same time I also see it as a point in time that they can perform such miraculous feats of heroism that are only written about in fantastical stories you tell your children at night. I just hope that capping hp’s doesn’t remove the character from these epic level engagements. I could go on and on and on about this all night but just know that you have inspired me to think about these things, caused me to make an entirely new magic system based on surges of chaotic magic, re vamp my initiative rounds to group initiative, and most importantly rethink how high level characters can be challenged and have even more fun at higher levels then at lower. This but names only a few of the changes. A mighty cheers to that! Can’t wait to see what you have about speeding combat up for mass scale enemies and your further take on the Legolas factor. As a dm, may all your rolls be 1 :)
Thanks for this. I have been running a high level 5E campaign (Against the Giants) and the combats have been a slow slog. I had been using the standard 5E "ask each person what they want to do in individual initiative order" approach to having everyone call out what they want to do at the same time (I give them 3 minutes but they are actually fast and I usually get their responses within a minute or so), have everyone make all necessary rolls (to-hit, damage, etc) simultaneously and then I go around and get results. It worked wonderfully - so much faster and better. I had a few complaints initially like "what if the monster is dead by the time my attack goes off" and I just responded "that's real-time combat." Overall, the players liked it too and it definitely upped the fun level of the game, which is the ultimate goal. Big improvement!
Second video of yours that's popped up in my recommendations! Related to #2, rolling to-hit and damage dice at the same time, also if a character has multiple attacks, such as a ranger dual-wielding, fighter iterative/extra attack, or wildshaped druid claw and biting, roll them all. Use color-coordinated dice, so the orange d20 goes with the orange d8 main attack, and the green d20 goes with the green d6 secondary attack.Players love excuses to buy more dice. Related to #3, averaging damage, you also mention rolling NPC attacks. One thing I like to do is, if it doesn't break immersion, have a combat-capable NPC branch off and engage with one or two enemies and effectively they all disappear. Say there's 4 PCs and an NPC, and they're going against 5 orcs. The PCs engage with 4 of them, and actually do combat rolls, while the NPC "takes care of" one of them. Still narrate some back-and-forth action, mark some hp loss on the NPC depending on how long the fight goes, and the NPC "finishes it off" around the same time the PCs finish theirs. That's two rolls per turn eliminated. Related to #5, stopping some progression at a certain level reminds me of Epic 6 for 3e/Pathfinder. Essentially, leveling stops at 6, and thereafter xp can only be spent on bonus feats. It keeps the action at what a lot of people think "the sweet spot" is without introducing game-breaking spells, effectively infinite hp, or a dozen iterative attacks, while still allowing for new capabilities in the form of wider options rather than more direct power. If someone really wants a lot of HP, then they can keep taking the Toughness feat, but at the cost of so many other options.
For Initiative I have adopted the Mythras ACTIONS system. I give EVERYONE 3 chips to represent the three actions you can do in a round (move, action, and bonus action). You surrender 1 chip and take an ACTION. Then the next person at the table takes 1 ACTION and so on until everyone has taken one action (monsters included) and then the table proceeds to their second action and so on. This mixes in movement with attacks and basically causes all the combatants to "interact" with each other between each ACTION. No longer do you have a fast character move, attack, attack AGAIN, and then retreat all at once. That process would take FOUR ACTIONS and the other players (and monsters) would be taking their own actions in between each one. I find that it... - Keeps players invested in combats (I use a timer just like you do) due to the need to keep track of HOW combatants are interacting between each action. - Forces the adoption of tactics since one can no longer move, attack, and then retreat. - Causes the players to become anxious about combat because NOTHING is certain when the combatants are exchanging actions throughout the round. For multiple attacks at higher levels, I give the character another ACTION (which need not be an attack).
I threw out HP a long time ago, instead damage is caused to a players attributes. Damage to the Body is CON damage, Damage to the Arms is STR, Damage to the Legs is DEX, Damage to the Head is INT, Psychic damage is applied to WIS and I use CHA more as a social stat so social battles cause CHA damage. Makes the game a level of grittiness I like and it gets rid of a massive heap of house rules on wound penalties, for newbies it makes it easier to understand you just took 8 points of damage to your STR ("Oh crap you mean I can't lift this sword anoymore?") rather than your HP ("Ok.....can I still hit that goblin next turn?" followed by 15 minutes of calculation to apply penalties that are only used for 5 minutes of combat gameplay). I also change up how each stat can be healed: STR requires eating meat, END requires eating Vegi/fruits, DEX requires water, INT requires sleep, WIS requires therapy, and CHA requires R&R.
That has to be the most imaginitive house rule i have ever read on a youtube comment. You could literally make your own rpg system out of it. You should post your ideas as videos. Good stuff
This is great. An indie system called PDQ does something like this, except instead of standard stats, you take away ranks from descriptive qualities that you invent yourself.
Quick shout out- I REALLY enjoy this series. As for speeding up my game, what I've done is whichever character triggers the encounter rolls for the group. Then it's their side v.s. my side. Their side of 6 players gets 5 minutes and I get the same. Using this method, I've rarely had combat run more than 6 rounds- they've either won or are running for their lives, and most notable combats are done in less that 40 minutes.
My recommendations: 1. Waves. It is faster fighting three groups of 6, than even one group of 12. (a) less creatures in initiative, (b) players don’t get swarmed as frequently (resulting in wasted rounds repositioning, healing, defensive spells, etc.), (c) players can more easily team-up on enemies, and (d) later waves can free or just not be added if it’s taking too long. 2. Surrender/flee/metagame. Once the leader does down or it is obvious that they enemies aren’t going to win, end it - even if you have to just say “You hack down the remaining zombies.” 3. Limit numbers. Use other methods than increasing numbers when scaling fights. If the PCs are too powerful for 12 goblins, don’t make it 18. Make a few hobgoblins, give some better weapons, or give them some cover. 4. Don’t metagame against PC strengths. If the PCs are melee focused, don’t continuously force them in ranged fights. 5. Avoid nerf effects - darkness, fog, sleet storm, etc. These waste turn after turn of non-activity. 6. Let players track damage or even move (minor creatures). Use dice or numbered tokens and have a player track damage done on the battlemap or paper. It gives them something to do, it’s fast, less work for you, etc. "Joe, the red goblin group swarms the nearest PC." 7. Prep the actions for the first two rounds of combat for your enemies. This saves time vs. looking at long spell lists, equipment, etc. 8. Have goals in combat besides fighting and killing. For example, the goal isn’t to kill the enemies, but to get past them to get across the river crossing. Likewise, consider chases or fighting someone in a burning building, a tavern fight, etc. The encounter can end without having to zero hp all the enemies. 9. Use colored dice for markers. Yes, figs are lovely, but they waste time trying to figure which is which, moving them, knocking them over, etc. Groups of little six siders of 1-6 dice are easy. At least apply group initiative to color groups. 10. Don’t draw out combats if they are too easy. Let them end quickly and make a note for the next combat. You don’t have to make every combat ‘epic’. Balanced them over time. Likewise, don’t be afraid to toss in too difficult encounters (with fair warning and the option for PCs to flee). If a player casts a spell or takes an action which ends a two-hour combat in six minutes… have a laugh and continue to the next encounter. 11. For large numbers, if seen groups of enemies use standard rolls in addition to average damage. For example, you have a group of six (red) goblins. 1-2 automatically roll a 5 on attacks and saves (total of say 8), 3-4 roll a 10 (total 13), and 5-6 roll a 15 (total 18). Next round you roll a d3 to switch the order of the 5,10,15. This said, better to avoid large groups.
Lol now I know why my dm mate runs all his games like this now, he's taken your advice. It is helpful but sometimes feels mechanical, sometimes im immersed in the game and all of a sudden it's average damage this and predictable layout that. You need some randomness in combat, a hit isn't always a hit. Sometimes they roll low. Definitely agree on the lower hp thing. I'm thinking about running a campaign where all world hp drops to 20%
I agree with you. My suggestions are suggestions. Slow combat is bad. Mechanical combat is just as bad. If your group only has 3-4 players in it, I would roll the damage out. That advice is for people with large groups (7-10 players). Also, your DM should be switching it up. If the average orc damage is 5hp, sometimes it should be 4, sometimes 6. Also, I always roll out the damage for the big bosses. Your 20%hp is a greta idea.
I do average damage most of the time, occasionally I switch it up so it doesn't seem so predictable. Also, my own way to speed up combat is by reducing the PC hit points on the fly to end battles quicker. I do this by arbitrarily having a monster crit for extra damage occasionally. This is purely done to increase tension because I play with 6 experienced players and they are very good at healing h.p.
I've been binge watching DungeonCraft to level up my DM skills for a few weeks now (randomly out of order). This is my second time watching this video. I don't know if you've done a "redo" or "rehash" of this video more recently, but it's so practical... making it one of your best. Watching your videos has inspired me to work out a new combat system that has No Initiative, No Rounds, and No player HP (technically). I'm not done yet, but I've got enough of it sorted out that I'm starting to get excited.
I play with my kids, one of which has a bit of autism and both have a bit of adhd. Faster turns is a must at my table if I want to keep them engaged with the game. Your videos have been incredibly helpful. So far I've thrown out initiative and simplified spells. I'm excited to try the game with lower hp. I think they'll enjoy hacking down a lot of monsters quickly.
I'm trying to figure out why you don't have more subs! Great intro, good visuals, good personality, easy to understand and most of your ideas were good. WTF?
Thanks, buddy! Please, please, PLEASE share our videos. We work very hard and we hope that if we keep putting out high-quality vids, we'll eventually reach the tipping point.
It's because players and DMs alike completely hate his ideas. Players don't want to die, they want to be heroes. And DMs don't want to be blamed for killing off players with homebrewed rules, they'd much rather just be like: well these are the rules as written in the book.
@@LockSteady A good DM should know what rules to keep adn which to ignore for their game. its also NEVER my fault your characters died, it'll only be my fault when i outright have them killed, blame your dice, yourself, or other character antics but not your DM. Without death there is no risk.
I wholeheartedly endorse this. I might even adjust things to favor a little more of the heroic side and say that that at first level the players receive their full hit die + con and then at second it's half of the hit die + con (average), and then every level after that it's a +1 + con This gives them something to look forward to.
One idea for speeding things up but keeping damage variability is that each weapon deals it's average damage + modifier + how much higher than the opponent's AC they rolled. Damage is now solely based on the quality of the hit. If you roll a 18 versus an AC of 15, you deal an extra 3 points of damage over your average. Crits are handled normally.
This is a cool idea, but that would mean the level 5 Ranger with a +10 to hit (+5 Dex, +2 Archery fighting style, + 3 proficiency) would deal a minimum of 10 damage on a hit and hits of ~20 wouldn't be uncommon. Say the average enemy AC at that level is 14. He does 5 average damage + 5 for modifier. Half the time he will roll 10-19 (ignoring crits) on the dice so he is doing an extra 6-15 damage for a total of 16-25 per shot! One other potential problem is high level enemies that have high to hit bonuses will now hit very often for very hard! Interesting concept that gives me some ideas, thanks!
@@PhoenixM13 What if you remove the average damage completely and just apply damage equal to the difference between the AC and To Hit roll + any attribute/proficiency/skill/weapon modifiers?
That's more or less how Open Legend makes things work. You only roll once for everything, from spells to regular attacks. Imo it makes things more balanced.
@@GonzoTehGreat doesn't that eliminate the function of having different types of weapons? From what I understand, that would make a dagger as effective as a halberd.
I DM a game of homebrew 1E and 2E mix. One of the things I have came up with is combat sheets that I print out. We use D10 for initiative with low rolls going first. When I am designing the adventure I print out the combat sheets and I roll the monster's initiatives right then and not at the table. It only takes a few seconds for the players to roll their initiative rolls and I can quickly place them in order on the sheet just by writing PC's initials. This is done on graph paper so it is very easy to track from round to round just by drawing an X to the right of the combatant as their turn comes up. Doing this prep work before sitting down at the table speeds combat considerably. Professor, keep putting out great content! Many of your ideas have made it to our table.
I don't use HP at all now in my games, and damage dice determine the severity of a hit rather than an amount of points you take. Your CON score (not mod) determines the total number of light hits you can take. You divide by 2 as you go up in severity. So a CON of 15 means 15 light, 7 moderate, 3 severe, 1 critical. I adapted your system from the GM secrets for rolling difficulty for how to determine severity on the damage die. 1d8 means 1-3 light, 4 - 6 moderate, 7 severe, 8 critical. So on and so forth. This sped up combat rather a lot for the group, and it still allows for the cinematic combat feel. Shoot an arrow at that orc, but roll a 1 and it sinks into the arm rather than the neck, but roll a 6 and it dies immediately. Critical successes mean you cause a critical wound plus whatever extra wound you roll for. Critical failure means your actions halt for the rest of the round. I still use the AD&D 1E round combat system with 10 segments, but I like it because the players have 60 seconds to declare actions before the round begins, and then I call for rolls to resolve the round. I think our longest battles have been like 10 minutes long because the number of creatures was fairly high. Usually a single round can resolve most conflicts, with a dragon taking about 8 rounds total.
I used these ideas to run 10 folks through a Shadowdark adventure last night and they worked great. In spite of the high number of players, combat hummed along smoothly.
Seriously, I have searched for videos like this one but never stumbled on yours. I came here by accident and will come back for the ride. I like your ideas. Less HP, averaging dmg for monsters are good suggestions.
I've adopted a bag method for initiative at my table. The bag is a pencil bag filled with one-inch floor tiles labeled with numbers, usually ranging from 8-20 depending on the size of the group and the number of monsters. Before combat I hand the bag to the player to my left and they take a floor tile, or initiative token, out of the bag. Then the players take turns drawing their initiative, going clockwise around the table. Once it gets to me all my bad guys go on those initiatives. It saves me a bunch of headache and peppers the combat round with enemy turns, something I feel is lacking in side initiative.
Here's my thoughts On lowering hit points: if you essentially halve/reduce the players and the monsters then you have to half the damage to make it balanced. There is some validity to the point that level 3 players should be able to carve down goblins, so let them, but if everything is cut in half you're back to square one. Side combat: I like the idea of side combat but you need to be careful and test it out a few times with your party before you switch completely. The things I noticed with my group was they ended up falling in a pattern of who goes when, and they don't work as a team as much as I thought they would. And on the dm's side you are running (possibly) many monsters at one time and I won't lie, I love the break when players go. In reality between turns some players do not pay attention, but some do. The break between turns gives them time to plan ahead and look over the abilities. But it just depends on your group. Timers: I think this is a good idea when doing a surprise attack round or they are in a situation where they have to act fast. The timers should symbolize when the characters are out of their element and caught off guard or when the opposing team is in that boat. In a battle with a dragon they all know how to fight and they know the rhythms they fall into. The character would know how to act in that situation. But if they are in a chase down the street then having a timer is perfect. It brings them out of their element and also gets them thinking fast like a chase would be. Roll damage with attacks: brilliant idea! And if the PCs have multiple attacks make sure they divide up each roll into one little group. So crits go with crits and misses go with misses. Use average damage: yes. And so here is some of my own advice: Music and lighting: never underestimate what a good atmosphere can do tense music will bring up the heart rate of the players. They will feel the stress. Same with lighting Magnets: this shaves off some precious time. The players have something they can stick their magnets too and the DM has something on their side. That way players and dm can quickly stick their magnet on the inative they want and you can keep secret monsters from them. And they are left to wonder what number do they act on. It also gives room to quickly readjust order if new situations arise. Pre-roll encounters: another few seconds shaved off. Have a cheet sheet: this is for monsters and PCs alike. Have the PCs AC passive perception and insight on the ready. For monsters have a sheet of paper that has every monsters AC stats and summarized attacks. (aka breath weapon would be dex save 17, 10d6 fire) then also keep their stats on the ready but also off to the side. Also include a box where you can track their hp. Dry erase: very helpful for everything mentioned above Pre plan strategies: its easy to look over this when beginning, but have half a sheet of paper giving if so statements. If more than half dead, retreat. If on last few hit points, beg for mercy. Or other info about how different monsters will interact with each other and provide buffs. Use less monsters: if you are running 8+ creature and are managing them each individually you are doing it wrong. The ideal monster zone 1-3 and maybe some minions (4e inspired). If using minions only roll once for their whole group and estimate how many of the PCs get hit. Then use average damage. Keeping it small is vital to fast combat.
yeah im not too sure about the hit point cap. What happens with Magic Missile? If a fireball is cut in half then a magic missile only does 1d2? This at first level is a serious nerf. If you keep it at 1d4+1 then how does it scale? What's going to be the difference between a lvl 1 MM and a lvl 3 MM? The intent is great but it just means more headache.
@@brotherimzee I use these rules for my games. It's really not that difficult. For Magic Missile, I use 1d4 without the "+1" (averaging 7 points of damage). Everything else remains the same. The player can add additional missiles, as per the rules. Eg. A 7th level caster can fire it off as a 4th level spell, allowing for 6 missiles at 1d4 each (average of 13 damage). A reasonable, (not overpowered) amount of damage for challenging foes at 7th level, even with reduced HP.
Professor DM, these rules have changed my games, all for the better. Thank you for your experience and insight. I've been a DM, off and on, for over 25 years; though I've always been reluctant to administer too many house rules (especially drastic ones, such as these) in fear of unbalancing the game. Not only have I found no unbalance issues, but these changes have made my job MUCH easier, allowing me to focus more on story and theme and far less on calculations. My "hold on a minute"s have dropped off significantly and the combat runs swiftly and silky smooth, with a lot of tension..precisely what this games should provide. Our combats are over within minutes; not hours, adding a sense of realism to the game. This just means more encounters and combats per session! My players love the new play style. One thing I do differently is with initiative. Although I use group initiative and the players decide who goes first, I have broken up turns into "half turns", using tokens (people love tokens!), to keep track. Each player is given 4 tokens, 2 move tokens (2nd move token represents the Dash action), one action token, and one bonus action token (if applicable to them). On a players turn, they decide what they want to do, and spend the appropriate token (move, action, or BA), and take that action. Their turn pauses and then it goes to the next player who spends a token and so on. Then I take my half turn for the monsters (if I lost initiative, otherwise, I would've gone first). It goes back to the first player, who spends their next token, and so on. Eg. 1st Player decides to move, spends move token, and then moves towards target. Everyone else takes their "half-turn". The battlefield has changed , since monsters and companions have moved or attacked. 1st player can now spend their second move token, ending their turn (if they have no bonus action), or use their action token to do something. The round continues until appropriate tokens are spent and all creatures have taken their complete turn. This may sound cumbersome, but it is not. It goes quick. The best thing about this system is that it can be quite chaotic and can easily foil plans, so strategy is paramount. If you ponder all the possible scenarios by having half-turns, you will see how strategy must come into play, as things can drastically change before you get you second half of your turn. It also adds more realism to the encounter, as creature aren't just standing around while you run up to something and then hit it with your weapon. It better represents "everyone moving and attacking at the same time.
This intro is HILARIOUS - - I play it from time to time !! BRUNT KICKS DOWN THE DOOR : RELEASE THE PRINCESS YOU FIENDS !! HE SWINGS HIS BROADSWORD IN A MIGHTY ARC, CUTTING THROUGH MUSCLE AND SHATTERING BONES !!
One way I speed things up and add tension is drastically reducing or removing healing options. Little to no healing items, few chances to rest, etc. Even if you have a cleric it builds up as you progress through an adventure. Combined with some of these ideas you could make things really tense and fast. Love your videos!
You are 100% correct, Chad. Spells like Healing Word and Healing Spirit are ridiculously overpowered and destroy suspense. I'm eventually going to do an episode on clerics and I'm trying to figure out if healing needs its own episode. Let me know your thoughts.
DUNGEON CRAFT I think healing could use a video. Reigning in healing items and spells works great for long dungeon crawls, escapes, traversing the under dark, etc. I like using things like plants that let the adventurers grasp little boosts here and there but never let them fully heal. I rarely let them die though. I run a lot of semi-low dark fantasy.
The HP bloat is one reason I like the Wounds/Vitality alternate system... Vitality is like the normal HP, how much combat wears you out... but Wounds are the ‘meat’, and are always equal to Constitution. Mostly, Vitality will be the damage taken...but once you’re out of Vitality, it’ll take Wounds. BUT...Critical hits, or hits when the character is unable to defend (sneak attacks, paralyzed, asleep, whatever) do normal amount of damage, but take off Wounds directly. Any damage to Wounds has the potential to cause short-term penalties, and even long-term consequences. Like getting a hand cut off, or an eye gouged out, or even a collapsed lung...
About the HP of PC, I came up with this, instead of increasing those by level or capping it, you can increase it when the Character get it's Ability Score (AS) increase (at lvl 4/8/12/16/19), so your hit dices and HP increase by power realm, and balance between being a Heroic resilient MOFO and a mortal struggling to kill hordes of monsters and dragons. In this Hypothesis, Consider a Paladin reach level 19 and has +5 of CON, if the paladin decides to get average instead of rolling, he will reach 65 of HP, which is not low for his high level, neither is high for a fast paced combat against giant abominations. Additional toughs: - Fighter get more AS increases than other classes, you can opt to ignore the ones that other class don't get. - Your players will get a max of 6 hit dice, to balance healing you might consider other methods. - This is a suggestion I came up just now after watching the video, is not perfect and you can use it as reference to work your own, I am now thinking on how to implement what I learn and what I come up with to work in my game, it will require some time and some lab rats. - Remember to have fun.
I'm so grateful for these videos! I've been planning my first campaign as a DM for months and it's been really fun but there's been an emptiness I couldn't identify in my SOUL and finally, after watching so many other DM advice videos on TH-cam, I feel like here I've finally found someone that really speaks to the things important to me about the game. I don't know why it took TH-cam so long to suggest you!
I can see this solutions taking away as much excitement as they’re adding, if not more. The player who spends 2 minutes on their turn clarifying room layout is the one who makes his movement JUST eek out to fit the distance it takes to spider-run up a wall, jump to the chanelier, and cut the chain holding it up, impaling the dragon’s face. Your suggestion about lowering HP makes it so some of my most memorable bosses never would’ve seen daylight. My CR 25 Shade of Vecna (patterned off the CR 23 Worm Who Walks) would’ve wiped the party in moments unless I made him weaker than a dragon. If you like faster combat instead of gimping HP in general, re-implement Minions from 4e. Normal enemy, no changes to damage or AC, but it only takes 1 point of damage to kill them. I think the “How do you challenge high-level players?!” meme goes a bit far sometimes. If all else fails, make a quest involving a 2-star puzzle box that you bought off of Amazon. That’ll challenge even a Level 20 party of ten for days lol
Thanks for watching, Cody. I agree with you about minions having 1hp. That's a great trick. Hope you watch the other DungeonCraft videos. Toss out what doesn't work for you!
Great ideas. I hate to say it but D&D 4th ed addressed some of this with the idea of minions and and listing average damage on stats along with damage ranges to reduce rolling. You can run a cinematic battle pretty easily. The bad part of 4th ed is players ramp up to god-like abilities pretty fast.... but so do the monsters.
I love 3.0 +3.5 but I liked the idea of the minion rules of 4. Guys i ran a game with survived an undead horde more cinematically (though I added disease for more threatening appearence).twas great
I love how succinct and to the point you are. Thank you for providing well thought out content in a logical, step-by-step fashion. Keep up the good work!
This is why I like Dungeonslayers so much. Your attack roll *is* your damage roll. Your HP is your Body + Constitution + 10 (+ potential *Endurance* talent) regardless of level.
I may be the only one to disagree with you on quite a bit of this. First of all, I don't find it boring when each player takes their turn, describing what they want to do, rolling, hitting or missing, and then rolling for damage (if they hit). It can be quite amazing when someone describes their method of attack, especially if it's outlandish, and then actually succeeds via their roll! It can be equally interesting when, despite their success, the damage done is minimal due to the damage they rolled. And, likewise, it can be amusing to watch an attack fail. If everyone is rolling at once, then no one is paying attention to anyone but their own selves. And while this may be how actual combat is (you can't pay attention to every one around you), D&D is a game of cooperative story telling. I enjoy getting to see and hear what another playing is going to do and then watching it unfold for either success or failure. Likewise, I don't find it boring when the DM is rolling and calculating monster damage. If I am low on HP and a monster has successfully hit me, I anxiously await as the DM rolls the damage to see if I can still fight or attempt a retreat or if I've been knocked unconscious or killed! When playing a game like D&D, it's not always about moving fast, fast, fast ... even in combat. It's about creating and telling a story. And each player, DM included, is a part of that story. It's a story that the entire table shares and if each player is going to just move, attack, and roll their dice all at once, it's not a story we can all engage in well (as we can't watch the other players take their turn). Yes, again, your method may be a bit closer to actual combat, but it's further from the heart of the game, in my opinion. If you or your players are bored by having to watch another player take their turn at combat, then perhaps there is something else that is wrong ...
Storytelling is at the heart of D&D, but so is rolling dice! The former shouldn't get tedious, but the latter can become boring. You've cherry picked examples of suspenseful dice rolls but unless your character or the enemy is low on HP, such drama is uncommon. Instead, everyone settles into a routine of roll-to-hit, roll damage, calculate if the target is dead, else continue. This can become especially tedious at higher levels because you're just subtracting HP for the first few rounds until things get interesting... >) The solution is to scale encounters appropriately, so they challenge the party, but this isn't possible to do with lower level creatures (e.g kobolds, goblins, orcs) so you either avoid using them at all or include them in larger numbers, which adds more dice rolls, without dramatically increasing the stakes...
@@GonzoTehGreat you're also making some assumptions with his supposed cherry picking. You're making the assumption that every enemy encounter is going to be utterly by the numbers and while that might be true for some DMs, there are plenty of DM's out there working to make every encounter unique or molding it around the party's strengths and weaknesses. So yeah, you might run into some mooks that you as a party aren't afraid of, but inversely you might also run into a group of mercs that are every bit as hardened and dedicated to survival as your group is. And they might be your hard counter if you're not careful. What I'm getting at is that combat can mean getting out of it as much as you put in.
@@LupineShadowOmega I don't know what point you're making. My point was that D&D combat mechanics typically don't create drama or tension (especially at higher levels), so it's upto the DM to do so. I think this is because of the levelling system and HP buffer which turn characters into walking tanks once they reach the higher levels (e.g. 10+) The DM has to scale encounters to ensure they remain exciting and challenging for the players but another way to handle this is to homebrew alternative rules, which is what this channel is all about.
@@GonzoTehGreat The point I'm making is that you accused him of cherry picking drama when that's not exactly true. The drama of combat can be both narrative and mechanical in nature and the DM themselves are in charge of both of these aspects. Remember how cover rules exist? How terrain effects movement? How falling damage is a thing? How environmental factors can lead to both advantage and disadvantage? All mechanical, all potentially dramatic. And the point I thought I was being rather obvious about; that your mileage will vary based on how much effort is being put into encounters. As a player that has a DM that almost always goes for lethal combats, I can say that I've had much more of his type of drama vs your monotony, but both are less features of the game and more differences in technique applied to what's there.
@@LupineShadowOmega I don't agree with your accusation. I pointed out that many combat encounters aren't as dramatic as the examples he provided. Can a DM spice things up? Sure. Does this happen in practice, with every encounter? Not in my experience playing or watching games. I don't disagree with your comments regarding how a DM can make combat interesting, but that was pretty much what I said anyway. I was disagreeing with the comments of the OP, regarding how exciting combat dice rolls can be.
Really great ideas! I have an alternative for fast initiative: Just get yourself some cards with symbols or colors; one for each player and one for each group of monsters (boss, minions, archers) and draw one card from the pile you shuffled through before the combat starts. It keeps that random element and is still very fast.
Remember minions from 3E? Yeah, I still use those. Most NPCs have 1 HP. Big tough ones have more. That’s how many actual hits they can take before going down, regardless of how much damage the characters roll. How much they roll merely effects my description of that hit or death. The only NPC I bother giving normal hit points to is the Big Bad of that session, if there is one. My players don’t know any of this. Don’t tell them. What they don’t know can’t hurt me. (They really like all the “options” that fiddling around with their character sheet gives them. Keeps them busy & worried. I do take their character’s abilities into account, but only conceptually.) I also steal a page from Earthdawn (Adepts being infused with magic) to explain why their characters become supernaturally tough.
When I've used timers, if the character is seasoned or well-trained, I have the players give their character a preset "default action" that happens if they don't consciously decide on anything else in time. The default action must be simple and able to be applied without ambiguity (like, "shoot nearest apparent hostile" or just "take the All-out Defense action"). Turn is only wasted if there is no obvious way to apply that action. This: 1) prevents the unpleasant situation of one's turn being completely wasted, 2) prevents an allegedly battle-hardened character from completely freezing, and 3) captures the common phenomenon of "my training took over" that happens in confusing situations in real combat.
As a newer DM, this type of information and experience is invaluable. Thank you for sparking new ideas in my imagination. Love the show... easily one of my new favorites. Keep it coming.
For initiative I have a magnetic dry erase board. I found magnetic label holders that I can print labels or have the player write their name on and stick it on the board. So it takes maybe a min to get everyone's init up and ready to go. The board is up where everyone can see it. I also have a crit hit and miss for init. Rolled 20 = +2 on rolls other than damage +5ft base movement(First Rd). Not surprised if applicable. Rolled 1 = -2 on rolls other than damage -5ft base movement (First Rd). Acts if it is a surprise round.
Also, a way to speed up initiative tracking that I use, that's not quite as radical as yours, is adapting the Savage Worlds practice of dealing out playing cards. Go in descending order, aces high, reverse alphabetical suits for ties. Rather than creating and tracking a table every combat (which is tedious and I hate it), I can just scan the face-up cards on the table. When someone is done with their turn, they hand in the card. Turn the card sideways when someone is readying an action, so that's a visible indicator too. Flip the card over for delaying turn, and at any point they can flip the card face-up to indicate they go next. Keep drawing from the same pile each round until a joker is dealt, then shuffle the discard in to the draw at the end of that turn. Can lead to some interesting custom rules design space too - I had players pick a particular card that was "theirs" and if they drew it got a bonus to rolls, but if someone else drew it they got a bonus to rolls interacting with that person - extra hit and damage against an enemy, extra hp from a healing spell, or a bonus to save from another party member's area effect spell.
You've done a great job codifying and putting into words things I've always felt about high-level campaigns. The massive amount of hitpoints means that high level content really only comes in a few flavors (I mostly play 3.5/Pathfinder). Either it's save-or-die attacks (which I hate) or millions of attacks. I'll be trying to implement some of these measures and we'll see how it goes.
I just found your channel, and I'm absolutely Loving your ideas. It's clear how much time and thought you've dedicated to the game, and I'm reaping all the fruits of your labor!! Thanks for putting your thoughts out there, mate
I play in smaller groups than you and we use individual initiatives. In Lamentations we each roll a d6 every round, while in 5e we establish an initiative order and keep to it. The delay in the narrative as we do the numbers is an exciting calm before the storm, especially as when the initiative order appears, our GM has given each combatant an individual name which allows us to see them, interact with them and really brings combats to life. Fighting Belcher Blackrock, Thespin the Glaive, Maerwina the fisher, Maidenchin, Hal Redtroos, Dogface, the Spider and the Eastlander is much more vivid than fighting 8 bandits.
It is 1:30 in the night, I watch your videos and I announced a dummy session for tomorrow evening. And I will do all your suggestions at once and ask how the players will like it.
Professor Dungeonmaster, love the less hit points suggestion. Reminds me of Savage Worlds mantra "Up, down or off the table." Especially with "extras".
This is actually why I liked 4th edition. While most people hated it for feeling too much like a video game, I liked a lot of the ideas they brought in like Minion-type monsters. While this resulted in things like trolls and ogres with 1hp, they were still just as dangerous as their non-minion counterparts except they went down in one hit. I plan on adding that to my homebrew game because I like the idea of the players feeling more powerful as they level up and gain access to these heights of power that few people ever reach. It also helps speed up some of the combat as well.
As a new player, this sounds like a godsend! To be honest, I was shocked how boring I found combat to be. I thought maybe it's just because I'm new and a bit slower than a veteran player at making decisions, but it seems to be a global issue. If I ever DM with friends and my combat is slogging, I'm gonna add in timers!
Here's an idea to speed up combat though one that isn't quite compatible with everything in this video: all damage die deal max damage. Player, monster, everyone. Rationale is 2-fold. For one it does the same thing as rolling hit & damage die at once, but better since knowing the attack will deal say 6 damage instead of 1-6 damage makes the mental math easier. In addition it is the reciprocal of lowering hit points. The reverse of it. If everyone is dealing ~2x damage, HP is only worth half as much. Combat should now only last half as long. As for another benefit, it's also somewhat in the spirit of the game. Lets be honest, whenever a plater is picking the 1d8 longsword over the 1d6 shortsword, in their mind everytime they are seeing the 6 & the 8. Those are the numbers that represent weapon damage to us, so why not make that happen all the time?
@@DUNGEONCRAFT1 I ended up binging like half your videos in about 2 days. I'm going to start dungeon mastering dungeon worlds for the first time soon. I'm pretty excited at how stripped back and intuitive it is.
i def gonna bring this up to my group. i mean other than the attack damage and hit points i love these new mechanics. my pet peeve has always been electronics during game time when players surf instead of paying attention and formulating strategies as each player performs their actions, only to ask the "repeating" question...."okay now what has happened?".
You know, I like this, I agree with you wholeheartedly. In line with what I've said before: Once you mod it to this, it's basically OD&D, and Basic D&D. The experience is almost akin to running Labyrinth Lord + Advanced Edition Companion, or a modded Swords and Wizardry with feats and other abilities.
I always loved this idea -- but how do you keep track of all the players' different actions when they announce it all at once? If it was me it feels like everyone would announce it in a huge mess and I wouldn't be able to remember who said what as I was resolving them.
How about 1) movement if you're not in melee, 2) all actions done simultaneously, 3) any reactions, 4) any bonus actions that aren't simultaneous with an accompanying action. Or something like that. Pretty sure the Professor just says you get one action each and leaves it at that so he's not playing strict 5e (surprise!).
YOU changed my way of playing, crafting and preparing! I completly reforge the game . so far , after 3 games... players love it.. and i do too: faster simpler and more fun after all!!! thanks prof.
This is fantastic. I've always raised monster HP to deal with overpowered PCs. I very conveniently have a campaign currently at Level 3. Players are going to be shocked when I tell them to lock in their HP :D Brilliant strategy since 5e is SO character-favored. After level 5 monsters become pincushions and PCs are basically invincible. Thanks for the tip!
For over 3 years I ran a game with 9 to 11 players. At the beginning of each round the players had 1 minute to hand in a slip of paper with their planned action. Then they were resolved in initiative order and in rapid fire. Note, I as DM had that same minute to plan the actions of all of the opponents. A combat round back then was 10 seconds (6 rounds a game minute) 1 minute to plan 10 seconds of action by the PC is generous. A slip might say : Charge at the Orc leader and slice him up with my sword. Even if the orc leader moved first, the PC would be judged to charge toward the orc leader's new location. If it was too far... the PC would be allowed to swing at something else as they pass. Initiatives get rolled at beginning of session for the first combat (not at the time the combat starts) and at end of first combat for the next combat. The players know who will be going first generally 10 minutes before they enter a combat. Easy to have the initiative tracker all set up (Player and PC names on a clothespin on a dowel in a stand) Yes, there's red ended, numbered NPC/creature pins visible to the players. (roll as many NPC/creature initiatives as there are players, if less enemies show up, pull top, then bottom then top, leaving the middle enemy initiatives, not the best or worst... if more show up, the extras go last) I've seen 30 minute combat rounds for a 4 PC game... I was getting less than 15 min per combat round with 11 players and 15 enemies.
Note: the players could have several pre-written PC action slips that they keep re-using. ("Magic missile the strongest looking enemy" for the mages action) Works fine to have a prearranged general combat plan as an organized group of adventurers. Tanks in the lead to hold back the mobs, glass canons in the back taking out the enemy glass canon(s) ASAP That is just being smart.
Love your vids. Another idea about monster damage: if you know that the average damage is enough to knock the player out, but rolling might change that outcome, roll for monster damage only at that time. That way you don't roll most of the time when it doesn't matter, but you add some suspense when it does matter. Also if you don't want to mess with HP of all characters and monsters because you're afraid it will be too much work, I read about an interesting modification to the critical system to effectively lower HPs against lower levelled matchups: For every (full) +10 that a character defeats an opponent's AC, add extra damage. There are a lot of ways you could do this: you could double the rolls, you could guarantee max damage, etc. If you really want to speed things up you can tweak that +10 to +5 or something. Example: Every +5 a character rolls over an opponent's AC is 1 stack of guaranteed max damage from their weapon, plus the usual damage roll. If the fighter attacks a low level goblin and gets 11 higher than the goblin's AC using a longsword, that would be 1d8+16 damage (plus usual bonuses for strength, etc). This example of course works in reverse when the PCs are attacked by a high level monster (if your game has players running into high level monsters, of course). IIRC I believe this solution was used as a 5e patch because 5e's scaling isn't quite as bad as 3.5 / Pathfinder, especially with bounded accuracy.
I give the monsters class levels, with feats. Goblin rogues can do a lot of damage when flanking. Have any kind of Giant use power attack and awesome blow. Add templates (Spellwarped is horrifying). I used a third party book to make a gruesome Troll. It had feats for creatures with regeneration. Add a couple of Adept levels for effect. The party didn't want to mess with the four armed Troll with bone spikes who could cast burning hands.
One idea I had was to pause at the top each round and ask the players to take a minute and make a quick general decision about what they want to do from the list of possible actions in the PHB. Perhaps write it down or use cards or something. I would make it clear they may change their mind at any point but having something decided at the start will help them process faster if they do.
Will try this with my high school science students. We don't have a lot of time to spare with the combat (but I don't want to avoid it either) and have to get the specific learning objectives. Would love your input on how teachers could accomplish a lesson using D&D!
Some things I do: If the player easily hits the monster, I just rule it is killed. For monster rolls, I turn the second digit of the d20 roll into a percentage and base the damage on that. So, if it does 1d10 damage and it rolls 18, it does 8 damage. For creatures that do multiple die damage, I just scale the average up or down using the same method, so a 5 would be average, a 9 would be almost double average, etc.. Obviously this only works if you can do this in your head instantly, but it's not like you need to be exact. For NPCs fighting I just roll 2d10 to gauge how well they do overall, and then I invent how much damage they have dealt and received. Despite all that, with some groups my combats are slow because we do this thing where players describe exactly what they are doing, and I raise and lower hit rolls as a result. So, for example, I might say that the burly orc charges you with his axe held high over his head, and the player might say, at the last minute I dive to his left and slash across his stomach with my sword. This works particularly well in games where the players are martial artists, like ninjas or monks.
The way I have always sped up combat was to give ridiculous magic items to both sides or unbelievable abilities. The effect is similar but much math is happening. Yours is fast with less math, and therefore arguably better. I think my next campaign will be something like what you have. Thank you
Regarding timers: you gotta be good at quickly describing the relevant parts of the environment. There's a lot you can take in in 6 seconds and react on that take significantly longer to describe in words. A minute for your turn should be plenty if you're a barbarian who just has to start his rage, run towards the opponent and hit them, but for a rogue who may need to use the terrain to their advantage, it can be an issue to ask what there is to take advantage of.
One particular thing that drives me crazy and slows things down (I understand some people like "roleplaying" more than others BUT) is when the DM explains or describes something to 1 PC in front of everyone else, even though the rest of the party may be in another room or the hallway outside of a room, the PC then turns around and tells the party the exact same thing they just heard the DM tell him. Always drove me nuts and still does when I watch adventures on TH-cam. When I played daily/weekly, we had a little system using 3x5 cards to pass notes to or from the DM to the PC while the rest of the party were figuring out what to do or moving or whatever if there was a PC in a room or away from the party so the information was actually new news vs just repeating out loud what the DM just said or maybe the PC doesnt want to tell the party what he just found out. Or just accepting what the DM said as implied that the PC told the party since they've already heard it. The cards came in handy passing notes, since most of us usually ran evil characters esp since we were always trying to kill each other lol. Our dwarfs usually tended to get tossed through a door into a room to spring traps and such. Sounds ruthless but it actually made for some seriously funny adventures lol. But anyways, I know not everyone will agree with me but repeating info to people that already heard what was said is just to redundant for me
So, one of the things I have been using to speed up combat is using the Gamemaster 5 app from Lion's Den. I have no affiliation with them, btw. I just like the app. I have a compendium of monsters I downloaded from a drop box, and use then to make my own variants. Then, I create encounters for the campaign and add the various monsters for each encounter. When i start the encounter, it auto rolls their initiatives, and you can have it roll the players too (though they like to roll). Then I run the encounter. I also have a setting that groups initiative for same type, so I can roll weenies as a group. Finally, I track damage and healing on there, and all the monster stats and data is in the app at the touch of a finger, so no page flipping. It has been working really well, I think. I am not into making as radical changes as some on here, and this GM5 app was a very easy way to improve things. The only thing that would make stuff even faster is if I had a tablet to run it off of instead of my phone. My 2cents. Edit: spelling
Edit : I see Professor said most of what i said below so thats on me for commenting before listening to the full point lol. I'm gonna be an outlier here and say that watching the dungeon master rolling a bunch of dice is not boring; it means something huge is coming my way and watching the DM slowly realize he's about to blast you with 68 damage adds to the tension of "how much am i in for?". Is that everybody's opinion? Hell no. But i still think it has something that it adds to the game. The one instance where i dont roll monster damage is when its NPC vs NPC because we want to quickly go over anything that doesnt involve the player. Not a bad idea, just won't fit my table and i say this both as a DM and as a player. This might be a good idea for people who count slow or need to punch in on a calculator to count their damage which is not my case.
I really liked 4th editions 1hp minion set up, now however I use Savage World's shaken/ injury system. It just makes sense and only a select few characters and antagonists have more than one wound before getting knocked out or dying. Basically, a character has a toughness stat, and Savage Worlds operates in raises where rolling degrees of 4 increases the impact of the attempt. Hitting someone will be a 4, rolling an 8 would add to damage. Rolling the targets toughness, say it's a 5, means they're shaken and basically helpless until they recover as they are cowering, fleeing or are overwhelmed to act. Dealing 9 damage means they're injured. Minions are dead at that point, Main Characters get 3 injuries before facing their demise. It's a fast and simple system. Tokens are up, down or off the table. If the target needs some gimmick to kill, then all you can do is stun them and hopefully run unless you have that gimmick. Hit points is the ability to avoid a fatal blow. A combination of luck, skill, strength etc... This system gets rid of the inflated and cumbersome hit point workings which doesn't even mean your character takes damage, it's the amount of damage threatened before the character takes an actual, fatal injury at zero. Until then, the character is getting worn down in combat, taking bumps and scrapes unless specifically stated for a called shot of some sort. th-cam.com/video/jhFjo_mFuIo/w-d-xo.html Bennies are something I've noticed that increase decision making, it lets players play risky with this one resource helping them get out of trouble or some sort of issue. Basically players get 3 each and they can be used in all sorts of ways like adding extra dice to a roll or use as a free success point. Because the randomness in table top is output, a resource to play with to shore up that kind of randomness helps move the game along and deal with streaks of bad rolls.
There was an old Star Wars RPG (utilizing 3.0 ed rules) that's used a wounds/vitality system which I liked. Wounds were equal to the characters Constitution Score, so a dwarf with a Con 15 would have 15 wounds. Vitality was equal to players hit dice, so a cleric would roll d8 per level for vitality. Each level gained only vitality increase. When a player takes damage first it's removed from the vitality then once the player has no vitality then the take wound damage, when you're out of wounds you're dead. OK with that in mind, critical hits apply directly to wounds (but don't use damage multipliers , just flat damage and the multiplier as a damage bonus, so great axe d12 +3 oh crit) ignoring vitality. Surprise attacks ignore vitality. Monsters only have wounds which would be their con score. Probably a little confusing to read at first but there's always the threat of a lethal blow.
I don't roll any dice for NPCs unless it's directly agaisnt PCs and it matters. If NPCs join the fight against each other, I just mention them fighting and move on. Occasionally one or more will die, but they don't matter. The PCs are the stars. I also have all monsters on the same initiative and give everyone 60 seconds to declare their action and roll. If you want to look at the combat, that's your action. If you can't figure it out in 60 seconds, your character freezes and hesitates. I play Vampire the Requiem 2e so it's a different game with different focus, but I run combat as face-paced as possible. Turns are only 3 seconds in combat, so your character doesn't have time to think or plan.
Man, I felt that when you mentioned the hitpoints thing. Having played a barbarian in PF with what was probably around 200 HP I can attest to this bullcrap. Sure, it was interesting to see how many hits I could take, but I really felt like I was playing a weird hack of a game. I'm way more a fan of lower HP stuff (which is probably also why I've always enjoyed lower levels infinitely more than any high level content I have ever played. Great stuff, though with the amount of changes I'd probably personally use some OSR-system. Not because I can't hack 5e or PF into what I like, but because if I present it as being 5e or PF there'd probably be a lot of resistance.
I can say that with certainty that hit points for enemies should be lower when there are hoards of them. Had an encounter setup with an army of zombies that I did not want my players spending hours fighting in. Worse, I don't want them to instantly die from the vast numbers. My players tend to do at least 8 points of damage per attack so I made the zombies' hit points equal 12. It will take 2-3 attacks for the party to kill them on average. The zombie's fortitude to retain 1 hit point has less than 50% chance to activate due to my players often dealing more than 5 points of damage each turn so on the off chance they survive, they won't survive the next attack. My group were able to take down the zombies and still feel like they were challenged because the large number of zombies slamming them did plenty of damage at first, but got smaller once they killed more zombies. It was a fun session that night and didn't take more than an hour to complete.
I like to make colorful flavor text for NPC turns in combat, I use NPCs sometimes to "tank" so the battlefield feels more lively without going thru each enemy turn. that way the hero knows there are another 3 goblins just over the bridge, but they don't have to worry about them or crunch numbers in initiative until it matters. *Just as you behead the goblin before you, buddy NPC turns as says "NICE ONE BOSS!" as the 3 goblins he was fighting clothesline him over the rail. He dangles on the ledge. "I'm Fine Boss! I'm OK! Don't worry about me!" The 3 goblins charge you!* I'll use the NPCs to evolve the terrain like a clumsy wildcard in the room. drop a chandelier, flip a table to make some cover, improvise a device. try to figure out a puzzle and pull levers at the PCs command while they fight (two birds one stone) or just yell helpful exposition while distracting target and offer the "help action" to the PC to give an advantage. Have the PC attack for the NPC using AOO. *Buddy NPC blindsides the target with a wooden barrel over the head, stunning him a brief moment and giving you an attack of opportunity* I like using the NPC to transition phases in the boss battle. *The necromancer is overwhelmed by melee attacks. Buddy NPC casts 'gust of wind' to attempt to shove him off the cliffside. It works, but you hear laughing from below. The Necromancer casts fly to catch himself mid-air and zooms above you as he starts raining down fireballs* However, on PC crit roll, after they roll their crit damage, I'll add a bunch of extra damage dice or a debuff to that target and explain that the NPC gnome slid between your legs and ganked the monster in the knees, or the NPC punched a goblin archer so hard it misfired into your targets back for extra damage. Maybe the NPC got knocked into a wall triggering a trap that hits your target instead.
I use colored cards for timers. When the players have a limited amount of time to react to something, I throw down one of these colored cards in the middle of the table, usually resulting in a gasp or some healthy panic. Yellow card = 3 mins. Orange = 1 min. Red = 30 sec. Black = time has run out! It's a very quick way to signal to them that they need to hurry and you don't have to even say anything. There's also something almost cinematic about drawing out one of the colored cards and tossing it dramatically in the center of the table. The players like it quite a lot and almost never actually run out of time.
I can't agree with you more about lowering hitpoints. A character in a book or movie getting significantly hurt is usually rare. If they are, it's a major plot point.
For me as a junior DM, running combat and keeping things moving is very important; I bet we've all played when this was not the case. I can work with the story elements, play the roles of NPCs, improvise, and be as sandboxy as the players need me to be. Preparing for combat is important for me because it's always a bummer when the game kind of slows down or grinds to a halt. I make info sheets for each possible encounter. If/when an encounter happens, I can more quickly transition to that combat mode. So far, it has worked pretty well.
Great video. As someone that rarely has less than 6 players at my table, I've come up with lots of ways to shave combat time down, but I am always looking for more options. A few of these I already tell my players.
I focus on Rolemaster (not that experienced, still at the beginning), and although you can raise your hitpoints via 'body development', the crits can be quite deadly. And these crits stay deadly throughout the game, also in higher levels So, another way (for different game systems) might be: make the crits really deadly
I’m not totally sold on the no innative as I love to watch the other players roll and react to the dice, but love the timer idea and the lower hit points, as I feel the high hp of characters and monster leads to a slugfest that becomes rinse and repeat. Again Professor you are full of wonderful ideas and I’d love a chance to play in your sleek streamlined fast fun system and dark gritty and dangerous campaign
Came from quest, and left this similar comment over there too. For the monsters (and the gm can modify this however, and even make it monster dependent) starting at round 4 (or later, but keep them similar multiple wise for ease) of combat, a type less 1d4 to damage. This increases by 1d4 every round. For the player, at round 6, a d8, which increases by 1 every two rounds. So at round ten, on a hit, Boblin the Hungry Goblin deals x damage + 6d4, and Billy Barbarian does x damage + 3d8. (My dice amount math is off, but the idea is there) Optionally, it could Also be 3d4 monsters to 1d12 players. Just keep the ratios in mind. This type less damage can represent fatigue as well. Both sides getting tired, more sloppy defensively and just trying to end the threat to rest and recover, etc Edits (this comment was longer here, and now that I've thought about it, does not represent spell damage, but they get a lot of dice anyway
Also, I am finding that I can pretty much hand wave monster hit points. Some monsters may seem like one-hit mooks. Others are more tough, and may take three or four. The bosses usually require some dramatic ending. I try to make it fun and challenging, while still rewarding players for good ideas and strategies.
I have monsters have set initiatives. 10 for minions, 15 for minimosses and 20 for legendaries. -5 if they manage to sneak up on them
That is a great idea. How do you handle ties with players? I would let the player go first for ease.
The leader beats PC's but the PC's beat the others
Huh. I really like this.
I like that too. I've considered making the monster's initiative equal to their difficulty rating.
@@DUNGEONCRAFT1 base it on the room's target number and each time initiative is rolled by the pcs, the party chooses who rolls (or I go clockwise a la ICRPG) and that character's dex mod is added to the roll. still fast, but still lets them feel like their stats play into the luck a bit. also gives them a bit more strategy for the game part of the game 'do we let the thief roll his initiative against piddly goblins, or wait til the dragon's chamber so we can try to get the drop on him' though this does add to the planning before combat... oh the choices.
Thing i do is when its combat i talk faster. When you talk faster and put energy in your voice people tend to rush there desition making. And i also preasure them to go go go. Not with those words but "what are you gona do comeon " its funny cause the mood then starts to feel like a real fight and they hurry up there actions
I should have included that piece of advice! I would hire you as staff writer, if I had money to hire a staff!
This is good. Also, if they seem to hesitate, go ahead and let the monster hit first.
do you also type faster in your post? cus you made a lot of mistakes in your english, "Desition" Decision, "preasure" pressure, "gona" should be Going to, "cause" because, "there actions" should be Their actions, that said, I agree with your post, I just happen to be one of those people who is a grammar nazi.
@@CrystalClaymore maybe they have dyslexia or difficulty spelling and you have just been rude to them. I agree there were spelling mistakes, but I happen to be one of those people who don't like it when people are negative to others for no reason other than to show their superiority.
@@gogonomo5604 It's likely it was meant as a jovial jab, - though jest is tricky to get across in text. CrystalClaymore did end with acknowledging a penchant for pedantry.
Everyone is very eager to pounce and to shame others. Look at me now you've made me do it too. For shame ;-)
Lower hitpoints improves the "realism" (if I can use that term) of the game. In standard 5E, a standard party lacks the terror that should accompany a trip into a pitch black dungeon because "hey, we've got a bag of hit points." When characters have a ceiling on hp, they're FAR less likely to act reckleslly.
Patrick Doyle Yep
When he said lower hitpoints i gasped
Now i absolutley love it
I do the same, my PC got 5 hp only lmao and they really have to think when combat. They can buff and use shield to gain more hitpoints tho ofc, or even food buffs from tavern
Implement permanent, or semi-permanent injuries when you get severely injured by and enemy or when they deal max damage to you.
@@azuretigers5562 I do this as well. I found a table for modified death and dismemberment that I absolutely love. When a PC hits 0HP they roll on the table. A d20 tells them the severity of the wound (from minor inconvenience to mortal wound) and a d4 tells them where the wound is (head, torso, legs, arms). It's fantastic and has created a lot of permanently hobbled PCs. Definitely wounds that won't be healed by a long rest.
@@AlexPDudley LOVE IT, this can also enhance the gameplay, narrative, story elements, even RELEGATE your original character as a MENTOR for the next character.
@@AlexPDudley We ran a wound table for a while. If a PC was knocked unconscious by a critical hit, then they rolled on the wound table. if they were hit while unconscious, instead of losing 2 death saves they would roll on the wound table. The problem with the wound table is that players started bringing shittier and shittier backstories to the game, because we were regularly retiring beloved characters that had been blinded, lost limbs, become disfigured, and nobody wanted to put time and effort into a backstory when they were one unlucky roll from losing the character. We tried a body restoration mechanic where players could go to a temple and pay a fee to be made while again, but ultimately that became a chore, so we ditched the system.
AW LAWD!!!! Those are the BEST corpse tiles I've ever seen!!!!
Thanks, Devin. I show you how to make them in Dungeoncraft #33.
The moment you put the timers on the table you'll hear the sound of footsteps... of a lot of players leaving the table. Tried this way back in the day and learned that people don't want stress at the table, they play to relax. Stress them and lose them. Especially if your table is one of roleplayers and not wargamers.
Welcome to the modern world, the roleplaying is more important than the combat.
Huh, wish my group would adhere to that logic. Lol.
I use the very techniques you mentioned: d20 Ave damage for monster and npc's; except bbeg's where I make the fight more dynamic in description and pace. I really appreciate these videos, Professor. You are a well of rational experience and advice. Thanks.
Thanks! More to come!
For the problem with everybody being a walking tank, I just halve the hit points and double the damage for monsters. In this way, my players can progress their characters by the book not bothering with any house rules and calculations are very easy on my end.
As for taking average damage for monsters, never tried that, but maybe I will give it a go!
I use the Init system from Monte Cook Games (numenera and cypher system).
One test at the start of the combat.
Monsters do a group roll based.
Any players who succeed act before the monsters in whatever order they like.
Anyone who fails acts after.
It's pretty quick!
It seems like a good system Numera, I keep hearing it being brought up.
I like this initiative
I roll once at the beginning of combat then never again instead of every turn but think I'll try this system. Rolling for the monsters as a group is great and the players having one roll to beat to thin numbers on summoned or minions adds excitement I'd think. Glad you posted this method.
THAT IS EFFIN FAST !!!!!!!! OH YEAH
That's the original D&D way. Works good.
Here's a couple of house rules that you can use instead of rolling for initiative:
1. Let initiative act as an extra ability score that players can improve. You might wanna award a few extra ability score improvements if you choose this tho.
OR
2. Let every class have its own initiative. For example the barbarian could always go first followed by the fighter etc. Treat the 8 monster types as classes and assign each one a value or a turn order along with the player classes at the start of the campaign.
I have just found this channel. It's pure gold!!!!
About the video, some things other systems have already implemented them:
1) Cypher System has group initiative, low hit points, no roll for damage (weapons do a fixed damage) and the GM don't roll for NPCs;
2) Savage Worlds solves the hit points issue. Common enemies are eliminated with just one wound and players and tougher enemies are eliminated with 4 wounds, regardless of their level.
After I played these more simple systems, I don't wanna DM D&D anymore. I can play it, but I can't bear to DM it anymore.
Professor Dungeon Master your advice rejuvenated my Pathfinder 2E game! I'm so grateful for your videos and you're my go to for all RPG advice and content. Combat turns used to be three minutes a piece and players would wait to figure out their actions at the start instead of during the downtime! Who could blame them since 3 minutes per player would often mean 12~15 minute wait times between turns... Switched to 60 seconds to declare (working towards thirty), losing extra actions if they weren't ready and now combat is a dream come true. Action packed and just the right amount of stress! So grateful for your video.
I concur!
Thank you kindly.
Nice! Critical hit for the use of “abattoir”!
Thank you. I'm hoping to elevate the vocabulary of the RPG community. It's what Gygax did for me.
I want to thank you for making these Videos. They have sped up my games in areas that were bogged down previously. I do want to share with you a small scenario that got me to your videos. The characters were in a desert environment, Mad Max esq. They had to defend a small mining facility from a 300 strong army of "royals", the ones that dolled out resources etc... Anywhooo, that battle with 300 soldiers took all night long. It was fun but also tedious, and was difficult to damage the players to make it seem dire but also have the players take large swaths of them down in one or two hits.
The Leggolas factor i'm now calling it, got me to rethink how damage is done at higher levels and I now implemented a system that just has the players do extra damage depending on how many levels they are above the enemy. So if they are 5 levels higher on average from the soliders they would do an additional 5 damage per hit, arrow, bolt, spell etc. So now high level characters can massacre low level tanks in 1 hit..
I do a similar thing for the low level characters they fight. Usually in large numbers I group them up into groups of 5 or 10 depending on the levels of the characters. Each "regiment" of soldiers I add +2 to hit per person in the group. I just roll once, instead of 5 or 10 times with that modifier and VOILA! The players can get hurt even with 24 AC. I would typically do damage based on one individual and add +1 damage per person in the group that contributed. Average damage would be about 11 per group of 5 soldiers if they hit.
Again, I want to thank you for your videos and insight into bringing back the roleplay in D&D. Far to often it can turn into a combat simulator. Some of the most memorable games i have had was the roleplay not the combat.
P.S. I took your group initiative rules as well as made a whole new casting system that allows players to basically cast any spell they wish but with potentially dire consequences if its spells they are not familiar with. A brilliant idea you addressed in a previous video.
Cheers! and may all your rolls be 1 :)
Thanks for watching and writing. I LOVE the "Legolas Factor" and I may include it sometime in the future. It's a brilliant idea. I also may have an episode on running mass combat. I, too, ran a massive battle that got bogged down and tedious and have since fine-tuned rules for mass combat. I agree that the role-play, not the combat, creates the fondest gaming memories. Whoosh!
DUNGEON CRAFT really appreciate the reply. After watching a large portion of your videos it seems that this “Legolas” factor is a major contributor to what you eloquently outline as the law of diminishing returns. Higher level players increasingly get harder to kill and you have even gone so far as to basically revamp the hit points system to bring back some semblance of fear in running headlong into an army of combatants. I like this approach but it takes a lot of nuance and the margins for error on the dm to get it right is that much tougher. I am definitely going to try it out in the near future. That said, I have been running a game for over 2 years and the players are now level 15. It’s certainly a seriously trying “experiment” to keep them engaged and fearful of consequences but at the same time I also see it as a point in time that they can perform such miraculous feats of heroism that are only written about in fantastical stories you tell your children at night.
I just hope that capping hp’s doesn’t remove the character from these epic level engagements.
I could go on and on and on about this all night but just know that you have inspired me to think about these things, caused me to make an entirely new magic system based on surges of chaotic magic, re vamp my initiative rounds to group initiative, and most importantly rethink how high level characters can be challenged and have even more fun at higher levels then at lower. This but names only a few of the changes. A mighty cheers to that!
Can’t wait to see what you have about speeding combat up for mass scale enemies and your further take on the Legolas factor.
As a dm, may all your rolls be 1 :)
Thanks for this. I have been running a high level 5E campaign (Against the Giants) and the combats have been a slow slog. I had been using the standard 5E "ask each person what they want to do in individual initiative order" approach to having everyone call out what they want to do at the same time (I give them 3 minutes but they are actually fast and I usually get their responses within a minute or so), have everyone make all necessary rolls (to-hit, damage, etc) simultaneously and then I go around and get results. It worked wonderfully - so much faster and better. I had a few complaints initially like "what if the monster is dead by the time my attack goes off" and I just responded "that's real-time combat." Overall, the players liked it too and it definitely upped the fun level of the game, which is the ultimate goal. Big improvement!
Cool.
Second video of yours that's popped up in my recommendations!
Related to #2, rolling to-hit and damage dice at the same time, also if a character has multiple attacks, such as a ranger dual-wielding, fighter iterative/extra attack, or wildshaped druid claw and biting, roll them all. Use color-coordinated dice, so the orange d20 goes with the orange d8 main attack, and the green d20 goes with the green d6 secondary attack.Players love excuses to buy more dice.
Related to #3, averaging damage, you also mention rolling NPC attacks. One thing I like to do is, if it doesn't break immersion, have a combat-capable NPC branch off and engage with one or two enemies and effectively they all disappear. Say there's 4 PCs and an NPC, and they're going against 5 orcs. The PCs engage with 4 of them, and actually do combat rolls, while the NPC "takes care of" one of them. Still narrate some back-and-forth action, mark some hp loss on the NPC depending on how long the fight goes, and the NPC "finishes it off" around the same time the PCs finish theirs. That's two rolls per turn eliminated.
Related to #5, stopping some progression at a certain level reminds me of Epic 6 for 3e/Pathfinder. Essentially, leveling stops at 6, and thereafter xp can only be spent on bonus feats. It keeps the action at what a lot of people think "the sweet spot" is without introducing game-breaking spells, effectively infinite hp, or a dozen iterative attacks, while still allowing for new capabilities in the form of wider options rather than more direct power. If someone really wants a lot of HP, then they can keep taking the Toughness feat, but at the cost of so many other options.
Michael Turner Brilliant. Multi-attacks with color co-ordinated dice is a rainbow-licious ideer. Thanks, Michael.
For Initiative I have adopted the Mythras ACTIONS system. I give EVERYONE 3 chips to represent the three actions you can do in a round (move, action, and bonus action). You surrender 1 chip and take an ACTION. Then the next person at the table takes 1 ACTION and so on until everyone has taken one action (monsters included) and then the table proceeds to their second action and so on. This mixes in movement with attacks and basically causes all the combatants to "interact" with each other between each ACTION. No longer do you have a fast character move, attack, attack AGAIN, and then retreat all at once. That process would take FOUR ACTIONS and the other players (and monsters) would be taking their own actions in between each one.
I find that it...
- Keeps players invested in combats (I use a timer just like you do) due to the need to keep track of HOW combatants are interacting between each action.
- Forces the adoption of tactics since one can no longer move, attack, and then retreat.
- Causes the players to become anxious about combat because NOTHING is certain when the combatants are exchanging actions throughout the round.
For multiple attacks at higher levels, I give the character another ACTION (which need not be an attack).
Make each round into 3 rounds? No thanks.
I threw out HP a long time ago, instead damage is caused to a players attributes. Damage to the Body is CON damage, Damage to the Arms is STR, Damage to the Legs is DEX, Damage to the Head is INT, Psychic damage is applied to WIS and I use CHA more as a social stat so social battles cause CHA damage. Makes the game a level of grittiness I like and it gets rid of a massive heap of house rules on wound penalties, for newbies it makes it easier to understand you just took 8 points of damage to your STR ("Oh crap you mean I can't lift this sword anoymore?") rather than your HP ("Ok.....can I still hit that goblin next turn?" followed by 15 minutes of calculation to apply penalties that are only used for 5 minutes of combat gameplay). I also change up how each stat can be healed: STR requires eating meat, END requires eating Vegi/fruits, DEX requires water, INT requires sleep, WIS requires therapy, and CHA requires R&R.
That's an interesting idea. I'm imagining a Wisdom-restoring therapist in my Keep on the Borderlands!
You're a madman... or a genius... maybe both?
That has to be the most imaginitive house rule i have ever read on a youtube comment. You could literally make your own rpg system out of it.
You should post your ideas as videos. Good stuff
This is great. An indie system called PDQ does something like this, except instead of standard stats, you take away ranks from descriptive qualities that you invent yourself.
@@barbarianater The RPG Mutant Year Zero uses that kind of rules :)
Quick shout out- I REALLY enjoy this series.
As for speeding up my game, what I've done is whichever character triggers the encounter rolls for the group. Then it's their side v.s. my side. Their side of 6 players gets 5 minutes and I get the same. Using this method, I've rarely had combat run more than 6 rounds- they've either won or are running for their lives, and most notable combats are done in less that 40 minutes.
Cool idea!
My recommendations:
1. Waves. It is faster fighting three groups of 6, than even one group of 12. (a) less creatures in initiative, (b) players don’t get swarmed as frequently (resulting in wasted rounds repositioning, healing, defensive spells, etc.), (c) players can more easily team-up on enemies, and (d) later waves can free or just not be added if it’s taking too long.
2. Surrender/flee/metagame. Once the leader does down or it is obvious that they enemies aren’t going to win, end it - even if you have to just say “You hack down the remaining zombies.”
3. Limit numbers. Use other methods than increasing numbers when scaling fights. If the PCs are too powerful for 12 goblins, don’t make it 18. Make a few hobgoblins, give some better weapons, or give them some cover.
4. Don’t metagame against PC strengths. If the PCs are melee focused, don’t continuously force them in ranged fights.
5. Avoid nerf effects - darkness, fog, sleet storm, etc. These waste turn after turn of non-activity.
6. Let players track damage or even move (minor creatures). Use dice or numbered tokens and have a player track damage done on the battlemap or paper. It gives them something to do, it’s fast, less work for you, etc. "Joe, the red goblin group swarms the nearest PC."
7. Prep the actions for the first two rounds of combat for your enemies. This saves time vs. looking at long spell lists, equipment, etc.
8. Have goals in combat besides fighting and killing. For example, the goal isn’t to kill the enemies, but to get past them to get across the river crossing. Likewise, consider chases or fighting someone in a burning building, a tavern fight, etc. The encounter can end without having to zero hp all the enemies.
9. Use colored dice for markers. Yes, figs are lovely, but they waste time trying to figure which is which, moving them, knocking them over, etc. Groups of little six siders of 1-6 dice are easy. At least apply group initiative to color groups.
10. Don’t draw out combats if they are too easy. Let them end quickly and make a note for the next combat. You don’t have to make every combat ‘epic’. Balanced them over time. Likewise, don’t be afraid to toss in too difficult encounters (with fair warning and the option for PCs to flee). If a player casts a spell or takes an action which ends a two-hour combat in six minutes… have a laugh and continue to the next encounter.
11. For large numbers, if seen groups of enemies use standard rolls in addition to average damage. For example, you have a group of six (red) goblins. 1-2 automatically roll a 5 on attacks and saves (total of say 8), 3-4 roll a 10 (total 13), and 5-6 roll a 15 (total 18). Next round you roll a d3 to switch the order of the 5,10,15. This said, better to avoid large groups.
Very cool. Thanks for sharing!
Lol now I know why my dm mate runs all his games like this now, he's taken your advice. It is helpful but sometimes feels mechanical, sometimes im immersed in the game and all of a sudden it's average damage this and predictable layout that. You need some randomness in combat, a hit isn't always a hit. Sometimes they roll low. Definitely agree on the lower hp thing. I'm thinking about running a campaign where all world hp drops to 20%
I agree with you. My suggestions are suggestions. Slow combat is bad. Mechanical combat is just as bad. If your group only has 3-4 players in it, I would roll the damage out. That advice is for people with large groups (7-10 players). Also, your DM should be switching it up. If the average orc damage is 5hp, sometimes it should be 4, sometimes 6. Also, I always roll out the damage for the big bosses. Your 20%hp is a greta idea.
I do average damage most of the time, occasionally I switch it up so it doesn't seem so predictable. Also, my own way to speed up combat is by reducing the PC hit points on the fly to end battles quicker. I do this by arbitrarily having a monster crit for extra damage occasionally. This is purely done to increase tension because I play with 6 experienced players and they are very good at healing h.p.
I've been binge watching DungeonCraft to level up my DM skills for a few weeks now (randomly out of order). This is my second time watching this video. I don't know if you've done a "redo" or "rehash" of this video more recently, but it's so practical... making it one of your best.
Watching your videos has inspired me to work out a new combat system that has No Initiative, No Rounds, and No player HP (technically). I'm not done yet, but I've got enough of it sorted out that I'm starting to get excited.
I play with my kids, one of which has a bit of autism and both have a bit of adhd. Faster turns is a must at my table if I want to keep them engaged with the game. Your videos have been incredibly helpful. So far I've thrown out initiative and simplified spells. I'm excited to try the game with lower hp. I think they'll enjoy hacking down a lot of monsters quickly.
I also run games with autism and adhd. I can assure you they will enjoy the game more and you'll get more satisfying gameplay in less time. Cheers!
I'm trying to figure out why you don't have more subs! Great intro, good visuals, good personality, easy to understand and most of your ideas were good. WTF?
Thanks, buddy! Please, please, PLEASE share our videos. We work very hard and we hope that if we keep putting out high-quality vids, we'll eventually reach the tipping point.
It's because players and DMs alike completely hate his ideas. Players don't want to die, they want to be heroes. And DMs don't want to be blamed for killing off players with homebrewed rules, they'd much rather just be like: well these are the rules as written in the book.
À chacun son goût or Chacun son goût. Most of the feedback I get is positive. But thanks for watching!
Well the CR fans and staff talk about each other
@@LockSteady A good DM should know what rules to keep adn which to ignore for their game.
its also NEVER my fault your characters died, it'll only be my fault when i outright have them killed, blame your dice, yourself, or other character antics but not your DM. Without death there is no risk.
I wholeheartedly endorse this. I might even adjust things to favor a little more of the heroic side and say that that at first level the players receive their full hit die + con and then at second it's half of the hit die + con (average), and then every level after that it's a +1 + con This gives them something to look forward to.
One idea for speeding things up but keeping damage variability is that each weapon deals it's average damage + modifier + how much higher than the opponent's AC they rolled. Damage is now solely based on the quality of the hit. If you roll a 18 versus an AC of 15, you deal an extra 3 points of damage over your average. Crits are handled normally.
This is a cool idea, but that would mean the level 5 Ranger with a +10 to hit (+5 Dex, +2 Archery fighting style, + 3 proficiency) would deal a minimum of 10 damage on a hit and hits of ~20 wouldn't be uncommon. Say the average enemy AC at that level is 14. He does 5 average damage + 5 for modifier. Half the time he will roll 10-19 (ignoring crits) on the dice so he is doing an extra 6-15 damage for a total of 16-25 per shot!
One other potential problem is high level enemies that have high to hit bonuses will now hit very often for very hard!
Interesting concept that gives me some ideas, thanks!
@@PhoenixM13 What if you remove the average damage completely and just apply damage equal to the difference between the AC and To Hit roll + any attribute/proficiency/skill/weapon modifiers?
That's more or less how Open Legend makes things work. You only roll once for everything, from spells to regular attacks. Imo it makes things more balanced.
@@GonzoTehGreat doesn't that eliminate the function of having different types of weapons? From what I understand, that would make a dagger as effective as a halberd.
I DM a game of homebrew 1E and 2E mix. One of the things I have came up with is combat sheets that I print out. We use D10 for initiative with low rolls going first. When I am designing the adventure I print out the combat sheets and I roll the monster's initiatives right then and not at the table. It only takes a few seconds for the players to roll their initiative rolls and I can quickly place them in order on the sheet just by writing PC's initials. This is done on graph paper so it is very easy to track from round to round just by drawing an X to the right of the combatant as their turn comes up. Doing this prep work before sitting down at the table speeds combat considerably. Professor, keep putting out great content! Many of your ideas have made it to our table.
I don't use HP at all now in my games, and damage dice determine the severity of a hit rather than an amount of points you take. Your CON score (not mod) determines the total number of light hits you can take. You divide by 2 as you go up in severity. So a CON of 15 means 15 light, 7 moderate, 3 severe, 1 critical.
I adapted your system from the GM secrets for rolling difficulty for how to determine severity on the damage die. 1d8 means 1-3 light, 4 - 6 moderate, 7 severe, 8 critical. So on and so forth. This sped up combat rather a lot for the group, and it still allows for the cinematic combat feel. Shoot an arrow at that orc, but roll a 1 and it sinks into the arm rather than the neck, but roll a 6 and it dies immediately.
Critical successes mean you cause a critical wound plus whatever extra wound you roll for. Critical failure means your actions halt for the rest of the round. I still use the AD&D 1E round combat system with 10 segments, but I like it because the players have 60 seconds to declare actions before the round begins, and then I call for rolls to resolve the round. I think our longest battles have been like 10 minutes long because the number of creatures was fairly high. Usually a single round can resolve most conflicts, with a dragon taking about 8 rounds total.
I used these ideas to run 10 folks through a Shadowdark adventure last night and they worked great. In spite of the high number of players, combat hummed along smoothly.
Nice! I have a large group myself. It's hard because you don't want to turn someone away.
Seriously, I have searched for videos like this one but never stumbled on yours. I came here by accident and will come back for the ride.
I like your ideas. Less HP, averaging dmg for monsters are good suggestions.
Glad you stumbled here! Over 60+ videos and counting. Wait until you see clerics this upcoming Thursday. It will blow you away.
Dungeon Craft can you provide more information on how to reduce spell damage from monsters?
Sure. If you reduce character hp by 80% from 50hp to 10hp, reduce spell damage by the same %.
Thats the first time I felt supported when it comes to simplifying combat Thanks sir u got urself a squire
This video series is the most useful one Ive come across. I am a year 3 DM and still learning the ropes
I've adopted a bag method for initiative at my table. The bag is a pencil bag filled with one-inch floor tiles labeled with numbers, usually ranging from 8-20 depending on the size of the group and the number of monsters. Before combat I hand the bag to the player to my left and they take a floor tile, or initiative token, out of the bag. Then the players take turns drawing their initiative, going clockwise around the table. Once it gets to me all my bad guys go on those initiatives. It saves me a bunch of headache and peppers the combat round with enemy turns, something I feel is lacking in side initiative.
Here's my thoughts
On lowering hit points: if you essentially halve/reduce the players and the monsters then you have to half the damage to make it balanced. There is some validity to the point that level 3 players should be able to carve down goblins, so let them, but if everything is cut in half you're back to square one.
Side combat: I like the idea of side combat but you need to be careful and test it out a few times with your party before you switch completely. The things I noticed with my group was they ended up falling in a pattern of who goes when, and they don't work as a team as much as I thought they would. And on the dm's side you are running (possibly) many monsters at one time and I won't lie, I love the break when players go. In reality between turns some players do not pay attention, but some do. The break between turns gives them time to plan ahead and look over the abilities. But it just depends on your group.
Timers: I think this is a good idea when doing a surprise attack round or they are in a situation where they have to act fast. The timers should symbolize when the characters are out of their element and caught off guard or when the opposing team is in that boat. In a battle with a dragon they all know how to fight and they know the rhythms they fall into. The character would know how to act in that situation. But if they are in a chase down the street then having a timer is perfect. It brings them out of their element and also gets them thinking fast like a chase would be.
Roll damage with attacks: brilliant idea! And if the PCs have multiple attacks make sure they divide up each roll into one little group. So crits go with crits and misses go with misses.
Use average damage: yes.
And so here is some of my own advice:
Music and lighting: never underestimate what a good atmosphere can do tense music will bring up the heart rate of the players. They will feel the stress. Same with lighting
Magnets: this shaves off some precious time. The players have something they can stick their magnets too and the DM has something on their side. That way players and dm can quickly stick their magnet on the inative they want and you can keep secret monsters from them. And they are left to wonder what number do they act on. It also gives room to quickly readjust order if new situations arise.
Pre-roll encounters: another few seconds shaved off.
Have a cheet sheet: this is for monsters and PCs alike. Have the PCs AC passive perception and insight on the ready. For monsters have a sheet of paper that has every monsters AC stats and summarized attacks. (aka breath weapon would be dex save 17, 10d6 fire) then also keep their stats on the ready but also off to the side. Also include a box where you can track their hp.
Dry erase: very helpful for everything mentioned above
Pre plan strategies: its easy to look over this when beginning, but have half a sheet of paper giving if so statements. If more than half dead, retreat. If on last few hit points, beg for mercy. Or other info about how different monsters will interact with each other and provide buffs.
Use less monsters: if you are running 8+ creature and are managing them each individually you are doing it wrong. The ideal monster zone 1-3 and maybe some minions (4e inspired). If using minions only roll once for their whole group and estimate how many of the PCs get hit. Then use average damage. Keeping it small is vital to fast combat.
Thanks for all these great ideas and for taking the time to comment!
jamie jelinek Magnetic initiative trackers! Thanks.
yeah im not too sure about the hit point cap. What happens with Magic Missile? If a fireball is cut in half then a magic missile only does 1d2? This at first level is a serious nerf. If you keep it at 1d4+1 then how does it scale? What's going to be the difference between a lvl 1 MM and a lvl 3 MM? The intent is great but it just means more headache.
@@brotherimzee I use these rules for my games. It's really not that difficult. For Magic Missile, I use 1d4 without the "+1" (averaging 7 points of damage). Everything else remains the same. The player can add additional missiles, as per the rules. Eg. A 7th level caster can fire it off as a 4th level spell, allowing for 6 missiles at 1d4 each (average of 13 damage). A reasonable, (not overpowered) amount of damage for challenging foes at 7th level, even with reduced HP.
Professor DM, these rules have changed my games, all for the better. Thank you for your experience and insight. I've been a DM, off and on, for over 25 years; though I've always been reluctant to administer too many house rules (especially drastic ones, such as these) in fear of unbalancing the game. Not only have I found no unbalance issues, but these changes have made my job MUCH easier, allowing me to focus more on story and theme and far less on calculations. My "hold on a minute"s have dropped off significantly and the combat runs swiftly and silky smooth, with a lot of tension..precisely what this games should provide.
Our combats are over within minutes; not hours, adding a sense of realism to the game. This just means more encounters and combats per session! My players love the new play style.
One thing I do differently is with initiative. Although I use group initiative and the players decide who goes first, I have broken up turns into "half turns", using tokens (people love tokens!), to keep track. Each player is given 4 tokens, 2 move tokens (2nd move token represents the Dash action), one action token, and one bonus action token (if applicable to them). On a players turn, they decide what they want to do, and spend the appropriate token (move, action, or BA), and take that action. Their turn pauses and then it goes to the next player who spends a token and so on. Then I take my half turn for the monsters (if I lost initiative, otherwise, I would've gone first). It goes back to the first player, who spends their next token, and so on.
Eg. 1st Player decides to move, spends move token, and then moves towards target. Everyone else takes their "half-turn". The battlefield has changed , since monsters and companions have moved or attacked. 1st player can now spend their second move token, ending their turn (if they have no bonus action), or use their action token to do something. The round continues until appropriate tokens are spent and all creatures have taken their complete turn.
This may sound cumbersome, but it is not. It goes quick. The best thing about this system is that it can be quite chaotic and can easily foil plans, so strategy is paramount. If you ponder all the possible scenarios by having half-turns, you will see how strategy must come into play, as things can drastically change before you get you second half of your turn. It also adds more realism to the encounter, as creature aren't just standing around while you run up to something and then hit it with your weapon. It better represents "everyone moving and attacking at the same time.
I'm glad this channel helped! May all your rolls be 20!
Yes, and may theirs be 1...GWUA HA HA!
@@Emloch They hate that. It makes my day.
This intro is HILARIOUS - - I play it from time to time !!
BRUNT KICKS DOWN THE DOOR : RELEASE THE PRINCESS YOU FIENDS !! HE SWINGS HIS BROADSWORD IN A MIGHTY ARC, CUTTING THROUGH MUSCLE AND SHATTERING BONES !!
One way I speed things up and add tension is drastically reducing or removing healing options. Little to no healing items, few chances to rest, etc. Even if you have a cleric it builds up as you progress through an adventure. Combined with some of these ideas you could make things really tense and fast. Love your videos!
You are 100% correct, Chad. Spells like Healing Word and Healing Spirit are ridiculously overpowered and destroy suspense. I'm eventually going to do an episode on clerics and I'm trying to figure out if healing needs its own episode. Let me know your thoughts.
DUNGEON CRAFT I think healing could use a video. Reigning in healing items and spells works great for long dungeon crawls, escapes, traversing the under dark, etc. I like using things like plants that let the adventurers grasp little boosts here and there but never let them fully heal. I rarely let them die though. I run a lot of semi-low dark fantasy.
@@DUNGEONCRAFT1 I would love a video with your thoughts on healing.
The HP bloat is one reason I like the Wounds/Vitality alternate system... Vitality is like the normal HP, how much combat wears you out... but Wounds are the ‘meat’, and are always equal to Constitution. Mostly, Vitality will be the damage taken...but once you’re out of Vitality, it’ll take Wounds. BUT...Critical hits, or hits when the character is unable to defend (sneak attacks, paralyzed, asleep, whatever) do normal amount of damage, but take off Wounds directly. Any damage to Wounds has the potential to cause short-term penalties, and even long-term consequences. Like getting a hand cut off, or an eye gouged out, or even a collapsed lung...
This video is legendary! Professor Dungeon Master's dry wit is killing me.
About the HP of PC, I came up with this, instead of increasing those by level or capping it, you can increase it when the Character get it's Ability Score (AS) increase (at lvl 4/8/12/16/19), so your hit dices and HP increase by power realm, and balance between being a Heroic resilient MOFO and a mortal struggling to kill hordes of monsters and dragons.
In this Hypothesis, Consider a Paladin reach level 19 and has +5 of CON, if the paladin decides to get average instead of rolling, he will reach 65 of HP, which is not low for his high level, neither is high for a fast paced combat against giant abominations.
Additional toughs:
- Fighter get more AS increases than other classes, you can opt to ignore the ones that other class don't get.
- Your players will get a max of 6 hit dice, to balance healing you might consider other methods.
- This is a suggestion I came up just now after watching the video, is not perfect and you can use it as reference to work your own, I am now thinking on how to implement what I learn and what I come up with to work in my game, it will require some time and some lab rats.
- Remember to have fun.
I'm so grateful for these videos! I've been planning my first campaign as a DM for months and it's been really fun but there's been an emptiness I couldn't identify in my SOUL and finally, after watching so many other DM advice videos on TH-cam, I feel like here I've finally found someone that really speaks to the things important to me about the game. I don't know why it took TH-cam so long to suggest you!
Check out Matthewcolville here on TH-cam as well, his running the game series is phenomenal and chock full of amazing advice!
I can see this solutions taking away as much excitement as they’re adding, if not more.
The player who spends 2 minutes on their turn clarifying room layout is the one who makes his movement JUST eek out to fit the distance it takes to spider-run up a wall, jump to the chanelier, and cut the chain holding it up, impaling the dragon’s face.
Your suggestion about lowering HP makes it so some of my most memorable bosses never would’ve seen daylight. My CR 25 Shade of Vecna (patterned off the CR 23 Worm Who Walks) would’ve wiped the party in moments unless I made him weaker than a dragon. If you like faster combat instead of gimping HP in general, re-implement Minions from 4e. Normal enemy, no changes to damage or AC, but it only takes 1 point of damage to kill them. I think the “How do you challenge high-level players?!” meme goes a bit far sometimes. If all else fails, make a quest involving a 2-star puzzle box that you bought off of Amazon. That’ll challenge even a Level 20 party of ten for days lol
Thanks for watching, Cody. I agree with you about minions having 1hp. That's a great trick. Hope you watch the other DungeonCraft videos. Toss out what doesn't work for you!
Great ideas. I hate to say it but D&D 4th ed addressed some of this with the idea of minions and and listing average damage on stats along with damage ranges to reduce rolling. You can run a cinematic battle pretty easily. The bad part of 4th ed is players ramp up to god-like abilities pretty fast.... but so do the monsters.
I love 3.0 +3.5 but I liked the idea of the minion rules of 4. Guys i ran a game with survived an undead horde more cinematically (though I added disease for more threatening appearence).twas great
I love how succinct and to the point you are. Thank you for providing well thought out content in a logical, step-by-step fashion. Keep up the good work!
This is why I like Dungeonslayers so much. Your attack roll *is* your damage roll. Your HP is your Body + Constitution + 10 (+ potential *Endurance* talent) regardless of level.
I may be the only one to disagree with you on quite a bit of this. First of all, I don't find it boring when each player takes their turn, describing what they want to do, rolling, hitting or missing, and then rolling for damage (if they hit). It can be quite amazing when someone describes their method of attack, especially if it's outlandish, and then actually succeeds via their roll! It can be equally interesting when, despite their success, the damage done is minimal due to the damage they rolled. And, likewise, it can be amusing to watch an attack fail. If everyone is rolling at once, then no one is paying attention to anyone but their own selves. And while this may be how actual combat is (you can't pay attention to every one around you), D&D is a game of cooperative story telling. I enjoy getting to see and hear what another playing is going to do and then watching it unfold for either success or failure.
Likewise, I don't find it boring when the DM is rolling and calculating monster damage. If I am low on HP and a monster has successfully hit me, I anxiously await as the DM rolls the damage to see if I can still fight or attempt a retreat or if I've been knocked unconscious or killed!
When playing a game like D&D, it's not always about moving fast, fast, fast ... even in combat. It's about creating and telling a story. And each player, DM included, is a part of that story. It's a story that the entire table shares and if each player is going to just move, attack, and roll their dice all at once, it's not a story we can all engage in well (as we can't watch the other players take their turn). Yes, again, your method may be a bit closer to actual combat, but it's further from the heart of the game, in my opinion. If you or your players are bored by having to watch another player take their turn at combat, then perhaps there is something else that is wrong ...
Storytelling is at the heart of D&D, but so is rolling dice!
The former shouldn't get tedious, but the latter can become boring.
You've cherry picked examples of suspenseful dice rolls but unless your character or the enemy is low on HP, such drama is uncommon. Instead, everyone settles into a routine of roll-to-hit, roll damage, calculate if the target is dead, else continue. This can become especially tedious at higher levels because you're just subtracting HP for the first few rounds until things get interesting... >) The solution is to scale encounters appropriately, so they challenge the party, but this isn't possible to do with lower level creatures (e.g kobolds, goblins, orcs) so you either avoid using them at all or include them in larger numbers, which adds more dice rolls, without dramatically increasing the stakes...
@@GonzoTehGreat you're also making some assumptions with his supposed cherry picking. You're making the assumption that every enemy encounter is going to be utterly by the numbers and while that might be true for some DMs, there are plenty of DM's out there working to make every encounter unique or molding it around the party's strengths and weaknesses. So yeah, you might run into some mooks that you as a party aren't afraid of, but inversely you might also run into a group of mercs that are every bit as hardened and dedicated to survival as your group is. And they might be your hard counter if you're not careful. What I'm getting at is that combat can mean getting out of it as much as you put in.
@@LupineShadowOmega I don't know what point you're making.
My point was that D&D combat mechanics typically don't create drama or tension (especially at higher levels), so it's upto the DM to do so. I think this is because of the levelling system and HP buffer which turn characters into walking tanks once they reach the higher levels (e.g. 10+)
The DM has to scale encounters to ensure they remain exciting and challenging for the players but another way to handle this is to homebrew alternative rules, which is what this channel is all about.
@@GonzoTehGreat The point I'm making is that you accused him of cherry picking drama when that's not exactly true. The drama of combat can be both narrative and mechanical in nature and the DM themselves are in charge of both of these aspects.
Remember how cover rules exist? How terrain effects movement? How falling damage is a thing? How environmental factors can lead to both advantage and disadvantage? All mechanical, all potentially dramatic.
And the point I thought I was being rather obvious about; that your mileage will vary based on how much effort is being put into encounters. As a player that has a DM that almost always goes for lethal combats, I can say that I've had much more of his type of drama vs your monotony, but both are less features of the game and more differences in technique applied to what's there.
@@LupineShadowOmega I don't agree with your accusation. I pointed out that many combat encounters aren't as dramatic as the examples he provided. Can a DM spice things up? Sure. Does this happen in practice, with every encounter? Not in my experience playing or watching games.
I don't disagree with your comments regarding how a DM can make combat interesting, but that was pretty much what I said anyway. I was disagreeing with the comments of the OP, regarding how exciting combat dice rolls can be.
Really great ideas!
I have an alternative for fast initiative:
Just get yourself some cards with symbols or colors; one for each player and one for each group of monsters (boss, minions, archers) and draw one card from the pile you shuffled through before the combat starts. It keeps that random element and is still very fast.
That's not a bad idea. Thanks for watching, Xorn. If I steal that and put it in a video, I will credit you!
Remember minions from 3E? Yeah, I still use those.
Most NPCs have 1 HP. Big tough ones have more. That’s how many actual hits they can take before going down, regardless of how much damage the characters roll. How much they roll merely effects my description of that hit or death. The only NPC I bother giving normal hit points to is the Big Bad of that session, if there is one.
My players don’t know any of this. Don’t tell them. What they don’t know can’t hurt me. (They really like all the “options” that fiddling around with their character sheet gives them. Keeps them busy & worried. I do take their character’s abilities into account, but only conceptually.)
I also steal a page from Earthdawn (Adepts being infused with magic) to explain why their characters become supernaturally tough.
"Keeps them buys and worried." Bravo.
When I've used timers, if the character is seasoned or well-trained, I have the players give their character a preset "default action" that happens if they don't consciously decide on anything else in time. The default action must be simple and able to be applied without ambiguity (like, "shoot nearest apparent hostile" or just "take the All-out Defense action"). Turn is only wasted if there is no obvious way to apply that action.
This: 1) prevents the unpleasant situation of one's turn being completely wasted, 2) prevents an allegedly battle-hardened character from completely freezing, and 3) captures the common phenomenon of "my training took over" that happens in confusing situations in real combat.
As a newer DM, this type of information and experience is invaluable. Thank you for sparking new ideas in my imagination. Love the show... easily one of my new favorites. Keep it coming.
Thanks, Captain! Lots of more videos to watch, including one tomorrow. Binge watch all summer and join the FB group!
@@DUNGEONCRAFT1 That I will sir... that i will.
For initiative I have a magnetic dry erase board. I found magnetic label holders that I can print labels or have the player write their name on and stick it on the board. So it takes maybe a min to get everyone's init up and ready to go. The board is up where everyone can see it. I also have a crit hit and miss for init.
Rolled 20 = +2 on rolls other than damage +5ft base movement(First Rd). Not surprised if applicable.
Rolled 1 = -2 on rolls other than damage -5ft base movement (First Rd). Acts if it is a surprise round.
In the last few sessions, we had a lot of NPC allies. The DM took the "average damage" approch for everything except the PCs. Worked wonders
Also, a way to speed up initiative tracking that I use, that's not quite as radical as yours, is adapting the Savage Worlds practice of dealing out playing cards. Go in descending order, aces high, reverse alphabetical suits for ties. Rather than creating and tracking a table every combat (which is tedious and I hate it), I can just scan the face-up cards on the table. When someone is done with their turn, they hand in the card. Turn the card sideways when someone is readying an action, so that's a visible indicator too. Flip the card over for delaying turn, and at any point they can flip the card face-up to indicate they go next. Keep drawing from the same pile each round until a joker is dealt, then shuffle the discard in to the draw at the end of that turn.
Can lead to some interesting custom rules design space too - I had players pick a particular card that was "theirs" and if they drew it got a bonus to rolls, but if someone else drew it they got a bonus to rolls interacting with that person - extra hit and damage against an enemy, extra hp from a healing spell, or a bonus to save from another party member's area effect spell.
You've done a great job codifying and putting into words things I've always felt about high-level campaigns. The massive amount of hitpoints means that high level content really only comes in a few flavors (I mostly play 3.5/Pathfinder). Either it's save-or-die attacks (which I hate) or millions of attacks. I'll be trying to implement some of these measures and we'll see how it goes.
I just found your channel, and I'm absolutely Loving your ideas.
It's clear how much time and thought you've dedicated to the game, and I'm reaping all the fruits of your labor!!
Thanks for putting your thoughts out there, mate
Thanks! This is one of my favorite videos. Glad you found it helpful.
I play in smaller groups than you and we use individual initiatives. In Lamentations we each roll a d6 every round, while in 5e we establish an initiative order and keep to it. The delay in the narrative as we do the numbers is an exciting calm before the storm, especially as when the initiative order appears, our GM has given each combatant an individual name which allows us to see them, interact with them and really brings combats to life. Fighting Belcher Blackrock, Thespin the Glaive, Maerwina the fisher, Maidenchin, Hal Redtroos, Dogface, the Spider and the Eastlander is much more vivid than fighting 8 bandits.
It is 1:30 in the night, I watch your videos and I announced a dummy session for tomorrow evening. And I will do all your suggestions at once and ask how the players will like it.
Professor Dungeonmaster, love the less hit points suggestion. Reminds me of Savage Worlds mantra "Up, down or off the table." Especially with "extras".
This is actually why I liked 4th edition. While most people hated it for feeling too much like a video game, I liked a lot of the ideas they brought in like Minion-type monsters. While this resulted in things like trolls and ogres with 1hp, they were still just as dangerous as their non-minion counterparts except they went down in one hit. I plan on adding that to my homebrew game because I like the idea of the players feeling more powerful as they level up and gain access to these heights of power that few people ever reach. It also helps speed up some of the combat as well.
I didn't care for 4th--but I LOVED the minion rules.They were genius.
As a new player, this sounds like a godsend! To be honest, I was shocked how boring I found combat to be. I thought maybe it's just because I'm new and a bit slower than a veteran player at making decisions, but it seems to be a global issue. If I ever DM with friends and my combat is slogging, I'm gonna add in timers!
Here's an idea to speed up combat though one that isn't quite compatible with everything in this video: all damage die deal max damage. Player, monster, everyone.
Rationale is 2-fold. For one it does the same thing as rolling hit & damage die at once, but better since knowing the attack will deal say 6 damage instead of 1-6 damage makes the mental math easier. In addition it is the reciprocal of lowering hit points. The reverse of it. If everyone is dealing ~2x damage, HP is only worth half as much. Combat should now only last half as long.
As for another benefit, it's also somewhat in the spirit of the game. Lets be honest, whenever a plater is picking the 1d8 longsword over the 1d6 shortsword, in their mind everytime they are seeing the 6 & the 8. Those are the numbers that represent weapon damage to us, so why not make that happen all the time?
this is my new favorite DM show
Cool! Glad to have you aboard. Spread the news and stay safe!
@@DUNGEONCRAFT1 I ended up binging like half your videos in about 2 days. I'm going to start dungeon mastering dungeon worlds for the first time soon. I'm pretty excited at how stripped back and intuitive it is.
i def gonna bring this up to my group. i mean other than the attack damage and hit points i love these new mechanics. my pet peeve has always been electronics during game time when players surf instead of paying attention and formulating strategies as each player performs their actions, only to ask the "repeating" question...."okay now what has happened?".
You know, I like this, I agree with you wholeheartedly. In line with what I've said before: Once you mod it to this, it's basically OD&D, and Basic D&D. The experience is almost akin to running Labyrinth Lord + Advanced Edition Companion, or a modded Swords and Wizardry with feats and other abilities.
I always loved this idea -- but how do you keep track of all the players' different actions when they announce it all at once? If it was me it feels like everyone would announce it in a huge mess and I wouldn't be able to remember who said what as I was resolving them.
mAc Chaos I believe he resolves them clockwise around the table
How about 1) movement if you're not in melee, 2) all actions done simultaneously, 3) any reactions, 4) any bonus actions that aren't simultaneous with an accompanying action. Or something like that.
Pretty sure the Professor just says you get one action each and leaves it at that so he's not playing strict 5e (surprise!).
YOU changed my way of playing, crafting and preparing! I completly reforge the game . so far , after 3 games... players love it.. and i do too: faster simpler and more fun after all!!! thanks prof.
This is fantastic. I've always raised monster HP to deal with overpowered PCs. I very conveniently have a campaign currently at Level 3. Players are going to be shocked when I tell them to lock in their HP :D Brilliant strategy since 5e is SO character-favored. After level 5 monsters become pincushions and PCs are basically invincible. Thanks for the tip!
For over 3 years I ran a game with 9 to 11 players.
At the beginning of each round the players had 1 minute to hand in a slip of paper with their planned action. Then they were resolved in initiative order and in rapid fire.
Note, I as DM had that same minute to plan the actions of all of the opponents.
A combat round back then was 10 seconds (6 rounds a game minute) 1 minute to plan 10 seconds of action by the PC is generous.
A slip might say : Charge at the Orc leader and slice him up with my sword.
Even if the orc leader moved first, the PC would be judged to charge toward the orc leader's new location. If it was too far... the PC would be allowed to swing at something else as they pass.
Initiatives get rolled at beginning of session for the first combat (not at the time the combat starts) and at end of first combat for the next combat. The players know who will be going first generally 10 minutes before they enter a combat. Easy to have the initiative tracker all set up (Player and PC names on a clothespin on a dowel in a stand) Yes, there's red ended, numbered NPC/creature pins visible to the players. (roll as many NPC/creature initiatives as there are players, if less enemies show up, pull top, then bottom then top, leaving the middle enemy initiatives, not the best or worst... if more show up, the extras go last)
I've seen 30 minute combat rounds for a 4 PC game...
I was getting less than 15 min per combat round with 11 players and 15 enemies.
Note: the players could have several pre-written PC action slips that they keep re-using. ("Magic missile the strongest looking enemy" for the mages action)
Works fine to have a prearranged general combat plan as an organized group of adventurers.
Tanks in the lead to hold back the mobs, glass canons in the back taking out the enemy glass canon(s) ASAP
That is just being smart.
Love your vids.
Another idea about monster damage: if you know that the average damage is enough to knock the player out, but rolling might change that outcome, roll for monster damage only at that time. That way you don't roll most of the time when it doesn't matter, but you add some suspense when it does matter.
Also if you don't want to mess with HP of all characters and monsters because you're afraid it will be too much work, I read about an interesting modification to the critical system to effectively lower HPs against lower levelled matchups: For every (full) +10 that a character defeats an opponent's AC, add extra damage. There are a lot of ways you could do this: you could double the rolls, you could guarantee max damage, etc. If you really want to speed things up you can tweak that +10 to +5 or something.
Example: Every +5 a character rolls over an opponent's AC is 1 stack of guaranteed max damage from their weapon, plus the usual damage roll. If the fighter attacks a low level goblin and gets 11 higher than the goblin's AC using a longsword, that would be 1d8+16 damage (plus usual bonuses for strength, etc). This example of course works in reverse when the PCs are attacked by a high level monster (if your game has players running into high level monsters, of course).
IIRC I believe this solution was used as a 5e patch because 5e's scaling isn't quite as bad as 3.5 / Pathfinder, especially with bounded accuracy.
I give the monsters class levels, with feats. Goblin rogues can do a lot of damage when flanking. Have any kind of Giant use power attack and awesome blow. Add templates (Spellwarped is horrifying). I used a third party book to make a gruesome Troll. It had feats for creatures with regeneration. Add a couple of Adept levels for effect. The party didn't want to mess with the four armed Troll with bone spikes who could cast burning hands.
One idea I had was to pause at the top each round and ask the players to take a minute and make a quick general decision about what they want to do from the list of possible actions in the PHB. Perhaps write it down or use cards or something. I would make it clear they may change their mind at any point but having something decided at the start will help them process faster if they do.
Brilliant video. Faster and more exciting battles.
Will try this with my high school science students. We don't have a lot of time to spare with the combat (but I don't want to avoid it either) and have to get the specific learning objectives. Would love your input on how teachers could accomplish a lesson using D&D!
Terrific, you continue to be my number 1 reference for new DMs.
Some things I do: If the player easily hits the monster, I just rule it is killed. For monster rolls, I turn the second digit of the d20 roll into a percentage and base the damage on that. So, if it does 1d10 damage and it rolls 18, it does 8 damage. For creatures that do multiple die damage, I just scale the average up or down using the same method, so a 5 would be average, a 9 would be almost double average, etc.. Obviously this only works if you can do this in your head instantly, but it's not like you need to be exact. For NPCs fighting I just roll 2d10 to gauge how well they do overall, and then I invent how much damage they have dealt and received.
Despite all that, with some groups my combats are slow because we do this thing where players describe exactly what they are doing, and I raise and lower hit rolls as a result. So, for example, I might say that the burly orc charges you with his axe held high over his head, and the player might say, at the last minute I dive to his left and slash across his stomach with my sword. This works particularly well in games where the players are martial artists, like ninjas or monks.
The way I have always sped up combat was to give ridiculous magic items to both sides or unbelievable abilities. The effect is similar but much math is happening. Yours is fast with less math, and therefore arguably better. I think my next campaign will be something like what you have. Thank you
Amazing videos ! So many great tips for playing d and d . Keep up the excellent work
Thanks, Matt. Will Do! Next video drops in 2 weeks.
Regarding timers: you gotta be good at quickly describing the relevant parts of the environment. There's a lot you can take in in 6 seconds and react on that take significantly longer to describe in words. A minute for your turn should be plenty if you're a barbarian who just has to start his rage, run towards the opponent and hit them, but for a rogue who may need to use the terrain to their advantage, it can be an issue to ask what there is to take advantage of.
One particular thing that drives me crazy and slows things down (I understand some people like "roleplaying" more than others BUT) is when the DM explains or describes something to 1 PC in front of everyone else, even though the rest of the party may be in another room or the hallway outside of a room, the PC then turns around and tells the party the exact same thing they just heard the DM tell him. Always drove me nuts and still does when I watch adventures on TH-cam.
When I played daily/weekly, we had a little system using 3x5 cards to pass notes to or from the DM to the PC while the rest of the party were figuring out what to do or moving or whatever if there was a PC in a room or away from the party so the information was actually new news vs just repeating out loud what the DM just said or maybe the PC doesnt want to tell the party what he just found out. Or just accepting what the DM said as implied that the PC told the party since they've already heard it. The cards came in handy passing notes, since most of us usually ran evil characters esp since we were always trying to kill each other lol. Our dwarfs usually tended to get tossed through a door into a room to spring traps and such. Sounds ruthless but it actually made for some seriously funny adventures lol. But anyways, I know not everyone will agree with me but repeating info to people that already heard what was said is just to redundant for me
So, one of the things I have been using to speed up combat is using the Gamemaster 5 app from Lion's Den. I have no affiliation with them, btw. I just like the app. I have a compendium of monsters I downloaded from a drop box, and use then to make my own variants. Then, I create encounters for the campaign and add the various monsters for each encounter. When i start the encounter, it auto rolls their initiatives, and you can have it roll the players too (though they like to roll). Then I run the encounter. I also have a setting that groups initiative for same type, so I can roll weenies as a group. Finally, I track damage and healing on there, and all the monster stats and data is in the app at the touch of a finger, so no page flipping. It has been working really well, I think. I am not into making as radical changes as some on here, and this GM5 app was a very easy way to improve things. The only thing that would make stuff even faster is if I had a tablet to run it off of instead of my phone.
My 2cents.
Edit: spelling
Edit : I see Professor said most of what i said below so thats on me for commenting before listening to the full point lol.
I'm gonna be an outlier here and say that watching the dungeon master rolling a bunch of dice is not boring; it means something huge is coming my way and watching the DM slowly realize he's about to blast you with 68 damage adds to the tension of "how much am i in for?". Is that everybody's opinion? Hell no. But i still think it has something that it adds to the game. The one instance where i dont roll monster damage is when its NPC vs NPC because we want to quickly go over anything that doesnt involve the player.
Not a bad idea, just won't fit my table and i say this both as a DM and as a player. This might be a good idea for people who count slow or need to punch in on a calculator to count their damage which is not my case.
I really liked 4th editions 1hp minion set up, now however I use Savage World's shaken/ injury system. It just makes sense and only a select few characters and antagonists have more than one wound before getting knocked out or dying.
Basically, a character has a toughness stat, and Savage Worlds operates in raises where rolling degrees of 4 increases the impact of the attempt. Hitting someone will be a 4, rolling an 8 would add to damage. Rolling the targets toughness, say it's a 5, means they're shaken and basically helpless until they recover as they are cowering, fleeing or are overwhelmed to act.
Dealing 9 damage means they're injured. Minions are dead at that point, Main Characters get 3 injuries before facing their demise. It's a fast and simple system. Tokens are up, down or off the table. If the target needs some gimmick to kill, then all you can do is stun them and hopefully run unless you have that gimmick.
Hit points is the ability to avoid a fatal blow. A combination of luck, skill, strength etc...
This system gets rid of the inflated and cumbersome hit point workings which doesn't even mean your character takes damage, it's the amount of damage threatened before the character takes an actual, fatal injury at zero. Until then, the character is getting worn down in combat, taking bumps and scrapes unless specifically stated for a called shot of some sort.
th-cam.com/video/jhFjo_mFuIo/w-d-xo.html
Bennies are something I've noticed that increase decision making, it lets players play risky with this one resource helping them get out of trouble or some sort of issue. Basically players get 3 each and they can be used in all sorts of ways like adding extra dice to a roll or use as a free success point. Because the randomness in table top is output, a resource to play with to shore up that kind of randomness helps move the game along and deal with streaks of bad rolls.
There was an old Star Wars RPG (utilizing 3.0 ed rules) that's used a wounds/vitality system which I liked.
Wounds were equal to the characters Constitution Score, so a dwarf with a Con 15 would have 15 wounds. Vitality was equal to players hit dice, so a cleric would roll d8 per level for vitality. Each level gained only vitality increase. When a player takes damage first it's removed from the vitality then once the player has no vitality then the take wound damage, when you're out of wounds you're dead. OK with that in mind, critical hits apply directly to wounds (but don't use damage multipliers , just flat damage and the multiplier as a damage bonus, so great axe d12 +3 oh crit) ignoring vitality. Surprise attacks ignore vitality. Monsters only have wounds which would be their con score. Probably a little confusing to read at first but there's always the threat of a lethal blow.
I don't roll any dice for NPCs unless it's directly agaisnt PCs and it matters. If NPCs join the fight against each other, I just mention them fighting and move on. Occasionally one or more will die, but they don't matter. The PCs are the stars.
I also have all monsters on the same initiative and give everyone 60 seconds to declare their action and roll. If you want to look at the combat, that's your action. If you can't figure it out in 60 seconds, your character freezes and hesitates.
I play Vampire the Requiem 2e so it's a different game with different focus, but I run combat as face-paced as possible. Turns are only 3 seconds in combat, so your character doesn't have time to think or plan.
Man, I felt that when you mentioned the hitpoints thing. Having played a barbarian in PF with what was probably around 200 HP I can attest to this bullcrap. Sure, it was interesting to see how many hits I could take, but I really felt like I was playing a weird hack of a game. I'm way more a fan of lower HP stuff (which is probably also why I've always enjoyed lower levels infinitely more than any high level content I have ever played.
Great stuff, though with the amount of changes I'd probably personally use some OSR-system. Not because I can't hack 5e or PF into what I like, but because if I present it as being 5e or PF there'd probably be a lot of resistance.
I can say that with certainty that hit points for enemies should be lower when there are hoards of them. Had an encounter setup with an army of zombies that I did not want my players spending hours fighting in. Worse, I don't want them to instantly die from the vast numbers. My players tend to do at least 8 points of damage per attack so I made the zombies' hit points equal 12. It will take 2-3 attacks for the party to kill them on average. The zombie's fortitude to retain 1 hit point has less than 50% chance to activate due to my players often dealing more than 5 points of damage each turn so on the off chance they survive, they won't survive the next attack.
My group were able to take down the zombies and still feel like they were challenged because the large number of zombies slamming them did plenty of damage at first, but got smaller once they killed more zombies. It was a fun session that night and didn't take more than an hour to complete.
I love these ideas! And I loved the "No More Initiative vid. Capital ideas, Prof.
I like to make colorful flavor text for NPC turns in combat, I use NPCs sometimes to "tank" so the battlefield feels more lively without going thru each enemy turn. that way the hero knows there are another 3 goblins just over the bridge, but they don't have to worry about them or crunch numbers in initiative until it matters. *Just as you behead the goblin before you, buddy NPC turns as says "NICE ONE BOSS!" as the 3 goblins he was fighting clothesline him over the rail. He dangles on the ledge. "I'm Fine Boss! I'm OK! Don't worry about me!" The 3 goblins charge you!*
I'll use the NPCs to evolve the terrain like a clumsy wildcard in the room. drop a chandelier, flip a table to make some cover, improvise a device. try to figure out a puzzle and pull levers at the PCs command while they fight (two birds one stone) or just yell helpful exposition while distracting target and offer the "help action" to the PC to give an advantage.
Have the PC attack for the NPC using AOO. *Buddy NPC blindsides the target with a wooden barrel over the head, stunning him a brief moment and giving you an attack of opportunity*
I like using the NPC to transition phases in the boss battle. *The necromancer is overwhelmed by melee attacks. Buddy NPC casts 'gust of wind' to attempt to shove him off the cliffside. It works, but you hear laughing from below. The Necromancer casts fly to catch himself mid-air and zooms above you as he starts raining down fireballs*
However, on PC crit roll, after they roll their crit damage, I'll add a bunch of extra damage dice or a debuff to that target and explain that the NPC gnome slid between your legs and ganked the monster in the knees, or the NPC punched a goblin archer so hard it misfired into your targets back for extra damage. Maybe the NPC got knocked into a wall triggering a trap that hits your target instead.
in other words, all my NPCs are Jackie chan. lol
Glad to see more content from you. Another solid video!
I am, as usual VERY glad that I'm playing Call of Cthulhu.
Playing CoC on Saturday as a player. I'm with you. BTW--check out today's episode. I'm trying to have it up by 4pm.
I use colored cards for timers. When the players have a limited amount of time to react to something, I throw down one of these colored cards in the middle of the table, usually resulting in a gasp or some healthy panic. Yellow card = 3 mins. Orange = 1 min. Red = 30 sec. Black = time has run out! It's a very quick way to signal to them that they need to hurry and you don't have to even say anything. There's also something almost cinematic about drawing out one of the colored cards and tossing it dramatically in the center of the table. The players like it quite a lot and almost never actually run out of time.
I can't agree with you more about lowering hitpoints. A character in a book or movie getting significantly hurt is usually rare. If they are, it's a major plot point.
For me as a junior DM, running combat and keeping things moving is very important; I bet we've all played when this was not the case. I can work with the story elements, play the roles of NPCs, improvise, and be as sandboxy as the players need me to be. Preparing for combat is important for me because it's always a bummer when the game kind of slows down or grinds to a halt. I make info sheets for each possible encounter. If/when an encounter happens, I can more quickly transition to that combat mode. So far, it has worked pretty well.
Great video. As someone that rarely has less than 6 players at my table, I've come up with lots of ways to shave combat time down, but I am always looking for more options. A few of these I already tell my players.
Cool. Going for 6 is much more difficult than 3-4!
I focus on Rolemaster (not that experienced, still at the beginning), and although you can raise your hitpoints via 'body development', the crits can be quite deadly.
And these crits stay deadly throughout the game, also in higher levels
So, another way (for different game systems) might be: make the crits really deadly
Solid idea. DCC does that.
Love your timer idea. I'll be using that.
I’m not totally sold on the no innative as I love to watch the other players roll and react to the dice, but love the timer idea and the lower hit points, as I feel the high hp of characters and monster leads to a slugfest that becomes rinse and repeat. Again Professor you are full of wonderful ideas and I’d love a chance to play in your sleek streamlined fast fun system and dark gritty and dangerous campaign
Came from quest, and left this similar comment over there too.
For the monsters (and the gm can modify this however, and even make it monster dependent) starting at round 4 (or later, but keep them similar multiple wise for ease) of combat, a type less 1d4 to damage. This increases by 1d4 every round.
For the player, at round 6, a d8, which increases by 1 every two rounds.
So at round ten, on a hit, Boblin the Hungry Goblin deals x damage + 6d4, and Billy Barbarian does x damage + 3d8. (My dice amount math is off, but the idea is there) Optionally, it could Also be 3d4 monsters to 1d12 players. Just keep the ratios in mind. This type less damage can represent fatigue as well. Both sides getting tired, more sloppy defensively and just trying to end the threat to rest and recover, etc
Edits (this comment was longer here, and now that I've thought about it, does not represent spell damage, but they get a lot of dice anyway
Also, I am finding that I can pretty much hand wave monster hit points. Some monsters may seem like one-hit mooks. Others are more tough, and may take three or four. The bosses usually require some dramatic ending. I try to make it fun and challenging, while still rewarding players for good ideas and strategies.
Great video! Thanks for the ideas!