Time stamps and techniques: 0:22 The "Vanilla" roll. D20+mod against a DC. 1:26 Group check. The whole party rolls, success can be determined in multiple ways. 1:35 Cutoff group check. 1 success is good enough or 1 failure fails the whole task (examples Perception, Stealth). More chance to succeed or fail. 1:53 Averaged group check. Take average of all rolls. If it passes the DC, the whole party succeeds. More consistent. 3:00 Threshold check. Multiple degrees of success and failure. Usually +-5 or 10 of the DC. 4:30 Skill challenge/Gauntlet roll. Several rolls used to determine the outcome of a single event. (eg. Death saves) 7:12 Passive Skill checks. Roll against players in secret, determine automatic success to speed up the game, and feel great for players that invested in those skills. 8:10 Bonus Roll. Roll with no risk. Do something cool/get more info on a success or just continue normally on a failure. 8:55 Failed Forward Roll. Both failure and Success progress the narrative. 9:47 Pushed luck roll. Give one more chance to succeed with dire consequences for failure and potentially even success. 10:12 Outro
I think we all want to know what happened. While I am sad that you've been gone for 5 months, I do understand if you don't want to / cant do this anymore. That being said, it would be nice for us to know, or at least it be acknowledged. Thank you for the great videos, and I hope to see you again some day
I think understanding what the DC of a saving throw means is important for high level dungeon mastering. a DC 25 saving throw is impossible for some 20th level character builds. But a DC 15 save for a level 1 party is completely possible (although improbable) for each member of a normal DND party to succeed
@@gregorymorrison5818 here's a good example a level 20 sorcerer (assuming they don't have any items or effects that give bonuses to saving throws) is likely never going to pass a dc 25 dex save, because not only would they have to roll a natural 20 on their save, they'd also have to have 20 dex, because most sorcerers don't have proficiency in dex saves meanwhile, a level 1 sorcerer, even if they had 8 dex, could still pass a dc 15 dex save by rolling a 16 or higher (a 25% chance--not likely, but still pretty good) as a result, saving throws can be used to manufacture some sort of challenge for players depending on the saving throw and depending on the player character
@@redsisco_ your absolutely correct. It's important to know what your dc means practically. I do a poor job at this although I understand the concept, I lack the wisdom to act upon it
yep, the worst part is when you’re fighting a high level monster with a general save DC above 20. the cleric and monk were easily able to make their wisdom saves against a pit fiend’s fear aura, but as an artificer with an 10 wisdom i was literally never going to make it. it got worse when we fought zariel who had a DC of like, 26 or something and i could only make my save if it was intelligence or constitution with a high roll.
You forgot to mention my favorite way to handle group stealth checks: more fail or succeed. I don't like that my rogue with expertise can pull the average up by A LOT, but I also don't like one failure ruining everyone's good time. I let them succeed if more party member succeed than fail.
Potentially also rears back on spells like Pass Without Trace when considering particularly noisy party members (looking at you, full plate 6 dex paladin), and provides nothing for the rogue who already had 30 on their check without the spell. Interesting balancing. I do wonder if it's a bit too harsh on those that really specialize on skills though.
@@Schmeethe88 I wondered if it was too harsh on the specializers too. My experience though is that the specializers often do the things they specialize in alone as much as they, so it's no big deal if they don't save everyone's bacon on a group check. I've never been in a group that didn't at least sometimes send the sneaky rogue ahead to scout.
I think that "The Angry GM" 's articles go deeper on this kind of stuf, and improves it. He writes very good stuff on his articles, go check his webpage. A few articles directly related to this video topic are (on cronological order, recommended): - Getting There is Half the Fun - Do We Really Need More Rules: Modes of Play in D&D - Tweaking the Core of D&D 5E - It Cannot Be Seen Cannot Be Smelt Hacking Time in D&D - Exploration RULES - Tension on the Road to Elturel - Why'd You Have to Go and Make Things So Complicated - The Angry GMs Tension Pool A Comprehensive Definitive Final Guide - Tension About the Tension Pool
Hey, I'm a big fan of your videos and I really like your way of explaining. You are one of my greatest sources to analyze my games and try to improve. I know I'm a random person and you're probably busy with other more important things. Even so, I would very much like you to make a video analyzing plot hooks and what is your method or ways of creating them, it would be of great help to me, since I think I am a bit fallen on that side and I would like to hear your advice and analysis once again.
Most intense dice roll ever? Rolling to see if a Mind Flayer’s brain-sucking attack was an instant kill. I told the player that since he was at 36 HP, he was safe if I rolled below 36, but that was unlikely. I hit the roll button. 35. The whole room lost it.
Great video! One of my favorite kind of rolls not included here are straggler roles- where the party rolls and the worst roll suffers the consequences eg caught by the bear chasing you (you can do the opposite too but I don't have a name for those)
This was insanely helpful, thank you! I picked up some of the techniques here and there, but having them listed like that really helps putting it into perspective. The pushed luck roll is really cool and I never even heard of it.
This. Was. AWESOME! As a newbie DM, I appreciate what you've gone through here and thank-you for helping me figure out how to plot out (using dice) some of the action in my sessions going forward.
Literally have a session later today and I'm taking notes for this stuff, especially the fail forward and gauntlet rolls it's great to have a more structured idea of how these work when I've been using these for a while without a consistent idea.
Wooo I did most of these in my own never really knowing how it's supposed be done (I'm a fairly new dm running my first homebrew game) this helps alot thanks for the examples
Love the videos you previously released lots of great info. Just wondering if you ever plan on releasing more videos. Always looked forward to your releases. You have a ton of potential!
I once ran a 5e session where a PC was under the transformation ritual to become a Yuan-ti. It required 6 DC15 saving throws, one for each score. Each fail meant an exhaustion level, meaning you died if you failed all of them. In my mind, it was almost guaranteed that the player would succeed on at least one check and not die. It almost happened. The player had to use an inspiration to succeed on the last one. There's also a roll that I sometimes do, just to extract some more tension out of a situation. Where a player wants to do something that should be simple, but there's that "what if", and I ask for a roll saying "just don't roll a nat1". I don't often do it, but it's always exciting.
The most nerve-wracking series of rolls I've ever had was when my party and I were trying to collapse a cavern full of werewolves on itself. It was kind of a mix between a skill challenge and a Push your Luck series of rolls. We used various methods of might and magic to weaken the cavern walls and pillars, but each time we succeeded, the place would shake just a little bit more ominously. We had to carefully thread the needle between not bringing the ceiling crashing down while we were still in the cave, and being able to collapse the ceiling from afar with our Wizard's last Lightning Bolt. Everyone cheered when we finally brought down the cavern ceiling just when the werewolves started to notice us and rush out.
Awesome vid, would love to keep watching more “Philosophy of running D&D” type content instead of your “Math Centric” stuff. They’re both enjoyable but this is SUPER easily applicable to my games. Keep up the good work! Thank you!
my favorite use of skill challenges/gauntlet rolls are for things like montages. my players had to navigate their way through a fey-haunted forest in order to find the source of the gnoll invasion, so i called a 5/3 skill challenge. they were going to get there eventually, but each failure made it take a day longer and meant the encounter they fought at the end of the journey would be harder i can’t remember every skill they used, but i do know they had two failures and had to fight a Cyclops by the end of it. it was fun to describe all the ways they were navigating the forest: the ranger used survival to track footprints and perception to climb a tree and look for the closest signs of gnoll devastation, the paladin used athletics to lift a huge fallen tree and put it over a ravine, the wizard i think used history to remember an ancient road that was once used, it was fun.
I have heard so many people complain how useless the rogue is in party situations because they're a "selfish" class and this video perfectly captures why that's okay. Thank your rogues for all the information and advantages they grant you due to their skill monkey capabilities.
I've used all of these techniques, though I didn't have actual names for them. All very useful for their respective applications. I'd like to offer a couple variations as well. As a DM, I'm frequently faced with players whose rolls are suspiciously, consistently high, and also those unfortunates with truly abysmally low averages. One type of roll I came up with to overcome both challenges is the cumulative roll. I usually use d6 for this, and each player gets to roll a d6 for each thing they can contribute. The dice stay on the table in the middle, until a total is achieved (the DC) or until time runes out. The large number of smaller dice will pull the rolls toward the average, giving greater control over the outcome. Leaving the dice in the middle dispels any suspicion over the legitimacy of the rolls. For this technique, the smaller the dice used the closer to the average every roll is. The reason I don't use d4 is simply they don't roll well and are sometimes a pain to read without picking up.
The core of what makes an RPG fun is that the player's decisions matter, including the ones they make about their character build. I like to keep track of what skill and tool proficiencies and backgrounds and classes my players have. Whenever they succeed at something or I give them an opportunity to roll for something, I like to call out their proficiencies or other aspects of their character so they feel more special, rewarded, and that their character build decisions matter. Along with this, I like to sometimes restrict players from making certain rolls if they lack proficiency or let them automatically succeed if they are proficient. Need to recall a fact about a certain spell? No, the 8 intelligence barbarian won't succeed so I won't let them roll (unless maybe that spell was cast on them previously or something similar). However, a wizard with proficiency in arcana can just succeed on that. I want to avoid situations where a player chooses to dump something but doesn't get punished for it when they should. I also want to avoid situations where a player built their character to do something and fails at it when they shouldn't. I'm sure we've all ran into a situation where a group check occurs and the player who built their character to be good at something fails but the player which dumped the relevant ability score succeeds due to a good roll. While these situations can be fun from time to time, they do invalidate character build decisions.
Even though I never touched pathfinder and I don't play that much anymore anyway I find this really helpful mechanically and inspiring narratively. Great stuff
This is an incredibly helpful video. I know all of these roll types but didn't know they had names. I have never done a fail but still progress or a push luck roll type in D&D, I have in Blade in the Dark but not D&D. they are definitely going to be now though. Good Job Hero
My greatest moment came from a skill challenge. I had challenged a stone giant lord to a high stakes wrestling match. The party would be be encased in stone should I fail. In return, she would hand over the legendary magic artifact we needed to defeat the villain. After many tricks and maneuvers were exhausted, it came down to the dice. I rolled athletics to grapple. 20 on the die I rolled again for the pin. 20 on the die I rolled again to secure the win. 20 on the die It was legendary
This Video is soo good. I cannot stress how valuable this is. FailForward-Rolls are so important but I never actively used them. I will use more Bonus rolls and especially pushed luck rolls from now on.
for anyone who doesn't wanna do averages on the fly, I run that type of group check by saying that the group succeeds if half or more of the individuals succeed
Hey. Your Push the Luck Rolls are in my lexicon more „Devils Deals“ I sometimes give players if they fail a roll or even sometimes before the roll to get some kind of bonus. I also implement a „push your luck“ mechanic in a kind of double or nothing scenario after they have already succeeded in their roll.
When I DMed, the party discovered that their sorcerer had a parasite in his brain that the villain was essentially using to spy. I set a DC 25 check to remove it surgically, with the danger of lobotomizing the sorcerer on the table. Our warlock assisted our Druid, and the Druid rolled a total of 19 at advantage. However, the bard had given him inspiration, which he burned, rolling a 6 to hit the DC exactly.
Title should probably convey this is more about checks and challenges. I almost didn't click it because it looked like a strange topic. Great video, though!
I went in looking for answers a good while ago and they said that AHero is taking a indefinite hiatus. He gave control of the server over to a friend if I am remembering correctly.
4d10 damage from a kicked door? A commoner would be turned into a fine red mist from that. 1d6 max. It's just supposed to be a nice bonus to make the player feel cool, no? The commoner rule of thumb is very helpful for minor environmental damage.
In practice, for group checks I have never done average checks, because it seems that calculating averages would slow down gameplay too much. Instead, do the more succeed than fail method.
Average Group checks are much easier to do if you just weigh successes vs. failures rather than averaging the numbers. If more succeed than fail, they succeed.
True but average would be better in close checks, sat everyone but one player fails the check by one DC 17, 3 Pc role 16, one player rolls 20. Average? They pass. SvF? They fail
@@Qyshawn I forgot to add, if it's a tie, I would side with the players. I would also give 2 successes for a natural 20, and 2 failures for a natural 1.
I usually really like your editing style but I was put off by this one. The time loop transition took away from your normal clean and quick pace without adding much in return. Something about the sound made me nauseous and its volume was tad too high. Not using a similar transition and doing a straight cut with the audio at 4:05 broke the visual aspect of it as well. Trying something new is great, I'm glad you're expanding and trying new stuff! I just think it could have been executed better if at all. edit: the 4:05 cut isn't off putting for the reason I initially thought. rewatching, it seems it's more about a long audio transition with no visual change compared to the 3:01 transition. it makes it feel like it's dragging on or that the screen froze. 3:01 was ok other than the volume being too loud 2nd edit: 4:33 used that effect too many times too close to each other. It's distracting and overstimulating. a shorter transition would work at that pace but this one just bogs down the pacing 3rd edit: the 0:26 effect was good! it would have been better to use that for the 4:33 section instead imo liked everything else
I'd like to point out for 6:32 that a surprisingly large portion of society has Aphantasia, where they have no mind's eye, or have no mental imaging calability. They get flak pretty often over it, and is pretty unfair to them... As someone with 3 friends who have it, they have alot of trouble with longer descriptive information meant to imagine it all, but faster and precise bits work great for them still, such as descriptions during a fast paced scene, meant to keep the action flowing still, while giving a good idea as is. It apparently makes it agony for some types of roleplay or descriptions due to that, being comparable to full on exposition dumping.
Awesome vid, would love to keep watching more “Philosophy of running D&D” type content instead of your “Math Centric” stuff. They’re both enjoyable but this is SUPER easily applicable to my games. Keep up the good work! Thank you!
Time stamps and techniques:
0:22 The "Vanilla" roll. D20+mod against a DC.
1:26 Group check. The whole party rolls, success can be determined in multiple ways.
1:35 Cutoff group check. 1 success is good enough or 1 failure fails the whole task (examples Perception, Stealth). More chance to succeed or fail.
1:53 Averaged group check. Take average of all rolls. If it passes the DC, the whole party succeeds. More consistent.
3:00 Threshold check. Multiple degrees of success and failure. Usually +-5 or 10 of the DC.
4:30 Skill challenge/Gauntlet roll. Several rolls used to determine the outcome of a single event. (eg. Death saves)
7:12 Passive Skill checks. Roll against players in secret, determine automatic success to speed up the game, and feel great for players that invested in those skills.
8:10 Bonus Roll. Roll with no risk. Do something cool/get more info on a success or just continue normally on a failure.
8:55 Failed Forward Roll. Both failure and Success progress the narrative.
9:47 Pushed luck roll. Give one more chance to succeed with dire consequences for failure and potentially even success.
10:12 Outro
I wonder what happened, this channel was very promising hopefully he will return someday
And when the world needed him most…
I think we all want to know what happened. While I am sad that you've been gone for 5 months, I do understand if you don't want to / cant do this anymore. That being said, it would be nice for us to know, or at least it be acknowledged. Thank you for the great videos, and I hope to see you again some day
Damn this channel was going hard 😔
R.I.P you either die AHero or live long enough to BVillian.
I miss you, hope ypu come back
Anyone know what happened to this guy? His videos were really well made and polished, he was in the middle of a series, then... nothing?
I don’t know
I think understanding what the DC of a saving throw means is important for high level dungeon mastering. a DC 25 saving throw is impossible for some 20th level character builds. But a DC 15 save for a level 1 party is completely possible (although improbable) for each member of a normal DND party to succeed
Could you explain this please?
@@gregorymorrison5818 here's a good example
a level 20 sorcerer (assuming they don't have any items or effects that give bonuses to saving throws) is likely never going to pass a dc 25 dex save, because not only would they have to roll a natural 20 on their save, they'd also have to have 20 dex, because most sorcerers don't have proficiency in dex saves
meanwhile, a level 1 sorcerer, even if they had 8 dex, could still pass a dc 15 dex save by rolling a 16 or higher (a 25% chance--not likely, but still pretty good)
as a result, saving throws can be used to manufacture some sort of challenge for players depending on the saving throw and depending on the player character
@@redsisco_ thank you!
@@redsisco_ your absolutely correct. It's important to know what your dc means practically. I do a poor job at this although I understand the concept, I lack the wisdom to act upon it
yep, the worst part is when you’re fighting a high level monster with a general save DC above 20. the cleric and monk were easily able to make their wisdom saves against a pit fiend’s fear aura, but as an artificer with an 10 wisdom i was literally
never going to make it.
it got worse when we fought zariel who had a DC of like, 26 or something and i could only make my save if it was intelligence or constitution with a high roll.
You forgot to mention my favorite way to handle group stealth checks: more fail or succeed. I don't like that my rogue with expertise can pull the average up by A LOT, but I also don't like one failure ruining everyone's good time. I let them succeed if more party member succeed than fail.
Potentially also rears back on spells like Pass Without Trace when considering particularly noisy party members (looking at you, full plate 6 dex paladin), and provides nothing for the rogue who already had 30 on their check without the spell. Interesting balancing. I do wonder if it's a bit too harsh on those that really specialize on skills though.
@@Schmeethe88 I wondered if it was too harsh on the specializers too. My experience though is that the specializers often do the things they specialize in alone as much as they, so it's no big deal if they don't save everyone's bacon on a group check. I've never been in a group that didn't at least sometimes send the sneaky rogue ahead to scout.
And that’s the RAW way of doing it.
I have to try adding some of these more obscure roll types to my sessions.
Bro went to the gamer graveyard
I think that "The Angry GM" 's articles go deeper on this kind of stuf, and improves it.
He writes very good stuff on his articles, go check his webpage.
A few articles directly related to this video topic are (on cronological order, recommended):
- Getting There is Half the Fun
- Do We Really Need More Rules: Modes of Play in D&D
- Tweaking the Core of D&D 5E
- It Cannot Be Seen Cannot Be Smelt Hacking Time in D&D
- Exploration RULES
- Tension on the Road to Elturel
- Why'd You Have to Go and Make Things So Complicated
- The Angry GMs Tension Pool A Comprehensive Definitive Final Guide
- Tension About the Tension Pool
Hey, I'm a big fan of your videos and I really like your way of explaining. You are one of my greatest sources to analyze my games and try to improve. I know I'm a random person and you're probably busy with other more important things. Even so, I would very much like you to make a video analyzing plot hooks and what is your method or ways of creating them, it would be of great help to me, since I think I am a bit fallen on that side and I would like to hear your advice and analysis once again.
Please come back, your channel was so underrated
Most intense dice roll ever? Rolling to see if a Mind Flayer’s brain-sucking attack was an instant kill. I told the player that since he was at 36 HP, he was safe if I rolled below 36, but that was unlikely. I hit the roll button.
35.
The whole room lost it.
Great video! One of my favorite kind of rolls not included here are straggler roles- where the party rolls and the worst roll suffers the consequences eg caught by the bear chasing you (you can do the opposite too but I don't have a name for those)
This was insanely helpful, thank you! I picked up some of the techniques here and there, but having them listed like that really helps putting it into perspective. The pushed luck roll is really cool and I never even heard of it.
I think he didn't mentioned it but I believe it comes from Call of Cthulhu, I been using it for quite a while and it is a great addition to DnD.
This. Was. AWESOME!
As a newbie DM, I appreciate what you've gone through here and thank-you for helping me figure out how to plot out (using dice) some of the action in my sessions going forward.
This is insanely helpful, I'm taking notes from this video for my own d20 system
Literally have a session later today and I'm taking notes for this stuff, especially the fail forward and gauntlet rolls it's great to have a more structured idea of how these work when I've been using these for a while without a consistent idea.
Wooo I did most of these in my own never really knowing how it's supposed be done (I'm a fairly new dm running my first homebrew game) this helps alot thanks for the examples
Love the videos you previously released lots of great info. Just wondering if you ever plan on releasing more videos. Always looked forward to your releases. You have a ton of potential!
I once ran a 5e session where a PC was under the transformation ritual to become a Yuan-ti. It required 6 DC15 saving throws, one for each score. Each fail meant an exhaustion level, meaning you died if you failed all of them. In my mind, it was almost guaranteed that the player would succeed on at least one check and not die. It almost happened. The player had to use an inspiration to succeed on the last one.
There's also a roll that I sometimes do, just to extract some more tension out of a situation. Where a player wants to do something that should be simple, but there's that "what if", and I ask for a roll saying "just don't roll a nat1". I don't often do it, but it's always exciting.
The most nerve-wracking series of rolls I've ever had was when my party and I were trying to collapse a cavern full of werewolves on itself. It was kind of a mix between a skill challenge and a Push your Luck series of rolls.
We used various methods of might and magic to weaken the cavern walls and pillars, but each time we succeeded, the place would shake just a little bit more ominously. We had to carefully thread the needle between not bringing the ceiling crashing down while we were still in the cave, and being able to collapse the ceiling from afar with our Wizard's last Lightning Bolt.
Everyone cheered when we finally brought down the cavern ceiling just when the werewolves started to notice us and rush out.
Awesome vid, would love to keep watching more “Philosophy of running D&D” type content instead of your “Math Centric” stuff. They’re both enjoyable but this is SUPER easily applicable to my games. Keep up the good work! Thank you!
Minor thing, the D&D backgrounds and chalkboard/writing slides are much nicer to look at than the edited stock images
my favorite use of skill challenges/gauntlet rolls are for things like montages. my players had to navigate their way through a fey-haunted forest in order to find the source of the gnoll invasion, so i called a 5/3 skill challenge. they were going to get there eventually, but each failure made it take a day longer and meant the encounter they fought at the end of the journey would be harder
i can’t remember every skill they used, but i do know they had two failures and had to fight a Cyclops by the end of it. it was fun to describe all the ways they were navigating the forest: the ranger used survival to track footprints and perception to climb a tree and look for the closest signs of gnoll devastation, the paladin used athletics to lift a huge fallen tree and put it over a ravine, the wizard i think used history to remember an ancient road that was once used, it was fun.
I have heard so many people complain how useless the rogue is in party situations because they're a "selfish" class and this video perfectly captures why that's okay. Thank your rogues for all the information and advantages they grant you due to their skill monkey capabilities.
I've used some of these before, but this does help codify what tools DMs have for resolution.
Very useful video as always 👍
I've used all of these techniques, though I didn't have actual names for them. All very useful for their respective applications.
I'd like to offer a couple variations as well.
As a DM, I'm frequently faced with players whose rolls are suspiciously, consistently high, and also those unfortunates with truly abysmally low averages. One type of roll I came up with to overcome both challenges is the cumulative roll. I usually use d6 for this, and each player gets to roll a d6 for each thing they can contribute. The dice stay on the table in the middle, until a total is achieved (the DC) or until time runes out. The large number of smaller dice will pull the rolls toward the average, giving greater control over the outcome. Leaving the dice in the middle dispels any suspicion over the legitimacy of the rolls.
For this technique, the smaller the dice used the closer to the average every roll is. The reason I don't use d4 is simply they don't roll well and are sometimes a pain to read without picking up.
The core of what makes an RPG fun is that the player's decisions matter, including the ones they make about their character build. I like to keep track of what skill and tool proficiencies and backgrounds and classes my players have. Whenever they succeed at something or I give them an opportunity to roll for something, I like to call out their proficiencies or other aspects of their character so they feel more special, rewarded, and that their character build decisions matter.
Along with this, I like to sometimes restrict players from making certain rolls if they lack proficiency or let them automatically succeed if they are proficient. Need to recall a fact about a certain spell? No, the 8 intelligence barbarian won't succeed so I won't let them roll (unless maybe that spell was cast on them previously or something similar). However, a wizard with proficiency in arcana can just succeed on that. I want to avoid situations where a player chooses to dump something but doesn't get punished for it when they should. I also want to avoid situations where a player built their character to do something and fails at it when they shouldn't.
I'm sure we've all ran into a situation where a group check occurs and the player who built their character to be good at something fails but the player which dumped the relevant ability score succeeds due to a good roll. While these situations can be fun from time to time, they do invalidate character build decisions.
Definitely something to try out… lemme take notes
Even though I never touched pathfinder and I don't play that much anymore anyway I find this really helpful mechanically and inspiring narratively. Great stuff
Nice breakdown
Even for a seasoned player it’s helpful
Excellent format !
Hey broski. I’ve been watching a lot of your videos recently. Please come back and make more!
Time to add this to my toolbelt!
This is an incredibly helpful video. I know all of these roll types but didn't know they had names. I have never done a fail but still progress or a push luck roll type in D&D, I have in Blade in the Dark but not D&D. they are definitely going to be now though. Good Job Hero
Hey we miss your videos.
This was a great video! Love your narrative skills and the information is super usefull!
My greatest moment came from a skill challenge. I had challenged a stone giant lord to a high stakes wrestling match. The party would be be encased in stone should I fail. In return, she would hand over the legendary magic artifact we needed to defeat the villain.
After many tricks and maneuvers were exhausted, it came down to the dice.
I rolled athletics to grapple. 20 on the die
I rolled again for the pin. 20 on the die
I rolled again to secure the win.
20 on the die
It was legendary
This Video is soo good. I cannot stress how valuable this is. FailForward-Rolls are so important but I never actively used them. I will use more Bonus rolls and especially pushed luck rolls from now on.
for anyone who doesn't wanna do averages on the fly, I run that type of group check by saying that the group succeeds if half or more of the individuals succeed
Hey. Your Push the Luck Rolls are in my lexicon more „Devils Deals“ I sometimes give players if they fail a roll or even sometimes before the roll to get some kind of bonus. I also implement a „push your luck“ mechanic in a kind of double or nothing scenario after they have already succeeded in their roll.
This is fantastic! Another great video as always
Will you return to making videos? They were really good and actually helped me with many things
very much enjoyed this video!
When I DMed, the party discovered that their sorcerer had a parasite in his brain that the villain was essentially using to spy. I set a DC 25 check to remove it surgically, with the danger of lobotomizing the sorcerer on the table. Our warlock assisted our Druid, and the Druid rolled a total of 19 at advantage. However, the bard had given him inspiration, which he burned, rolling a 6 to hit the DC exactly.
dude love your vids for real real
man woulda been really nice if this stuff was included in the DMG
Title should probably convey this is more about checks and challenges. I almost didn't click it because it looked like a strange topic. Great video, though!
Can someone from his discord tell me what happened he just suddenly stopped uploading
I went in looking for answers a good while ago and they said that AHero is taking a indefinite hiatus. He gave control of the server over to a friend if I am remembering correctly.
Great video!
4:33
ZA WARUDO
4d10 damage from a kicked door? A commoner would be turned into a fine red mist from that. 1d6 max. It's just supposed to be a nice bonus to make the player feel cool, no? The commoner rule of thumb is very helpful for minor environmental damage.
6:37 some people's brains don't function like a GPU
good job
Bro come back please!
In practice, for group checks I have never done average checks, because it seems that calculating averages would slow down gameplay too much. Instead, do the more succeed than fail method.
💜
Smart video!
Please tell me what monster that is at the 7 minute mark! Sounds horrifying
Hello, why did u stop making videos? Stop that!
First comment
After watching; great video for new and old gms
Nobody asked
After watching this; great comment
@@engineertf2-v6i thats ok, you dont have to look at it
Average Group checks are much easier to do if you just weigh successes vs. failures rather than averaging the numbers. If more succeed than fail, they succeed.
True but average would be better in close checks, sat everyone but one player fails the check by one DC 17, 3 Pc role 16, one player rolls 20. Average? They pass. SvF? They fail
@@Qyshawn Sucks to suck, I ain't doing the math haha. I get your point though, still wouldn't change it.
@@Qyshawn I forgot to add, if it's a tie, I would side with the players. I would also give 2 successes for a natural 20, and 2 failures for a natural 1.
Positive comment
6:24
Wait for it to rain.
I usually really like your editing style but I was put off by this one. The time loop transition took away from your normal clean and quick pace without adding much in return.
Something about the sound made me nauseous and its volume was tad too high. Not using a similar transition and doing a straight cut with the audio at 4:05 broke the visual aspect of it as well. Trying something new is great, I'm glad you're expanding and trying new stuff! I just think it could have been executed better if at all.
edit: the 4:05 cut isn't off putting for the reason I initially thought. rewatching, it seems it's more about a long audio transition with no visual change compared to the 3:01 transition. it makes it feel like it's dragging on or that the screen froze. 3:01 was ok other than the volume being too loud
2nd edit: 4:33 used that effect too many times too close to each other. It's distracting and overstimulating. a shorter transition would work at that pace but this one just bogs down the pacing
3rd edit: the 0:26 effect was good! it would have been better to use that for the 4:33 section instead imo
liked everything else
I'd like to point out for 6:32 that a surprisingly large portion of society has Aphantasia, where they have no mind's eye, or have no mental imaging calability. They get flak pretty often over it, and is pretty unfair to them...
As someone with 3 friends who have it, they have alot of trouble with longer descriptive information meant to imagine it all, but faster and precise bits work great for them still, such as descriptions during a fast paced scene, meant to keep the action flowing still, while giving a good idea as is.
It apparently makes it agony for some types of roleplay or descriptions due to that, being comparable to full on exposition dumping.
Awesome vid, would love to keep watching more “Philosophy of running D&D” type content instead of your “Math Centric” stuff. They’re both enjoyable but this is SUPER easily applicable to my games. Keep up the good work! Thank you!