Pacing Your D&D & Pathfinder Games (

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  • เผยแพร่เมื่อ 9 พ.ย. 2024

ความคิดเห็น • 240

  • @pedrobastos8132
    @pedrobastos8132 4 ปีที่แล้ว +37

    Ran my first Five Torches Deep today, had a blast, it felt like a "Express 5e", combat was always exciting and it didn't bog down the session.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +16

      Express 5E! THAT is a great way to describe it!

  • @thegrizzledwarmaster6921
    @thegrizzledwarmaster6921 4 ปีที่แล้ว +112

    As a Grizzled Geek, I really love the old school approach to the rules here. I don't understand the desire for such strict rules and the term "DM cheating". What does that even mean? Back in the day we practically made up most of the stuff on the spot. As long as the story is good and people are having fun, that is the reason to game. You want rules, play a tabletop game.

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 ปีที่แล้ว +14

      Yeah! Nowadays people are so into video games that they can't see the advantage of letting the machine do the calculations: we gotta do maths to play D&D or it's not D&D at all!

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 4 ปีที่แล้ว

      The Grizzled Warmaster dm cheating? Ha! That veto is mine! Know your role, playa’- and play that role harder than you roll them dice!
      You’ll only get what you don’t expect - don’t expect to get what you want!
      (Step three...profit!)

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 4 ปีที่แล้ว

      Hell Bent oooh I love the math of it, the logic and interplay of feat and character choice!

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 ปีที่แล้ว +3

      @@twilightgardenspresentatio6384 I prefer them when they remain out of sight and inspire rather than smother the GM and/or the players. Character options are fun, but I'd rather see guidelines than lists of things. :D

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +5

      The Grizzled Warmaster Yep.

  • @BobWorldBuilder
    @BobWorldBuilder 4 ปีที่แล้ว +68

    Prof DM, are you actually an English professor? You cite a lot of literary works and it’s refreshing to hear your tips are grounded in something besides “I think it’s cooler this way” ...which is basically my default :)

    • @benvoliothefirst
      @benvoliothefirst 4 ปีที่แล้ว +12

      Wouldn't be a Professor DM video without homework. The fact that Robin Law wrote a book called "Robin's Laws" is an instant buy for me!

    • @PRG013
      @PRG013 4 ปีที่แล้ว +22

      Spoiler Alert. He IS an English teacher.

    • @garethwilliams5213
      @garethwilliams5213 4 ปีที่แล้ว +4

      A professor of English rather than an English professor I assume

    • @BanjoSick
      @BanjoSick 2 ปีที่แล้ว

      @@benvoliothefirstBought that back when it came out. Great thoughts BUT I'm leaning against the dramatic style of RPG and closer to the OSR style these last years.

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว

      @Benjamin Decker OSRs allow for more drama because they’re more freeform than the rigid wargame of today’s OGL.

  • @gehnzou1
    @gehnzou1 3 ปีที่แล้ว +4

    Group size is exactly like a party out leveling threat. Resources increase and throwing monsters at it doesn't work. I believe that the closer you can get to rolling only when it's fun is the goal. You're basically a gypsy fortune teller/shaman. You read your audience, reach out to each of them on a personal level and show them, one at a time, that it's ok to let their imagination run. I love your channel. It's like my best friend and I talking shop about the table

  • @grumpyoldman7166
    @grumpyoldman7166 4 ปีที่แล้ว +4

    I'm running a one-shot (ish) campaign tonight in Harn using slightly modified 5e rules. Haven't done this in 40 years (and I can't believe that I am really this old). I've been enjoying your videos, they've helped me with my prepping.

    • @jeffstormer2547
      @jeffstormer2547 4 ปีที่แล้ว

      Hârn is a fantastic setting! HârnMaster as a gaming system/mechanics, not so much--way too crunchy for me. Itakes combat like fighting through molasses while in slow motion.

  • @peytonjollay2071
    @peytonjollay2071 4 ปีที่แล้ว +15

    Your insight has profoundly changed the way I run my gaming table. Through most episodes of the series you reference books you've taken inspiration from. I spend a lot of time on the channel trying to find works I remember you mentioning. I would love to see you do an episode just looking at some of the best books and resources you have encountered, and briefly describe how they have helped you to shape your tabletop experience. Thanks for the awesome content.

    • @benvoliothefirst
      @benvoliothefirst 4 ปีที่แล้ว +2

      Let me save you the trouble, Professor... th-cam.com/video/YlwCqNjCT94/w-d-xo.html

    • @ross.metcalf
      @ross.metcalf 3 ปีที่แล้ว +2

      I made a list as I was watching. I believe these are books he recommended about D&D:
      X-treme Dungeon Mastery (XDM) - Tracy Hickman
      Index Card RPG - Hankerin Ferinale
      Playing at the World - Jon Peterson
      Hero with a Thousand Faces - Joseph Campbell
      Robert E. Howard (author, good fight scene descriptions)
      Dungeon Crawl Classics - Goodman Games
      And these are all books he recommended about the topic of thieving when creating things for Thief characters:
      Thieve’s House, Tales of Fafhrd and the Gr’ay Mouser - Fritz Leiber
      The Master Thief - The Brother’s Grimm
      Oliver Twist - Charles Dickens
      Fingersmith - Sarah Waters
      The Lies of Locke Lamora - Scott Lynch
      One or two might have snuck on this list as recommendations from other D&D mentors like Matt Colville.

    • @pd7263
      @pd7263 3 ปีที่แล้ว +1

      @@ross.metcalf Dungeon Crawl Classics

    • @ross.metcalf
      @ross.metcalf 3 ปีที่แล้ว

      @@pd7263 Added!

  • @invisibledooley
    @invisibledooley 2 ปีที่แล้ว

    I've been playing for decades and I learn something new with every one of these videos.

  • @Billchu13
    @Billchu13 4 ปีที่แล้ว +79

    I love this channel, watched every video at least twice!

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 ปีที่แล้ว +13

      The trick is to watch the video once to understand the content. Then a second time while taking notes to really memorize it! :D

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +10

      Thanks, Bill!

    • @bovrar2nd861
      @bovrar2nd861 4 ปีที่แล้ว +4

      @@bonbondurjdr6553 totally agree, with these tips the next campaigns will be legendary. Glad to have professor Dungeon Master sharing his wisdom.

    • @Frederic_S
      @Frederic_S 3 ปีที่แล้ว +1

      Good man!

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว +1

      @Bonbon Dur JDR It’s always wise to remember how to plug in the toaster.

  • @dinbabwa452
    @dinbabwa452 ปีที่แล้ว +1

    This video is probably the most useful advice for DMs that I have seen after months of watching TTRPG guids

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว

      If One D&D doesn’t include it in its new Players Handbook, it will have failed as a system.

  • @CraftsAndMinis
    @CraftsAndMinis 4 ปีที่แล้ว +2

    Conscious alteration between hope and fear - simple and brilliant! Thanks Professor!!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks. Wish I thought of it. Robin Laws is the brilliant one.

  • @alandcapelari
    @alandcapelari 4 ปีที่แล้ว +17

    Since I knew the professor, I have never missed a class. Great hints!

  • @augustoluis6888
    @augustoluis6888 4 ปีที่แล้ว +5

    This. I needed this video. This is probably my greatest sin as a DM, I almost always overextend my adventures way past the point of yawning. I will practice these advices, Professor.

  • @rconnor2006
    @rconnor2006 4 ปีที่แล้ว +3

    Liking the thumbnail! Simple, but explains the video without need for much text. Great advice too!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +1

      Thanks, Ryan! That was a very conscious decision and future thumbnails will be more like it. Also, thanks to my daughter for helping me improve it!

  • @cuismaster
    @cuismaster 4 ปีที่แล้ว +6

    I keep saying it: this channel deserves more recognition

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +2

      Thanks for saying it and spreading the word!

  • @GreylanderTV
    @GreylanderTV 4 ปีที่แล้ว +2

    Dramatic Beats: that is pure gold!
    About intiative: Even better than ditching initiative, do away with "turns" altogether. The "camera" follows the whom it needs to follow, from moment to moment. At any time any player character might need to react to what is happening, meaning everyone is involved at all times -- even if the camera is not on you, you need to pay attention so you can react to what is going on. It is the DM's job to make sure everyone is involved and gets roughly "equal participation".
    There is no "I take an attack action, I swing at the giant". Instead there's "I inside inside the swing of the giant's hammer, between its legs, and shove my spear up its butt!" "OK, roll to see how successful that is" (you might do one roll for the "duck", and another roll for the attack. Or a single roll for the entire maneuver.
    There is no "the dragon breaths fire on you, roll to save". Instead there is "The dragon inhales deeply, clearly about to exhale a jet of flame in your direction. What do you do?" "I dive into the pool of water and hold my breath!" "OK, roll to see if you can hold your breath longer than the dragon can exhale... and I'll roll to see whether the water reaches scalding hot temperatures..."
    You will encounter many situations not covered in the 5e rules or any other rules. Make up the both the die roll required, and how to interpret it, on the fly.

    • @adamkaris
      @adamkaris 4 ปีที่แล้ว

      And then your players will feel like none of their knowledge of the game matters. "I made a dexterous character who could dodge a dragon's fire, but now I have to roll to hold my breath?"

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว +1

      That simply alludes to, and naturally solves, the ancient sacred wargaming cows that Wizards refuses to relinquish. I’m sure there’s another system that treats actions as their own fluid economy, rather than the static move/attack dogma of D&D, but I can’t remember which system it was. D&D is the antithesis of dynamism.

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว +1

      @adamkaris Naturally the dexterous character would choose to dodge over dunking in a lake, but instead of moving a few squares on a grid while provoking opp attacks, one can act cinematically to achieve full heroic badassery. This is the true power of theater of the mind play that D&D barely allows (without a slathering of home rules).
      They would be all the better for it. It’s like playing Chutes and Ladders, then realizing they could’ve played Warhammer the whole time.

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว +1

      Now I remember, it’s the D6 System from West End Games. Abilities are signified by # of dice, and a character can perform as many actions as one wants, but each subsequent action reduces a die from the ability until the minimum of 1D6 is left. Basically, the more actions used, the less likely each one will succeed, and higher ability characters can perform more than lower ability ones. Easy, quick, and fun.

    • @GreylanderTV
      @GreylanderTV ปีที่แล้ว

      @@adamkaris Just got a reply in this 3 yr old thread... now that I'm here, I see your reply from ages ago. Your dextrous character would still benefit from being dextrous. Dexterity would be the main trait for dodging the dragon's breath and would be factored in, even for the example I game. I was trying not to make my example too long and to express the flexibility. The point is (1) you don't just stand there rolling a "save" in response to something like incoming dragon breath and (2) you can be creative in how you try to avoid it. "Dive into the water" is definitely a dodge/dex type of action. I might first have you roll dex/acrobatics to see how the dive goes, then con to see how the breath holding goes. You character design is not overlooked by these things, and such a system also is open to extreme flexibility/customization in choosing character traits.

  • @chazlong61
    @chazlong61 4 ปีที่แล้ว

    The best advice, which is saying something as the minutes explaining up and down beats is something everyone should pay attention to, is the advice about just having a wondering monster. Save the session, engage the players, and figure it out afterwards. Usually, your players will give you idea why he was there with their own wondering about it.

  • @Runehammer1
    @Runehammer1 4 ปีที่แล้ว +13

    10:08 YES

  • @jasonp9508
    @jasonp9508 ปีที่แล้ว

    11:10 This is an aha moment for me! “Each scene is a room, and the clues are like passageways.“

  • @JDTorch
    @JDTorch 4 ปีที่แล้ว +1

    Keep 'em coming, Professor! I love your videos. I run a game with 7 to 10 players per session and having your house rules to speed up combat is great.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks, Joseph! 7-10 players is a handful. Glad the videos help. Cheers!

  • @GMGenie
    @GMGenie 3 ปีที่แล้ว

    The most valuable video I have watched this year. Shared it and switched to my RPG account so I could leave this comment "in character" while I let it play a second time silently so you can have that watch time!

  • @waynejordan3168
    @waynejordan3168 4 ปีที่แล้ว

    I don't usually LIKE videos by clicking on LIKE (or by commenting on them), I like them by watching them over and over again. Since you keep asking so nicely, I've clicked. Count this as a vote for continuing the CAMPAIGN UPDATES, lol. Thanks, PDM.

  • @sirguy6678
    @sirguy6678 4 ปีที่แล้ว +1

    Excellent video! I hope many new students are seeing how the many ideas and fantastic bits of advice you teach can help them dungeon master with confidence!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks, Sir Guy! I hope they are as well. You can help by sharing these videos with your gaming group. Cheers!

  • @jubes1300
    @jubes1300 4 ปีที่แล้ว +3

    This is legit my favourite youtube channel! Keep doing what you're doing!

  • @jerramiemiller
    @jerramiemiller 4 ปีที่แล้ว +1

    Hey I talk to myself too bro! People think I'm nuts when driving. Great video.
    I love LOVE the idea of time limits and flowcharts. Even if all directions they choose eventually and subtly leads them on a more linear path with short rabbit trails.
    I feel like this kinda forces players who like the RP to make sure the story moves along. You HAVE to get this item, retrieve those, assemble the machine, solve the mystery, kill the baddy, etc. These players WANT the story to advance because it's stressful.
    No matter what the players choose to do, the same (kind of, but different) encounters occur in those locations.
    Even choose your own adventure books had minimal number of endings. The villain either lives or dies along with heroes.
    Thanks Dan. Again, great vids dude.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +1

      Thanks! And you are not insane because you talk to yourself. That's a totally normal thing to me.

  • @paulxenos9939
    @paulxenos9939 4 ปีที่แล้ว

    Just want to say I love your videos and while I don't agree with everything you put out I will say the advice is spot on for stopping a session too soon rather than letting it drag on just so you can have you final fight. I have been guilty of this and would always leave the sessions I DMed feeling like I failed, because I forgot to include an important plot point, or I messed up a ruling and I thought I just sucked as a DM. Until I realized all these blunders would happen in the last hour of the session. Since then I just have a hard stop time regardless of where the players are and everyone seems to be having a much better time including me.

  • @Cthu1hu
    @Cthu1hu 4 ปีที่แล้ว +2

    Another great video Professor! You bring up a lot of excellent points. So many that I'm going to have to rewatch this video a few times and make notes!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +2

      Awesome! The more views a video racks up in its first few hours, the more youtube recommends it. Thanks for your viewership!

  • @RIVERSRPGChannel
    @RIVERSRPGChannel 4 ปีที่แล้ว

    Yes reading your players is a good point.
    Keep the game moving is key.

  • @agemmemnon100
    @agemmemnon100 4 ปีที่แล้ว

    You know, when I was a kid playing D&D, splitting the initiative between players and monsters then proceeding left to right was the way to do it. It worked really well. We also adjusted it by rolling initiative every round. It was possible then that if a party lost initiative, they could essentially take a round after theirs, but so could the monsters. It created a unique tension at times, especially when a spell took X number of rounds to go off. There were cheers and there were at times tears! Never the less we always came back for more.

    • @liebneraj
      @liebneraj 4 ปีที่แล้ว

      IIRC, initiative was designed to be re-rolled every round. Hardly any did it because of the time sink, but in AD&D 1E, that was RAW.

  • @ronsmith3905
    @ronsmith3905 4 ปีที่แล้ว +4

    Professor...to be honest I thought this week was a crafting video. So when I saw it was on pacing, I immediately settled in for the lesson. All I can say is just...wow. You really out did yourself. This video as many others of yours is just gold. I think all the other DM's giving advise on D&D on you tube should really watch this video and learn from the real D&D professor. You crammed so much meaningful info in one lesson/video, I'm just blown away. Two thumbs up. I think there is a lot of valuable info, I'm gonna have to watch a few times for sure. I hope you don't mind if I throw a few questions at ya on facebook. This is one of those big subjects that improves THE game as a DM, so important. I think pacing can make or break the game short of the players not doing their part. Ok, I'm gonna get off it, I could go on, I'm just really excited you put this out for us. Dan your experience really shows in this video, rock on man and many thanks. Cheers!!

  • @twilightgardenspresentatio6384
    @twilightgardenspresentatio6384 4 ปีที่แล้ว +1

    12:00 omg I never thought of how crazy I must seem to strangers practicing character bits!!!

  • @darryldamour278
    @darryldamour278 4 ปีที่แล้ว

    im so glad you mentioned lowering the AC of an enemy and buffing the HP a little to add that feeling of power and progress. ive often thought that unless something is heavily armoured, really small or fast then it should be a reasonable expectation that a player can hit it. the damage it takes is still down to player rolls so nothing is lost and people feel heroic.

  • @danielrowan4716
    @danielrowan4716 3 ปีที่แล้ว

    Professor, excellent gaming advice. I’ve been playing AD&D for almost 40yrs and DMing for nearly as long. Group Initiative is something I’ve been using since the late 80s. I take each players Dex reaction bonus into account and average it out over the party. This still gives the high Dex PCs a bonus but it greatly accelerates combat.

  • @jasonserrato1951
    @jasonserrato1951 4 ปีที่แล้ว

    Nice approach. May you never run out of topics!

  • @garrykellogg3215
    @garrykellogg3215 9 หลายเดือนก่อน +1

    Roll for Disadvantage is a good way to handle when the enemy is behind any cover.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  9 หลายเดือนก่อน

      I agree. So simple--and players love rolling dice!

  • @azuretigers5562
    @azuretigers5562 3 ปีที่แล้ว

    I'm promoting the channel !! Thank you Professor Dungeon Master !!

  • @Jetwolf
    @Jetwolf 4 ปีที่แล้ว +13

    Best DMG + on TH-cam I swear to gods. Good solid stuff.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +3

      Thanks for your kind words, Jetwolf. Keep spreading the word!

  • @MetPhD
    @MetPhD 3 ปีที่แล้ว

    The initiative method keeps coming up. I discussed alternatives with my group and the result was one of them writing a program to do the dice rolls for us. It’s funny because we have this one player and she has a running joke that she never rolls middle numbers. The first few uses of the program had her role either really high or really low so my players are convinced it’s legit.

  • @RollStats
    @RollStats 4 ปีที่แล้ว +26

    Great video, but every time you said Alexa my Alexa flashed blue saying "Sorry, I didn't catch that..." Hahahahahahaha

    • @Otacsom
      @Otacsom 4 ปีที่แล้ว

      Any time videos say "risky" or "fixing" my phone and watch turn on and play the Bixby sound xD

    • @MonkeyJedi99
      @MonkeyJedi99 4 ปีที่แล้ว +4

      Throw that spy device outside!

    • @RollStats
      @RollStats 4 ปีที่แล้ว +1

      @@MonkeyJedi99 Fair enough ! :)

    • @jaws78
      @jaws78 4 ปีที่แล้ว

      He needs to create one with a character named heygul so that it'll trigger hey Google to even the the score

  • @the_beast_among_sheep
    @the_beast_among_sheep 8 หลายเดือนก่อน

    I'll soon start using a timer when running DCC. Like a chart that when a PC first interacts with a Faction, a pie chart timer, and a timer for said Faction's opposing/friendly Faction or Factions, will start getting colored in. Each session, the next layer of the pie chart we'll be colored in. The pie chart represents said Factions immediate goals. Once the chart is full, the Faction achieves one of it's objectives. A sort of count down against the PCs. The world is always moving when the players are playing.

  • @liebneraj
    @liebneraj 4 ปีที่แล้ว +1

    Even though it was implied in the video, I think it pertinent to explicitly state that non-combat sequences, i.e. RP "turns", can tinker with the players' Hope and Fears as well. Talking to a foreman about the construction of a castle? Hope! Getting visited in their sleep by an agent of the Big Bad? Fear!! Meeting that charismatic and funny merchant replete with the eccentric voice and mannerisms? Hope! Learning that their NPC friend has been taken prisoner by ruthless cut-throat bandits? Fear!!
    In short: things that make players "feel good" and "crap their pants" should be alternated. But don't be afraid to string 2 - 3 small Hope encounters or 2 - 3 small-to-medium Fear encounters together before alternating. The drop or rise - depending on the direction your PCs are going - is worth it.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Great advice! I'd hire you as staff writer--if I could afford a staff! I really wish I said this in the video.

    • @liebneraj
      @liebneraj 4 ปีที่แล้ว

      @@DUNGEONCRAFT1 Thank you, I appreciate that.
      As an additional note, you can amplify the mood your PCs are experiencing with the proper background "mood music". Especially when they are getting *close* to an encounter and the stereo suddenly switches over to am intro for music they recognize as "battle music".

  • @Astartes36
    @Astartes36 4 ปีที่แล้ว +1

    Very cool and informative as usual. Your content and episodes continue to be excellent and helpful for my continued development in this game.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks for saying so and for commenting!

  • @TrappedInTheMatrix
    @TrappedInTheMatrix 4 ปีที่แล้ว +1

    Great video as always Professor! At first, when you made those controversial videos, I always thought that it was cool, but that I didn't need it. A little bit ago I was literally in the middle of a game and the combat was going so slow, so I just decided to get rid of HP and use the hit system you made. It is so much better not calculating damage that the players deal to monsters. Your ideas make my dnd games so much better!

  • @pauloliveira93
    @pauloliveira93 4 ปีที่แล้ว

    Glad to see Alexa and D'uvel turning up in the videos! Really liked their stories and your writing!

  • @chrisg8989
    @chrisg8989 ปีที่แล้ว

    Side or team Initive is amazing.
    I have each player roll a D20 Plus their bonuses. (So they still feel like those Class features or feats still matter.) And give me the total. I roll the equal amount of D20s plus any bonuses the mobsters may have. Then highest number goes first.
    On the players turn they can choose who goes first or if they want to break up there turn that is fine too. This encourages team work and some really cool and fun combos happening.
    This also allows my monsters to dish out some seriously dangerous things as they combine their attacks and spells aswell.
    Also use average damage for Monsters. Nothing whose than waiting for the DM to roll a bunch of dice.

  • @michaelsponholz4209
    @michaelsponholz4209 3 ปีที่แล้ว

    Prof DM! I'm not going to lie but this content is not something i would normally have looked up but the youtube black hole took me down one day and i have sense been hooked. I have taken a few bits of advice from your videos and incorporated the group initiative and player facing rolls and it was the best possible change to the game, table, and my style i could have asked for. I no longer find myself getting lost in notes or stats or order, and just have the person who the effect is happening to roll the dice for the monster then i narrate what happens. To an extent, while not being a player, i actually feel like one and its great never rolling a dice. Please, keep doing the great work. You have my subscription. (i have never played dnd. i actually came from shadowrun and jumped ship to starfinder)

  • @wagz781
    @wagz781 4 ปีที่แล้ว

    On initiative: It might not take long when combats are compact and don't go past 8 combatants (including monsters). However for people like me that like throwing hoards at my party to give them that conan feel of hacking through a ton of dudes then two things have helped the most.
    Firstly, group up your monsters into squads. Move those squads on the same initiative and have them work fairly cohesively. One of these monsters might not be terribly smart, but if you have enough of them in a squad they can probably understand something basic regarding tactics.
    Secondly, use the modified initiative system from index card RPG. The basic method suggested is to go around the table starting to the immediate right of the dungeon master and then continuing counterclockwise. I personally prefer something more akin LotR's camerawork. The heroes do something, then the monsters do something. After all the heroes have done something then the commander of the monsters does something. If the hero doesn't have a response, move on to one that does. While my players have difficulties with this because they're quite old fashioned, we've gotten several rounds in before one noticed we'd never rolled initiative due to how much more quickly paced this can lead combats to being. We also use roll20 so, in that case I go in the order their names are displayed.

  • @bonbondurjdr6553
    @bonbondurjdr6553 4 ปีที่แล้ว +2

    Yeah, I know what you're talking about with the players surrounding a monster and the combat drags on for three rounds because it's:"Roll!" "Miss!" "Roll!" "Miss!"
    But I think that dice checks are a tool of tension and, as such, I think that lowering the AC of monsters might not be the best way to go at it: I think that as GMs we should give players more/better options than just hit the monster over and over again.
    In fact, just to encourage my melee attacks to spread out or manage their movement I give Big Swing Attacks to my bosses so swarming him is a bad idea. It starts with this, but after that, I give the players items or moving objects in the room to lower the monster's AC or to weaken him before slashing at him a couple of times and killing him!

    • @christopherclubb9167
      @christopherclubb9167 4 ปีที่แล้ว +1

      Just await until you experience the joy of the villain the players cannot kill (not because he is physically powerful, but perhaps is very wealthy, popular, or is a necessary evil).

    • @bonbondurjdr6553
      @bonbondurjdr6553 4 ปีที่แล้ว +1

      @@christopherclubb9167 I really need to figure out a plot like that!

    • @christopherclubb9167
      @christopherclubb9167 4 ปีที่แล้ว +1

      @@bonbondurjdr6553 a couple good ones that aren't to difficult to pull off: 1. The villain players know cannot be trusted, but they need his help to accomplish a different goal. The party cannot kill him because they need him, but he also uses them to accomplish his own plans. 2. The villain who is a noble of important social status. Killing them outright (even if they know he is guilty) would result in the party being imprisoned and subsequently put to death, which the party knows to be true. 3. The villain has immeasurable wealth. He never needs to perform any deed by his own and, and has virtually unlimited resources at his disposal, very few (if any) that will trace back to him.

  • @benvoliothefirst
    @benvoliothefirst 4 ปีที่แล้ว

    My players started with HeroQuest because it's so much simpler. We've moved into a sort of modified Dungeon World since that also uses 2d6 for checks. I've noticed that there's an inherent symmetry with DW's 7+/10+ system that meshes nicely with D&D's 10+/15+/20+ targets for easy/medium/hard, as well as DCC's spell checks. Basically if they roll a 10+ it's a conditional success, 15+ is an outright success, and 20+ is a critical success, with a 1 a crit fail. Starting to see the matrix behind it all... thanks prof!

  • @ASithLordd
    @ASithLordd 4 ปีที่แล้ว +5

    You referred back to other videos regarding combat, I've been wondering if you could show a scenario with the no initiative/ no turns combat. I've wanted to try that out, but don't know how I would implement it

  • @swaghauler8334
    @swaghauler8334 4 ปีที่แล้ว

    I lower the AC for multiple attackers on a single attacker and for position (being behind or on the flank). The modifier is usually -1 AC per additional attacker and -1 to AC for a flanking attack. Striking from behind nets you a 2 reduction in AC.

  • @shallendor
    @shallendor 4 ปีที่แล้ว +3

    In our Pathfinder game, you get 10 words per combat round.

  • @michaeleels7614
    @michaeleels7614 4 ปีที่แล้ว

    I can't believe people still have a problem with getting rid of initiative. Don't sweat it man, I took your advice and it took a couple sessions but it's amazing. Whoever is ready, its their turn, if theyre not ready or they need to count dice, I can come back to them. So much faster, and an added bonus, the monsters get to fight back before they get killed. Better for balance, better for real time spent fighting, just better all around, so if people are still knocking you for advocating dumping initiative, then they should try it first, because I can tell you first hand, it works and its faster and it just works better.
    I should also say, its really more realistic because everyone should be deciding what theyre doing before the round starts, and that's what getting rid of initiative does. It shouldn't be that the monsters or players stop their sword mid-swing to move across the map and hit a different target, in that 6 seconds they had a target in mind, and started swinging. That's the way it should be. Decision, then result, not delayed reaction followed by tactical sprint to clean up what's left. I hope the next edition of d&d takes this into account, I really do.

  • @jmass4207
    @jmass4207 4 ปีที่แล้ว +1

    Thank you so much for this perspective. There were a lot of pretty major flaws with my dms first campaign, but it always seemed like there was something inherently flawed with his storytelling that I, as someone who intends to dm in the future, have wanted to understand for a long time. Now I realize a lot of his storylines did not have this rollercoater structure of “beats”. The final arch where the world was being conquered by a big bad that came out of nowhere that caused me to quit out on the game felt like 3-5 negative beats for every one tiny positive one. It was extremely grating and made everyone feel hopeless.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +1

      Share this with your DM (if you still play with them). This information isn't found in any rulebook, so we DMs have to learn as we go. Thanks for watching and taking the time to comment!

  • @warpelican
    @warpelican 4 ปีที่แล้ว +1

    Excellent as always Sir! You cover one of my homebrew rules I call "Master of your own character." If you don't know the range, or the stats, or the save...then I make one up
    By the way, I get a render problem around time index 11:17.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks for commenting. I'll check out the render, although it's probably too late to do anything about it.

  • @ArticleNoun
    @ArticleNoun ปีที่แล้ว +1

    Great video as always. Thank you.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  ปีที่แล้ว +1

      Thanks! Making another pacing video right now. It's called "Matt Mercer Hates THIS" because--y'know. Clickbait.

    • @ArticleNoun
      @ArticleNoun ปีที่แล้ว

      @@DUNGEONCRAFT1 got to feed the beast.

  • @danielalexander8402
    @danielalexander8402 4 ปีที่แล้ว +1

    This is my new favorite of your videos.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +1

      Thanks! I thought it was pretty good. Next week I review every edition of D&D and what I liked about each. Don't miss it!

    • @danielalexander8402
      @danielalexander8402 4 ปีที่แล้ว

      @@DUNGEONCRAFT1 I'll be eagerly awaiting it.

  • @Luncher100
    @Luncher100 4 ปีที่แล้ว +1

    I've been DMing for AD&D and Keeping for CoC for over 30 years and I'd certainly agree with most of your points. I'd be inclined to make the hope and fear phases a little more organic than scripted - and I think that sometimes giving them a long session of fear is good for them ;-) But it's useful to analyise it in that way to an extent. I certainly always use group initiative - I never learned the stupid individual initiative system, so I never had to unlearn it! And I don't even go round the table clockwise: I expect my players to decide among themselves who's going to do what when. It adds to the co-operative spirit and I've NEVER seen an argument about it. I'd like to pass you one small tip; it's not about pace, just flavour: It's this: try to strip out some of the modernisms/americanisms in your game vocabulary and take from the best high fantasy and from mediaeval literature itself: Why refer to a wizard's "safe house" when you can refer to a "place of sanctuary"? Thank you for making this video.

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว

      Good luck getting videogamers to speak in an authentic medieval lexicon. They’ll slip back to “spawning, turtling, killboxes, and buffing” in no time.

  • @deathknell609
    @deathknell609 4 ปีที่แล้ว

    Another thing that can be done for Initiative...
    Players roll initiative at the beginning of the game.
    DM rolls or assigned initiative before the game even starts and marks them in their notes. Maybe even while they create the encounter.
    As far as players, feats, spells, ANYTHING that is self explanatory, should be part of a booklet or flash cards or something. Something they can reference without going to a book or something.
    Just my two coppers, though.

  • @fingavominga2983
    @fingavominga2983 4 ปีที่แล้ว +1

    This is exactly why i watch this channel

  • @blackbarnz
    @blackbarnz 3 ปีที่แล้ว

    ATM My group enjoys "bulky" Initiative system. D20 Fantasy game. Standard 3.5 Initiative rules + Weapon Speed Factor (S&S studios) + Fluid Initiative (SpyCraft RPG, taking damage lowers your initiative count). It offers a tactical element as well as opportunities to increase drama & add to the description of the battle.

  • @Bondanalloy
    @Bondanalloy 4 ปีที่แล้ว +5

    Yes I always sit like a poker dealer - center of the table.

  • @kalleendo7577
    @kalleendo7577 4 ปีที่แล้ว

    Please keep sharing alternatives rules. I find it very useful and informative 👍👍👍

  • @ImaginerImagines
    @ImaginerImagines 4 ปีที่แล้ว +1

    More amazing advice! Thank you.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Thanks for watching and taking the time to comment, Michael!

  • @trashpanda5869
    @trashpanda5869 4 ปีที่แล้ว

    I use team initiative. Whoever gets the jump on the other side acts first. If it isn’t clear who got the ambush then a member of each side rolls an opposed dex check and the winner goes first. Once a team is gone they can go in whatever they want.

  • @roderik4
    @roderik4 4 ปีที่แล้ว

    I've tried the no initiave thing and it absolutely fixed combat for me, so thanks

  • @graveyardshift2100
    @graveyardshift2100 4 ปีที่แล้ว

    I would just replace initiative with marching order. The party determines who is going first, second, and so on, and that applies for whatever encounter they find themselves in. Any time they aren't in an encounter they can switch up the marching order.

  • @JackCaliber
    @JackCaliber 4 ปีที่แล้ว +3

    What about "What 1917 Can Teach Us About D&D?" Personally, I can't think of much, other than littering the landscape with narrative props to make every step interesting. I just saw that movie and thought, "I want my games to be THIS immersive."

  • @dkbibi
    @dkbibi 4 ปีที่แล้ว +1

    Everybody should read and play or watch play any powered by the apocalypse game like dungeon world to understand you don't need initiative at all. It's the GM job to pass around the spotlight so that everyone gets equal "screen time".

  • @EmeranceLN13
    @EmeranceLN13 4 ปีที่แล้ว

    Hi, wanted to say that I changed the way I run my games so that I use hits to kill rather than health points for monsters. Even bosses, I make them 10 hits to kill or more depending on if they are a super big monster (With a party of 5 and some of them having multiple attacks, ten isn't too bad). My players still roll for damage and get the satisfaction of seeing the large number but, for me as the DM, it has made combat a lot more simple and quicker along with other small changes.
    Part of my problem related to pacing is whenever I give my party time to set up for combat (they manage to sneak up on a bandit camp or such) they spend way too long planning. I try to give them a minute or two for preparation but will begin explaining changes that happened such as guards changing positions or someone is unsuspectingly approaching them since they happen to be near crates of food.
    I feel bad cutting their tactical planning short because I am super happy for them to be working as a team. But, each time they have gotten a surprise round, they seem to just blast away the enemies with comboing damage. It is a hard to balance between: Letting the party work together to tactically deal with combat, and watching my combat get blown away, even if I adjust hits to kill.

  • @stevevondoom4140
    @stevevondoom4140 4 ปีที่แล้ว

    Prof. dungeon-master and the DM's of the round table!

  • @johnedgar7956
    @johnedgar7956 2 ปีที่แล้ว

    This was quite helpful! Thank you!

  • @Runehammer1
    @Runehammer1 4 ปีที่แล้ว +1

    impeccable as always

  • @thatoneguy2057
    @thatoneguy2057 4 ปีที่แล้ว

    Great advice as always. Love the idea about beats.

  • @josephdellavecchia7828
    @josephdellavecchia7828 4 ปีที่แล้ว

    Another fantastic video Professor dungeon master. I hate to go against the grain but I wasn't a huge fan of the initiative system. I'm not saying it's bad and I'm not staying there in situations where could be really interesting. Always happy to see you post new content

  • @sayrebonifield4663
    @sayrebonifield4663 4 ปีที่แล้ว +8

    There is one widely advocated position you take in that video that needs to be pushed back against: NPC foes should have lower ACs and higher hit points. While I may be true that for many groups this makes combat feel better, by generating a perception of effect and progress, it has some additional consequences that are under appreciated and problematic. First, it lowers the effectiveness of damaging attacks by the PCs that do not rely on test versus AC effect. Spells from Vicious Mockery and Magic Missile to Meteor Swarm, as well as abilities like dragonborn breath attacks, have their effectiveness reduced relative to attacks that check against AC. This is a negative because more esoteric attacks should not be weakened relative to the most common. Second, this changes has the effect of making combat more predictable, as it reduces the amount of statistical variation likely to occur in a given fight, compressing the curve of possible outcomes. This further aggravates what I see as one of the most significant problems within the current, most popular incarnation of the game, the predictability of combats. This increase in the predictivity of combat should be enough to outweigh the advantage of the feelings of effectiveness and progress. In the OSR, this should still be a concern, but not as pressing. The opposite approach, raising AC and lowering the HP of opponents will yield combats with more tension and excitement, so long as it is not overdone.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว +3

      Very thoughtful, Sayre. THIS is the kind of awesome commentary I love.

    • @sayrebonifield4663
      @sayrebonifield4663 4 ปีที่แล้ว +1

      @@DUNGEONCRAFT1 Thanks, keep up your good work. I never though someone could make me excited to dust off a 38 year old copy of "Keep on the Borderlands".

  • @PtolemyJones
    @PtolemyJones 4 ปีที่แล้ว +1

    FYI, I found this video because one of your fans shared it to FB.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      Awesome! I can't thank people enough for sharing. It REALLY helps the channel grow.

  • @JeremyGundel
    @JeremyGundel 3 ปีที่แล้ว

    You are giving me much entertainment. Thank you!!
    good stuff.

  • @markdowse3572
    @markdowse3572 3 ปีที่แล้ว

    Hi Professor. No idea about PATHFINDER. Never played it.
    As a DM, I just think it best to ALWAYS ask questions of the Players. The Players make the pace.
    I always have 3 - 5 options for every scenario that Players will face. I can make up an encounter on the spot. These are often the most fun ! 😊
    But the mission "clock" ticks or does not. I never kill PCs for time failures. Well, not in their first 3 missions...... M 🦘🏏😎

  • @biffstrong1079
    @biffstrong1079 4 หลายเดือนก่อน

    So it's like King Arthur and the round table? I do like the "a monster attacks" to bump things along.
    I have the two Characters facing the attack roll initiative, generally. They fight the monsters fight, people at the back fight. Yeah if it's all ,interwoven I do give each individual a chance.
    One of our favourite early combats had the kobolds dropping on players from the trees near the Caves of Chaos. Kobolds tried to knife, bite the players they had dropped on but they missed. Players tried to hack smash off the kobolds, they missed. They were all rolling about in a little frantic ball of cascading failure. The fighter swung his two handed sword missed the Kobold with a 1 but then with second roll hit a team mate with an 18 and 6 points of damage. Took about ten minutes to finally rout the Kobolds and put the party back together, but it was one of our more memorable combats.

  • @jasonserrato1951
    @jasonserrato1951 4 ปีที่แล้ว

    Was on vacation; checking out European ossuaries! Catching up, great vid!

  • @the-real-John-Oconnor
    @the-real-John-Oconnor 10 หลายเดือนก่อน

    The dexterity for initiative come from 1977 Eric Holmes Basic Dungeons and Dragons and is how I run combat.

  • @MarkLewis...
    @MarkLewis... 4 ปีที่แล้ว

    In my DnD campaign that I play, not as the DM, but roll-play, the minimum amount of players is 8, but we usually have 10-14 players every week. We use to have 2 groups, in 2 separate campaigns, but we lost a DM due to a change in a DM's work schedule, and now we all play in just one big clusterfunk. You think your rolls for initiative and everything else takes forever?! Hmpf... try 14!!! For us, bad DnD is better than no DnD, so we endure the excruciatingly slow pace. Another player and I are making our own campaigns to try and have 2 or 3 groups branch off. Love the channel Professor and have for a while, I really only watch you and the Dungeon Dudes for tips and info... Critical Roll if I wanna laugh.

  • @YOOTOOBjase
    @YOOTOOBjase 4 ปีที่แล้ว +1

    We tried your method and it didn't work for us. It wasn't terrible, but my players were too scattered and I couldn't manage the structure.
    We're going to try the following;
    I Roll a 15 and a 9 for initiative. Enemies are in 2 groups of 5. "Who beats 15? You go first. Now the enemies. Who beat 9? You go now. Second enemy group. Now everyone else"

  • @tommo4k
    @tommo4k 4 ปีที่แล้ว

    "If your players reduce the Orc to 1 hit point, just say it's dead." I wholhearted agree with this and I've been doing it for years. I usually keep it between 1 and 5hp (depending on the creatures total HP to start with), and if it's a cool attack by a player (and makes sense in the narrative) I'll go even higher. With my current DM it's painful sometimes when he makes us go that extra round or two just to finish off one creature on 1 or 2 hp, especially when it's just a random guy in a room getting in our way.

    • @robertwarren4734
      @robertwarren4734 3 ปีที่แล้ว

      Perhaps another ploy to use perhaps, particularly against key enemies - and to borrow one of the channel prof's favorite terms, catharsis - is to pull in some sort of "debilitation" when the creature is dropped to a certain low threshold: for example, something as simple as imposing a condition or rider effect such as prone or confused based on some spectacular hit (the one that brings them down). Not only does this induce the "we've got him now" sense of hope, but adds options to finishing him off. Do the players just keep hitting? Go now for a subdual or grapple ("quick, time him up!")? Even if one is wanting to finish off the rabble, it is more satisfying to get in that last attack against that opponent that is on one knee; or has spun around; or is staring stupidly at its cloven shield. tl;dr utilize narrative description outside of formal combat/damage rules to provide a pay-off to the player for getting the enemy down to the "effectively done" threshold one wants to use.

  • @filiplykkegaardkastrup1876
    @filiplykkegaardkastrup1876 4 ปีที่แล้ว +1

    Hey Dungeon Craft Thanks for doing my and many others suggestion probably. However I promised you to give you a awesome point if you did it so here 🌟 (cue “lvl op tune”)

  • @bryanheinrich8217
    @bryanheinrich8217 4 ปีที่แล้ว

    thanks for making these videos. i greatly appreciate the advice

  • @feagal612
    @feagal612 4 ปีที่แล้ว

    Yep, that was a good 'un.
    Wish my brain retained these tips when writing/running my games though...

  • @workyoutube7798
    @workyoutube7798 4 ปีที่แล้ว

    I love this channel! Here is a comment to stimulate youtube's algorithms to help this channel out!

  • @gmanbo
    @gmanbo ปีที่แล้ว

    17:57 a thought here.
    If in this situation a player has had a near miss or a enemy has rolled low.
    Build the decrease in ac into the story.

  • @brettk8717
    @brettk8717 4 ปีที่แล้ว +1

    This is really good info

  • @HereticKage
    @HereticKage 4 ปีที่แล้ว +1

    I have always been a fan of a lot of lethal minions with very few hit points .

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว

      That and skill challenges are the only things 4E got right.

  • @kurtkroh6637
    @kurtkroh6637 3 หลายเดือนก่อน

    Thank you

  • @mrgunn2726
    @mrgunn2726 3 ปีที่แล้ว

    Great video! OMG loved your comment on superhero movies, I am sooo tired of superhero movies. I am really tired of action scenes that last too long, John Wick 3 is an excellent example, it is basically ballroom dancing with guns. Making players partially responsible for the gaming experience is excellent advice! Thanks for sharing.

    • @commandercaptain4664
      @commandercaptain4664 ปีที่แล้ว +1

      Tarantino, while he takes forever and a day getting to any action, does so in ultraviolet bursts that have far more impact. Numerical reliance to AC and HP are the main culprits of why D&D fights drag on for so long.

  • @yvindheilo229
    @yvindheilo229 4 ปีที่แล้ว

    Excellent video as always!

  • @ksbsnowowl3569
    @ksbsnowowl3569 4 ปีที่แล้ว +1

    What is the timeframe of your sessions? Are they 5+ hour weekend affairs?
    My group meets weekly, on a weeknight for 3.5 hours. Your pacing advice is great, but I feel that I would have to generally reach that amount of back and forth pacing stretched over two or three sessions. (This is largely what I strive to do, with each session being a different mix of [combat/role play, etc.] from the previous session. But from your description it seems your sessions are quite a bit longer than mine to fit all those hopes and fears into one session. I will try to focus more on the hopes & fears aspect now; seems like a great guideline.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 ปีที่แล้ว

      The elder groups play once a month for 2-4 hours. The younger groups once a week for 2.5 hours.

  • @peterreuben5791
    @peterreuben5791 5 หลายเดือนก่อน

    Another enjoyable video and good information

  • @wildandwackywade
    @wildandwackywade 3 ปีที่แล้ว +1

    I like pacing my games by having a time period a lot of times and movies and in other events there are time periods for instance maybe a session it's 2 hours long then in those 2 hours we should be able to accomplish AB and maybe C..
    Thing to do with hip points and death is it is a lot of times if you get somebody with a sword or you get somebody with an axe Then they will fall down or they will be seriously injured there's really no ways to kill someone or something unless it's absolutely necessary perit's really necessary. If perhaps you're trying to get into a castle or you're trying to get past the guards or you're trying to get somewhere and somebody is there blocking it all you gotta do is knock him out injure them enough so they're out of your way. We run our games this way but I may try some of the hitting loweri g and ac lowering too for bigger foes and monsters.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  3 ปีที่แล้ว

      Thanks for taking the time to share your thoughts!

  • @tomyoung9834
    @tomyoung9834 4 ปีที่แล้ว +1

    Great stuff! May the almighty algorithm approve this video!!!

  • @thefreeknight
    @thefreeknight 4 ปีที่แล้ว

    Loved the video! Here are some suggestion for future topics. Do you have any good rules for followers and strongholds that don't feel tedious? Also any good survival / resource management rules you use?

  • @royvanloosbroek7215
    @royvanloosbroek7215 4 ปีที่แล้ว

    Another great video as always