Ability
Jack Wain and I discuss what "ability" means within the 5e context. We take a look at what makes an effective player and how those skills are transferable to being a successful DM. We discuss ability skills and how some, such as the oft derided Animal Handling, get a bad rap through no fault of their own. This episode's Big Question is ability modifiers: big box or small box?
- 00:01:41 - How to determine player ability
- 00:08:58 - Signifiers of a good DM
- 00:20:40 - Ability scores
- 00:40:59 - Dissonance between player and character ability
- 00:50:36 - Improvisation in published adventures
- 00:55:26 - Impact of score simplification over earlier editions
- 01:00:30 - Big box or little box?
Intro Music: 'Local Forecast' by Kevin MacLeod
Intermission Music: 'Chill' by Kevin MacLeod
Outro Music: 'Local Forecast - Elevator' by Kevin MacLeod
Reference to The Monsters Know What They're Doing by Keith Ammann.
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[Music]
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hello and welcome to another episode of
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thinking critically a D&D discussion my
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name is danilo and the topic for today
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is ability this time we have jack wayne
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the incorrigible calor eiduran from my
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own campaign and a man with plenty of
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experience in both tabletop and digital
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rpgs jack thanks again for coming on can
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you tell us a bit about yourself
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sure so i guess from a D&D perspective i
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started playing 5e as the the first
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edition i've ever played
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probably four years ago now and i've
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been playing it
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off and on since then until uh
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it was a year and a half ago and we
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started our um the joint campaign which
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danilo
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dms and i play in
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all right thank you
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so we're gonna dive in
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jack what does the word ability mean to
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you
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sure okay so um i don't think about this
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and i kind of it kind of split down the
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middle of of um
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of what ability means so the first side
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is
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ability scores so
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charisma strength etc and then the
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second side is player ability i.e
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new players experienced players players
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as dms i think that's a nice half and
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half of what ability is so i guess which
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one do you want to go through first so
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let's start with player ability then
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in your opinion then what what do you
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think makes a good player we're firing
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out here with like the big questions
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what do you think
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to put it another way
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how would you determine player ability
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how would i determine player ability
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so
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i think they're uh they're intertwined
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so um i think what makes a good player
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is
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someone who understands that
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while they are a main character in the
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story they are not the main character
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you know there'll be two three four
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however many other people also
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playing the game
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and so it's an understanding that it's a
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collaborative effort you're not
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front and center all the time there's
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that you know there's points where you
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need to be quiet where it doesn't make
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sense for your character to talk there's
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points where people need to take the
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spotlight
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so i think that's a big that's a big
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part of it is being able to take a step
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back i think there's a fine line there
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between
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i think it's a one of the steeper
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learning curves new players have
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especially is that fine line between
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like okay
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now it's not my time let me yeah let me
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not talk for five minutes which i think
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is super difficult for people who have
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just come from
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especially from video game backgrounds
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where it's just i'm constantly in
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control
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yeah like if you play like a like a
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boulder's gate or a um
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or any sort of like crpg like that
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you're constantly the one even if you're
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controlling whatever character is the
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one that's doing all the work and making
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the decisions so you have a lot less
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agency in d in that
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people other people within the game
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players in the game can negatively
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affect how
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you enjoy the game in a way or how you
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want things to happen and that's that's
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just inherent with dnd so a key
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point there is that one thing that makes
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a good player is
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mitigating that drawback on other
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players as much as possible because i
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think you said there that
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you can impact the enjoyment of other
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players so i guess trying to reduce that
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as much as possible
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overall brings the quality of the game
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up would you say
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yeah definitely and so i think this is
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something that to get slightly off topic
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this is something that i think
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is can be really jarring for new players
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is
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when you first realize that
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you you don't have complete control over
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what happens yeah you know like you
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could be talking to an npc and trying to
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get information out of it and another
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character could be getting bored and
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and just stand up stabbing him because
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he doesn't like where it's going
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so i think i think
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that's
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it's in the players to be cognizant of
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that to take into consideration that
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yeah well maybe i could stab him
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you know don't be a dick this you know
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this other player is having fun
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interacting with him i think it's also
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there's also a degree of responsibility
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on the dm to kind of to um
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take into account that
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okay this conversation's been going on
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for 10 for 10 minutes and he's the only
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one talking to this player no one else
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is really doing anything maybe i should
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kind of expedite this information that
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this character you know this npc is
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trying to give up
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but yeah i think it's a balance
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okay all right
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so we've basically said
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knowing when to play i guess is one way
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to put it for in terms of
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playing a good player
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that's one point uh so i think another
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big one is um and i think the probably
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the most challenging one is being able
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to play a character because i think it's
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quite uni it's unique to
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not just not just d but role-playing
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games that you're not playing yourself
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you're you know you're playing a another
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person who has different goals or
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different alignment than you has
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different priorities
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so i think being able to
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really kind of get in their head and
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think that okay well like well jack
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would do this
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there's no way in hell caleb would do
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that so i think that's that once you get
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to that point i think that's the real
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stepping stone to be of being a really
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good player i think a lot of
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recommendations or at least certainly a
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pattern for for new players is to
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make a caricature of themselves i know
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mine
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first guy was
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yeah maximilian de la rouge a rogue
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deliberate play on words
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um but do you think that's a good idea
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or a detriment then to help bridge that
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gap is it keeping people too much in
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their comfort zones and then it might
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color their next character who's just
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one step removed whereas if they just
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dive in the deep end and play some
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tiefling
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warlock or fighter that's had 50 years
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experience in the gladiatorial ring
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which most regular people don't have do
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you reckon that maybe a deep end thing
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is is maybe a different way to approach
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it i think there's a middle ground in
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that if i was dming i'd actively
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discourage a new player from basically
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creating themselves in the game because
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that's part of what you know at least
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for me the big enjoyment a big enjoyment
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of dnd is being able to pretend like
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you're someone else and have fun with
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that yeah but i think it can also go too
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far as a new player if you decide to
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make the most bizarre counter you
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character ever then that
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can that can turn you off quickly
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because it's hard work to play someone
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who's nothing like you yeah so maybe
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there's a maybe there's a middle ground
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of
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you can take some attributes like if you
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as a person are quite lucky or witty you
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could incorporate that into a character
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but maybe have it sit
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the character be that vehicle
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who is maybe like more evil
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because
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you know you don't you can't really be
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evil in real life so maybe now is a good
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uh
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a good chance to to play someone who
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would be evil
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talking of then where would you say
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picture a venn diagram you're
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in one side of things and calor is on
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the other side of things how much of
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those two circles overlapping
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okay so
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i think carlo and i are both quite um
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sarcastic
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yeah
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so i think there's there's a lot of
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character
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similarities in that i like to think
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we're both fairly fairly intelligent you
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know not
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massive level iq but
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able to work out a plan and reason with
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it yeah
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and i think
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there's quite a like there's a there's a
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lady aspect to calor especially when
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he's uh interacting with another
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character called reuther
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who um
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mirrors the relationship that myself and
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the player have in real life so i think
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there are similarities the differences
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are i think
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canola kind of takes
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the like my idea of humor of you know a
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bit sarcastic a bit uh a bit belittling
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kind of dials it up to 11 yeah in the
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you know you can be actively belittling
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or you know actively detrimental
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and actively rude which you know i i
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don't think i'm rude i think i
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tried quite hard to um to be polite
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which is one of the reasons why i wanted
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to you know i made cattle like it is
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because it was a uh
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it's a fun opportunity it's an
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exaggeration
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yeah basically kind of like be a bit of
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an [ __ ] and then obviously there's
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the alignment of like
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colors pretty evil and can be pretty
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evil at times whereas i you know in real
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life i'd never um you'd like to think
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you're a good person
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yeah
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okay well maybe not even not not maybe
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not good neutral maybe but definitely
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not evil
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all right okay well then let's round
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this off then with
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would you
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consider yourself a good player
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big question i would
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i would consider myself
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a good player but not a great player ah
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that's nice well more modest and calor
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so they get they go there's a difference
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there already so okay
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uh one thing you mentioned earlier on
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was the onus is well at least partially
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some of the onus is on the dm to
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guide that player experience and i guess
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in a way
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chaperone
276
00:09:19,839 --> 00:09:23,519
player
277
00:09:21,120 --> 00:09:25,120
experience and by that i mean i you know
278
00:09:23,519 --> 00:09:27,600
guide them on to becoming a better
279
00:09:25,120 --> 00:09:28,880
player themselves which you could do
280
00:09:27,600 --> 00:09:30,640
subtly and
281
00:09:28,880 --> 00:09:33,360
and more overtly
282
00:09:30,640 --> 00:09:36,320
so yeah so talking of a dm the the
283
00:09:33,360 --> 00:09:37,519
ability of a dm and what makes a good dm
284
00:09:36,320 --> 00:09:40,240
i guess we've answered the question
285
00:09:37,519 --> 00:09:42,000
before we've asked it in that
286
00:09:40,240 --> 00:09:45,040
helping players become better players
287
00:09:42,000 --> 00:09:46,720
would would be a signifier of a good dm
288
00:09:45,040 --> 00:09:48,720
i think that's a signifier i don't think
289
00:09:46,720 --> 00:09:51,519
it's the only one but i think yeah
290
00:09:48,720 --> 00:09:53,120
especially for this is this isn't really
291
00:09:51,519 --> 00:09:54,800
applicable for if you're dming a
292
00:09:53,120 --> 00:09:56,560
campaign full of experienced players you
293
00:09:54,800 --> 00:09:58,480
know people are really good and already
294
00:09:56,560 --> 00:10:00,240
have you know know the ropes of d but i
295
00:09:58,480 --> 00:10:02,560
think definitely if um
296
00:10:00,240 --> 00:10:03,440
if you're dming for new players
297
00:10:02,560 --> 00:10:05,440
then
298
00:10:03,440 --> 00:10:08,320
yeah one of your goals as a dm should be
299
00:10:05,440 --> 00:10:10,480
to kind of educate them and to kind of
300
00:10:08,320 --> 00:10:12,000
coach them to nurture them in a way that
301
00:10:10,480 --> 00:10:13,040
you wouldn't do for experienced players
302
00:10:12,000 --> 00:10:14,880
maybe like
303
00:10:13,040 --> 00:10:17,920
pull your punches a bit more
304
00:10:14,880 --> 00:10:20,240
kind of explain things a bit more
305
00:10:17,920 --> 00:10:22,240
because it is it is quite a
306
00:10:20,240 --> 00:10:24,640
unique experience
307
00:10:22,240 --> 00:10:26,240
playing role-playing games you know
308
00:10:24,640 --> 00:10:27,680
unlike anything else yeah there is
309
00:10:26,240 --> 00:10:29,360
definitely a learning curve and i think
310
00:10:27,680 --> 00:10:31,519
dnd does have quite a large learning
311
00:10:29,360 --> 00:10:33,120
curve within just the mechanics of the
312
00:10:31,519 --> 00:10:34,560
game so i think if you can get if you
313
00:10:33,120 --> 00:10:36,640
can help out on the role-playing side
314
00:10:34,560 --> 00:10:38,720
that makes everyone's lives a bit easier
315
00:10:36,640 --> 00:10:40,959
well i think that's a good a good bridge
316
00:10:38,720 --> 00:10:41,839
between the two topics then um in terms
317
00:10:40,959 --> 00:10:44,160
of
318
00:10:41,839 --> 00:10:47,040
usa and guiding and helping and maybe
319
00:10:44,160 --> 00:10:49,519
being a bit more um forgiving
320
00:10:47,040 --> 00:10:50,959
as a dm to newer players
321
00:10:49,519 --> 00:10:52,399
where
322
00:10:50,959 --> 00:10:55,519
and now i'm going to let my own personal
323
00:10:52,399 --> 00:10:57,600
biases slide in here but where is the
324
00:10:55,519 --> 00:10:59,839
where's the line in the sand when should
325
00:10:57,600 --> 00:11:02,079
when should that stop so when should
326
00:10:59,839 --> 00:11:03,600
basically player ability come up to a
327
00:11:02,079 --> 00:11:05,680
level where that isn't required anymore
328
00:11:03,600 --> 00:11:07,600
or how how long should that take is
329
00:11:05,680 --> 00:11:09,040
maybe a better question
330
00:11:07,600 --> 00:11:11,920
how long before the training wheels come
331
00:11:09,040 --> 00:11:13,440
off yeah basically or or how long until
332
00:11:11,920 --> 00:11:16,560
the dm should expect the training wheels
333
00:11:13,440 --> 00:11:19,200
to come off oh okay um
334
00:11:16,560 --> 00:11:22,000
i think it depends uh playable player
335
00:11:19,200 --> 00:11:24,959
and pie by party but i would say
336
00:11:22,000 --> 00:11:27,600
after maybe uh
337
00:11:24,959 --> 00:11:29,920
10-15 sessions
338
00:11:27,600 --> 00:11:31,120
because by then you've kind of
339
00:11:29,920 --> 00:11:32,959
been able
340
00:11:31,120 --> 00:11:34,560
depending on the campaign
341
00:11:32,959 --> 00:11:37,120
you'll likely have been able to capture
342
00:11:34,560 --> 00:11:39,120
like a microcosm of what the whole dnd
343
00:11:37,120 --> 00:11:41,680
experience is about so you know you've
344
00:11:39,120 --> 00:11:42,800
been in our town talking to npcs you've
345
00:11:41,680 --> 00:11:44,959
been you know you've gone on an
346
00:11:42,800 --> 00:11:46,320
expedition to kill the bad guy
347
00:11:44,959 --> 00:11:48,079
you know you you've had to charm your
348
00:11:46,320 --> 00:11:50,320
way through situations you know you've
349
00:11:48,079 --> 00:11:51,760
got quite a broad array
350
00:11:50,320 --> 00:11:54,480
i think once you've kind of got past
351
00:11:51,760 --> 00:11:57,279
that point then it then it can start
352
00:11:54,480 --> 00:11:58,959
the training could come off that's um so
353
00:11:57,279 --> 00:12:00,959
that works for
354
00:11:58,959 --> 00:12:03,839
a campaign such as ours or or you know
355
00:12:00,959 --> 00:12:06,480
longer term campaigns but that might be
356
00:12:03,839 --> 00:12:08,320
i guess a potential pitfall then for
357
00:12:06,480 --> 00:12:10,240
kind of one shots and other new starters
358
00:12:08,320 --> 00:12:11,680
where new players might only play one
359
00:12:10,240 --> 00:12:13,920
session of a you know let's do this
360
00:12:11,680 --> 00:12:15,920
thing from a birthday or whatever and
361
00:12:13,920 --> 00:12:17,279
then never play it again or not play it
362
00:12:15,920 --> 00:12:18,480
again for a few months and they've only
363
00:12:17,279 --> 00:12:20,160
had that one
364
00:12:18,480 --> 00:12:22,480
snapshot so
365
00:12:20,160 --> 00:12:23,440
the good dm in that instance then would
366
00:12:22,480 --> 00:12:25,680
at least
367
00:12:23,440 --> 00:12:27,440
attempt to try and condense that
368
00:12:25,680 --> 00:12:29,040
learning curve
369
00:12:27,440 --> 00:12:31,760
as best as possible
370
00:12:29,040 --> 00:12:33,680
yeah i think for for one shot especially
371
00:12:31,760 --> 00:12:36,320
for new players a certain amount of like
372
00:12:33,680 --> 00:12:38,959
uh rule fudging or uh you know
373
00:12:36,320 --> 00:12:40,240
overlooking or you know uh backpedaling
374
00:12:38,959 --> 00:12:43,360
is is
375
00:12:40,240 --> 00:12:45,200
sufficient is encouraged to um to kind
376
00:12:43,360 --> 00:12:46,399
of smooth out the curve because at the
377
00:12:45,200 --> 00:12:48,560
end of the day if you're playing a one
378
00:12:46,399 --> 00:12:50,560
shot and you're playing it for for three
379
00:12:48,560 --> 00:12:52,160
four hours you want to try and get as
380
00:12:50,560 --> 00:12:53,760
much entertainment into that time as
381
00:12:52,160 --> 00:12:56,240
possible you don't want to spend like
382
00:12:53,760 --> 00:12:58,079
the first hour explaining
383
00:12:56,240 --> 00:13:00,800
you know what ac is
384
00:12:58,079 --> 00:13:04,079
yeah sure uh one of the more
385
00:13:00,800 --> 00:13:06,800
particular concepts as well ac um yeah
386
00:13:04,079 --> 00:13:09,440
it's always said that the dm's role or
387
00:13:06,800 --> 00:13:12,079
number one responsibility is to ensure
388
00:13:09,440 --> 00:13:13,839
everyone's having fun at the table
389
00:13:12,079 --> 00:13:15,680
including themselves so firstly do you
390
00:13:13,839 --> 00:13:17,519
agree with that statement
391
00:13:15,680 --> 00:13:19,680
yeah absolutely because
392
00:13:17,519 --> 00:13:22,399
when you cut everything specific out of
393
00:13:19,680 --> 00:13:24,639
dnd that the main reason why we play is
394
00:13:22,399 --> 00:13:26,560
to have fun like if we're not having fun
395
00:13:24,639 --> 00:13:28,399
then if i wasn't having fun i wouldn't
396
00:13:26,560 --> 00:13:30,639
play and i assume that's the case for
397
00:13:28,399 --> 00:13:32,800
most other people so yeah definitely i
398
00:13:30,639 --> 00:13:32,800
think
399
00:13:32,959 --> 00:13:38,079
having fun is the is the priority and
400
00:13:35,760 --> 00:13:40,079
should be the priority above all else
401
00:13:38,079 --> 00:13:42,000
in that case then given what the
402
00:13:40,079 --> 00:13:45,279
statement you've literally just said
403
00:13:42,000 --> 00:13:47,199
what can be sacrificed if fun is the
404
00:13:45,279 --> 00:13:50,560
priority above everything else
405
00:13:47,199 --> 00:13:52,880
so what i'm getting at here is what can
406
00:13:50,560 --> 00:13:54,800
a good dm sacrifice to ensure that
407
00:13:52,880 --> 00:13:56,480
everyone has fun and so by that i mean
408
00:13:54,800 --> 00:13:59,279
stuff like
409
00:13:56,480 --> 00:14:01,199
fudging dice rolls or
410
00:13:59,279 --> 00:14:02,880
keeping enemies alive until there's a
411
00:14:01,199 --> 00:14:05,120
cinematic killing blow with a high
412
00:14:02,880 --> 00:14:07,120
payoff that kind of stuff again where's
413
00:14:05,120 --> 00:14:08,560
the line drawn there do you think
414
00:14:07,120 --> 00:14:10,160
yeah so um
415
00:14:08,560 --> 00:14:11,839
and again it depends on the nature of
416
00:14:10,160 --> 00:14:14,320
the campaign but
417
00:14:11,839 --> 00:14:15,680
i think fudging dice rolls
418
00:14:14,320 --> 00:14:18,959
is
419
00:14:15,680 --> 00:14:20,320
more than okay for a dm to do in fact if
420
00:14:18,959 --> 00:14:22,160
it if the
421
00:14:20,320 --> 00:14:24,720
if the campaign is kind of a narrative
422
00:14:22,160 --> 00:14:25,440
based campaign like ours is then i think
423
00:14:24,720 --> 00:14:26,959
it
424
00:14:25,440 --> 00:14:28,959
it really serves the narrative and
425
00:14:26,959 --> 00:14:30,880
serves the fun to do so
426
00:14:28,959 --> 00:14:32,720
as an aside if if you're playing you
427
00:14:30,880 --> 00:14:34,480
know like a death matches game or a game
428
00:14:32,720 --> 00:14:36,720
that's entirely focused on like dungeon
429
00:14:34,480 --> 00:14:39,519
delving with very little rp then that's
430
00:14:36,720 --> 00:14:41,920
a no i'd say that in those situations
431
00:14:39,519 --> 00:14:43,680
okay fudging dice isn't appropriate but
432
00:14:41,920 --> 00:14:45,600
that's just the nature of the
433
00:14:43,680 --> 00:14:48,240
of the at which campaign you play sure
434
00:14:45,600 --> 00:14:50,560
but yeah so i think fudging dice is fine
435
00:14:48,240 --> 00:14:51,440
giving players like a hero moment by you
436
00:14:50,560 --> 00:14:53,760
know
437
00:14:51,440 --> 00:14:54,639
artificially cutting or increasing enemy
438
00:14:53,760 --> 00:14:56,880
health
439
00:14:54,639 --> 00:14:59,760
maybe like allowing a bit more leniency
440
00:14:56,880 --> 00:15:02,480
with uh like an npc like if
441
00:14:59,760 --> 00:15:04,480
you were to consider an interaction
442
00:15:02,480 --> 00:15:06,560
objectively this nbc would have you know
443
00:15:04,480 --> 00:15:08,560
sworn at this player and walked off yeah
444
00:15:06,560 --> 00:15:11,120
you know minutes ago but maybe you just
445
00:15:08,560 --> 00:15:13,199
kind of like you let it
446
00:15:11,120 --> 00:15:15,519
let them keep going a bit longer to kind
447
00:15:13,199 --> 00:15:16,399
of draw out for that yeah
448
00:15:15,519 --> 00:15:20,880
okay
449
00:15:16,399 --> 00:15:23,519
i am a fan of having a narrative as the
450
00:15:20,880 --> 00:15:26,560
skeleton the foundation of
451
00:15:23,519 --> 00:15:28,560
a larger campaign to enable combat and
452
00:15:26,560 --> 00:15:31,199
to enable social interactions and that
453
00:15:28,560 --> 00:15:32,160
kind of stuff so in that regard yeah i
454
00:15:31,199 --> 00:15:33,360
think
455
00:15:32,160 --> 00:15:35,839
having the
456
00:15:33,360 --> 00:15:38,320
insight and wherewithal to
457
00:15:35,839 --> 00:15:40,079
know when is appropriate to fudge dice
458
00:15:38,320 --> 00:15:41,600
rolls but i think from a from a dm's
459
00:15:40,079 --> 00:15:43,279
perspective
460
00:15:41,600 --> 00:15:45,519
this is the other side of the coin for a
461
00:15:43,279 --> 00:15:48,000
player learning when's
462
00:15:45,519 --> 00:15:51,120
when is their time to not play for a dm
463
00:15:48,000 --> 00:15:54,079
it's when's an appropriate time to not
464
00:15:51,120 --> 00:15:55,759
fudge dice is is a similar kind of
465
00:15:54,079 --> 00:15:57,600
learning curve there
466
00:15:55,759 --> 00:16:00,079
when you that's interesting yeah when
467
00:15:57,600 --> 00:16:02,240
you first start it's like well
468
00:16:00,079 --> 00:16:04,560
the temptation is there to say dice
469
00:16:02,240 --> 00:16:06,240
don't matter to me anymore i can i can
470
00:16:04,560 --> 00:16:09,199
roll whatever i want
471
00:16:06,240 --> 00:16:12,160
unlimited power um but obviously then
472
00:16:09,199 --> 00:16:14,880
that detracts quite heavily from i
473
00:16:12,160 --> 00:16:16,800
suppose the purity it's a fine line and
474
00:16:14,880 --> 00:16:19,680
there's a balance i think and one that i
475
00:16:16,800 --> 00:16:22,240
don't think i have quite myself
476
00:16:19,680 --> 00:16:23,839
there yet um and in some respects i
477
00:16:22,240 --> 00:16:26,639
think it would be
478
00:16:23,839 --> 00:16:28,560
there'd be a lot less weight on a dm's
479
00:16:26,639 --> 00:16:30,160
shoulders to just say i'm never gonna
480
00:16:28,560 --> 00:16:31,839
fudge dice and then i don't even have to
481
00:16:30,160 --> 00:16:33,920
think about that anymore it's just
482
00:16:31,839 --> 00:16:36,560
it's completely out of my hands
483
00:16:33,920 --> 00:16:38,639
i think that players can tell
484
00:16:36,560 --> 00:16:41,279
when you start fudging when not you
485
00:16:38,639 --> 00:16:43,199
specifically but just the royal you the
486
00:16:41,279 --> 00:16:45,839
fudge dice too much and it kind of ruins
487
00:16:43,199 --> 00:16:47,199
the various military a bit if
488
00:16:45,839 --> 00:16:49,040
because it gets the feeling that it
489
00:16:47,199 --> 00:16:51,279
doesn't matter really how
490
00:16:49,040 --> 00:16:53,199
well we do the dm's basically going to
491
00:16:51,279 --> 00:16:55,519
rewrite it behind the screen yeah so i
492
00:16:53,199 --> 00:16:57,199
think the best dice fudging comes when
493
00:16:55,519 --> 00:16:58,959
your players actually
494
00:16:57,199 --> 00:17:01,279
are completely oblivious to it and it
495
00:16:58,959 --> 00:17:02,560
should be kept in the dark about that
496
00:17:01,279 --> 00:17:03,839
there's a saying somewhere that's like
497
00:17:02,560 --> 00:17:05,600
when you when you do it so good they
498
00:17:03,839 --> 00:17:08,400
won't even know you're there yeah i
499
00:17:05,600 --> 00:17:09,919
suppose is the best example of that in
500
00:17:08,400 --> 00:17:11,600
that instance yeah
501
00:17:09,919 --> 00:17:12,640
and i think it's completely within your
502
00:17:11,600 --> 00:17:14,959
uh
503
00:17:12,640 --> 00:17:16,079
your prerogative to not fudge dice at
504
00:17:14,959 --> 00:17:18,319
all
505
00:17:16,079 --> 00:17:19,600
and let the the scenario play out as it
506
00:17:18,319 --> 00:17:21,839
is and sometimes that leads to some
507
00:17:19,600 --> 00:17:23,839
really good moments
508
00:17:21,839 --> 00:17:26,400
i just think the the the other side the
509
00:17:23,839 --> 00:17:27,919
other side of that is that
510
00:17:26,400 --> 00:17:29,520
especially at lower levels you can get
511
00:17:27,919 --> 00:17:30,840
very unlucky and if
512
00:17:29,520 --> 00:17:33,840
you know
513
00:17:30,840 --> 00:17:36,000
a you know an npc or an enemy sneaks in
514
00:17:33,840 --> 00:17:37,360
a couple of crits against um
515
00:17:36,000 --> 00:17:39,360
against the character they can easily
516
00:17:37,360 --> 00:17:41,360
die and at low level there's not an easy
517
00:17:39,360 --> 00:17:42,880
way to resurrect them you know but
518
00:17:41,360 --> 00:17:46,160
potentially that can be his own sub
519
00:17:42,880 --> 00:17:47,919
story in itself to resurrect them but
520
00:17:46,160 --> 00:17:49,840
yeah it's a fine line
521
00:17:47,919 --> 00:17:51,200
i think one thing that
522
00:17:49,840 --> 00:17:53,280
the books
523
00:17:51,200 --> 00:17:55,679
and guidance doesn't do particularly
524
00:17:53,280 --> 00:17:58,480
well uh it might do in say if you're
525
00:17:55,679 --> 00:17:59,679
playing lost minds or something but
526
00:17:58,480 --> 00:18:01,440
i don't think it does particularly well
527
00:17:59,679 --> 00:18:02,799
as for new players
528
00:18:01,440 --> 00:18:04,160
you know the tendency is to start at
529
00:18:02,799 --> 00:18:05,520
level one especially if it's a group of
530
00:18:04,160 --> 00:18:08,080
say five people that have never played
531
00:18:05,520 --> 00:18:09,760
before let's all just start level one
532
00:18:08,080 --> 00:18:11,919
you know one poor bastard gets to be the
533
00:18:09,760 --> 00:18:13,600
dm um yeah
534
00:18:11,919 --> 00:18:15,520
and if they're just playing you know
535
00:18:13,600 --> 00:18:18,720
rules as written
536
00:18:15,520 --> 00:18:21,679
then that is you know a chance at tpk is
537
00:18:18,720 --> 00:18:22,559
is way higher than basically any other
538
00:18:21,679 --> 00:18:25,120
level
539
00:18:22,559 --> 00:18:25,919
you know the wizard gets an unlucky hit
540
00:18:25,120 --> 00:18:28,720
from
541
00:18:25,919 --> 00:18:30,160
one creature well yeah this game over
542
00:18:28,720 --> 00:18:32,400
and then the back line falls over and
543
00:18:30,160 --> 00:18:33,760
then the game falls over so
544
00:18:32,400 --> 00:18:35,520
i guess yeah
545
00:18:33,760 --> 00:18:37,200
to be a good dm in that instance then
546
00:18:35,520 --> 00:18:39,039
you you try and see that coming but it's
547
00:18:37,200 --> 00:18:40,320
very difficult for new players
548
00:18:39,039 --> 00:18:42,320
and as i said i don't think it's
549
00:18:40,320 --> 00:18:44,000
communicated particularly well in the
550
00:18:42,320 --> 00:18:46,640
books
551
00:18:44,000 --> 00:18:49,360
well you know um and i think before i
552
00:18:46,640 --> 00:18:51,679
recall when i read the start start of
553
00:18:49,360 --> 00:18:54,400
lost minds the first combat account is
554
00:18:51,679 --> 00:18:57,120
actually fairly difficult
555
00:18:54,400 --> 00:18:59,440
some goblin arches and
556
00:18:57,120 --> 00:19:00,400
melee boys so that can go sideways
557
00:18:59,440 --> 00:19:02,559
quickly
558
00:19:00,400 --> 00:19:05,520
but um i think
559
00:19:02,559 --> 00:19:07,039
with a bit of creativity you can kind of
560
00:19:05,520 --> 00:19:09,440
outside of uh
561
00:19:07,039 --> 00:19:12,720
dice fudging you can kind of finesse
562
00:19:09,440 --> 00:19:14,480
a tpk away maybe that you know the
563
00:19:12,720 --> 00:19:15,840
the goblins they knock you unconscious
564
00:19:14,480 --> 00:19:17,280
instead of killing you and then you know
565
00:19:15,840 --> 00:19:19,200
you've got to try and escape the cave
566
00:19:17,280 --> 00:19:21,840
that they take you to or
567
00:19:19,200 --> 00:19:23,200
the the archers run away
568
00:19:21,840 --> 00:19:26,160
you know
569
00:19:23,200 --> 00:19:28,160
from the fight due to cowardice
570
00:19:26,160 --> 00:19:31,760
yeah there's a there's a really popular
571
00:19:28,160 --> 00:19:33,600
blog and associated books that called
572
00:19:31,760 --> 00:19:35,679
the monsters know what they're doing
573
00:19:33,600 --> 00:19:36,799
which is mathematical approach at
574
00:19:35,679 --> 00:19:39,120
looking at the stat blocks of a
575
00:19:36,799 --> 00:19:40,799
particular creature and then deriving
576
00:19:39,120 --> 00:19:42,960
from that what they would do in certain
577
00:19:40,799 --> 00:19:44,240
situations i would forget the name the
578
00:19:42,960 --> 00:19:46,000
author of the top of my head but the
579
00:19:44,240 --> 00:19:47,679
credit will be in the description but
580
00:19:46,000 --> 00:19:48,640
long story short as he says you know
581
00:19:47,679 --> 00:19:50,240
creatures with less than seven
582
00:19:48,640 --> 00:19:53,520
intelligence would fight until they're
583
00:19:50,240 --> 00:19:55,039
at 25 hp creatures with less less than
584
00:19:53,520 --> 00:19:56,640
you know four intelligence would fight
585
00:19:55,039 --> 00:19:58,080
until they're dead
586
00:19:56,640 --> 00:19:59,520
creatures with you know intelligence of
587
00:19:58,080 --> 00:20:00,640
15 would
588
00:19:59,520 --> 00:20:02,159
you know they would try and talk their
589
00:20:00,640 --> 00:20:03,520
way out of it first and that kind of
590
00:20:02,159 --> 00:20:05,440
stuff but
591
00:20:03,520 --> 00:20:07,600
i found some of that to be quite almost
592
00:20:05,440 --> 00:20:09,600
too arithmetic
593
00:20:07,600 --> 00:20:11,520
based and as
594
00:20:09,600 --> 00:20:13,200
previously mentioned being
595
00:20:11,520 --> 00:20:14,880
narrative driven it can kind of work
596
00:20:13,200 --> 00:20:16,960
against the narrative in some instances
597
00:20:14,880 --> 00:20:19,200
so i think again it's it's a it's a
598
00:20:16,960 --> 00:20:20,400
balance between this wolf isn't
599
00:20:19,200 --> 00:20:22,559
particularly intelligent and wants to
600
00:20:20,400 --> 00:20:23,760
protect its young but it will
601
00:20:22,559 --> 00:20:25,039
you know if the young dies it's just
602
00:20:23,760 --> 00:20:25,760
going to run away kind of thing it won't
603
00:20:25,039 --> 00:20:27,200
just
604
00:20:25,760 --> 00:20:29,280
fight there until it's dead which then
605
00:20:27,200 --> 00:20:30,880
again i guess enables intelligent play
606
00:20:29,280 --> 00:20:32,960
from the players let's kill the thing
607
00:20:30,880 --> 00:20:34,640
it's protecting and then it will go
608
00:20:32,960 --> 00:20:36,159
because it's got nothing to protect
609
00:20:34,640 --> 00:20:38,080
anymore so
610
00:20:36,159 --> 00:20:41,360
we've we've done a good job there
611
00:20:38,080 --> 00:20:42,159
marrying dm ability with playability
612
00:20:41,360 --> 00:20:44,400
so
613
00:20:42,159 --> 00:20:46,960
if we move on for a second then
614
00:20:44,400 --> 00:20:49,280
let's go to ability scores
615
00:20:46,960 --> 00:20:50,799
sure out of all of them that are
616
00:20:49,280 --> 00:20:52,480
available and i forget i can never
617
00:20:50,799 --> 00:20:54,880
remember how many there are in that list
618
00:20:52,480 --> 00:20:57,679
from athletics down to
619
00:20:54,880 --> 00:21:00,320
survival or whatever the last one is do
620
00:20:57,679 --> 00:21:02,480
you think there are good and bad
621
00:21:00,320 --> 00:21:03,919
abilities
622
00:21:02,480 --> 00:21:05,200
and i mean that in the loosest possible
623
00:21:03,919 --> 00:21:08,480
way
624
00:21:05,200 --> 00:21:10,720
let me bring up let me bring up a uh
625
00:21:08,480 --> 00:21:12,640
do i think there are good and bad ones i
626
00:21:10,720 --> 00:21:14,080
don't think there's anything in
627
00:21:12,640 --> 00:21:15,360
that's my first but my first thought is
628
00:21:14,080 --> 00:21:17,760
i don't think there's anything in here
629
00:21:15,360 --> 00:21:20,240
inherently bad with any of them is maybe
630
00:21:17,760 --> 00:21:22,240
just application
631
00:21:20,240 --> 00:21:25,200
that faults at times
632
00:21:22,240 --> 00:21:25,200
okay i think that
633
00:21:25,440 --> 00:21:28,559
i changed my mind slightly
634
00:21:27,280 --> 00:21:29,440
this is i'm thinking about this on the
635
00:21:28,559 --> 00:21:32,400
guy i've actually thought about this
636
00:21:29,440 --> 00:21:33,280
before i think some
637
00:21:32,400 --> 00:21:35,280
are
638
00:21:33,280 --> 00:21:38,720
potentially
639
00:21:35,280 --> 00:21:40,320
overused and some are underused
640
00:21:38,720 --> 00:21:41,919
for example the big one being like
641
00:21:40,320 --> 00:21:44,960
perception
642
00:21:41,919 --> 00:21:47,360
you know probably by far the most used
643
00:21:44,960 --> 00:21:49,280
ability check yeah game
644
00:21:47,360 --> 00:21:50,559
and then if you weigh that up against
645
00:21:49,280 --> 00:21:52,640
something like
646
00:21:50,559 --> 00:21:55,120
animal handling
647
00:21:52,640 --> 00:21:58,320
even even in a campaign where animals
648
00:21:55,120 --> 00:21:59,600
are a big focus they're still you know
649
00:21:58,320 --> 00:22:02,480
anywhere near the time you use
650
00:21:59,600 --> 00:22:04,880
perception outside of
651
00:22:02,480 --> 00:22:06,880
contrived situations
652
00:22:04,880 --> 00:22:09,039
do you think there's any way to
653
00:22:06,880 --> 00:22:11,520
bring those two closer together
654
00:22:09,039 --> 00:22:13,679
i think very little about kind of
655
00:22:11,520 --> 00:22:14,880
breaking the game a little bit and i'm
656
00:22:13,679 --> 00:22:17,600
sure when
657
00:22:14,880 --> 00:22:19,520
5e was designed the designers understood
658
00:22:17,600 --> 00:22:22,159
there was going to be a unbalanced use
659
00:22:19,520 --> 00:22:23,919
of um of different checks and just
660
00:22:22,159 --> 00:22:25,600
accepted that because yeah i think by
661
00:22:23,919 --> 00:22:27,039
its nature you're going to be using more
662
00:22:25,600 --> 00:22:29,200
than the others
663
00:22:27,039 --> 00:22:32,080
some more than others i think maybe what
664
00:22:29,200 --> 00:22:34,400
um i think perception also gets a
665
00:22:32,080 --> 00:22:36,640
a bad rap but is overused because it's
666
00:22:34,400 --> 00:22:39,520
the default for basically everything
667
00:22:36,640 --> 00:22:41,120
yeah depend dependent on dm is that some
668
00:22:39,520 --> 00:22:42,159
dm's can you throw a perception for
669
00:22:41,120 --> 00:22:44,400
basically
670
00:22:42,159 --> 00:22:47,600
anything when you make you know maybe
671
00:22:44,400 --> 00:22:49,440
you can be a bit more creative with um
672
00:22:47,600 --> 00:22:52,720
with roles maybe not use perception
673
00:22:49,440 --> 00:22:54,960
maybe uh maybe investigation or arcana
674
00:22:52,720 --> 00:22:56,960
or insight anything like that so to kind
675
00:22:54,960 --> 00:22:59,679
of get away from just ruling just asking
676
00:22:56,960 --> 00:23:01,360
for perception you know every 10 minutes
677
00:22:59,679 --> 00:23:02,880
sure so
678
00:23:01,360 --> 00:23:04,640
i've i've read a
679
00:23:02,880 --> 00:23:07,360
there's a tweet a few months ago that
680
00:23:04,640 --> 00:23:10,080
basically said medicine is garbage and
681
00:23:07,360 --> 00:23:12,559
when would you ever use it because
682
00:23:10,080 --> 00:23:14,240
the the approach they took to it was
683
00:23:12,559 --> 00:23:16,640
that basically it's only used for
684
00:23:14,240 --> 00:23:18,880
stabilizing a creature but when
685
00:23:16,640 --> 00:23:20,880
stabilization kits uh
686
00:23:18,880 --> 00:23:22,240
cheap as chips and do it instantly
687
00:23:20,880 --> 00:23:23,039
without a role
688
00:23:22,240 --> 00:23:24,880
that
689
00:23:23,039 --> 00:23:26,400
medicine is pointless
690
00:23:24,880 --> 00:23:29,520
to which i said that
691
00:23:26,400 --> 00:23:31,120
no it depends on the context but
692
00:23:29,520 --> 00:23:33,039
a good one is
693
00:23:31,120 --> 00:23:35,360
you you enter into a small village you
694
00:23:33,039 --> 00:23:36,960
know like a like a peasant peasant farm
695
00:23:35,360 --> 00:23:38,480
town or whatever
696
00:23:36,960 --> 00:23:39,919
and everyone's you know there's a play
697
00:23:38,480 --> 00:23:42,720
going around there's a play everyone's
698
00:23:39,919 --> 00:23:44,000
dying so on and so on you could use a a
699
00:23:42,720 --> 00:23:45,919
medicine check there are a series of
700
00:23:44,000 --> 00:23:47,600
medicine checks to work out that
701
00:23:45,919 --> 00:23:49,200
it's actually just like the cold and
702
00:23:47,600 --> 00:23:51,360
because they're peasants they're just
703
00:23:49,200 --> 00:23:52,799
garbage with their yeah with their you
704
00:23:51,360 --> 00:23:55,200
know sanitation
705
00:23:52,799 --> 00:23:57,919
absolutely yeah medicine isn't just the
706
00:23:55,200 --> 00:24:00,240
uh you know the mechanics of
707
00:23:57,919 --> 00:24:02,400
stabilizing it's also medical expertise
708
00:24:00,240 --> 00:24:04,480
like being able to understand what an
709
00:24:02,400 --> 00:24:06,080
illness is what the cure is
710
00:24:04,480 --> 00:24:08,799
so there's a lot more freedom in it than
711
00:24:06,080 --> 00:24:09,679
just the mechanical act of stabilizing
712
00:24:08,799 --> 00:24:11,760
sure
713
00:24:09,679 --> 00:24:13,919
do you think then that animal handling
714
00:24:11,760 --> 00:24:15,039
is probably the least used just by its
715
00:24:13,919 --> 00:24:16,640
nature
716
00:24:15,039 --> 00:24:18,480
at least in my
717
00:24:16,640 --> 00:24:19,679
experience playing the game
718
00:24:18,480 --> 00:24:21,440
i can
719
00:24:19,679 --> 00:24:22,720
count on two fingers the amount of times
720
00:24:21,440 --> 00:24:25,200
i think we've we've had an animal
721
00:24:22,720 --> 00:24:26,640
handling cool in our campaign maybe a
722
00:24:25,200 --> 00:24:28,080
bit more maybe i'm forgetting some but i
723
00:24:26,640 --> 00:24:30,480
definitely think it is
724
00:24:28,080 --> 00:24:31,600
very underused because i think just by
725
00:24:30,480 --> 00:24:33,279
its
726
00:24:31,600 --> 00:24:35,279
nature there's not
727
00:24:33,279 --> 00:24:37,200
a lot of
728
00:24:35,279 --> 00:24:39,520
a lot most campaigns don't really get
729
00:24:37,200 --> 00:24:40,960
too involved with that kind of aspect of
730
00:24:39,520 --> 00:24:42,880
it
731
00:24:40,960 --> 00:24:44,640
a lot of times animals you know beats
732
00:24:42,880 --> 00:24:47,600
the bird and are just
733
00:24:44,640 --> 00:24:49,120
used for transport or
734
00:24:47,600 --> 00:24:50,960
yeah and a lot of the time when you come
735
00:24:49,120 --> 00:24:52,159
across enemy
736
00:24:50,960 --> 00:24:53,440
animals
737
00:24:52,159 --> 00:24:55,840
animal handling is kind of out of the
738
00:24:53,440 --> 00:24:57,760
question you know
739
00:24:55,840 --> 00:24:59,200
some rabbit wolves then
740
00:24:57,760 --> 00:25:00,320
there's not even a really good animal
741
00:24:59,200 --> 00:25:02,320
handling well i'm not going to do
742
00:25:00,320 --> 00:25:04,320
anything for you and how many times are
743
00:25:02,320 --> 00:25:06,080
you going to come across in it in a well
744
00:25:04,320 --> 00:25:07,520
you know in a one shot let alone a
745
00:25:06,080 --> 00:25:09,360
campaign how many times you're going to
746
00:25:07,520 --> 00:25:10,960
come across a horse that's freaking out
747
00:25:09,360 --> 00:25:13,200
a domesticated horse that's freaking out
748
00:25:10,960 --> 00:25:14,559
yeah once maybe
749
00:25:13,200 --> 00:25:17,039
otherwise there's a lot of horses which
750
00:25:14,559 --> 00:25:18,480
are just going crazy for no reason
751
00:25:17,039 --> 00:25:19,679
um yeah
752
00:25:18,480 --> 00:25:21,679
so
753
00:25:19,679 --> 00:25:23,520
what would you say is
754
00:25:21,679 --> 00:25:25,600
kind of like your
755
00:25:23,520 --> 00:25:27,760
favorite which is a weird question to
756
00:25:25,600 --> 00:25:30,080
ask but in terms of i mean that
757
00:25:27,760 --> 00:25:33,200
holistically so in terms of the impact
758
00:25:30,080 --> 00:25:35,440
it has in the game if you try and use it
759
00:25:33,200 --> 00:25:36,880
uh the ways it can be used that kind of
760
00:25:35,440 --> 00:25:39,360
stuff
761
00:25:36,880 --> 00:25:40,840
what's my favorite check yeah
762
00:25:39,360 --> 00:25:44,000
okay
763
00:25:40,840 --> 00:25:46,000
um that's a good question what is my
764
00:25:44,000 --> 00:25:48,400
favorite check
765
00:25:46,000 --> 00:25:51,919
it's a weird one but um it's probably
766
00:25:48,400 --> 00:25:54,159
somewhere in the charisma tree maybe um
767
00:25:51,919 --> 00:25:56,240
maybe like a performance or intimidation
768
00:25:54,159 --> 00:25:58,720
check one of one of those i couldn't
769
00:25:56,240 --> 00:26:00,320
pick one out of the lineup um
770
00:25:58,720 --> 00:26:02,559
i quite like those yeah a lot of
771
00:26:00,320 --> 00:26:05,039
flexibility in those ones yeah
772
00:26:02,559 --> 00:26:06,960
to go both dire and
773
00:26:05,039 --> 00:26:08,559
super successful
774
00:26:06,960 --> 00:26:11,039
talking of um
775
00:26:08,559 --> 00:26:11,760
animal handling it again particularly
776
00:26:11,039 --> 00:26:13,440
i
777
00:26:11,760 --> 00:26:14,720
i think that animal handling falls into
778
00:26:13,440 --> 00:26:17,760
the same
779
00:26:14,720 --> 00:26:20,320
bucket as the ranger class
780
00:26:17,760 --> 00:26:23,279
and there we go
781
00:26:20,320 --> 00:26:25,679
the reason i say that is
782
00:26:23,279 --> 00:26:27,919
the the rare occasions you know i think
783
00:26:25,679 --> 00:26:30,320
it's more more useful at lower levels
784
00:26:27,919 --> 00:26:31,120
because as soon as you start to level up
785
00:26:30,320 --> 00:26:33,120
it's
786
00:26:31,120 --> 00:26:36,400
it's more than likely i think that
787
00:26:33,120 --> 00:26:39,520
there'll be a druid in any given party
788
00:26:36,400 --> 00:26:41,360
you may also even have a ranger who may
789
00:26:39,520 --> 00:26:44,080
also have their own animal companion and
790
00:26:41,360 --> 00:26:46,960
both of those classes are quite
791
00:26:44,080 --> 00:26:47,919
focused on nature and animals and
792
00:26:46,960 --> 00:26:50,080
whatnot
793
00:26:47,919 --> 00:26:52,720
and i think it's quite
794
00:26:50,080 --> 00:26:54,000
underwhelming for say
795
00:26:52,720 --> 00:26:55,760
the bard
796
00:26:54,000 --> 00:26:57,919
to to woo a horse
797
00:26:55,760 --> 00:26:59,760
when you're standing next to a druid and
798
00:26:57,919 --> 00:27:03,520
a ranger whose whole reason for
799
00:26:59,760 --> 00:27:04,720
for being alive is to tame the beast so
800
00:27:03,520 --> 00:27:06,159
you could level that argument against
801
00:27:04,720 --> 00:27:08,960
anything you could have the bard
802
00:27:06,159 --> 00:27:10,960
pickpocket somebody in it in a freak of
803
00:27:08,960 --> 00:27:12,559
nature but
804
00:27:10,960 --> 00:27:15,679
i don't know it just seems like that the
805
00:27:12,559 --> 00:27:18,080
rare times that the druid and the ranger
806
00:27:15,679 --> 00:27:20,799
could have have a time to shine
807
00:27:18,080 --> 00:27:22,640
for them to have it robbed by
808
00:27:20,799 --> 00:27:23,679
another class which i think is why i
809
00:27:22,640 --> 00:27:25,279
would
810
00:27:23,679 --> 00:27:27,440
and perhaps you know
811
00:27:25,279 --> 00:27:29,679
less favorable of specifically animal
812
00:27:27,440 --> 00:27:31,200
handling
813
00:27:29,679 --> 00:27:33,440
um yeah
814
00:27:31,200 --> 00:27:34,880
yeah oh sorry god no i'm just going to
815
00:27:33,440 --> 00:27:36,480
go and say like
816
00:27:34,880 --> 00:27:39,760
to you you're saying earlier on about
817
00:27:36,480 --> 00:27:42,080
the charisma tree ones would be your
818
00:27:39,760 --> 00:27:44,159
your more preferred ability scores so
819
00:27:42,080 --> 00:27:46,640
what are your thoughts on the optional
820
00:27:44,159 --> 00:27:48,880
rule of the dm's rule of
821
00:27:46,640 --> 00:27:50,080
modifying an ability score with one of
822
00:27:48,880 --> 00:27:52,640
the different
823
00:27:50,080 --> 00:27:55,679
core six abilities so by that i mean
824
00:27:52,640 --> 00:27:57,039
intimidation strength or
825
00:27:55,679 --> 00:27:58,559
um
826
00:27:57,039 --> 00:28:00,480
persuasion
827
00:27:58,559 --> 00:28:02,720
wisdom
828
00:28:00,480 --> 00:28:04,480
do you think that's a good tool um and
829
00:28:02,720 --> 00:28:05,520
how is it implemented and that kind of
830
00:28:04,480 --> 00:28:07,039
stuff
831
00:28:05,520 --> 00:28:09,440
i've not really considered it because i
832
00:28:07,039 --> 00:28:11,600
don't think before this campaign that
833
00:28:09,440 --> 00:28:12,960
has never been used i'm not sure i think
834
00:28:11,600 --> 00:28:14,799
we've used it a little bit in this
835
00:28:12,960 --> 00:28:18,720
campaign
836
00:28:14,799 --> 00:28:21,279
but um what do i think about it
837
00:28:18,720 --> 00:28:22,880
in principle i i think on face value
838
00:28:21,279 --> 00:28:25,600
without potentially considering all the
839
00:28:22,880 --> 00:28:28,320
ramifications i think it yeah
840
00:28:25,600 --> 00:28:30,240
i like it i think it gives
841
00:28:28,320 --> 00:28:32,480
non-charismatic
842
00:28:30,240 --> 00:28:34,799
mechanically charismatic characters are
843
00:28:32,480 --> 00:28:37,039
time to shine in in charismatic
844
00:28:34,799 --> 00:28:39,360
situations
845
00:28:37,039 --> 00:28:41,200
and yeah i think so yeah and definitely
846
00:28:39,360 --> 00:28:42,960
using strength
847
00:28:41,200 --> 00:28:44,159
you know showing how strong you are cat
848
00:28:42,960 --> 00:28:46,480
is definitely and would definitely be
849
00:28:44,159 --> 00:28:48,640
intimidating in real life so
850
00:28:46,480 --> 00:28:50,559
you know intimidation isn't just verbal
851
00:28:48,640 --> 00:28:52,960
sure yeah i think definitely that that
852
00:28:50,559 --> 00:28:54,480
on face value and uh on the first
853
00:28:52,960 --> 00:28:56,480
thought then yeah i think that that's a
854
00:28:54,480 --> 00:28:57,600
really good um
855
00:28:56,480 --> 00:28:58,640
way of
856
00:28:57,600 --> 00:29:00,640
allowing
857
00:28:58,640 --> 00:29:02,000
characters to engage and excel at
858
00:29:00,640 --> 00:29:03,440
different parts of the game that they
859
00:29:02,000 --> 00:29:07,200
wouldn't otherwise
860
00:29:03,440 --> 00:29:09,520
yeah that's exactly why i'm a fan too
861
00:29:07,200 --> 00:29:11,279
and it ties back into player ability
862
00:29:09,520 --> 00:29:14,399
because
863
00:29:11,279 --> 00:29:16,399
i as dm always try to encourage
864
00:29:14,399 --> 00:29:18,480
i want to barter for a lower price okay
865
00:29:16,399 --> 00:29:20,240
well tell me how do you do that i don't
866
00:29:18,480 --> 00:29:21,200
want to just otherwise we'll turn it
867
00:29:20,240 --> 00:29:22,720
into a
868
00:29:21,200 --> 00:29:24,320
dice rolling game
869
00:29:22,720 --> 00:29:27,120
and we could just go and play
870
00:29:24,320 --> 00:29:28,720
glee maven for that so
871
00:29:27,120 --> 00:29:30,559
i always try and encourage players to
872
00:29:28,720 --> 00:29:32,480
say you know to describe their actions
873
00:29:30,559 --> 00:29:34,399
because then i use that
874
00:29:32,480 --> 00:29:36,080
to say okay well in this instance it's
875
00:29:34,399 --> 00:29:38,000
it's not persuasion charisma it's
876
00:29:36,080 --> 00:29:41,279
persuasion something else and a good
877
00:29:38,000 --> 00:29:42,960
example i read recently was trying to
878
00:29:41,279 --> 00:29:45,039
you know you're buying for sake of
879
00:29:42,960 --> 00:29:46,399
argument medical supplies or just
880
00:29:45,039 --> 00:29:48,399
supplies from
881
00:29:46,399 --> 00:29:50,240
from a local vendor
882
00:29:48,399 --> 00:29:52,880
and you go in and you say
883
00:29:50,240 --> 00:29:54,559
can you do a lower price on this and the
884
00:29:52,880 --> 00:29:56,240
example given was that they would that
885
00:29:54,559 --> 00:29:58,080
would be like persuasion
886
00:29:56,240 --> 00:30:00,240
intelligence because that particular
887
00:29:58,080 --> 00:30:02,640
character is aware of the kind of going
888
00:30:00,240 --> 00:30:04,080
rate and the you know the market rate
889
00:30:02,640 --> 00:30:06,240
from other nearby vendors for that kind
890
00:30:04,080 --> 00:30:07,440
of stuff and they just know that he's
891
00:30:06,240 --> 00:30:08,960
upselling
892
00:30:07,440 --> 00:30:10,399
so the way that they can kind of
893
00:30:08,960 --> 00:30:13,200
persuade him in this instance is to be
894
00:30:10,399 --> 00:30:15,200
like well i know you're applying at 25
895
00:30:13,200 --> 00:30:17,360
points on that so
896
00:30:15,200 --> 00:30:19,520
knock five off
897
00:30:17,360 --> 00:30:21,840
uh which is which isn't
898
00:30:19,520 --> 00:30:23,360
by smooth talking that's you you've
899
00:30:21,840 --> 00:30:25,360
backed that up with some with some
900
00:30:23,360 --> 00:30:27,679
knowledge with actual knowledge yeah
901
00:30:25,360 --> 00:30:29,520
yeah which i i'd like to encourage more
902
00:30:27,679 --> 00:30:32,799
players to do
903
00:30:29,520 --> 00:30:34,720
because you you get to use those unique
904
00:30:32,799 --> 00:30:36,799
combinations which are which are rarely
905
00:30:34,720 --> 00:30:38,080
seen i think the charisma ones are most
906
00:30:36,799 --> 00:30:40,640
easily
907
00:30:38,080 --> 00:30:43,039
interchangeable so like arcana i think
908
00:30:40,640 --> 00:30:44,399
99 times out of 100 is gonna be
909
00:30:43,039 --> 00:30:46,399
intelligence
910
00:30:44,399 --> 00:30:48,000
yeah because i think well the charisma
911
00:30:46,399 --> 00:30:50,080
trees they're very
912
00:30:48,000 --> 00:30:52,559
broad as in like intimidation can take
913
00:30:50,080 --> 00:30:53,760
on a ton of forms whereas
914
00:30:52,559 --> 00:30:55,840
arcana
915
00:30:53,760 --> 00:30:58,240
while there's lots of different
916
00:30:55,840 --> 00:31:00,000
you know types of you know um arcana in
917
00:30:58,240 --> 00:31:01,840
the world is always going to be
918
00:31:00,000 --> 00:31:03,440
a form of arcana
919
00:31:01,840 --> 00:31:04,960
you know so it's uh
920
00:31:03,440 --> 00:31:06,080
yeah i see what you mean yeah so some
921
00:31:04,960 --> 00:31:08,799
are some are quite
922
00:31:06,080 --> 00:31:10,960
even in their own single word names some
923
00:31:08,799 --> 00:31:13,120
are super broad and some are really
924
00:31:10,960 --> 00:31:15,440
really not which is an interesting point
925
00:31:13,120 --> 00:31:17,120
i haven't thought of too much
926
00:31:15,440 --> 00:31:18,399
but again like slight of hand and then
927
00:31:17,120 --> 00:31:19,760
i'm just trying to think is there
928
00:31:18,399 --> 00:31:22,320
anything there
929
00:31:19,760 --> 00:31:24,399
dexterity based probably not i would
930
00:31:22,320 --> 00:31:27,279
imagine that's always dexterity in lieu
931
00:31:24,399 --> 00:31:28,960
of there's no other core skills that um
932
00:31:27,279 --> 00:31:31,039
core abilities that would
933
00:31:28,960 --> 00:31:33,519
would would make sense in that instance
934
00:31:31,039 --> 00:31:34,399
i guess if i was put on the spot and had
935
00:31:33,519 --> 00:31:36,080
to
936
00:31:34,399 --> 00:31:37,640
had to think of an instance where
937
00:31:36,080 --> 00:31:39,360
sleight of hand you could
938
00:31:37,640 --> 00:31:42,320
potentially
939
00:31:39,360 --> 00:31:44,159
tie it with charisma so rather than just
940
00:31:42,320 --> 00:31:46,080
bumping some into somebody on the street
941
00:31:44,159 --> 00:31:48,559
and pickpocketing out there blazer
942
00:31:46,080 --> 00:31:52,159
pocket if you were talking to somebody
943
00:31:48,559 --> 00:31:54,720
at a at a party or a ball could you
944
00:31:52,159 --> 00:31:56,960
control their attention enough
945
00:31:54,720 --> 00:31:59,440
to enable you to just
946
00:31:56,960 --> 00:32:01,519
pickpocket them with ease shall we say
947
00:31:59,440 --> 00:32:04,640
so you you you know you can command the
948
00:32:01,519 --> 00:32:06,880
conversation just through charisma okay
949
00:32:04,640 --> 00:32:09,120
like as a distraction almost yeah yeah
950
00:32:06,880 --> 00:32:10,559
so you're telling some some epic tale
951
00:32:09,120 --> 00:32:12,240
that just has you know you're just
952
00:32:10,559 --> 00:32:14,000
commanding the attention of the room so
953
00:32:12,240 --> 00:32:16,480
much so that you can just walk around
954
00:32:14,000 --> 00:32:18,559
and nobody's paying any attention i
955
00:32:16,480 --> 00:32:21,120
guess that that would be one stretch but
956
00:32:18,559 --> 00:32:22,799
even as i'm saying it that sounds
957
00:32:21,120 --> 00:32:24,240
kind of controversial you know off the
958
00:32:22,799 --> 00:32:25,600
bat it's not a uh you know off the top
959
00:32:24,240 --> 00:32:27,440
of your head it's not a bad example i
960
00:32:25,600 --> 00:32:29,679
don't think
961
00:32:27,440 --> 00:32:32,799
yeah so i think
962
00:32:29,679 --> 00:32:34,960
enacting those rules
963
00:32:32,799 --> 00:32:36,799
as a dm i think you need to make it very
964
00:32:34,960 --> 00:32:37,679
off you know draw attention to the fact
965
00:32:36,799 --> 00:32:39,440
that
966
00:32:37,679 --> 00:32:40,960
you're making a you know a deception
967
00:32:39,440 --> 00:32:42,559
check but you're not using charisma
968
00:32:40,960 --> 00:32:43,440
you're using something else yeah and
969
00:32:42,559 --> 00:32:45,440
kind of
970
00:32:43,440 --> 00:32:47,840
really hammer home to players that it's
971
00:32:45,440 --> 00:32:50,399
because of you're doing this
972
00:32:47,840 --> 00:32:52,320
that this is happening so you kind of
973
00:32:50,399 --> 00:32:54,159
cement in their minds that if you think
974
00:32:52,320 --> 00:32:55,600
outside the box about something like you
975
00:32:54,159 --> 00:32:57,600
know if you go to other stores and check
976
00:32:55,600 --> 00:32:59,600
prices of all the other of the similar
977
00:32:57,600 --> 00:33:01,279
wares then you can bargain a bit more
978
00:32:59,600 --> 00:33:03,679
effectively without necessarily being
979
00:33:01,279 --> 00:33:06,880
more charismatic yeah but
980
00:33:03,679 --> 00:33:08,880
yeah yeah just trying to think then like
981
00:33:06,880 --> 00:33:11,039
intimidation i i think something that i
982
00:33:08,880 --> 00:33:12,960
need to do better at is i think for when
983
00:33:11,039 --> 00:33:15,360
you when you want to try new slides
984
00:33:12,960 --> 00:33:17,679
utilize those a bit more it's
985
00:33:15,360 --> 00:33:20,000
another level deeper so not just tell me
986
00:33:17,679 --> 00:33:22,399
what you're doing but so say someone
987
00:33:20,000 --> 00:33:24,000
wants to intimidate i want to intimidate
988
00:33:22,399 --> 00:33:25,519
this this barkeep to tell us some
989
00:33:24,000 --> 00:33:27,440
information
990
00:33:25,519 --> 00:33:29,279
okay well how do you do it
991
00:33:27,440 --> 00:33:31,120
i flex or i
992
00:33:29,279 --> 00:33:32,159
smash the chair up or something like
993
00:33:31,120 --> 00:33:33,600
that
994
00:33:32,159 --> 00:33:35,760
then i think even
995
00:33:33,600 --> 00:33:37,519
if i was you know middle of the game i
996
00:33:35,760 --> 00:33:40,000
think even then i'd just say okay roll
997
00:33:37,519 --> 00:33:42,640
me an intimidation check when in reality
998
00:33:40,000 --> 00:33:44,880
that that should probably be
999
00:33:42,640 --> 00:33:46,640
strength into you know intimidation
1000
00:33:44,880 --> 00:33:48,399
strength so i think it's
1001
00:33:46,640 --> 00:33:50,480
i guess in it
1002
00:33:48,399 --> 00:33:53,360
a signifier of a good dm
1003
00:33:50,480 --> 00:33:54,399
might be having the
1004
00:33:53,360 --> 00:33:55,679
wherewithal
1005
00:33:54,399 --> 00:33:57,519
mid flow
1006
00:33:55,679 --> 00:33:58,880
to spot those instances when when the
1007
00:33:57,519 --> 00:34:00,320
players might not be able to because
1008
00:33:58,880 --> 00:34:01,600
they're just
1009
00:34:00,320 --> 00:34:02,720
reading the sheet
1010
00:34:01,600 --> 00:34:04,080
and again i think that's another thing
1011
00:34:02,720 --> 00:34:06,640
that
1012
00:34:04,080 --> 00:34:09,280
the character sheets it works against
1013
00:34:06,640 --> 00:34:11,359
the players to a certain extent in in
1014
00:34:09,280 --> 00:34:13,520
regards to helping them learn that
1015
00:34:11,359 --> 00:34:15,760
that's the thing that they can do
1016
00:34:13,520 --> 00:34:17,359
yeah i i think it's it's definitely
1017
00:34:15,760 --> 00:34:18,960
something that you should
1018
00:34:17,359 --> 00:34:21,359
think long and hard about before
1019
00:34:18,960 --> 00:34:22,320
introducing to new players especially
1020
00:34:21,359 --> 00:34:24,000
because
1021
00:34:22,320 --> 00:34:25,919
they'll be potentially having a
1022
00:34:24,000 --> 00:34:28,800
difficult enough time getting their head
1023
00:34:25,919 --> 00:34:32,960
around the rules as written without
1024
00:34:28,800 --> 00:34:35,119
this very good but very optional rule
1025
00:34:32,960 --> 00:34:37,280
so i think i think this maybe it's one
1026
00:34:35,119 --> 00:34:38,399
for um
1027
00:34:37,280 --> 00:34:41,200
more uh
1028
00:34:38,399 --> 00:34:43,200
a more experienced table that can best
1029
00:34:41,200 --> 00:34:44,399
use it and
1030
00:34:43,200 --> 00:34:46,960
understand
1031
00:34:44,399 --> 00:34:48,639
how it's used hmm
1032
00:34:46,960 --> 00:34:50,000
yeah that's a good point
1033
00:34:48,639 --> 00:34:52,639
i'm always
1034
00:34:50,000 --> 00:34:55,200
keen to to throw it out because it feels
1035
00:34:52,639 --> 00:34:57,520
like it it encourages players to you
1036
00:34:55,200 --> 00:34:59,359
know to think outside of the box but i i
1037
00:34:57,520 --> 00:35:00,720
think you're right in that
1038
00:34:59,359 --> 00:35:02,960
i think there's yeah you should probably
1039
00:35:00,720 --> 00:35:04,400
take it slowly slowly for starters
1040
00:35:02,960 --> 00:35:06,800
especially with people who are starting
1041
00:35:04,400 --> 00:35:09,040
out the gate the only reason i say that
1042
00:35:06,800 --> 00:35:11,119
the sheets as we look at them
1043
00:35:09,040 --> 00:35:13,280
i'm not a huge fan of and it's because
1044
00:35:11,119 --> 00:35:15,119
it it almost locks in that thought
1045
00:35:13,280 --> 00:35:16,640
process of well
1046
00:35:15,119 --> 00:35:19,200
persuasion is charisma i suck at
1047
00:35:16,640 --> 00:35:20,960
charisma therefore i'll never speak to
1048
00:35:19,200 --> 00:35:21,760
anyone ever again
1049
00:35:20,960 --> 00:35:23,440
and
1050
00:35:21,760 --> 00:35:25,440
then suddenly they've got this super
1051
00:35:23,440 --> 00:35:27,760
negative
1052
00:35:25,440 --> 00:35:30,560
uh you know stance on
1053
00:35:27,760 --> 00:35:32,240
yeah and it leads to
1054
00:35:30,560 --> 00:35:33,520
what i really dislike in games which
1055
00:35:32,240 --> 00:35:35,280
which hasn't
1056
00:35:33,520 --> 00:35:36,480
has not happened in our campaign but
1057
00:35:35,280 --> 00:35:37,920
i've seen it happen in the past where
1058
00:35:36,480 --> 00:35:39,839
space everyone just gets pigeonholed
1059
00:35:37,920 --> 00:35:41,520
into their most their their
1060
00:35:39,839 --> 00:35:42,400
their role of expertise you know like so
1061
00:35:41,520 --> 00:35:43,920
there'd be
1062
00:35:42,400 --> 00:35:45,599
the face of the party who has a really
1063
00:35:43,920 --> 00:35:47,040
high charisma score he do he does all
1064
00:35:45,599 --> 00:35:48,800
the talking because he can get the most
1065
00:35:47,040 --> 00:35:50,480
out of it you know if there's a door
1066
00:35:48,800 --> 00:35:52,560
that needs opening then we
1067
00:35:50,480 --> 00:35:54,800
get the ogre out he's going to be uh
1068
00:35:52,560 --> 00:35:55,839
he's going to be knocking that down
1069
00:35:54,800 --> 00:35:56,960
and
1070
00:35:55,839 --> 00:35:58,320
while
1071
00:35:56,960 --> 00:35:59,839
mechanically that's the most effective
1072
00:35:58,320 --> 00:36:01,520
way to do it that's not
1073
00:35:59,839 --> 00:36:03,920
really how you
1074
00:36:01,520 --> 00:36:07,280
how real life works or how you know real
1075
00:36:03,920 --> 00:36:08,320
com real situations work while one cat
1076
00:36:07,280 --> 00:36:09,599
while this character may have a really
1077
00:36:08,320 --> 00:36:10,880
high christmas score he may not give a
1078
00:36:09,599 --> 00:36:13,280
[ __ ] about
1079
00:36:10,880 --> 00:36:14,720
this conversation or the stakes yeah or
1080
00:36:13,280 --> 00:36:16,560
and it might mean
1081
00:36:14,720 --> 00:36:18,000
a lot to another character who has a low
1082
00:36:16,560 --> 00:36:19,920
charisma score and just because of that
1083
00:36:18,000 --> 00:36:21,599
you shouldn't
1084
00:36:19,920 --> 00:36:24,640
you know you shouldn't exclude him on
1085
00:36:21,599 --> 00:36:26,880
the basis of having a poor score yeah in
1086
00:36:24,640 --> 00:36:28,560
a game i was playing i i was playing a
1087
00:36:26,880 --> 00:36:31,040
bard which might not come as a surprise
1088
00:36:28,560 --> 00:36:32,880
with a very high charisma
1089
00:36:31,040 --> 00:36:34,480
but was very
1090
00:36:32,880 --> 00:36:36,560
indifferent to
1091
00:36:34,480 --> 00:36:38,320
everything but was was often
1092
00:36:36,560 --> 00:36:39,680
pushed to the front to say well you're
1093
00:36:38,320 --> 00:36:41,680
the one that can talk to people so you
1094
00:36:39,680 --> 00:36:44,079
should but in character i'm just saying
1095
00:36:41,680 --> 00:36:45,680
stuff like i don't i don't care
1096
00:36:44,079 --> 00:36:47,200
i don't care what happens here we can
1097
00:36:45,680 --> 00:36:49,760
all yeah you know these people can can
1098
00:36:47,200 --> 00:36:51,520
do one there's no difference to me
1099
00:36:49,760 --> 00:36:53,359
which then a minute fell back onto some
1100
00:36:51,520 --> 00:36:54,960
of the other characters who weren't
1101
00:36:53,359 --> 00:36:56,400
as good with
1102
00:36:54,960 --> 00:36:58,320
persuasion
1103
00:36:56,400 --> 00:36:59,680
which then i think
1104
00:36:58,320 --> 00:37:01,920
might have
1105
00:36:59,680 --> 00:37:03,440
been a detriment to their enjoyment so
1106
00:37:01,920 --> 00:37:05,040
now i'm kind of you know we're looping
1107
00:37:03,440 --> 00:37:06,960
back around to say
1108
00:37:05,040 --> 00:37:09,200
i don't know that again it's always a
1109
00:37:06,960 --> 00:37:11,839
line right and i think it always comes
1110
00:37:09,200 --> 00:37:14,079
back down to the kind of game people
1111
00:37:11,839 --> 00:37:16,720
want to play and i think as soon as it
1112
00:37:14,079 --> 00:37:18,400
only takes a really small
1113
00:37:16,720 --> 00:37:19,760
misalignment
1114
00:37:18,400 --> 00:37:22,480
and there's going to be
1115
00:37:19,760 --> 00:37:24,800
friction which is another topic of my
1116
00:37:22,480 --> 00:37:27,200
podcast episodes for a later date but
1117
00:37:24,800 --> 00:37:29,200
there's there's going to be that
1118
00:37:27,200 --> 00:37:31,359
rubbing each other up the wrong way kind
1119
00:37:29,200 --> 00:37:32,960
of thing and sometimes that works to
1120
00:37:31,359 --> 00:37:34,960
the benefit of you know the rest of the
1121
00:37:32,960 --> 00:37:37,440
party in the dm and other times it leads
1122
00:37:34,960 --> 00:37:38,560
to that stalemate of you should talk to
1123
00:37:37,440 --> 00:37:40,640
them well
1124
00:37:38,560 --> 00:37:41,599
i don't want to well i can't because
1125
00:37:40,640 --> 00:37:43,599
i've got
1126
00:37:41,599 --> 00:37:44,560
you know crappy charisma
1127
00:37:43,599 --> 00:37:47,599
well
1128
00:37:44,560 --> 00:37:47,599
i guess i'm not doing anything here
1129
00:37:47,760 --> 00:37:53,119
yeah yeah it's um
1130
00:37:50,640 --> 00:37:55,119
it's a yeah it's definitely a
1131
00:37:53,119 --> 00:37:56,320
different player expectations that can
1132
00:37:55,119 --> 00:37:59,200
lead to that
1133
00:37:56,320 --> 00:38:01,599
but yeah i'm a huge
1134
00:37:59,200 --> 00:38:04,240
proponent of divorcing
1135
00:38:01,599 --> 00:38:06,480
what you want to do in the game based on
1136
00:38:04,240 --> 00:38:08,240
what the numbers on your sheet
1137
00:38:06,480 --> 00:38:10,000
yeah absolutely your sheet is not your
1138
00:38:08,240 --> 00:38:11,680
character right it's just a rep is a
1139
00:38:10,000 --> 00:38:14,720
representation you're a character within
1140
00:38:11,680 --> 00:38:16,800
the framework of 5v so
1141
00:38:14,720 --> 00:38:18,160
i think new i think that's enough to
1142
00:38:16,800 --> 00:38:19,839
kind of come back to what you're talking
1143
00:38:18,160 --> 00:38:22,000
about earlier that's another pitfall for
1144
00:38:19,839 --> 00:38:24,640
new players is being
1145
00:38:22,000 --> 00:38:27,839
too dependent or too reliant on
1146
00:38:24,640 --> 00:38:30,000
what their scores are you know they
1147
00:38:27,839 --> 00:38:32,079
you know maybe there's a gorge they need
1148
00:38:30,000 --> 00:38:34,000
to jump but they look at their dexterity
1149
00:38:32,079 --> 00:38:35,520
or their strength modifier and it's
1150
00:38:34,000 --> 00:38:36,720
really bad so like oh i'm not going to
1151
00:38:35,520 --> 00:38:38,880
do that because my character's not very
1152
00:38:36,720 --> 00:38:40,720
good at that whereas in reality you know
1153
00:38:38,880 --> 00:38:41,920
the situation calls for you to do it
1154
00:38:40,720 --> 00:38:43,680
doesn't matter that you're about it you
1155
00:38:41,920 --> 00:38:45,280
should be doing it anyway yeah and
1156
00:38:43,680 --> 00:38:46,960
that's uh
1157
00:38:45,280 --> 00:38:48,560
all we know from from our own gamers
1158
00:38:46,960 --> 00:38:50,320
this you know this there's still people
1159
00:38:48,560 --> 00:38:51,440
that harbour those those kind of
1160
00:38:50,320 --> 00:38:52,960
thoughts
1161
00:38:51,440 --> 00:38:54,480
and again i guess
1162
00:38:52,960 --> 00:38:56,400
all that pains for me to say it i think
1163
00:38:54,480 --> 00:38:58,320
that's a bad hangover from video games
1164
00:38:56,400 --> 00:38:59,200
and that it's it's which are all numbers
1165
00:38:58,320 --> 00:39:00,960
driven
1166
00:38:59,200 --> 00:39:03,359
down to the core i think that's probably
1167
00:39:00,960 --> 00:39:05,040
one of the biggest leaps for
1168
00:39:03,359 --> 00:39:07,200
will anybody but certainly people who
1169
00:39:05,040 --> 00:39:08,800
play video games which
1170
00:39:07,200 --> 00:39:12,400
there's probably a large overlap there
1171
00:39:08,800 --> 00:39:15,280
between video games tabletop rpgs that
1172
00:39:12,400 --> 00:39:17,200
yeah that that separation of this isn't
1173
00:39:15,280 --> 00:39:18,800
an excel spreadsheet this isn't
1174
00:39:17,200 --> 00:39:20,240
something that i can
1175
00:39:18,800 --> 00:39:22,560
brute force
1176
00:39:20,240 --> 00:39:24,960
to a certain extent you you can but
1177
00:39:22,560 --> 00:39:26,400
there will be limits to that
1178
00:39:24,960 --> 00:39:28,079
like that's
1179
00:39:26,400 --> 00:39:29,280
super difficult and it's it's almost
1180
00:39:28,079 --> 00:39:30,640
like you know patting your head and
1181
00:39:29,280 --> 00:39:31,920
rubbing your stomach it's something
1182
00:39:30,640 --> 00:39:33,760
that's
1183
00:39:31,920 --> 00:39:37,119
quite unintuitive i suppose after
1184
00:39:33,760 --> 00:39:39,280
decades of gaming and you know let me
1185
00:39:37,119 --> 00:39:41,359
let me plug all my stuff into
1186
00:39:39,280 --> 00:39:45,280
intelligence and now i can cast fireball
1187
00:39:41,359 --> 00:39:46,640
super easily and reliably and repeatably
1188
00:39:45,280 --> 00:39:47,359
and then when they come up to somebody
1189
00:39:46,640 --> 00:39:49,440
who
1190
00:39:47,359 --> 00:39:52,720
can just legendary resist their way out
1191
00:39:49,440 --> 00:39:54,400
fireball or whatever it's like oh
1192
00:39:52,720 --> 00:39:58,320
the numbers
1193
00:39:54,400 --> 00:39:59,920
mean nothing anymore yeah yeah um for a
1194
00:39:58,320 --> 00:40:01,280
lot of players i think the closest
1195
00:39:59,920 --> 00:40:02,079
approximation
1196
00:40:01,280 --> 00:40:04,960
that
1197
00:40:02,079 --> 00:40:07,680
they have to to D&D would be
1198
00:40:04,960 --> 00:40:09,119
playing video games and unlike in D&D
1199
00:40:07,680 --> 00:40:11,680
there's no
1200
00:40:09,119 --> 00:40:14,000
there's no advantage to playing a game
1201
00:40:11,680 --> 00:40:16,319
intentionally sub optimally
1202
00:40:14,000 --> 00:40:18,800
in a game if if you decide
1203
00:40:16,319 --> 00:40:20,640
oh i'm going to let this guy die
1204
00:40:18,800 --> 00:40:22,640
you don't get a new story path you fail
1205
00:40:20,640 --> 00:40:24,000
the mission have to start again right so
1206
00:40:22,640 --> 00:40:25,839
i think there's a there's a learning
1207
00:40:24,000 --> 00:40:27,440
curve to understand that
1208
00:40:25,839 --> 00:40:28,800
okay i've let that guy die the story
1209
00:40:27,440 --> 00:40:30,319
continues it just continues in a
1210
00:40:28,800 --> 00:40:32,480
different vein
1211
00:40:30,319 --> 00:40:34,720
yeah that's a that's a good way to yeah
1212
00:40:32,480 --> 00:40:36,319
it's a good example there of
1213
00:40:34,720 --> 00:40:38,720
i can only imagine what it's like the
1214
00:40:36,319 --> 00:40:40,960
first time for a first player ever you
1215
00:40:38,720 --> 00:40:42,720
know had encounters that
1216
00:40:40,960 --> 00:40:44,800
experience and they're just like oh
1217
00:40:42,720 --> 00:40:46,079
this is completely new ground for me and
1218
00:40:44,800 --> 00:40:47,440
i don't know what
1219
00:40:46,079 --> 00:40:49,210
is happening
1220
00:40:47,440 --> 00:40:54,969
yeah
1221
00:40:49,210 --> 00:40:54,969
[Music]
1222
00:40:58,570 --> 00:41:02,160
[Music]
1223
00:41:00,000 --> 00:41:04,160
i had there was one topic that i uh that
1224
00:41:02,160 --> 00:41:05,760
i thought of ability that i thought
1225
00:41:04,160 --> 00:41:07,280
could be quite interesting look at your
1226
00:41:05,760 --> 00:41:09,440
take on which is
1227
00:41:07,280 --> 00:41:11,280
inherent differences in how different
1228
00:41:09,440 --> 00:41:14,000
ability scores
1229
00:41:11,280 --> 00:41:15,680
are acted out in game so what i mean by
1230
00:41:14,000 --> 00:41:18,000
that is that
1231
00:41:15,680 --> 00:41:20,400
say you make a strength check to kick
1232
00:41:18,000 --> 00:41:21,839
down the door you're you as the player
1233
00:41:20,400 --> 00:41:23,359
you don't need to be physically strong
1234
00:41:21,839 --> 00:41:25,920
to be able for your character to kick
1235
00:41:23,359 --> 00:41:27,359
down the door if you win if you succeed
1236
00:41:25,920 --> 00:41:29,200
the role sorry your dm will just
1237
00:41:27,359 --> 00:41:31,440
describe you kicking down the door
1238
00:41:29,200 --> 00:41:33,520
however if you're trying to
1239
00:41:31,440 --> 00:41:34,800
i don't know woo someone or intimidate
1240
00:41:33,520 --> 00:41:36,960
someone
1241
00:41:34,800 --> 00:41:38,880
you as a player need to have like an
1242
00:41:36,960 --> 00:41:42,240
approximate of the
1243
00:41:38,880 --> 00:41:43,920
the wit or the uh the charisma that
1244
00:41:42,240 --> 00:41:45,839
your character has
1245
00:41:43,920 --> 00:41:47,760
so there's a there's a big difference
1246
00:41:45,839 --> 00:41:50,079
between like strengths and dex checks
1247
00:41:47,760 --> 00:41:51,760
then there are against like
1248
00:41:50,079 --> 00:41:52,960
wisdom and charisma intersect i think
1249
00:41:51,760 --> 00:41:54,319
somewhere in the middle but i think it's
1250
00:41:52,960 --> 00:41:56,400
quite
1251
00:41:54,319 --> 00:41:58,800
an interesting concept
1252
00:41:56,400 --> 00:42:01,359
how do you how do you play
1253
00:41:58,800 --> 00:42:02,720
so a wise it's a lot more difficult i
1254
00:42:01,359 --> 00:42:05,359
think to play
1255
00:42:02,720 --> 00:42:06,720
a really charismatic character excuse me
1256
00:42:05,359 --> 00:42:08,800
than it is to play a really strong
1257
00:42:06,720 --> 00:42:10,400
character yeah because to play a strong
1258
00:42:08,800 --> 00:42:11,839
character you don't have to be strong
1259
00:42:10,400 --> 00:42:14,000
play a charismatic character you
1260
00:42:11,839 --> 00:42:16,640
yourself have to be charismatic it's not
1261
00:42:14,000 --> 00:42:18,640
as if you can say okay go out you know
1262
00:42:16,640 --> 00:42:20,800
into the garden and tell me how you're
1263
00:42:18,640 --> 00:42:23,359
leaping over that fence
1264
00:42:20,800 --> 00:42:25,280
i think yeah and to keep on the theme of
1265
00:42:23,359 --> 00:42:27,200
new players i think that's a um that's
1266
00:42:25,280 --> 00:42:29,119
something that's a rude awakening for a
1267
00:42:27,200 --> 00:42:30,800
lot of people is the first time they
1268
00:42:29,119 --> 00:42:32,880
talk to an nbc
1269
00:42:30,800 --> 00:42:34,720
and they're expected now they understand
1270
00:42:32,880 --> 00:42:36,880
that they're expected to
1271
00:42:34,720 --> 00:42:38,560
have a conversation not just say okay i
1272
00:42:36,880 --> 00:42:40,560
intimidate this guy to give me the
1273
00:42:38,560 --> 00:42:42,319
information i need yeah
1274
00:42:40,560 --> 00:42:43,280
so yeah yeah i think yeah i think it's
1275
00:42:42,319 --> 00:42:44,560
like
1276
00:42:43,280 --> 00:42:47,520
it's a really
1277
00:42:44,560 --> 00:42:49,040
interesting divorce in in how
1278
00:42:47,520 --> 00:42:50,880
different ability scores kind of
1279
00:42:49,040 --> 00:42:52,480
manifest in the game it's this
1280
00:42:50,880 --> 00:42:54,079
dissonance between
1281
00:42:52,480 --> 00:42:56,400
player and character which you're trying
1282
00:42:54,079 --> 00:42:57,520
to break down as much as possible and
1283
00:42:56,400 --> 00:42:58,640
then you
1284
00:42:57,520 --> 00:43:00,240
approach something like that and
1285
00:42:58,640 --> 00:43:02,480
suddenly you're staring back through the
1286
00:43:00,240 --> 00:43:03,599
fourth wall again in an instant
1287
00:43:02,480 --> 00:43:07,200
um
1288
00:43:03,599 --> 00:43:08,640
and yeah that's super difficult as a dm
1289
00:43:07,200 --> 00:43:09,359
all this talk we've been saying of you
1290
00:43:08,640 --> 00:43:11,040
know
1291
00:43:09,359 --> 00:43:12,640
giving the players opportunities to
1292
00:43:11,040 --> 00:43:14,319
approach their ability checks in the way
1293
00:43:12,640 --> 00:43:17,839
they want to and this that and the other
1294
00:43:14,319 --> 00:43:20,319
and then when you hit a hard wall almost
1295
00:43:17,839 --> 00:43:22,880
like that it's
1296
00:43:20,319 --> 00:43:24,720
it's super difficult to
1297
00:43:22,880 --> 00:43:26,720
to find the line especially when you've
1298
00:43:24,720 --> 00:43:28,640
got a broad and mixed
1299
00:43:26,720 --> 00:43:31,440
and busy table
1300
00:43:28,640 --> 00:43:33,680
it's super difficult because yeah
1301
00:43:31,440 --> 00:43:34,880
you don't want to make someone
1302
00:43:33,680 --> 00:43:35,599
you know another player at the table be
1303
00:43:34,880 --> 00:43:37,839
like
1304
00:43:35,599 --> 00:43:40,319
explain to me in detail how you do this
1305
00:43:37,839 --> 00:43:42,000
and they go to great lengths to i leap
1306
00:43:40,319 --> 00:43:43,280
over here and touch that and i slide
1307
00:43:42,000 --> 00:43:45,200
along the floor and do all this other
1308
00:43:43,280 --> 00:43:46,720
stuff like okay that's great you can you
1309
00:43:45,200 --> 00:43:48,079
can do that with advantage and the next
1310
00:43:46,720 --> 00:43:50,480
player just says
1311
00:43:48,079 --> 00:43:52,000
i talk to him scarily
1312
00:43:50,480 --> 00:43:53,440
you know there's
1313
00:43:52,000 --> 00:43:55,200
that is rubbing me up the wrong way a
1314
00:43:53,440 --> 00:43:58,240
little bit because one of the players
1315
00:43:55,200 --> 00:44:00,079
gets one rule while a different player
1316
00:43:58,240 --> 00:44:02,400
has a different rule and i guess it
1317
00:44:00,079 --> 00:44:03,200
comes down to maturity at the table as
1318
00:44:02,400 --> 00:44:05,440
to
1319
00:44:03,200 --> 00:44:07,920
if that's okay and i think to be fair
1320
00:44:05,440 --> 00:44:10,720
the rules as written do state that you
1321
00:44:07,920 --> 00:44:12,640
can just say joe blogs goes over here
1322
00:44:10,720 --> 00:44:14,560
yeah and joe does this and i guess you
1323
00:44:12,640 --> 00:44:16,319
could extrapolate that's who goes over
1324
00:44:14,560 --> 00:44:17,839
to the barkeep and shouts at him
1325
00:44:16,319 --> 00:44:18,640
aggressively
1326
00:44:17,839 --> 00:44:21,040
which
1327
00:44:18,640 --> 00:44:23,040
hands up isn't really the way
1328
00:44:21,040 --> 00:44:24,319
i like to play
1329
00:44:23,040 --> 00:44:27,520
but it is
1330
00:44:24,319 --> 00:44:29,119
a legit way to play i guess there's an
1331
00:44:27,520 --> 00:44:30,800
issue there when you have half the
1332
00:44:29,119 --> 00:44:32,800
players do it that way and the other
1333
00:44:30,800 --> 00:44:34,640
half do it the other way yeah i think
1334
00:44:32,800 --> 00:44:35,440
you need to definitely set ground balls
1335
00:44:34,640 --> 00:44:37,440
and
1336
00:44:35,440 --> 00:44:38,560
i don't think either either way is wrong
1337
00:44:37,440 --> 00:44:41,119
i i
1338
00:44:38,560 --> 00:44:42,720
definitely sit in the camp of
1339
00:44:41,119 --> 00:44:44,560
have you know having to have a
1340
00:44:42,720 --> 00:44:46,960
conversation but if that everyone's in
1341
00:44:44,560 --> 00:44:49,119
agreement at the table that okay for
1342
00:44:46,960 --> 00:44:50,640
these types of roles you don't actually
1343
00:44:49,119 --> 00:44:52,960
have to describe a conversation you can
1344
00:44:50,640 --> 00:44:55,280
just describe an act an overall action
1345
00:44:52,960 --> 00:44:58,400
yeah i think that's that's fair and it
1346
00:44:55,280 --> 00:45:00,079
sacrifices more engaging
1347
00:44:58,400 --> 00:45:02,640
gameplay with
1348
00:45:00,079 --> 00:45:04,319
uh fairer gameplay i'm not sure affair
1349
00:45:02,640 --> 00:45:06,160
is the best word but that kind of rule
1350
00:45:04,319 --> 00:45:08,160
set basically then makes charisma
1351
00:45:06,160 --> 00:45:10,160
equivalent to strength where you don't
1352
00:45:08,160 --> 00:45:11,520
have to in a way it's more inclusive
1353
00:45:10,160 --> 00:45:13,520
it's because if you really want to play
1354
00:45:11,520 --> 00:45:15,440
a charismatic character
1355
00:45:13,520 --> 00:45:18,240
but you yourself are really introverted
1356
00:45:15,440 --> 00:45:20,319
really awkward can't be charismatic then
1357
00:45:18,240 --> 00:45:22,880
it kind of allows you that
1358
00:45:20,319 --> 00:45:24,880
yeah role but i think even saying that
1359
00:45:22,880 --> 00:45:27,440
now is i'm still not but i'm still not
1360
00:45:24,880 --> 00:45:29,920
buying it i think
1361
00:45:27,440 --> 00:45:31,440
i think that if you are an uncharismatic
1362
00:45:29,920 --> 00:45:32,400
person who wants to play a charismatic
1363
00:45:31,440 --> 00:45:35,359
character
1364
00:45:32,400 --> 00:45:37,760
then look at it as an opportunity to try
1365
00:45:35,359 --> 00:45:38,480
and be more charismatic you know and i
1366
00:45:37,760 --> 00:45:40,640
think
1367
00:45:38,480 --> 00:45:41,599
yeah intention
1368
00:45:40,640 --> 00:45:44,800
should
1369
00:45:41,599 --> 00:45:45,760
have a large bearing on intention as
1370
00:45:44,800 --> 00:45:47,599
well as
1371
00:45:45,760 --> 00:45:48,800
in what players are you trying to do
1372
00:45:47,599 --> 00:45:50,560
yeah
1373
00:45:48,800 --> 00:45:52,800
actually if they try really hard to like
1374
00:45:50,560 --> 00:45:54,960
to you know to deceive this person even
1375
00:45:52,800 --> 00:45:56,800
if the execution's not great i think as
1376
00:45:54,960 --> 00:45:59,200
a dm you owe it to that player to kind
1377
00:45:56,800 --> 00:46:01,280
of give them a bit more leeway sure and
1378
00:45:59,200 --> 00:46:03,680
you know even in real life if
1379
00:46:01,280 --> 00:46:05,760
it's a bumbling attempt
1380
00:46:03,680 --> 00:46:08,319
in in game i think you
1381
00:46:05,760 --> 00:46:09,760
you should another rule fudge you should
1382
00:46:08,319 --> 00:46:12,319
uh
1383
00:46:09,760 --> 00:46:14,079
you should kind of consider whether to
1384
00:46:12,319 --> 00:46:15,680
let this go through because the you know
1385
00:46:14,079 --> 00:46:17,599
the players trying really hard to do it
1386
00:46:15,680 --> 00:46:19,280
they're obviously invested
1387
00:46:17,599 --> 00:46:21,760
it's not going as it's not really going
1388
00:46:19,280 --> 00:46:23,599
that well really but the intention is
1389
00:46:21,760 --> 00:46:26,800
there and the uh
1390
00:46:23,599 --> 00:46:28,960
yeah yeah i agree and that it's
1391
00:46:26,800 --> 00:46:31,200
yeah i'm not about to suggest we
1392
00:46:28,960 --> 00:46:32,160
penalize players for
1393
00:46:31,200 --> 00:46:34,319
being
1394
00:46:32,160 --> 00:46:37,280
unsociable or having a lack of social
1395
00:46:34,319 --> 00:46:38,880
skills over you know
1396
00:46:37,280 --> 00:46:40,839
physically frail players not being able
1397
00:46:38,880 --> 00:46:42,640
to do their strength
1398
00:46:40,839 --> 00:46:45,680
scores well
1399
00:46:42,640 --> 00:46:47,280
what i would encourage i guess is to say
1400
00:46:45,680 --> 00:46:48,560
to those that maybe struggle with that
1401
00:46:47,280 --> 00:46:50,480
is that
1402
00:46:48,560 --> 00:46:52,560
you know use it as you know you're not
1403
00:46:50,480 --> 00:46:54,960
yourself when you sit down on the the
1404
00:46:52,560 --> 00:46:57,040
game's begun you are not you
1405
00:46:54,960 --> 00:46:58,960
so imagine
1406
00:46:57,040 --> 00:46:59,920
well and i've said it to you guys enough
1407
00:46:58,960 --> 00:47:02,319
you know
1408
00:46:59,920 --> 00:47:04,319
what would what would your person do
1409
00:47:02,319 --> 00:47:06,240
well they would they would
1410
00:47:04,319 --> 00:47:08,319
say these things in this fashion and
1411
00:47:06,240 --> 00:47:10,160
then suddenly you're halfway there to
1412
00:47:08,319 --> 00:47:12,560
to you know you might not have the wit
1413
00:47:10,160 --> 00:47:15,599
or the cutting words to
1414
00:47:12,560 --> 00:47:16,640
to be able to do it properly but
1415
00:47:15,599 --> 00:47:18,960
there's a
1416
00:47:16,640 --> 00:47:20,880
you know you can meet in the middle um
1417
00:47:18,960 --> 00:47:22,640
but it's a personal
1418
00:47:20,880 --> 00:47:24,800
take i've had recently in my in my other
1419
00:47:22,640 --> 00:47:27,440
game i'm playing a highly intelligent
1420
00:47:24,800 --> 00:47:28,559
wizard yeah who is more intelligent than
1421
00:47:27,440 --> 00:47:30,800
myself
1422
00:47:28,559 --> 00:47:32,400
by far uh and
1423
00:47:30,800 --> 00:47:34,720
you know the dm's having to rely a
1424
00:47:32,400 --> 00:47:37,440
little bit on on those intelligence
1425
00:47:34,720 --> 00:47:39,280
roles to sometimes get through puzzles
1426
00:47:37,440 --> 00:47:40,880
and encounters so it's like
1427
00:47:39,280 --> 00:47:43,200
quinn roll me this roll me an
1428
00:47:40,880 --> 00:47:44,559
intelligence check and and he uses it as
1429
00:47:43,200 --> 00:47:47,119
a vehicle there
1430
00:47:44,559 --> 00:47:49,040
to aid the players so
1431
00:47:47,119 --> 00:47:51,440
in those instances i'm also i'm almost
1432
00:47:49,040 --> 00:47:53,599
acting as a proxy for the dm i'm almost
1433
00:47:51,440 --> 00:47:54,640
the tag along npc for that particular
1434
00:47:53,599 --> 00:47:56,800
instance
1435
00:47:54,640 --> 00:47:58,240
yeah as my own intelligence just it's
1436
00:47:56,800 --> 00:47:59,760
just not there to
1437
00:47:58,240 --> 00:48:03,040
get the pieces together
1438
00:47:59,760 --> 00:48:06,160
but in intel it's easier in my opinion
1439
00:48:03,040 --> 00:48:07,680
to play a highly intelligent character
1440
00:48:06,160 --> 00:48:09,280
that it and there'd be a disparity
1441
00:48:07,680 --> 00:48:10,800
between player and character than that
1442
00:48:09,280 --> 00:48:13,280
is to play a really wise or very
1443
00:48:10,800 --> 00:48:15,200
charismatic character because sure if
1444
00:48:13,280 --> 00:48:16,480
with intelligence the
1445
00:48:15,200 --> 00:48:18,480
the uh
1446
00:48:16,480 --> 00:48:21,119
dm as a recourse to basically just give
1447
00:48:18,480 --> 00:48:23,520
you information and it be
1448
00:48:21,119 --> 00:48:25,520
and it not be a cop-out and it'd be
1449
00:48:23,520 --> 00:48:27,280
um appropriate within the context yeah
1450
00:48:25,520 --> 00:48:29,200
make sure your character is that smart
1451
00:48:27,280 --> 00:48:31,440
yeah right so you might not know as a
1452
00:48:29,200 --> 00:48:33,760
player you know what these ancient
1453
00:48:31,440 --> 00:48:36,319
glyphs mean or what this puzzle is but
1454
00:48:33,760 --> 00:48:38,000
you as a as a character you know that's
1455
00:48:36,319 --> 00:48:40,400
your wheelhouse you know that so it
1456
00:48:38,000 --> 00:48:43,200
makes total sense for a
1457
00:48:40,400 --> 00:48:44,240
for a dm to say okay you know x y and z
1458
00:48:43,200 --> 00:48:45,440
whereas
1459
00:48:44,240 --> 00:48:48,400
with
1460
00:48:45,440 --> 00:48:49,599
with wisdom is a lot harder for the dm
1461
00:48:48,400 --> 00:48:53,280
to
1462
00:48:49,599 --> 00:48:54,880
give you or make you look wise yeah it's
1463
00:48:53,280 --> 00:48:58,640
a lot more nebulous there same as
1464
00:48:54,880 --> 00:48:59,760
charisma is this difficult for a dm to
1465
00:48:58,640 --> 00:49:02,240
make you
1466
00:48:59,760 --> 00:49:03,520
look more charismatic i think i think
1467
00:49:02,240 --> 00:49:04,880
it's harder
1468
00:49:03,520 --> 00:49:06,559
but
1469
00:49:04,880 --> 00:49:08,880
i would think that
1470
00:49:06,559 --> 00:49:10,000
there may be closer than you might think
1471
00:49:08,880 --> 00:49:12,000
because
1472
00:49:10,000 --> 00:49:13,520
if if the player is again let's say
1473
00:49:12,000 --> 00:49:14,839
let's just say that they're flirting
1474
00:49:13,520 --> 00:49:16,319
with with an
1475
00:49:14,839 --> 00:49:18,880
npc um
1476
00:49:16,319 --> 00:49:20,480
and the player themselves is is crap
1477
00:49:18,880 --> 00:49:21,680
flirting and just says i approach them
1478
00:49:20,480 --> 00:49:22,640
and i
1479
00:49:21,680 --> 00:49:24,160
say
1480
00:49:22,640 --> 00:49:26,000
you smell nice
1481
00:49:24,160 --> 00:49:28,960
and obviously that's
1482
00:49:26,000 --> 00:49:31,280
a bit yeah you know uh forthcoming
1483
00:49:28,960 --> 00:49:33,280
uh in real life but if they're playing
1484
00:49:31,280 --> 00:49:35,839
the bard or something i think
1485
00:49:33,280 --> 00:49:38,960
the dm again the onus is on the dm here
1486
00:49:35,839 --> 00:49:42,559
i suppose to say hey this player's
1487
00:49:38,960 --> 00:49:44,240
character is is highly charismatic so
1488
00:49:42,559 --> 00:49:47,119
that there's that straight out the gate
1489
00:49:44,240 --> 00:49:49,280
b the roll might be really high
1490
00:49:47,119 --> 00:49:52,319
so then they might i don't know i guess
1491
00:49:49,280 --> 00:49:54,000
if if the player is that much of
1492
00:49:52,319 --> 00:49:55,920
passive is maybe not the best word but
1493
00:49:54,000 --> 00:49:57,440
kind of on the back foot in a way
1494
00:49:55,920 --> 00:49:59,280
then i can say i would say that it's
1495
00:49:57,440 --> 00:50:01,119
within the player's remit excuse me the
1496
00:49:59,280 --> 00:50:02,160
dm's remit to say
1497
00:50:01,119 --> 00:50:04,960
okay
1498
00:50:02,160 --> 00:50:06,800
you might not say that you might comment
1499
00:50:04,960 --> 00:50:08,800
that yeah there's there's a floral note
1500
00:50:06,800 --> 00:50:11,040
in the air and something you know it
1501
00:50:08,800 --> 00:50:13,520
says you know something like that or
1502
00:50:11,040 --> 00:50:15,520
or you or they say
1503
00:50:13,520 --> 00:50:16,640
oh you know the npc says oh yes i've
1504
00:50:15,520 --> 00:50:18,160
just bought this fragrance only
1505
00:50:16,640 --> 00:50:19,920
yesterday and it's it's my new favorite
1506
00:50:18,160 --> 00:50:21,839
thank you very much for noticing it
1507
00:50:19,920 --> 00:50:24,000
which is the same way of them saying
1508
00:50:21,839 --> 00:50:26,319
okay mr wizard you know that this glyph
1509
00:50:24,000 --> 00:50:27,839
means this it's just yeah a lot harder
1510
00:50:26,319 --> 00:50:30,160
to do it's a good point
1511
00:50:27,839 --> 00:50:32,720
but i guess that ties back into dm
1512
00:50:30,160 --> 00:50:34,800
ability in that it's you know
1513
00:50:32,720 --> 00:50:36,079
once you can start to nail those on the
1514
00:50:34,800 --> 00:50:38,079
fly
1515
00:50:36,079 --> 00:50:39,359
then you'll you're halfway there and one
1516
00:50:38,079 --> 00:50:41,520
thing i wanted to mention that i
1517
00:50:39,359 --> 00:50:44,480
personally think is a huge
1518
00:50:41,520 --> 00:50:45,760
boon to dming is
1519
00:50:44,480 --> 00:50:46,640
improvising
1520
00:50:45,760 --> 00:50:48,319
i
1521
00:50:46,640 --> 00:50:50,000
i don't i don't feel like i read about
1522
00:50:48,319 --> 00:50:52,480
it a lot or
1523
00:50:50,000 --> 00:50:53,680
it's commented a lot but
1524
00:50:52,480 --> 00:50:55,760
it's another one of those things where
1525
00:50:53,680 --> 00:50:57,440
if you do it well the players won't know
1526
00:50:55,760 --> 00:50:59,359
you're doing it yeah
1527
00:50:57,440 --> 00:51:01,520
but the amount of times when i've been
1528
00:50:59,359 --> 00:51:03,599
playing in games and
1529
00:51:01,520 --> 00:51:04,480
maybe it's it's a curse of
1530
00:51:03,599 --> 00:51:06,240
being
1531
00:51:04,480 --> 00:51:08,720
a dm that you
1532
00:51:06,240 --> 00:51:10,720
you can spot instances of improvisation
1533
00:51:08,720 --> 00:51:12,160
slightly easier
1534
00:51:10,720 --> 00:51:12,960
but the amount of times i've gone okay
1535
00:51:12,160 --> 00:51:14,640
that's
1536
00:51:12,960 --> 00:51:17,200
that's happening because
1537
00:51:14,640 --> 00:51:18,079
we're we're going off rails a little bit
1538
00:51:17,200 --> 00:51:19,920
yeah
1539
00:51:18,079 --> 00:51:22,960
so would you agree with that like
1540
00:51:19,920 --> 00:51:24,720
improvising and bear in mind that i have
1541
00:51:22,960 --> 00:51:26,800
basically no experience or very little
1542
00:51:24,720 --> 00:51:28,480
experience with pre-made modules i've
1543
00:51:26,800 --> 00:51:30,240
not played lost minds i've not played
1544
00:51:28,480 --> 00:51:31,599
any of the other books so
1545
00:51:30,240 --> 00:51:33,520
potentially improvising is less
1546
00:51:31,599 --> 00:51:35,119
important in those settings but what are
1547
00:51:33,520 --> 00:51:37,440
your thoughts
1548
00:51:35,119 --> 00:51:39,760
so what's the uh what's the question
1549
00:51:37,440 --> 00:51:42,160
how important is improvising yeah i
1550
00:51:39,760 --> 00:51:44,079
guess to for a dungeon master
1551
00:51:42,160 --> 00:51:45,200
specifically i would say to
1552
00:51:44,079 --> 00:51:49,119
pre-made
1553
00:51:45,200 --> 00:51:51,520
modules oh okay so i still think um
1554
00:51:49,119 --> 00:51:52,640
it's absolutely critical because even
1555
00:51:51,520 --> 00:51:54,960
within
1556
00:51:52,640 --> 00:51:57,119
the boundaries of a pre-made campaign
1557
00:51:54,960 --> 00:51:59,200
those cam you know i've not read a ton
1558
00:51:57,119 --> 00:52:01,839
of pre-made campaigns i've read a bit of
1559
00:51:59,200 --> 00:52:04,079
lost minds a bit of um
1560
00:52:01,839 --> 00:52:06,240
storm king's thunder yeah yeah that
1561
00:52:04,079 --> 00:52:07,119
rings a bell um and even those they're
1562
00:52:06,240 --> 00:52:09,040
more
1563
00:52:07,119 --> 00:52:10,559
frameworky than
1564
00:52:09,040 --> 00:52:12,720
prescriptive
1565
00:52:10,559 --> 00:52:14,319
so things often go
1566
00:52:12,720 --> 00:52:16,559
players will make decisions that aren't
1567
00:52:14,319 --> 00:52:18,319
captured in the in the
1568
00:52:16,559 --> 00:52:20,079
you know captured as a as a defined
1569
00:52:18,319 --> 00:52:22,400
decision in the um
1570
00:52:20,079 --> 00:52:25,200
in the campaign so dm still has to roll
1571
00:52:22,400 --> 00:52:26,240
with it massively so yeah i think
1572
00:52:25,200 --> 00:52:28,160
while
1573
00:52:26,240 --> 00:52:29,680
campaigns give you a good framework to
1574
00:52:28,160 --> 00:52:31,200
work from
1575
00:52:29,680 --> 00:52:32,400
that it's going to go sideways every
1576
00:52:31,200 --> 00:52:33,680
single session
1577
00:52:32,400 --> 00:52:35,680
it's never ever going to go as you
1578
00:52:33,680 --> 00:52:37,520
expect it to go so i still think you
1579
00:52:35,680 --> 00:52:38,960
know you need to be able to improvise
1580
00:52:37,520 --> 00:52:41,920
your way out of it
1581
00:52:38,960 --> 00:52:43,440
and i think i think it's fine that um if
1582
00:52:41,920 --> 00:52:44,880
players can kind of tell that you're
1583
00:52:43,440 --> 00:52:46,000
improvising
1584
00:52:44,880 --> 00:52:47,920
i don't think it for me at least it
1585
00:52:46,000 --> 00:52:49,359
doesn't break very similar to or you
1586
00:52:47,920 --> 00:52:52,319
know my enjoyment of the game if i can
1587
00:52:49,359 --> 00:52:54,559
tell that dm didn't expect this at all
1588
00:52:52,319 --> 00:52:57,119
and it's kind of making it up that you
1589
00:52:54,559 --> 00:52:59,200
know that's just part and parcel for me
1590
00:52:57,119 --> 00:53:01,599
okay well that that makes me feel better
1591
00:52:59,200 --> 00:53:02,720
then about myself
1592
00:53:01,599 --> 00:53:04,559
um
1593
00:53:02,720 --> 00:53:06,480
should i should i ever should i ever
1594
00:53:04,559 --> 00:53:08,480
need to make things up on the spot which
1595
00:53:06,480 --> 00:53:10,319
has never happened once um that happens
1596
00:53:08,480 --> 00:53:12,000
all the time um
1597
00:53:10,319 --> 00:53:13,599
okay yeah so
1598
00:53:12,000 --> 00:53:14,880
i think the only reason i said it was so
1599
00:53:13,599 --> 00:53:17,440
important is because of exactly what you
1600
00:53:14,880 --> 00:53:18,800
said that yeah there's you know you can
1601
00:53:17,440 --> 00:53:20,319
plan for
1602
00:53:18,800 --> 00:53:22,800
for weeks and weeks and weeks and
1603
00:53:20,319 --> 00:53:24,400
literally within the first 10 minutes
1604
00:53:22,800 --> 00:53:26,800
yeah they've they've completely the
1605
00:53:24,400 --> 00:53:29,920
players have completely missed a hook or
1606
00:53:26,800 --> 00:53:31,520
gone left when you planned right and
1607
00:53:29,920 --> 00:53:32,800
yeah the ways
1608
00:53:31,520 --> 00:53:35,200
to
1609
00:53:32,800 --> 00:53:36,240
do that without letting the stage fall
1610
00:53:35,200 --> 00:53:38,720
over
1611
00:53:36,240 --> 00:53:40,640
is is super difficult but
1612
00:53:38,720 --> 00:53:42,559
one of them important things
1613
00:53:40,640 --> 00:53:46,079
when i used to play in the campaign with
1614
00:53:42,559 --> 00:53:48,079
some people from uh from from london um
1615
00:53:46,079 --> 00:53:49,200
it we were playing one session and
1616
00:53:48,079 --> 00:53:50,640
normally our sessions were about three
1617
00:53:49,200 --> 00:53:52,880
four hours long and we got like an hour
1618
00:53:50,640 --> 00:53:54,000
and a half in and the campaign was
1619
00:53:52,880 --> 00:53:56,160
starting to
1620
00:53:54,000 --> 00:53:57,839
do rail so much from what the dm plan
1621
00:53:56,160 --> 00:53:59,280
that they basically just said i'm going
1622
00:53:57,839 --> 00:54:01,280
to call it here
1623
00:53:59,280 --> 00:54:02,640
we can just hang out for the rest of the
1624
00:54:01,280 --> 00:54:04,559
you know sorry we can hang out for the
1625
00:54:02,640 --> 00:54:06,079
rest of the time but
1626
00:54:04,559 --> 00:54:08,400
i want to spend i want to spend some
1627
00:54:06,079 --> 00:54:10,160
time to think about how to um
1628
00:54:08,400 --> 00:54:12,160
you wouldn't do it properly how yeah how
1629
00:54:10,160 --> 00:54:14,400
to how the campaign should move because
1630
00:54:12,160 --> 00:54:16,319
it's gone so far outside what i was
1631
00:54:14,400 --> 00:54:18,319
expecting it to happen and i have a lot
1632
00:54:16,319 --> 00:54:20,160
more respect for that and was a lot more
1633
00:54:18,319 --> 00:54:21,760
supportive of that as a decision than i
1634
00:54:20,160 --> 00:54:24,400
would have been if he'd
1635
00:54:21,760 --> 00:54:26,319
kept going yeah and just be a mess and
1636
00:54:24,400 --> 00:54:27,920
it was just a mess because you know yeah
1637
00:54:26,319 --> 00:54:30,400
so at the end of the day
1638
00:54:27,920 --> 00:54:31,599
what i want out of d is it like a good
1639
00:54:30,400 --> 00:54:33,920
story
1640
00:54:31,599 --> 00:54:36,319
right and that was the way the best way
1641
00:54:33,920 --> 00:54:37,680
to get the best story is just to cut cut
1642
00:54:36,319 --> 00:54:38,559
it there and say we'll pick you up next
1643
00:54:37,680 --> 00:54:41,359
time
1644
00:54:38,559 --> 00:54:43,920
yeah okay so but behind the scenes a
1645
00:54:41,359 --> 00:54:46,160
little bit if we ever finish
1646
00:54:43,920 --> 00:54:49,440
you know at a weird time or slightly
1647
00:54:46,160 --> 00:54:52,559
earlier that is a absolute signifier
1648
00:54:49,440 --> 00:54:54,079
yeah the the dm's going
1649
00:54:52,559 --> 00:54:56,480
cliffhanger let me
1650
00:54:54,079 --> 00:54:59,280
give me two weeks to think about that
1651
00:54:56,480 --> 00:55:00,400
um which i have done in in the past if
1652
00:54:59,280 --> 00:55:02,160
it's a
1653
00:55:00,400 --> 00:55:03,359
if it's a good time to say why don't we
1654
00:55:02,160 --> 00:55:05,040
why don't we end it there i know it's
1655
00:55:03,359 --> 00:55:07,839
slightly earlier but it's it's a good
1656
00:55:05,040 --> 00:55:10,000
place to end which is code for i have no
1657
00:55:07,839 --> 00:55:11,680
idea what's coming up next let me let me
1658
00:55:10,000 --> 00:55:13,040
spend some time to make it good rather
1659
00:55:11,680 --> 00:55:16,480
than just
1660
00:55:13,040 --> 00:55:18,160
goblins are coming out the walls yeah
1661
00:55:16,480 --> 00:55:20,000
so finally
1662
00:55:18,160 --> 00:55:21,920
i had a question that
1663
00:55:20,000 --> 00:55:23,359
i couldn't think of an answer for myself
1664
00:55:21,920 --> 00:55:25,680
talking about
1665
00:55:23,359 --> 00:55:28,240
kind of abilities and the modifiers that
1666
00:55:25,680 --> 00:55:31,200
the numbers from what i gather
1667
00:55:28,240 --> 00:55:34,640
that whole system has been simplified
1668
00:55:31,200 --> 00:55:36,319
substantially from the previous editions
1669
00:55:34,640 --> 00:55:38,640
so it's you know it's only uh
1670
00:55:36,319 --> 00:55:40,160
basically 10 to 20. it's rare that
1671
00:55:38,640 --> 00:55:42,000
people are going to go lower higher than
1672
00:55:40,160 --> 00:55:44,079
those kind of things and then obviously
1673
00:55:42,000 --> 00:55:45,280
the modifiers are pretty much zero to
1674
00:55:44,079 --> 00:55:47,040
plus five
1675
00:55:45,280 --> 00:55:48,559
so i had a thought that
1676
00:55:47,040 --> 00:55:50,079
do you reckon that's
1677
00:55:48,559 --> 00:55:50,880
a good thing
1678
00:55:50,079 --> 00:55:52,960
or
1679
00:55:50,880 --> 00:55:55,280
uh heading in the right direction
1680
00:55:52,960 --> 00:55:57,040
as in making it simplified from previous
1681
00:55:55,280 --> 00:55:58,720
versions yeah um
1682
00:55:57,040 --> 00:55:59,920
like it's difficult for me to answer
1683
00:55:58,720 --> 00:56:01,520
because i don't have the context of
1684
00:55:59,920 --> 00:56:02,559
having played previous versions so i
1685
00:56:01,520 --> 00:56:05,359
don't know
1686
00:56:02,559 --> 00:56:07,280
how they played i do like
1687
00:56:05,359 --> 00:56:09,520
we've with just an understanding of 5v i
1688
00:56:07,280 --> 00:56:10,799
do like that it is very once you get
1689
00:56:09,520 --> 00:56:13,760
hair on it it's very simple to
1690
00:56:10,799 --> 00:56:15,920
understand what the dice rolls mean and
1691
00:56:13,760 --> 00:56:17,839
what the output is
1692
00:56:15,920 --> 00:56:19,839
the only only thing that's niggling in
1693
00:56:17,839 --> 00:56:21,760
my head is that
1694
00:56:19,839 --> 00:56:23,920
yeah the output of that is that at lower
1695
00:56:21,760 --> 00:56:26,319
levels not like one two necessary one to
1696
00:56:23,920 --> 00:56:28,000
three but maybe you know three to five
1697
00:56:26,319 --> 00:56:29,280
yeah when you're starting to become an
1698
00:56:28,000 --> 00:56:31,440
expert and you you know starting to
1699
00:56:29,280 --> 00:56:32,400
become a journeyman in your in your
1700
00:56:31,440 --> 00:56:34,559
class
1701
00:56:32,400 --> 00:56:36,880
your proficiency bonuses and your
1702
00:56:34,559 --> 00:56:39,280
modifiers are still quite low yes so
1703
00:56:36,880 --> 00:56:40,960
that the d20 is
1704
00:56:39,280 --> 00:56:43,040
has a significantly higher weighting on
1705
00:56:40,960 --> 00:56:44,880
the overall score than
1706
00:56:43,040 --> 00:56:47,119
than your ability score then your
1707
00:56:44,880 --> 00:56:49,359
ability which
1708
00:56:47,119 --> 00:56:50,720
at times has annoyed me because i'm like
1709
00:56:49,359 --> 00:56:52,160
i'm i'm
1710
00:56:50,720 --> 00:56:53,760
i should be good at this but i just
1711
00:56:52,160 --> 00:56:55,599
wrote really poorly so now i'm really
1712
00:56:53,760 --> 00:56:57,440
bad at it whereas this person who's
1713
00:56:55,599 --> 00:56:59,040
really bad at it has just rolled really
1714
00:56:57,440 --> 00:57:00,480
well so now he's good at it
1715
00:56:59,040 --> 00:57:02,319
but
1716
00:57:00,480 --> 00:57:04,960
i find the sweet spot is around
1717
00:57:02,319 --> 00:57:07,119
10 before it starts to swing in the the
1718
00:57:04,960 --> 00:57:09,280
correct direction of proficiency's
1719
00:57:07,119 --> 00:57:11,680
bonuses plus your ability score
1720
00:57:09,280 --> 00:57:14,079
modifiers starts to swing to basically
1721
00:57:11,680 --> 00:57:15,520
mitigate that yeah you no longer have a
1722
00:57:14,079 --> 00:57:16,960
bad role
1723
00:57:15,520 --> 00:57:19,119
yeah and i think that's that's that can
1724
00:57:16,960 --> 00:57:21,760
be a gut reaction
1725
00:57:19,119 --> 00:57:23,359
when it happens is that it's so annoying
1726
00:57:21,760 --> 00:57:25,280
i couldn't you know this the dice i
1727
00:57:23,359 --> 00:57:26,799
don't have any agency that i
1728
00:57:25,280 --> 00:57:28,079
it yeah but
1729
00:57:26,799 --> 00:57:31,599
when you think about it more there's a
1730
00:57:28,079 --> 00:57:33,359
lot more nuance to it than that in the
1731
00:57:31,599 --> 00:57:35,920
final you roll poorly this one time but
1732
00:57:33,359 --> 00:57:37,760
you just take that as a cue to progress
1733
00:57:35,920 --> 00:57:39,200
the character you know maybe you
1734
00:57:37,760 --> 00:57:42,319
completely messed up once and you want
1735
00:57:39,200 --> 00:57:44,000
to reflect on that yeah yeah and then
1736
00:57:42,319 --> 00:57:45,599
it shows that it says you said it so it
1737
00:57:44,000 --> 00:57:47,599
tends the sweet spot
1738
00:57:45,599 --> 00:57:48,880
and it's it's
1739
00:57:47,599 --> 00:57:51,040
but if you've you know if you've
1740
00:57:48,880 --> 00:57:52,640
languished in level four and not really
1741
00:57:51,040 --> 00:57:55,599
being able to be effective when you get
1742
00:57:52,640 --> 00:57:56,799
to like level level 12 and you're really
1743
00:57:55,599 --> 00:57:58,559
intelligent
1744
00:57:56,799 --> 00:58:00,720
guy now you can kind of look back and
1745
00:57:58,559 --> 00:58:01,599
see the your character grow
1746
00:58:00,720 --> 00:58:04,480
yeah
1747
00:58:01,599 --> 00:58:05,920
now you have a lot more agency yeah and
1748
00:58:04,480 --> 00:58:09,440
that's one thing i
1749
00:58:05,920 --> 00:58:12,000
would like to do probably more of is
1750
00:58:09,440 --> 00:58:13,119
a tip i find online is that
1751
00:58:12,000 --> 00:58:15,520
rerun
1752
00:58:13,119 --> 00:58:18,640
an identical encounter that the players
1753
00:58:15,520 --> 00:58:20,480
ran when they were say level 3 we run it
1754
00:58:18,640 --> 00:58:22,799
again when they're at level 10 without
1755
00:58:20,480 --> 00:58:24,319
it being scaled just to have them like
1756
00:58:22,799 --> 00:58:26,640
one pull over the enemies just to be
1757
00:58:24,319 --> 00:58:28,799
like here's how far you've come on paper
1758
00:58:26,640 --> 00:58:31,520
now yeah i really like that as a trope
1759
00:58:28,799 --> 00:58:33,280
as it was a as a mechanic
1760
00:58:31,520 --> 00:58:34,960
just to see how how easy it is because
1761
00:58:33,280 --> 00:58:36,799
you lose i think you can lose sight of
1762
00:58:34,960 --> 00:58:39,520
how strong you're becoming because
1763
00:58:36,799 --> 00:58:41,280
essentially enemies scale with you yes
1764
00:58:39,520 --> 00:58:42,960
so you're constant you should
1765
00:58:41,280 --> 00:58:45,440
overall constantly be you know
1766
00:58:42,960 --> 00:58:46,880
struggling to defeat the enemies and
1767
00:58:45,440 --> 00:58:49,119
sometimes you can lose sight of the fact
1768
00:58:46,880 --> 00:58:50,480
that oh now we're fighting a dragon
1769
00:58:49,119 --> 00:58:52,160
whereas
1770
00:58:50,480 --> 00:58:54,799
five levels ago we were fighting a gang
1771
00:58:52,160 --> 00:58:56,400
of goblins yeah yeah in my i finally
1772
00:58:54,799 --> 00:58:58,160
used it because in my previous game it's
1773
00:58:56,400 --> 00:58:59,359
just wrapped up actually we were
1774
00:58:58,160 --> 00:59:02,000
thinking about
1775
00:58:59,359 --> 00:59:03,920
uh there'd be a dragon boss funnily
1776
00:59:02,000 --> 00:59:05,760
enough coming up and one of the players
1777
00:59:03,920 --> 00:59:07,520
asked the dm but does it get stronger
1778
00:59:05,760 --> 00:59:09,839
with us
1779
00:59:07,520 --> 00:59:10,640
to which he was like uh uh
1780
00:59:09,839 --> 00:59:14,079
well
1781
00:59:10,640 --> 00:59:15,920
yeah but no but maybe uh but you could
1782
00:59:14,079 --> 00:59:16,880
see the thought process there for them
1783
00:59:15,920 --> 00:59:19,839
was
1784
00:59:16,880 --> 00:59:20,960
well if they do then
1785
00:59:19,839 --> 00:59:22,720
us getting stronger doesn't make a
1786
00:59:20,960 --> 00:59:24,880
difference so you can see already there
1787
00:59:22,720 --> 00:59:27,280
that it's it's
1788
00:59:24,880 --> 00:59:28,559
i thought i think an unfortunate
1789
00:59:27,280 --> 00:59:30,960
part of
1790
00:59:28,559 --> 00:59:31,920
of the game essentially i think it's one
1791
00:59:30,960 --> 00:59:33,119
of those things that we're just gonna
1792
00:59:31,920 --> 00:59:35,920
have to deal with
1793
00:59:33,119 --> 00:59:38,880
yeah it's it's mitigated quite a bit by
1794
00:59:35,920 --> 00:59:40,319
the fact that as you do level up you're
1795
00:59:38,880 --> 00:59:42,000
independent of the enemy you're fighting
1796
00:59:40,319 --> 00:59:44,559
is that your spells become stronger you
1797
00:59:42,000 --> 00:59:47,200
know like magic missile level one is one
1798
00:59:44,559 --> 00:59:49,200
three d four four three but you know at
1799
00:59:47,200 --> 00:59:51,440
max level you're rolling you know a
1800
00:59:49,200 --> 00:59:52,960
whole collection's worth a dice and then
1801
00:59:51,440 --> 00:59:54,720
the numbers get bigger so i think you
1802
00:59:52,960 --> 00:59:56,640
still feel more powerful
1803
00:59:54,720 --> 00:59:58,799
and especially if i spell caster classes
1804
00:59:56,640 --> 01:00:00,960
you get a lot of
1805
00:59:58,799 --> 01:00:03,119
really cool like not necessarily com not
1806
01:00:00,960 --> 01:00:04,480
necessarily damage spells yeah but
1807
01:00:03,119 --> 01:00:06,240
utility bills
1808
01:00:04,480 --> 01:00:08,559
utility spells that's what i was looking
1809
01:00:06,240 --> 01:00:10,720
for yeah at higher levels to basically
1810
01:00:08,559 --> 01:00:12,720
auto reality itself yeah
1811
01:00:10,720 --> 01:00:14,400
like stuff like dimension door yeah you
1812
01:00:12,720 --> 01:00:17,359
know which isn't really too too high
1813
01:00:14,400 --> 01:00:19,520
level but yes it's a nice that's a game
1814
01:00:17,359 --> 01:00:21,200
changer yeah yeah yeah
1815
01:00:19,520 --> 01:00:25,119
so
1816
01:00:21,200 --> 01:00:27,119
to end it on on a big question here
1817
01:00:25,119 --> 01:00:29,440
the modifiers themselves is in the plus
1818
01:00:27,119 --> 01:00:30,799
number big box or little box on the
1819
01:00:29,440 --> 01:00:31,760
character sheet
1820
01:00:30,799 --> 01:00:33,520
hold on
1821
01:00:31,760 --> 01:00:35,760
let me have a look at this real question
1822
01:00:33,520 --> 01:00:37,359
is she out to see uh
1823
01:00:35,760 --> 01:00:38,559
to see where i've put it
1824
01:00:37,359 --> 01:00:40,480
i've put
1825
01:00:38,559 --> 01:00:42,400
the modifier
1826
01:00:40,480 --> 01:00:44,400
in like minus one plus one whatever in
1827
01:00:42,400 --> 01:00:47,440
the little box and there's some oh no in
1828
01:00:44,400 --> 01:00:49,520
the big box oh no
1829
01:00:47,440 --> 01:00:52,559
no it's all meant to be discussion but i
1830
01:00:49,520 --> 01:00:52,559
gotta say that's wrong
1831
01:00:52,720 --> 01:00:56,559
is it
1832
01:00:53,920 --> 01:00:59,200
i'm i'm a big box kind of guy for the
1833
01:00:56,559 --> 01:01:01,440
numbers uh the modifiers should i say
1834
01:00:59,200 --> 01:01:02,319
the point of the question being is that
1835
01:01:01,440 --> 01:01:04,880
the
1836
01:01:02,319 --> 01:01:06,640
scores themselves so the 12s 14s and
1837
01:01:04,880 --> 01:01:09,040
whatnot
1838
01:01:06,640 --> 01:01:11,040
basically mean nothing on their own
1839
01:01:09,040 --> 01:01:13,040
when you think about it so as i
1840
01:01:11,040 --> 01:01:16,640
understand it and i could be off base
1841
01:01:13,040 --> 01:01:19,119
here they're basically like a legacy
1842
01:01:16,640 --> 01:01:21,119
layover of previous editions where those
1843
01:01:19,119 --> 01:01:23,440
scores were important and they've been
1844
01:01:21,119 --> 01:01:25,920
rolled into 5e but essentially their
1845
01:01:23,440 --> 01:01:28,640
only purpose now is for you to look up
1846
01:01:25,920 --> 01:01:31,520
on a table and reference what your
1847
01:01:28,640 --> 01:01:34,720
there are modifiers there are a few
1848
01:01:31,520 --> 01:01:38,079
instances in the books of
1849
01:01:34,720 --> 01:01:38,880
them still having an effect so i like
1850
01:01:38,079 --> 01:01:41,599
what
1851
01:01:38,880 --> 01:01:42,720
um predominantly i offered on my head to
1852
01:01:41,599 --> 01:01:45,839
do with
1853
01:01:42,720 --> 01:01:47,839
intelligence so stuff like
1854
01:01:45,839 --> 01:01:50,000
a creature with an intelligence lower
1855
01:01:47,839 --> 01:01:51,839
than seven
1856
01:01:50,000 --> 01:01:53,599
can't be affected by
1857
01:01:51,839 --> 01:01:55,680
certain spells or
1858
01:01:53,599 --> 01:01:57,359
you know mind flayers can only sense
1859
01:01:55,680 --> 01:01:59,520
creatures with an intelligence greater
1860
01:01:57,359 --> 01:02:01,200
than eight because
1861
01:01:59,520 --> 01:02:03,039
you know there's a line somewhere and i
1862
01:02:01,200 --> 01:02:05,280
think it's a bit lower than that between
1863
01:02:03,039 --> 01:02:06,640
basically it seems really weird to
1864
01:02:05,280 --> 01:02:08,640
abstract it out here but they've
1865
01:02:06,640 --> 01:02:10,319
basically put in a line to say
1866
01:02:08,640 --> 01:02:12,480
anything with an intelligence lower than
1867
01:02:10,319 --> 01:02:14,720
four is basically like a beast and
1868
01:02:12,480 --> 01:02:16,640
anything higher is hello i'm a
1869
01:02:14,720 --> 01:02:18,799
functioning member of society which is a
1870
01:02:16,640 --> 01:02:20,559
huge leap but i think that's the only
1871
01:02:18,799 --> 01:02:22,799
way that they could
1872
01:02:20,559 --> 01:02:24,880
make that difference when it comes to to
1873
01:02:22,799 --> 01:02:27,359
spells intelligence is definitely one
1874
01:02:24,880 --> 01:02:29,839
and then you also have
1875
01:02:27,359 --> 01:02:32,079
some things that like uh vampires and
1876
01:02:29,839 --> 01:02:34,559
ghosts can you know sap your strength
1877
01:02:32,079 --> 01:02:37,280
and they're sapping the big number
1878
01:02:34,559 --> 01:02:38,880
but then obviously that then yeah it
1879
01:02:37,280 --> 01:02:40,000
impacts the smaller number
1880
01:02:38,880 --> 01:02:41,680
but um
1881
01:02:40,000 --> 01:02:43,520
yeah that's there's some good examples
1882
01:02:41,680 --> 01:02:45,599
and taken into account but
1883
01:02:43,520 --> 01:02:47,200
hypothetically if six that you were to
1884
01:02:45,599 --> 01:02:48,880
do away with the big numbers i think you
1885
01:02:47,200 --> 01:02:49,920
could easy you could find workarounds
1886
01:02:48,880 --> 01:02:52,559
for those
1887
01:02:49,920 --> 01:02:54,319
circumstances yeah
1888
01:02:52,559 --> 01:02:57,440
and only the modifiers if you have an
1889
01:02:54,319 --> 01:02:59,359
intelligence of yeah minus three or yeah
1890
01:02:57,440 --> 01:03:01,599
or lower or higher however you want to
1891
01:02:59,359 --> 01:03:02,640
color it yeah it's uh yeah that would be
1892
01:03:01,599 --> 01:03:05,680
the cut off
1893
01:03:02,640 --> 01:03:07,680
when you hit minus five strength you die
1894
01:03:05,680 --> 01:03:09,440
from like being completely exhausted or
1895
01:03:07,680 --> 01:03:11,760
having your brain sucked however it is
1896
01:03:09,440 --> 01:03:14,160
yeah yeah so uh
1897
01:03:11,760 --> 01:03:16,640
so okay well um in that case we'll end
1898
01:03:14,160 --> 01:03:18,720
it there on our little uh
1899
01:03:16,640 --> 01:03:20,319
agree to disagree on whether the
1900
01:03:18,720 --> 01:03:22,400
modifiers should go
1901
01:03:20,319 --> 01:03:23,839
but otherwise i think we've we've talked
1902
01:03:22,400 --> 01:03:26,160
quite a lot about
1903
01:03:23,839 --> 01:03:27,520
what ability means and and the the
1904
01:03:26,160 --> 01:03:28,880
different ways it can be
1905
01:03:27,520 --> 01:03:30,559
yeah it was a good it was a good chat i
1906
01:03:28,880 --> 01:03:32,240
think it's good to
1907
01:03:30,559 --> 01:03:34,400
get to get your thoughts on it lots of
1908
01:03:32,240 --> 01:03:37,680
lots of advice in there for for new and
1909
01:03:34,400 --> 01:03:39,119
returning both players and and dms so
1910
01:03:37,680 --> 01:03:41,280
otherwise i'll say
1911
01:03:39,119 --> 01:03:43,599
thank you very much jack for for joining
1912
01:03:41,280 --> 01:03:45,359
me today thank you for having me
1913
01:03:43,599 --> 01:03:47,039
that's quite all right thank you all for
1914
01:03:45,359 --> 01:03:48,720
listening remember to tune in next
1915
01:03:47,039 --> 01:03:50,480
episode for more insightful discussion
1916
01:03:48,720 --> 01:03:52,820
around dungeons and dragons
1917
01:03:50,480 --> 01:03:57,980
thank you and good night
1918
01:03:52,820 --> 01:03:57,980
[Music]
Jack Wain
Guest