March 12, 2021

Encounters

This meaty episode is all about encounters within your TTRPG game. I'm joined by @XhangoGames and somehow we manage to squeeze an awful lot into a little over an hour! We sandwich mechanical examples for spicing up encounters alongside ways to reframe interactions with NPCs; turn "misses" into misfortune! Xhango opens the episode up with the elegant definition that all encounters should be a "dramatic question" - every interaction (environment, NPCs, and adversaries) should all put something at stake, what could be lost? This includes benign encounters with merchants and even each other. Check out Xhango's latest product on DM's Guild, the Candlekeep Codex!

  • 01:20 - The Dramatic Question - non-combat encounters
  • 17:42 - Time as an expendable resource
  • 19:58 - Balancing encounters and "shifting the blame"
  • 26:38 - Engaging players through the environment
  • 32:47 - Higher level encounters
  • 38:47 - Reappraising CR: designing multi-dimensional combat

Follow (@XhangoGames) on:

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References:

  • Time episode of Thinking Critically
  • Mistakes episode of Thinking Critically

Intro Music: 'Local Forecast' by Kevin MacLeod
Intermission Music: 'Chill' by Kevin MacLeod
Outro Music: 'Local Forecast - Elevator' by Kevin MacLeod

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[Music]

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hello and welcome to thinking critically

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a d and d discussion a podcast where we

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deep dive single word concepts or ideas

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within the dungeons and dragons 5e

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framework

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my name is danilo and i like all kinds

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of games and the crunchy mechanics that

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make him tick you can find me on twitter

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facebook and instagram and i'd really

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appreciate a like or a follow today i'm

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joined by sean go games thank you ever

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ever so much for joining us today can

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you tell us a little bit about yourself

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yeah sure so my name is shango games i

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am a creator on the dms guild i also

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have been a long time player well

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probably not as long as some but i've

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been playing d d and dming since 3.5

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took a break and then picked it back up

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with uh

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fifth edition and so i also produced

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stuff on dm's guild but my goal is just

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to

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create games and

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share games and talk about game design

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awesome well you come to the right place

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then in that case

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so the topic of today is encounters so

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what does that term mean to you yeah i

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think encounters is something that with

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d d

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i think a lot of people think of his

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counters as just combat and when i think

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of encounters i think of it as really it

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can be a variety of different things

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and it kind of is focused around a

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dramatic question of what the pcs have

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at stake what they want and you know the

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possibility of having a cost or

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expending some resources in order to

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progress through that encounter

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um when you when you said that what is

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it a uh

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oh you said a term and it literally just

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escaped my mind right the beginning

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there but about a a balancing act

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between you know having to get them to

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expend a resource a difficult question

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almost a dynamic encounter kind of thing

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yeah the dramatic question that is a

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really really

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elegant and eloquent way of defining

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what an encounter is in d and d because

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it's you're absolutely right

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the first point of my notes here is

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non-combat encounters

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he's actually sitting right at the top

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for that exact reason so

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why don't we start with

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the non-combat encounters then and maybe

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leave the

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meat of combat encounters for the

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the second half yeah sure i think a lot

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of the published materials and a lot of

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the official material kind of really

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drives players and dms towards thinking

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about encounters as only combats and i

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think that by doing so it really limits

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a lot of a different exploration of

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different parts in d and i think in a

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way combat can often be

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less interesting than the other kinds of

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encounters out there so there's a whole

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bunch of different ones you could come

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up with skill challenges are a great one

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you know a skill challenge where you

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have to use your skills and abilities to

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make a certain number of successes

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versus dc

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before making a number of failures can

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be really interesting because you have

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all these characters who are really

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geared for combat and then when you

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throw these sort of bizarre

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or different challenges at them it's

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kind of fun to figure out okay how do i

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take these combat abilities and apply it

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to

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solving a problem that is

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not within my regular scope and those

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kinds of issues where you're coming at

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things from a different angle is where

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it requires a lot of creative thinking

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and that's kind of where i feel like

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there's a lot of

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room to explore what your abilities can

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do

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and one example of this was recently i

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was playing a high level campaign where

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i think we're level 11 or so and our

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cart broke we have a cart we're

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traveling with and we have to cut down a

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tree and like repair the cart well we

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have all these swords and things and you

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know we have powerful spells but we're

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like looking at these big oak trees and

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we're like well how how the hell do we

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cut these down without breaking our

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stuff and so you know for a lo most of

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you know i could disintegrate the tree

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maybe that would work but then no tree

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to you know use for wood so i think

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there's a lot of kind of different

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interesting ways where

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you can challenge the parties through

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skill challenges uh you know you could

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have something where it's

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diplomacy where you have to maybe

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impress a people to dinner party or deal

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with a mudslide or rock slide there's

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all kinds of fun things you can do there

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yeah that diplomacy we want is a good

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show because as you were talking i was

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thinking about the martial characters

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so

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fighter barbarian are typically

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typically have less utility shall we say

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outside of combat due to the nature of

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the design of the class yes they you

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know barbarians are stronger could lift

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things

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nine times out of ten fighters know how

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to fight

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but

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i think when you said diplomacy that

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immediately hit me as

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that is within some fighter subclasses

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ballpark right that okay there's a tense

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situation here i am a seasoned

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professional

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in tense situations you know let me try

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and mediate almost uh as an alternative

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to just everybody

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freaking out and either mind controlling

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or

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teleporting away or doing all the other

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sorts of weird and wonderful stuff yeah

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yeah and i think that uh you know it's

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kind of funny when you mention sort of

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what what do the marshals do here what

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is the utility they provide because

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that's a big question i have with the

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upcoming candle keep mysteries coming

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out where it's you know going to be

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about solving problems solving mysteries

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and i think it'll be interesting to see

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how they handle how does the barbarians

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level mystery you know mr rage where he

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wants to just smash everything

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and

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i think that also many of these skill

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challenges by providing your players

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skill challenges it actually gives your

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marshals a chance to shine particularly

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if they have to use their brute strength

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or they can use an ability because they

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can expend more

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the spell caster resources in some of

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these instances for example let's say

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you have a chase where you are uh you

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know this isn't exactly a skill

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challenge but it's similar where you

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have you know the parties chasing an

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individual well if a cart falls in the

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way of a wizard and the party goes to

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you know vault the cart yeah sure the

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wizard can use fly and fly over it but

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then he has to use you know a spell slot

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resource to get over that whereas the

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mar you know your fighter can just

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athletics over the cart or whatever like

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that so i think it is actually also a

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great way to um by providing different

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kinds of challenges it's a good way to

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uh

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equalize

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across the different kinds of encounter

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types the the resources used in the

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power level of the different classes

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yeah i think that's a good point there

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and a good tip is that

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certainly i did struggle with that

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almost need for however many encounters

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per day it is

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six seven i can't remember how many it

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is but there's it's basically a lot

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which you might be able to get away with

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in a dungeon

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but when you're out and about

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in town or something it's not quite as

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easy to crowbar in oh there's more

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bandits

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seven times in a row so what i'm getting

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at is having those

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skill checks that use up resources is

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another way to bridge that gap so maybe

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you only need like three encounters but

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in between those three encounters

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you've had a diplomacy thing that's

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required yes maybe somebody to charm

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another person you've had

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the fly they've had invisibility so by

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the time they get to that third

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encounter

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the casters are going oh actually i am a

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little bit tapped out despite only

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fighting one group of people yeah yeah

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no i think you've highlighted a couple

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really good things there's um one if you

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just think of combat encounters as

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combats and then

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you know you only have one combat per

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day your characters are just going to go

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nova on the combat and or it's just not

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going to be realistic you know how many

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times can you be stopped and mugged in a

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day you know exactly water deep

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and the other thing is it helps to

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really

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it can also tax other resources when you

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introduce other encounters for example

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if you have social encounters uh you

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know you might need to bribe or use

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potions and you might you need to use

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those spell slots and like enhance

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ability like you're saying uh like you

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mentioned with invisibility or charming

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that could be another one

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so

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the other thing too is by adding all

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these different kinds of encounters it

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provides a lot of variety and i think

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that

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having too many combat encounters in a

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day

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can really kind of take away from the um

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you know it goes it harkens back to that

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dramatic question where if you know

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you're just going to have six combats in

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one day it kind of devalues the dramatic

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question of how dangerous is this combat

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if you know that there's going to be

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more combats to follow than this one

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can't be as dangerous

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so having the variety there

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what i tend to like to do is i tend to

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like to amp up the

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danger of individual combats and have

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you know above the normal cr

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or have enemies that you know are more

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threatening and then kind of have lower

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stakes lower cost uh kind of

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you know the social the skill challenges

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to kind of switch it up and then it also

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makes that dramatic question of is this

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combat dangerous more intense and so

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each combat feels like the stakes are

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higher and there's more at stake the

270
00:09:03,040 --> 00:09:06,560
other thing too is if you are you know

271
00:09:04,560 --> 00:09:08,399
if you are in a situation where you are

272
00:09:06,560 --> 00:09:10,480
gonna you know have

273
00:09:08,399 --> 00:09:12,000
situations where you're not gonna have

274
00:09:10,480 --> 00:09:14,560
as many combats in a day you can't

275
00:09:12,000 --> 00:09:16,240
switch the gritty real resting system

276
00:09:14,560 --> 00:09:18,399
especially for travel that's a good time

277
00:09:16,240 --> 00:09:19,760
to do that that way each combat does

278
00:09:18,399 --> 00:09:20,880
feel more impactful when you're

279
00:09:19,760 --> 00:09:23,120
traveling

280
00:09:20,880 --> 00:09:24,720
yeah i was going to say that i think a

281
00:09:23,120 --> 00:09:27,680
lot of people do what you suggested in

282
00:09:24,720 --> 00:09:30,080
terms of i know i do of ramping up the

283
00:09:27,680 --> 00:09:32,959
difficulty of an encounter but having

284
00:09:30,080 --> 00:09:37,360
fewer of them now there's

285
00:09:32,959 --> 00:09:39,040
definitely some impact to economy and

286
00:09:37,360 --> 00:09:40,240
that obviously hurts some classes more

287
00:09:39,040 --> 00:09:41,600
than it does others i don't know the

288
00:09:40,240 --> 00:09:42,560
details of the top of my head but just

289
00:09:41,600 --> 00:09:44,160
the way

290
00:09:42,560 --> 00:09:45,360
resources are get you know some things

291
00:09:44,160 --> 00:09:47,360
come back on a short rest some things

292
00:09:45,360 --> 00:09:50,080
come back in a long rest so

293
00:09:47,360 --> 00:09:52,320
it's it's a really tricky one to get

294
00:09:50,080 --> 00:09:56,080
right the spread of encounters over an

295
00:09:52,320 --> 00:09:57,519
adventuring day and i don't think that

296
00:09:56,080 --> 00:10:00,080
you know any kind of

297
00:09:57,519 --> 00:10:02,000
normal dm like you or i could ever you

298
00:10:00,080 --> 00:10:04,320
know you'll always be refining that

299
00:10:02,000 --> 00:10:06,480
skill you'll always be saying oh that i

300
00:10:04,320 --> 00:10:08,640
pushed it a little bit too far that time

301
00:10:06,480 --> 00:10:10,480
let me wind it back in oh no wait they

302
00:10:08,640 --> 00:10:12,399
they just stomped that fight because i

303
00:10:10,480 --> 00:10:14,240
didn't realize that it had you know that

304
00:10:12,399 --> 00:10:15,360
creature had vulnerability to the magic

305
00:10:14,240 --> 00:10:16,959
that they've got

306
00:10:15,360 --> 00:10:18,480
and then you know you just just threw

307
00:10:16,959 --> 00:10:20,480
that iterative process

308
00:10:18,480 --> 00:10:21,519
but i am very much in the same school of

309
00:10:20,480 --> 00:10:23,920
thought of

310
00:10:21,519 --> 00:10:25,200
i like my universe and my setting to be

311
00:10:23,920 --> 00:10:28,160
to make sense

312
00:10:25,200 --> 00:10:30,000
yeah and uh a little while ago one of

313
00:10:28,160 --> 00:10:33,040
the players was was like

314
00:10:30,000 --> 00:10:34,480
we we don't have a lot of combat and uh

315
00:10:33,040 --> 00:10:36,399
maybe maybe we could have more he was a

316
00:10:34,480 --> 00:10:39,040
bit you know a bit hungry

317
00:10:36,399 --> 00:10:40,800
for it uh he's a sorcerer first time

318
00:10:39,040 --> 00:10:43,440
ever playing so he's

319
00:10:40,800 --> 00:10:45,760
very much in a or whatever

320
00:10:43,440 --> 00:10:48,160
yeah exactly like combat like i'm here

321
00:10:45,760 --> 00:10:50,079
to kill things and i'm a bit confused

322
00:10:48,160 --> 00:10:51,920
that we've just been talking to nbc's

323
00:10:50,079 --> 00:10:54,000
three sessions in a row unfortunately

324
00:10:51,920 --> 00:10:55,360
for him he missed he missed a session

325
00:10:54,000 --> 00:10:57,440
which happened to have combat in that

326
00:10:55,360 --> 00:10:58,880
was almost shoehorned in for his benefit

327
00:10:57,440 --> 00:11:02,800
so he ended up going like another three

328
00:10:58,880 --> 00:11:03,760
sessions but um i said to him i said

329
00:11:02,800 --> 00:11:06,000
i can

330
00:11:03,760 --> 00:11:07,839
put some in and i ended up doing it but

331
00:11:06,000 --> 00:11:10,160
i i said like it doesn't it doesn't make

332
00:11:07,839 --> 00:11:12,480
sense i can't it's kind of just boring

333
00:11:10,160 --> 00:11:13,360
if you get attacked again

334
00:11:12,480 --> 00:11:15,279
by

335
00:11:13,360 --> 00:11:17,279
people or creatures come out of the

336
00:11:15,279 --> 00:11:19,519
ground or and yes i know

337
00:11:17,279 --> 00:11:22,000
you can spin it into a side quest this

338
00:11:19,519 --> 00:11:23,600
that and the other but when they have

339
00:11:22,000 --> 00:11:25,120
some existential threat looming over

340
00:11:23,600 --> 00:11:27,760
them

341
00:11:25,120 --> 00:11:29,760
why are bandits attacking this town it

342
00:11:27,760 --> 00:11:31,680
doesn't yeah it isn't very interesting

343
00:11:29,760 --> 00:11:33,440
but they won't care

344
00:11:31,680 --> 00:11:35,519
yeah and that dramatic question is

345
00:11:33,440 --> 00:11:37,760
something that i think whenever a combat

346
00:11:35,519 --> 00:11:40,079
starts you know and it ends up being

347
00:11:37,760 --> 00:11:41,680
boring i think that most of the times

348
00:11:40,079 --> 00:11:42,560
that dramatic question isn't being

349
00:11:41,680 --> 00:11:44,000
answered

350
00:11:42,560 --> 00:11:46,320
and i think there's ways you can kind of

351
00:11:44,000 --> 00:11:47,360
um sneakily infuse that dramatic

352
00:11:46,320 --> 00:11:49,519
question

353
00:11:47,360 --> 00:11:50,880
back into each encounter so one thing

354
00:11:49,519 --> 00:11:52,959
that i like to do

355
00:11:50,880 --> 00:11:54,320
is whenever you know if the pcs are

356
00:11:52,959 --> 00:11:56,639
going to be attacked by

357
00:11:54,320 --> 00:11:59,279
bandits like just make them have some

358
00:11:56,639 --> 00:12:01,680
sort of hook that circles back to the

359
00:11:59,279 --> 00:12:03,279
main plot and then the players will feel

360
00:12:01,680 --> 00:12:05,360
really clever or feel like they've

361
00:12:03,279 --> 00:12:08,000
gotten a clue for from defeating this

362
00:12:05,360 --> 00:12:10,320
party of bandits for example i had an

363
00:12:08,000 --> 00:12:12,240
encounter where i decided you know the

364
00:12:10,320 --> 00:12:13,279
pcs were traveling in a carriage and

365
00:12:12,240 --> 00:12:15,920
they were getting chased by these

366
00:12:13,279 --> 00:12:17,360
bandits and uh they managed to get a few

367
00:12:15,920 --> 00:12:19,839
of them and they had some knives that

368
00:12:17,360 --> 00:12:20,720
had a certain insignia that led back to

369
00:12:19,839 --> 00:12:22,639
some

370
00:12:20,720 --> 00:12:24,800
shadowy group and then they feel like oh

371
00:12:22,639 --> 00:12:26,480
like suddenly this this fight has gotten

372
00:12:24,800 --> 00:12:28,079
much more interesting and

373
00:12:26,480 --> 00:12:29,920
you know just infusing

374
00:12:28,079 --> 00:12:31,600
that question back in is why are we

375
00:12:29,920 --> 00:12:33,440
doing this how is this important keeping

376
00:12:31,600 --> 00:12:36,079
that at top of mind is i think really

377
00:12:33,440 --> 00:12:38,880
really important yeah for sure and like

378
00:12:36,079 --> 00:12:41,600
if you just have those boring in quotes

379
00:12:38,880 --> 00:12:44,000
encounters it can promote you know

380
00:12:41,600 --> 00:12:46,000
murder hoboism of just oh well there's

381
00:12:44,000 --> 00:12:48,160
another seven bandits to kill killed

382
00:12:46,000 --> 00:12:49,839
them cool moving on oh there's another

383
00:12:48,160 --> 00:12:51,440
seven to kill around the corner okay

384
00:12:49,839 --> 00:12:53,360
kill them move on and suddenly you're

385
00:12:51,440 --> 00:12:54,639
not really in dnd anymore you're in

386
00:12:53,360 --> 00:12:56,399
diablo

387
00:12:54,639 --> 00:12:58,639
yeah the dramatic question is important

388
00:12:56,399 --> 00:13:00,560
both in terms of why are we doing this

389
00:12:58,639 --> 00:13:03,040
and also what is the cost so if you know

390
00:13:00,560 --> 00:13:05,120
if like once you get to level five you

391
00:13:03,040 --> 00:13:07,440
can just pretty much wipe any group of

392
00:13:05,120 --> 00:13:09,200
bandits and it's not interesting anymore

393
00:13:07,440 --> 00:13:10,560
so nothing's at risk nothing's that you

394
00:13:09,200 --> 00:13:13,440
know what are we going to lose if this

395
00:13:10,560 --> 00:13:15,040
goes badly it's like well nothing really

396
00:13:13,440 --> 00:13:16,959
and so that's why it can be useful to

397
00:13:15,040 --> 00:13:18,399
put your characters on a time crunch too

398
00:13:16,959 --> 00:13:20,560
because then when they do expend

399
00:13:18,399 --> 00:13:22,959
resources you know there is a cost to

400
00:13:20,560 --> 00:13:25,040
that where they lose time

401
00:13:22,959 --> 00:13:26,560
the bad guys plan advance you know

402
00:13:25,040 --> 00:13:28,160
happens in a month and if they lose a

403
00:13:26,560 --> 00:13:30,079
day where they have to rest suddenly

404
00:13:28,160 --> 00:13:32,000
that has a real cost to it some groups

405
00:13:30,079 --> 00:13:33,360
will respond to that some won't you know

406
00:13:32,000 --> 00:13:34,800
a lot of this i think a lot of

407
00:13:33,360 --> 00:13:36,160
encounters and understanding encounters

408
00:13:34,800 --> 00:13:38,000
is understanding

409
00:13:36,160 --> 00:13:40,880
um what will work for your group and

410
00:13:38,000 --> 00:13:42,880
your campaign and your tone yada yada

411
00:13:40,880 --> 00:13:44,560
yeah i wanted to talk about resources

412
00:13:42,880 --> 00:13:46,240
the expenditure of those resources in a

413
00:13:44,560 --> 00:13:47,040
moment but the one anecdote i wanted to

414
00:13:46,240 --> 00:13:48,959
share

415
00:13:47,040 --> 00:13:51,360
specifically to do with bandits funnily

416
00:13:48,959 --> 00:13:53,360
enough is in my campaign and this is

417
00:13:51,360 --> 00:13:54,959
okay because this episode i think the

418
00:13:53,360 --> 00:13:56,560
lag of this episode coming out will have

419
00:13:54,959 --> 00:13:58,720
caught up with when it actually gets to

420
00:13:56,560 --> 00:14:00,839
happen in my campaign so it shouldn't be

421
00:13:58,720 --> 00:14:02,399
any spoilers he says

422
00:14:00,839 --> 00:14:04,320
um

423
00:14:02,399 --> 00:14:06,160
is throughout the

424
00:14:04,320 --> 00:14:08,079
couple of years we've been playing

425
00:14:06,160 --> 00:14:10,720
the guys in my game have

426
00:14:08,079 --> 00:14:12,560
obviously of course have come up with

427
00:14:10,720 --> 00:14:13,600
mercenaries or

428
00:14:12,560 --> 00:14:15,120
bad

429
00:14:13,600 --> 00:14:18,240
humanoids

430
00:14:15,120 --> 00:14:20,959
who were on the face of it unconnected

431
00:14:18,240 --> 00:14:22,320
seemingly unconnected now

432
00:14:20,959 --> 00:14:24,720
as they're just about to wrap up this

433
00:14:22,320 --> 00:14:27,040
chapter and this dungeon a little in

434
00:14:24,720 --> 00:14:28,800
between chapter fun i've got planned is

435
00:14:27,040 --> 00:14:30,720
they're going to be heading back to the

436
00:14:28,800 --> 00:14:34,560
main town their hometown

437
00:14:30,720 --> 00:14:35,760
and will be stopped by a large number of

438
00:14:34,560 --> 00:14:37,519
high women

439
00:14:35,760 --> 00:14:39,519
essentially who they're going to go oh

440
00:14:37,519 --> 00:14:40,880
it's bandits again

441
00:14:39,519 --> 00:14:42,399
but this time

442
00:14:40,880 --> 00:14:44,720
it's going to be hey

443
00:14:42,399 --> 00:14:46,399
you you don't know us well you might

444
00:14:44,720 --> 00:14:47,839
know this guy and i'm gonna have you

445
00:14:46,399 --> 00:14:49,600
know they they

446
00:14:47,839 --> 00:14:51,920
accidentally let one bandaid run away in

447
00:14:49,600 --> 00:14:52,959
one of the encounters they they fled

448
00:14:51,920 --> 00:14:54,320
remember their lives and they couldn't

449
00:14:52,959 --> 00:14:56,160
chase them down

450
00:14:54,320 --> 00:14:58,399
and they're gonna go hey we want you to

451
00:14:56,160 --> 00:15:00,240
work for us now because clearly you

452
00:14:58,399 --> 00:15:02,720
don't care about killing people you

453
00:15:00,240 --> 00:15:04,079
don't really ask as many questions

454
00:15:02,720 --> 00:15:05,680
you'll just do whatever you want for

455
00:15:04,079 --> 00:15:07,680
money so

456
00:15:05,680 --> 00:15:09,680
come join our bandits and then there's

457
00:15:07,680 --> 00:15:12,079
gonna be a few grumbles from like the

458
00:15:09,680 --> 00:15:13,839
guy they let live who's like oh yeah but

459
00:15:12,079 --> 00:15:15,360
boss they killed my brother

460
00:15:13,839 --> 00:15:17,040
kind of thing

461
00:15:15,360 --> 00:15:18,800
um just to really

462
00:15:17,040 --> 00:15:21,120
to to kind of tie it up a little bit to

463
00:15:18,800 --> 00:15:22,480
say hey those weren't just

464
00:15:21,120 --> 00:15:23,920
nameless moocs they were part of

465
00:15:22,480 --> 00:15:26,240
something bigger and that something

466
00:15:23,920 --> 00:15:28,079
bigger is taking notice of your

467
00:15:26,240 --> 00:15:30,320
sociopathic actions

468
00:15:28,079 --> 00:15:32,240
yeah yeah no i love it you find yourself

469
00:15:30,320 --> 00:15:35,360
yeah what a great way to instill sort of

470
00:15:32,240 --> 00:15:37,440
a level of consequence into uh the

471
00:15:35,360 --> 00:15:39,440
players and you know show that their

472
00:15:37,440 --> 00:15:40,720
actions matter i think that's awesome i

473
00:15:39,440 --> 00:15:42,560
think um

474
00:15:40,720 --> 00:15:45,199
another thing that i enjoy sometimes is

475
00:15:42,560 --> 00:15:47,680
you could always infuse role-playing

476
00:15:45,199 --> 00:15:49,199
into your combats and you know i think

477
00:15:47,680 --> 00:15:50,079
one of the things that makes people feel

478
00:15:49,199 --> 00:15:52,800
like

479
00:15:50,079 --> 00:15:54,560
murder hobos is that the consequences of

480
00:15:52,800 --> 00:15:57,600
their actions you know don't really

481
00:15:54,560 --> 00:15:59,600
matter or they are always positive and

482
00:15:57,600 --> 00:16:02,079
so you know i think if you want to make

483
00:15:59,600 --> 00:16:03,440
things it's kind of dark and but if you

484
00:16:02,079 --> 00:16:05,759
want to make them really feel when they

485
00:16:03,440 --> 00:16:07,040
do kill that bandit you know take a

486
00:16:05,759 --> 00:16:08,560
moment to say

487
00:16:07,040 --> 00:16:10,160
when you you strike down you cut down

488
00:16:08,560 --> 00:16:12,079
the bandit your sword

489
00:16:10,160 --> 00:16:14,399
you watch them collapse onto the ground

490
00:16:12,079 --> 00:16:16,320
the the bandit boss looks over and uses

491
00:16:14,399 --> 00:16:17,680
his reaction to scream

492
00:16:16,320 --> 00:16:19,519
smith no

493
00:16:17,680 --> 00:16:22,320
and suddenly these these things start to

494
00:16:19,519 --> 00:16:24,399
have you know um repercussions and then

495
00:16:22,320 --> 00:16:27,519
the other thing too is having enemies

496
00:16:24,399 --> 00:16:30,000
uh run or surrender to during combat is

497
00:16:27,519 --> 00:16:32,480
a great way to um you know infuse that

498
00:16:30,000 --> 00:16:34,000
role playing into the combat and also

499
00:16:32,480 --> 00:16:35,519
once the dramatic question what's the

500
00:16:34,000 --> 00:16:38,399
dramatic question of is there still

501
00:16:35,519 --> 00:16:39,920
danger in this combat is over once that

502
00:16:38,399 --> 00:16:41,839
that's already been answered you know

503
00:16:39,920 --> 00:16:43,920
we've all fought the monster where we've

504
00:16:41,839 --> 00:16:45,279
killed all the guys except for two when

505
00:16:43,920 --> 00:16:47,519
they're low and then we you know we have

506
00:16:45,279 --> 00:16:50,639
to go through the brigham a role of

507
00:16:47,519 --> 00:16:52,240
having a couple rounds where we you know

508
00:16:50,639 --> 00:16:53,600
yeah and it's like boring because we

509
00:16:52,240 --> 00:16:55,680
know okay we've got this combat in the

510
00:16:53,600 --> 00:16:57,600
bag just have it end just you know have

511
00:16:55,680 --> 00:16:59,600
them surrender have them run or

512
00:16:57,600 --> 00:17:01,759
depending on your dm style you can

513
00:16:59,600 --> 00:17:03,199
always say oh hey they're at a hit

514
00:17:01,759 --> 00:17:05,199
points now your your players don't know

515
00:17:03,199 --> 00:17:06,000
how many hit points they have so but

516
00:17:05,199 --> 00:17:07,679
really

517
00:17:06,000 --> 00:17:09,199
making it so that

518
00:17:07,679 --> 00:17:10,480
you know those consequences are there

519
00:17:09,199 --> 00:17:12,240
and like you said with the with the

520
00:17:10,480 --> 00:17:14,799
bandit and having them join that bandit

521
00:17:12,240 --> 00:17:16,799
group i i think that's awesome

522
00:17:14,799 --> 00:17:17,679
thank you yeah looking forward to

523
00:17:16,799 --> 00:17:20,240
because obviously they're going to be

524
00:17:17,679 --> 00:17:22,400
like oh god here we go again i cast

525
00:17:20,240 --> 00:17:24,720
magic missile i like us fireball but the

526
00:17:22,400 --> 00:17:26,720
guy is going back no no i wanna i wanna

527
00:17:24,720 --> 00:17:29,840
i want you to help us like

528
00:17:26,720 --> 00:17:31,600
you guys are evil like come and

529
00:17:29,840 --> 00:17:34,320
come and work for us and you'll get

530
00:17:31,600 --> 00:17:36,720
money and this that the other so then

531
00:17:34,320 --> 00:17:39,600
lean into that part of them which is

532
00:17:36,720 --> 00:17:40,480
like okay i don't mind being

533
00:17:39,600 --> 00:17:42,160
a bit

534
00:17:40,480 --> 00:17:45,360
outside of the law

535
00:17:42,160 --> 00:17:47,760
talking of earlier on resource

536
00:17:45,360 --> 00:17:50,720
uh we we talked about a few like potions

537
00:17:47,760 --> 00:17:53,440
and spell slots being the obvious one

538
00:17:50,720 --> 00:17:54,400
but then also class abilities

539
00:17:53,440 --> 00:17:57,039
time

540
00:17:54,400 --> 00:17:58,720
as a resource now i talked about it a

541
00:17:57,039 --> 00:18:01,280
lot funnily enough in the episode of

542
00:17:58,720 --> 00:18:02,799
called time but you and i talked already

543
00:18:01,280 --> 00:18:04,000
about it of how it's

544
00:18:02,799 --> 00:18:05,520
you know if they fight something and

545
00:18:04,000 --> 00:18:08,799
they have to rest that's an hour that's

546
00:18:05,520 --> 00:18:10,880
gone do you think that time is always

547
00:18:08,799 --> 00:18:12,160
part of that dramatic question always

548
00:18:10,880 --> 00:18:14,799
part of that

549
00:18:12,160 --> 00:18:16,640
you know there's always something that

550
00:18:14,799 --> 00:18:18,559
is important to the players

551
00:18:16,640 --> 00:18:20,400
and and needs to be

552
00:18:18,559 --> 00:18:22,080
heavily considered and it's

553
00:18:20,400 --> 00:18:25,200
is is almost important enough that it

554
00:18:22,080 --> 00:18:26,720
can be a resource cost in of itself yeah

555
00:18:25,200 --> 00:18:27,919
it really depends on the group in my

556
00:18:26,720 --> 00:18:29,919
opinion because you know different

557
00:18:27,919 --> 00:18:31,440
players of games have different things

558
00:18:29,919 --> 00:18:33,679
that they're that they want to pay

559
00:18:31,440 --> 00:18:35,440
attention to and are important to them

560
00:18:33,679 --> 00:18:37,200
interestingly um

561
00:18:35,440 --> 00:18:39,120
there was some game design study where

562
00:18:37,200 --> 00:18:41,679
they they looked at time pressure on

563
00:18:39,120 --> 00:18:43,600
people and some people just absolutely

564
00:18:41,679 --> 00:18:45,600
hate being time pressured particularly

565
00:18:43,600 --> 00:18:46,559
when somebody's a new gamer or is new to

566
00:18:45,600 --> 00:18:48,559
the table

567
00:18:46,559 --> 00:18:50,000
that level of time pressure really

568
00:18:48,559 --> 00:18:52,960
grates on people

569
00:18:50,000 --> 00:18:55,200
so you know i dm for a group that is a

570
00:18:52,960 --> 00:18:57,760
little bit newer a little bit uh

571
00:18:55,200 --> 00:18:59,440
more inexperienced and for them i

572
00:18:57,760 --> 00:19:01,440
wouldn't put that kind of time pressure

573
00:18:59,440 --> 00:19:03,760
on them because that would make them

574
00:19:01,440 --> 00:19:05,679
feel stressed out in the group i play in

575
00:19:03,760 --> 00:19:06,960
right now or differently in the group i

576
00:19:05,679 --> 00:19:09,280
play in

577
00:19:06,960 --> 00:19:11,520
that group the time pressure is more

578
00:19:09,280 --> 00:19:14,160
meaningful for them for us because we're

579
00:19:11,520 --> 00:19:16,640
kind of more more gaming kind of uh a

580
00:19:14,160 --> 00:19:18,160
little more experienced however in early

581
00:19:16,640 --> 00:19:20,880
on before i joined i joined the campaign

582
00:19:18,160 --> 00:19:22,480
a little bit later on and in the first

583
00:19:20,880 --> 00:19:24,559
you know few levels that they had there

584
00:19:22,480 --> 00:19:26,240
was the dm put a time pressure on them

585
00:19:24,559 --> 00:19:27,679
and they actually skipped past a lot of

586
00:19:26,240 --> 00:19:30,400
stuff that the dm kind of had wanted

587
00:19:27,679 --> 00:19:32,160
them to go and uh do which they just

588
00:19:30,400 --> 00:19:33,919
kind of totally blew past because they

589
00:19:32,160 --> 00:19:35,600
were like oh we can't waste time for

590
00:19:33,919 --> 00:19:37,840
this right now yeah and so though it

591
00:19:35,600 --> 00:19:39,520
kind of it can give a think and take it

592
00:19:37,840 --> 00:19:41,679
i think it really depends on the tone

593
00:19:39,520 --> 00:19:43,360
you're shooting for and what you

594
00:19:41,679 --> 00:19:45,280
you know thinking about what's important

595
00:19:43,360 --> 00:19:47,039
for your group and what mix of things

596
00:19:45,280 --> 00:19:49,919
you want to bring in to get that level

597
00:19:47,039 --> 00:19:52,400
of tone is really important

598
00:19:49,919 --> 00:19:54,559
yeah good that's a nice balanced

599
00:19:52,400 --> 00:19:56,799
response there and uh

600
00:19:54,559 --> 00:19:57,760
what a balanced segue into my next

601
00:19:56,799 --> 00:19:58,720
question

602
00:19:57,760 --> 00:20:02,159
was

603
00:19:58,720 --> 00:20:03,679
balancing non-combat encounters so i'm

604
00:20:02,159 --> 00:20:05,200
sure most listeners are aware that

605
00:20:03,679 --> 00:20:07,760
obviously combat encounters are balanced

606
00:20:05,200 --> 00:20:09,840
by their kind of very nature by

607
00:20:07,760 --> 00:20:10,880
challenge rating and xp and so on but

608
00:20:09,840 --> 00:20:13,039
obviously

609
00:20:10,880 --> 00:20:15,520
social encounters

610
00:20:13,039 --> 00:20:16,480
are obviously a bit trickier to balance

611
00:20:15,520 --> 00:20:18,880
so

612
00:20:16,480 --> 00:20:20,400
what school of thought are you

613
00:20:18,880 --> 00:20:22,960
when it comes to balancing social

614
00:20:20,400 --> 00:20:25,360
encounters are you the school that says

615
00:20:22,960 --> 00:20:28,000
oh that's about 15. does he roll

616
00:20:25,360 --> 00:20:29,679
persuasion and does he beat 15 or are

617
00:20:28,000 --> 00:20:32,159
you the one that says

618
00:20:29,679 --> 00:20:35,280
okay no if he rolls you know five lower

619
00:20:32,159 --> 00:20:36,880
it pushes the disposition of the person

620
00:20:35,280 --> 00:20:38,720
one step away and if he rolls five

621
00:20:36,880 --> 00:20:40,000
higher it pushes the disposition closer

622
00:20:38,720 --> 00:20:41,039
and that kind of stuff how do you deal

623
00:20:40,000 --> 00:20:43,200
with

624
00:20:41,039 --> 00:20:45,039
judging and balancing and setting

625
00:20:43,200 --> 00:20:46,480
non-combat encounters

626
00:20:45,039 --> 00:20:47,760
yeah when i think of non-combat

627
00:20:46,480 --> 00:20:49,280
encounters there's also a number of

628
00:20:47,760 --> 00:20:51,039
other things that i think of as kind of

629
00:20:49,280 --> 00:20:53,679
non-combat encounters but for social

630
00:20:51,039 --> 00:20:55,600
things in particular what i like to do

631
00:20:53,679 --> 00:20:58,000
is i uh

632
00:20:55,600 --> 00:21:00,880
it's kind of a series kind of of

633
00:20:58,000 --> 00:21:03,039
arguments that get somebody to either

634
00:21:00,880 --> 00:21:04,280
believe or disbelieve and then having

635
00:21:03,039 --> 00:21:07,760
those

636
00:21:04,280 --> 00:21:09,520
persuasion checks kind of at a critical

637
00:21:07,760 --> 00:21:11,840
moment you know there might be three of

638
00:21:09,520 --> 00:21:13,919
them during a during a conversation or

639
00:21:11,840 --> 00:21:15,360
two of them because i don't think you

640
00:21:13,919 --> 00:21:17,280
should have a conversation and then kind

641
00:21:15,360 --> 00:21:19,200
of just roll a die

642
00:21:17,280 --> 00:21:21,200
and then see you know does he does this

643
00:21:19,200 --> 00:21:23,120
person believe you kind of thing yeah i

644
00:21:21,200 --> 00:21:25,039
think the thing to do is kind of see

645
00:21:23,120 --> 00:21:26,960
during the conversation how it's going

646
00:21:25,039 --> 00:21:28,400
especially if it's a longer critical

647
00:21:26,960 --> 00:21:29,760
conversation

648
00:21:28,400 --> 00:21:31,440
or convincing a group of people or

649
00:21:29,760 --> 00:21:32,799
something like that because it just

650
00:21:31,440 --> 00:21:34,799
makes it feel more

651
00:21:32,799 --> 00:21:36,240
i think realistic to me

652
00:21:34,799 --> 00:21:37,760
although the thing i would warn against

653
00:21:36,240 --> 00:21:39,520
is having the same character roll that

654
00:21:37,760 --> 00:21:41,120
same persuasion again and again and

655
00:21:39,520 --> 00:21:43,039
again which sometimes parties will want

656
00:21:41,120 --> 00:21:44,720
to do to min max um

657
00:21:43,039 --> 00:21:46,880
you know and if that happens i would

658
00:21:44,720 --> 00:21:48,080
probably change the strategy but you

659
00:21:46,880 --> 00:21:50,320
know i think it makes it feel more

660
00:21:48,080 --> 00:21:52,799
dynamic and the other thing i would say

661
00:21:50,320 --> 00:21:54,720
is when you do these persuasion checks

662
00:21:52,799 --> 00:21:57,200
one of the things i would make i would

663
00:21:54,720 --> 00:21:59,520
try to lean on more heavily is rather

664
00:21:57,200 --> 00:22:01,679
than saying this is how persuasive you

665
00:21:59,520 --> 00:22:04,400
are when you have a role

666
00:22:01,679 --> 00:22:06,960
is to say this is how the outcome

667
00:22:04,400 --> 00:22:09,520
falls on this person because one thing

668
00:22:06,960 --> 00:22:12,400
that is not fun in dnd is to have the

669
00:22:09,520 --> 00:22:15,280
characters abilities be limited by the

670
00:22:12,400 --> 00:22:16,320
dice they roll it's very undercuts how

671
00:22:15,280 --> 00:22:18,159
they feel

672
00:22:16,320 --> 00:22:20,559
so you know having it be the outcome

673
00:22:18,159 --> 00:22:22,159
based on the other party like oh you

674
00:22:20,559 --> 00:22:23,280
talk to them and you're very persuasive

675
00:22:22,159 --> 00:22:25,280
but they're having a bad day so they

676
00:22:23,280 --> 00:22:26,880
don't listen to you as much um or you

677
00:22:25,280 --> 00:22:28,960
know you i wouldn't say it like that

678
00:22:26,880 --> 00:22:30,559
they would say something like that where

679
00:22:28,960 --> 00:22:34,000
it doesn't undermine the players yeah

680
00:22:30,559 --> 00:22:35,679
you flipped the blame almost yeah on to

681
00:22:34,000 --> 00:22:38,240
put it on this you know

682
00:22:35,679 --> 00:22:40,400
person yes npc rather than their beloved

683
00:22:38,240 --> 00:22:42,720
player character yeah and in a similar

684
00:22:40,400 --> 00:22:44,640
fashion and this is i've been tangenting

685
00:22:42,720 --> 00:22:47,520
all over but to continue that theme when

686
00:22:44,640 --> 00:22:48,480
i have a player in my combat my players

687
00:22:47,520 --> 00:22:50,960
never

688
00:22:48,480 --> 00:22:52,400
miss an attack like they very rarely

689
00:22:50,960 --> 00:22:54,640
actually miss

690
00:22:52,400 --> 00:22:56,799
when i describe an attack you know you

691
00:22:54,640 --> 00:22:58,880
swing to attack the goblin but he raises

692
00:22:56,799 --> 00:23:01,200
the sword and blocks it in time or you

693
00:22:58,880 --> 00:23:02,559
know that's so much more interesting and

694
00:23:01,200 --> 00:23:04,880
it makes the players feel less

695
00:23:02,559 --> 00:23:07,200
undermined when you know or you you

696
00:23:04,880 --> 00:23:09,679
would you hit the goblin but your swords

697
00:23:07,200 --> 00:23:12,720
uh hits his scale male and slides off

698
00:23:09,679 --> 00:23:14,640
unable to score uh you know unable to

699
00:23:12,720 --> 00:23:17,840
strike his flesh kind of thing yeah the

700
00:23:14,640 --> 00:23:20,320
word miss is shorthand for doesn't deal

701
00:23:17,840 --> 00:23:23,120
damage or doesn't it doesn't affect the

702
00:23:20,320 --> 00:23:25,600
creature because of course hp isn't

703
00:23:23,120 --> 00:23:27,520
really a numerical figure it's fighting

704
00:23:25,600 --> 00:23:30,400
energy yeah and in the same way i would

705
00:23:27,520 --> 00:23:33,600
just encourage that uh if a persuasion

706
00:23:30,400 --> 00:23:35,679
check fails it's you know you haven't uh

707
00:23:33,600 --> 00:23:37,039
you know it just he doesn't believe you

708
00:23:35,679 --> 00:23:38,640
she doesn't believe you for whatever

709
00:23:37,039 --> 00:23:40,000
reason or they they have a different

710
00:23:38,640 --> 00:23:42,799
approach rather than you weren't

711
00:23:40,000 --> 00:23:44,799
persuasive so yeah i'm

712
00:23:42,799 --> 00:23:46,000
need to get better at personally for me

713
00:23:44,799 --> 00:23:47,360
you know saying

714
00:23:46,000 --> 00:23:49,520
to use the combat

715
00:23:47,360 --> 00:23:50,559
encounter yes i usually thematically

716
00:23:49,520 --> 00:23:52,000
describe

717
00:23:50,559 --> 00:23:54,080
how they you know they bring the shield

718
00:23:52,000 --> 00:23:56,480
up or it hits the armor and and just

719
00:23:54,080 --> 00:23:58,400
misses a major artery or something but i

720
00:23:56,480 --> 00:23:59,760
still just out of habit say

721
00:23:58,400 --> 00:24:01,200
you know when they say there's a 16 here

722
00:23:59,760 --> 00:24:03,200
and i go that's not good enough i need

723
00:24:01,200 --> 00:24:05,440
to get out of the habit of saying that's

724
00:24:03,200 --> 00:24:07,679
not good enough because it really sets

725
00:24:05,440 --> 00:24:09,679
the wrong kind of theme and feel so

726
00:24:07,679 --> 00:24:11,919
that's uh something i need to work on

727
00:24:09,679 --> 00:24:13,760
but it's in the same school of saying

728
00:24:11,919 --> 00:24:15,360
they don't miss they're still here it's

729
00:24:13,760 --> 00:24:18,159
just this person has kind of outwitted

730
00:24:15,360 --> 00:24:19,600
them in this particular instance yeah

731
00:24:18,159 --> 00:24:22,240
and it's okay for them to miss if it's

732
00:24:19,600 --> 00:24:24,000
like uh you know once in a while like

733
00:24:22,240 --> 00:24:25,679
especially if they roll very low you can

734
00:24:24,000 --> 00:24:27,600
also have that person narrate how they

735
00:24:25,679 --> 00:24:29,200
miss can be a fun way for them to say

736
00:24:27,600 --> 00:24:30,799
you know how do you miss and then they

737
00:24:29,200 --> 00:24:33,200
say oh i can almost shoot an arrow next

738
00:24:30,799 --> 00:24:35,360
to grogar's head and you know then they

739
00:24:33,200 --> 00:24:38,640
can kind of play take more ownership of

740
00:24:35,360 --> 00:24:39,760
it um but either way yeah

741
00:24:38,640 --> 00:24:41,840
the same

742
00:24:39,760 --> 00:24:42,799
breath as you're alluding to earlier on

743
00:24:41,840 --> 00:24:45,679
around

744
00:24:42,799 --> 00:24:47,440
social encounters and the dice basically

745
00:24:45,679 --> 00:24:49,840
saying what happens dictating what

746
00:24:47,440 --> 00:24:51,760
happens i absolutely agree it's no fun

747
00:24:49,840 --> 00:24:53,679
especially if you have like the

748
00:24:51,760 --> 00:24:55,760
character who's been built to be the

749
00:24:53,679 --> 00:24:58,559
face of the party and they step forward

750
00:24:55,760 --> 00:25:01,200
all ready ready to rock and roll and

751
00:24:58,559 --> 00:25:02,000
they just go please give us a discount

752
00:25:01,200 --> 00:25:04,000
now

753
00:25:02,000 --> 00:25:05,200
and because the dice of dicta you know

754
00:25:04,000 --> 00:25:06,559
have said that

755
00:25:05,200 --> 00:25:08,000
they're they've fumbled on their

756
00:25:06,559 --> 00:25:10,720
persuasion check

757
00:25:08,000 --> 00:25:12,000
so yeah i it's much better to say they

758
00:25:10,720 --> 00:25:14,559
were still eloquent and they still

759
00:25:12,000 --> 00:25:16,559
politely asked for a discount but the

760
00:25:14,559 --> 00:25:18,720
store owner has said actually taxes have

761
00:25:16,559 --> 00:25:19,679
just risen so i can't give you discounts

762
00:25:18,720 --> 00:25:21,840
because

763
00:25:19,679 --> 00:25:23,760
my profit margins are being squeezed

764
00:25:21,840 --> 00:25:24,960
yeah and by the same token you know when

765
00:25:23,760 --> 00:25:27,440
the the

766
00:25:24,960 --> 00:25:29,120
eight persuasion barbarian walks up and

767
00:25:27,440 --> 00:25:31,919
says give me a discount please sometimes

768
00:25:29,120 --> 00:25:33,600
it does work and so you know uh you know

769
00:25:31,919 --> 00:25:35,520
i've had that happen in real life where

770
00:25:33,600 --> 00:25:37,840
you know once in a while you'll ask for

771
00:25:35,520 --> 00:25:39,200
something and you miraculously you'll

772
00:25:37,840 --> 00:25:41,279
get it and it feels like you crit that

773
00:25:39,200 --> 00:25:43,520
situation and you know sometimes you

774
00:25:41,279 --> 00:25:45,760
just hit the person on the right day

775
00:25:43,520 --> 00:25:47,279
so that's that's after all of that your

776
00:25:45,760 --> 00:25:49,679
answer was basically a little bit of

777
00:25:47,279 --> 00:25:51,919
column a little bit of column b uh

778
00:25:49,679 --> 00:25:53,360
yeah a nice nice political answer

779
00:25:51,919 --> 00:25:55,360
yeah unfortunately i think a lot of

780
00:25:53,360 --> 00:25:57,760
these will probably be that but i think

781
00:25:55,360 --> 00:26:00,000
the the i think why that's an exciting

782
00:25:57,760 --> 00:26:02,720
answer for dms is because it really lets

783
00:26:00,000 --> 00:26:04,799
you design as you play and it lets you

784
00:26:02,720 --> 00:26:07,520
take ownership of

785
00:26:04,799 --> 00:26:09,279
the process like dming is so much more

786
00:26:07,520 --> 00:26:10,720
game design and has so much more room

787
00:26:09,279 --> 00:26:12,400
for game design than i think people

788
00:26:10,720 --> 00:26:14,400
realize like i think people think of

789
00:26:12,400 --> 00:26:17,679
game design as this thing where you have

790
00:26:14,400 --> 00:26:19,840
to go out and make an rpg or you have to

791
00:26:17,679 --> 00:26:22,480
like make a board game or make a video

792
00:26:19,840 --> 00:26:24,960
game even small you know

793
00:26:22,480 --> 00:26:25,760
even a one one-on-one dnd session that's

794
00:26:24,960 --> 00:26:27,919
you

795
00:26:25,760 --> 00:26:30,240
being a game designer in real time and

796
00:26:27,919 --> 00:26:31,840
so uh you know i think i think it's

797
00:26:30,240 --> 00:26:34,159
it actually provides

798
00:26:31,840 --> 00:26:36,159
a lot of opportunity for you to sort of

799
00:26:34,159 --> 00:26:38,720
choose and craft it to be perfect or you

800
00:26:36,159 --> 00:26:41,440
know maybe not perfect but to be better

801
00:26:38,720 --> 00:26:44,559
yeah it's that in-situ dynamic

802
00:26:41,440 --> 00:26:46,960
balancing act that is one reason i'm

803
00:26:44,559 --> 00:26:49,200
attracted to dming it's that

804
00:26:46,960 --> 00:26:51,440
having the macro and the micro

805
00:26:49,200 --> 00:26:52,640
like it's like a million micro decisions

806
00:26:51,440 --> 00:26:54,240
are happening

807
00:26:52,640 --> 00:26:56,880
in a very short space of time which all

808
00:26:54,240 --> 00:26:58,720
impact the macro around it like

809
00:26:56,880 --> 00:27:00,799
okay they raw persuasion was it good

810
00:26:58,720 --> 00:27:02,320
enough yes or no yes okay but how does

811
00:27:00,799 --> 00:27:04,080
it affect and how much does the price go

812
00:27:02,320 --> 00:27:05,279
down and what does that mean and so on

813
00:27:04,080 --> 00:27:07,279
and so on and so on then how does that

814
00:27:05,279 --> 00:27:08,720
affect the other players and the other

815
00:27:07,279 --> 00:27:10,240
character wanted to roll for persuasion

816
00:27:08,720 --> 00:27:13,039
and should i let him roll again all of

817
00:27:10,240 --> 00:27:14,080
that stuff is is the juicy bit that

818
00:27:13,039 --> 00:27:16,720
really

819
00:27:14,080 --> 00:27:18,720
excites me when i'm yeah the ending

820
00:27:16,720 --> 00:27:21,600
and is obviously some of the trickiest

821
00:27:18,720 --> 00:27:23,600
stuff to get right of course

822
00:27:21,600 --> 00:27:25,600
yeah i mean i think that's one of the

823
00:27:23,600 --> 00:27:27,679
fun things about the craft is that uh

824
00:27:25,600 --> 00:27:29,679
you know it's something that has almost

825
00:27:27,679 --> 00:27:31,120
infinite depth and so it's it's really

826
00:27:29,679 --> 00:27:32,080
fun to uh

827
00:27:31,120 --> 00:27:34,159
think of

828
00:27:32,080 --> 00:27:38,159
game design in a way of itself as a game

829
00:27:34,159 --> 00:27:41,919
for the dm so um and so it's it's it's a

830
00:27:38,159 --> 00:27:43,840
uniquely human experience dnd as well

831
00:27:41,919 --> 00:27:46,399
but you can't yes the framework's been

832
00:27:43,840 --> 00:27:48,480
designed at a computer you know probably

833
00:27:46,399 --> 00:27:50,240
helped by spreadsheets to do some of the

834
00:27:48,480 --> 00:27:52,240
numbers and stuff but

835
00:27:50,240 --> 00:27:53,600
the moment-to-moment gameplay again the

836
00:27:52,240 --> 00:27:55,760
difference between this in video games

837
00:27:53,600 --> 00:27:58,080
is that it's only ever

838
00:27:55,760 --> 00:28:00,799
one way aside from multiplayer games for

839
00:27:58,080 --> 00:28:04,559
an example but it's always this this

840
00:28:00,799 --> 00:28:06,159
this permanent two-way flow of

841
00:28:04,559 --> 00:28:08,240
human emotion

842
00:28:06,159 --> 00:28:09,760
essentially so one thing that really

843
00:28:08,240 --> 00:28:12,080
that i have to consider with doing a

844
00:28:09,760 --> 00:28:13,679
non-combat encounter to definitely bring

845
00:28:12,080 --> 00:28:15,279
us back on topic

846
00:28:13,679 --> 00:28:16,640
is

847
00:28:15,279 --> 00:28:17,919
is what i was talking about earlier on

848
00:28:16,640 --> 00:28:19,520
of of like

849
00:28:17,919 --> 00:28:21,279
if one person's been doing a lot of the

850
00:28:19,520 --> 00:28:23,279
talking and maybe they don't want to

851
00:28:21,279 --> 00:28:25,200
having to be like

852
00:28:23,279 --> 00:28:26,399
as the npc well what about you over

853
00:28:25,200 --> 00:28:28,559
there in the corner why aren't you

854
00:28:26,399 --> 00:28:31,919
talking to kind of bring in other people

855
00:28:28,559 --> 00:28:33,760
who might need a bit of a springboard or

856
00:28:31,919 --> 00:28:35,440
to stop people from rolling and rolling

857
00:28:33,760 --> 00:28:37,840
and rolling you know introducing other

858
00:28:35,440 --> 00:28:39,760
things or if they've been you know

859
00:28:37,840 --> 00:28:40,799
there's just a number of so many

860
00:28:39,760 --> 00:28:42,799
different things you need to consider

861
00:28:40,799 --> 00:28:44,640
about the impact of on not just the

862
00:28:42,799 --> 00:28:46,480
player that's making the role how that

863
00:28:44,640 --> 00:28:48,320
affects not only the other characters

864
00:28:46,480 --> 00:28:51,919
but also the other players at the table

865
00:28:48,320 --> 00:28:55,360
who are just like every human subject to

866
00:28:51,919 --> 00:28:58,720
envy or frustration or jealousy

867
00:28:55,360 --> 00:29:00,799
so it's it's super tricky

868
00:28:58,720 --> 00:29:02,880
yeah or boredom when you know they sit

869
00:29:00,799 --> 00:29:05,200
and the party face goes but if we think

870
00:29:02,880 --> 00:29:06,799
about you know a conversation if there's

871
00:29:05,200 --> 00:29:08,640
you know a group of four people walks up

872
00:29:06,799 --> 00:29:10,559
to one person and starts talking to them

873
00:29:08,640 --> 00:29:12,399
it's not like the one person just stand

874
00:29:10,559 --> 00:29:14,159
you know sit there and talk so the other

875
00:29:12,399 --> 00:29:15,840
three people just stand there waiting

876
00:29:14,159 --> 00:29:18,080
for five minutes you know how natural

877
00:29:15,840 --> 00:29:20,240
would that be no no i was just gonna say

878
00:29:18,080 --> 00:29:21,840
like you could just imagine if like if

879
00:29:20,240 --> 00:29:23,200
that was me i'd be like

880
00:29:21,840 --> 00:29:25,279
who are the other two guys and why are

881
00:29:23,200 --> 00:29:27,600
they here

882
00:29:25,279 --> 00:29:29,360
yeah and it's a great opportunity to

883
00:29:27,600 --> 00:29:31,120
force like uh you know earlier i was

884
00:29:29,360 --> 00:29:32,880
saying that dnd i think it's really

885
00:29:31,120 --> 00:29:34,640
interesting when you have to

886
00:29:32,880 --> 00:29:36,480
kind of apply your skills in a way that

887
00:29:34,640 --> 00:29:38,080
don't work like if the the bard world

888
00:29:36,480 --> 00:29:40,480
you know let's say the bard has a plus

889
00:29:38,080 --> 00:29:44,080
10 persuasion or plus 12 persuasion

890
00:29:40,480 --> 00:29:45,279
which you know not too far-fetched um

891
00:29:44,080 --> 00:29:47,039
social encounters aren't going to be

892
00:29:45,279 --> 00:29:48,480
interesting when he just walks up and

893
00:29:47,039 --> 00:29:50,480
says you know

894
00:29:48,480 --> 00:29:52,559
hey i'm the bard give me a discount and

895
00:29:50,480 --> 00:29:54,399
then he rolls you know at 25 or whatever

896
00:29:52,559 --> 00:29:55,919
every time it's like okay you know yeah

897
00:29:54,399 --> 00:29:57,679
that ceases to be interesting but when

898
00:29:55,919 --> 00:29:59,919
that conversation happens

899
00:29:57,679 --> 00:30:02,720
and the barbarian has to make those

900
00:29:59,919 --> 00:30:04,720
choices or the barbarian has to go

901
00:30:02,720 --> 00:30:06,799
you know seduce the person to the ball

902
00:30:04,720 --> 00:30:08,559
or get the invitation to the party or

903
00:30:06,799 --> 00:30:10,240
convince the king of something that's

904
00:30:08,559 --> 00:30:11,520
when d d gets much more interesting and

905
00:30:10,240 --> 00:30:13,679
so i think really

906
00:30:11,520 --> 00:30:15,360
involving the characters who aren't in

907
00:30:13,679 --> 00:30:17,919
the social situation and challenging

908
00:30:15,360 --> 00:30:19,279
them to be social in certain situations

909
00:30:17,919 --> 00:30:20,840
is a great way to do that you can either

910
00:30:19,279 --> 00:30:23,120
have the character

911
00:30:20,840 --> 00:30:25,840
address you know the people who aren't

912
00:30:23,120 --> 00:30:27,200
speaking you can have a second npc

913
00:30:25,840 --> 00:30:29,279
approach and start engaging some of

914
00:30:27,200 --> 00:30:32,799
those characters there's all sorts of

915
00:30:29,279 --> 00:30:34,480
things you could do to get them involved

916
00:30:32,799 --> 00:30:36,720
before we move on to combat encounters

917
00:30:34,480 --> 00:30:38,880
then is there any anything else you want

918
00:30:36,720 --> 00:30:41,760
to talk about around everything but

919
00:30:38,880 --> 00:30:43,360
combat yeah i um i mean honestly i feel

920
00:30:41,760 --> 00:30:45,039
like we could spend a whole a whole

921
00:30:43,360 --> 00:30:46,640
session on each

922
00:30:45,039 --> 00:30:48,159
different one uh you know there's all

923
00:30:46,640 --> 00:30:49,120
kinds of different things that could be

924
00:30:48,159 --> 00:30:50,559
um

925
00:30:49,120 --> 00:30:52,000
like we've touched on skill challenges

926
00:30:50,559 --> 00:30:53,840
we've touched on social

927
00:30:52,000 --> 00:30:56,080
one other one especially for low-level

928
00:30:53,840 --> 00:30:59,120
parties that i really enjoy is

929
00:30:56,080 --> 00:31:00,480
exploration or environmental encounters

930
00:30:59,120 --> 00:31:02,640
it's kind of odd to think of these as

931
00:31:00,480 --> 00:31:04,480
encounters sometimes but they do use up

932
00:31:02,640 --> 00:31:06,640
resources particularly for low levels

933
00:31:04,480 --> 00:31:09,279
you know when players are level

934
00:31:06,640 --> 00:31:11,360
one to five you know that first tier

935
00:31:09,279 --> 00:31:13,840
they don't have access to flight even

936
00:31:11,360 --> 00:31:15,440
things like dark vision you know dnd 5v

937
00:31:13,840 --> 00:31:17,760
gives dark vision to everybody but if

938
00:31:15,440 --> 00:31:19,120
you didn't have it trying to explore via

939
00:31:17,760 --> 00:31:20,559
torchlight

940
00:31:19,120 --> 00:31:21,600
that has a cost but i think there's a

941
00:31:20,559 --> 00:31:23,440
number of things that you can do in

942
00:31:21,600 --> 00:31:25,200
encounters you can build that really

943
00:31:23,440 --> 00:31:27,120
will engage your players and especially

944
00:31:25,200 --> 00:31:28,799
players who are newer and are more

945
00:31:27,120 --> 00:31:30,320
tentative around combat

946
00:31:28,799 --> 00:31:32,000
this can be a great way to engage them

947
00:31:30,320 --> 00:31:34,399
so during a dungeon quarrel i would

948
00:31:32,000 --> 00:31:36,960
really recommend having exploration

949
00:31:34,399 --> 00:31:38,320
segments in there so one example of this

950
00:31:36,960 --> 00:31:40,480
would be um

951
00:31:38,320 --> 00:31:41,440
uh i added my players exploring a jungle

952
00:31:40,480 --> 00:31:44,960
dungeon

953
00:31:41,440 --> 00:31:46,399
and they come to a shaft where it's a 50

954
00:31:44,960 --> 00:31:47,440
foot tall 10 by 10

955
00:31:46,399 --> 00:31:49,600
room

956
00:31:47,440 --> 00:31:51,760
at the bottom there's sand there's two

957
00:31:49,600 --> 00:31:53,760
vines hanging down and so they look

958
00:31:51,760 --> 00:31:55,760
there's a uh there's like a doorway up

959
00:31:53,760 --> 00:31:58,559
at the top so they'll need to get across

960
00:31:55,760 --> 00:32:00,640
this big pit and then climb up the other

961
00:31:58,559 --> 00:32:02,000
side this gives them an opportunity to

962
00:32:00,640 --> 00:32:03,519
really try to

963
00:32:02,000 --> 00:32:05,360
use their abilities

964
00:32:03,519 --> 00:32:07,039
to sort of get through this because you

965
00:32:05,360 --> 00:32:10,000
know if they fail and fall then that's

966
00:32:07,039 --> 00:32:11,440
going to have consequences and

967
00:32:10,000 --> 00:32:13,440
when this encounter happened when i kind

968
00:32:11,440 --> 00:32:15,120
of threw this at my players first of all

969
00:32:13,440 --> 00:32:16,559
one of the vines was a snake so you know

970
00:32:15,120 --> 00:32:18,559
the player went to go grab it it was a

971
00:32:16,559 --> 00:32:20,480
snake they drop into the quicksand

972
00:32:18,559 --> 00:32:22,880
but they use you know they try to use

973
00:32:20,480 --> 00:32:24,960
enlarge to try and grab onto the wall

974
00:32:22,880 --> 00:32:26,720
better in large reduce the in large part

975
00:32:24,960 --> 00:32:28,799
and so that used a spell slot a second

976
00:32:26,720 --> 00:32:30,720
level spell slot for a you know fourth

977
00:32:28,799 --> 00:32:32,559
level party or whatever that has a real

978
00:32:30,720 --> 00:32:34,399
cost yeah um

979
00:32:32,559 --> 00:32:36,399
and then also when you present these

980
00:32:34,399 --> 00:32:37,360
challenges to players it lets them sort

981
00:32:36,399 --> 00:32:39,200
of

982
00:32:37,360 --> 00:32:42,960
tackle it however they want rather than

983
00:32:39,200 --> 00:32:45,279
combat where it's very uh you know you

984
00:32:42,960 --> 00:32:46,960
have a series of skills you can use and

985
00:32:45,279 --> 00:32:48,880
you have to use one of these particular

986
00:32:46,960 --> 00:32:50,720
skills so i think those kinds of

987
00:32:48,880 --> 00:32:52,640
exploration environmental encounters can

988
00:32:50,720 --> 00:32:53,919
be really great higher level parties you

989
00:32:52,640 --> 00:32:56,159
know once you get to level 11 and

990
00:32:53,919 --> 00:32:58,000
everybody can fly and shoot lasers and

991
00:32:56,159 --> 00:32:59,519
do all sorts of things it's not as

992
00:32:58,000 --> 00:33:02,159
challenging but i think for lower level

993
00:32:59,519 --> 00:33:03,440
parties that's where that really shines

994
00:33:02,159 --> 00:33:05,360
that's probably one thing to talk about

995
00:33:03,440 --> 00:33:07,440
later on is how to

996
00:33:05,360 --> 00:33:08,799
keep challenging elements in there

997
00:33:07,440 --> 00:33:11,279
because

998
00:33:08,799 --> 00:33:14,320
at lower levels just just talking your

999
00:33:11,279 --> 00:33:15,760
way into a city can be a challenge just

1000
00:33:14,320 --> 00:33:17,760
the guards might not be as you said

1001
00:33:15,760 --> 00:33:19,279
earlier having a bad day and just you

1002
00:33:17,760 --> 00:33:20,320
know them being like

1003
00:33:19,279 --> 00:33:22,000
what the hell are you doing with all

1004
00:33:20,320 --> 00:33:23,760
these weapons on you

1005
00:33:22,000 --> 00:33:26,240
is you know could be challenging enough

1006
00:33:23,760 --> 00:33:28,399
when they're as we said like level 11 up

1007
00:33:26,240 --> 00:33:29,679
basically all

1008
00:33:28,399 --> 00:33:31,919
trivial

1009
00:33:29,679 --> 00:33:34,399
day-to-day activities are just

1010
00:33:31,919 --> 00:33:36,720
not pointless but just mean very little

1011
00:33:34,399 --> 00:33:38,559
to the party characters because

1012
00:33:36,720 --> 00:33:41,200
at certain party characters because they

1013
00:33:38,559 --> 00:33:42,880
are just so easy to to brute force past

1014
00:33:41,200 --> 00:33:45,200
with the dice so

1015
00:33:42,880 --> 00:33:46,159
trying to i don't know what i don't know

1016
00:33:45,200 --> 00:33:48,000
really

1017
00:33:46,159 --> 00:33:50,080
where i sit like should you just accept

1018
00:33:48,000 --> 00:33:53,039
that it's the fate of an adventuring

1019
00:33:50,080 --> 00:33:54,559
party and just say yeah like they're

1020
00:33:53,039 --> 00:33:56,240
gonna walk into a bar and everyone's

1021
00:33:54,559 --> 00:33:58,240
gonna know them and throw free drinks at

1022
00:33:56,240 --> 00:34:00,559
them because they're level 15 and that's

1023
00:33:58,240 --> 00:34:03,039
yeah what it means to be level 15 or do

1024
00:34:00,559 --> 00:34:03,039
you say

1025
00:34:03,360 --> 00:34:07,039
the bars the bars full of monsters now

1026
00:34:05,760 --> 00:34:08,560
that

1027
00:34:07,039 --> 00:34:10,480
yeah how many dragons are there in the

1028
00:34:08,560 --> 00:34:12,800
kingdom just like yeah

1029
00:34:10,480 --> 00:34:14,720
it's a great question um i think that

1030
00:34:12,800 --> 00:34:16,879
there's there's sort of three things

1031
00:34:14,720 --> 00:34:19,679
about this topic the first of which is

1032
00:34:16,879 --> 00:34:21,520
kind of a kind of a sad point but the

1033
00:34:19,679 --> 00:34:23,839
honestly the answer for a lot of these

1034
00:34:21,520 --> 00:34:26,480
is that most campaigns don't get there

1035
00:34:23,839 --> 00:34:29,280
um and so to worry too much about it in

1036
00:34:26,480 --> 00:34:32,159
advance is something that uh

1037
00:34:29,280 --> 00:34:34,320
you know most something like 90 of

1038
00:34:32,159 --> 00:34:37,119
campaigns wizards has published data on

1039
00:34:34,320 --> 00:34:38,879
this like 90 of campaigns don't get past

1040
00:34:37,119 --> 00:34:42,000
level 10 or something like that yeah

1041
00:34:38,879 --> 00:34:44,000
i've seen i've seen a similar chart yeah

1042
00:34:42,000 --> 00:34:45,760
yeah i mean i don't remember the details

1043
00:34:44,000 --> 00:34:47,839
off the top of my head but you know so i

1044
00:34:45,760 --> 00:34:50,560
think that sdms it's really easy for us

1045
00:34:47,839 --> 00:34:52,720
to really worry about um those sorts of

1046
00:34:50,560 --> 00:34:55,359
situations but then how often do they

1047
00:34:52,720 --> 00:34:57,119
happen uh the other so you know to some

1048
00:34:55,359 --> 00:34:58,160
extent i guess you know the answer is

1049
00:34:57,119 --> 00:35:00,000
especially when you're starting off

1050
00:34:58,160 --> 00:35:02,000
don't don't sweat it too much the other

1051
00:35:00,000 --> 00:35:04,000
two answers i have is one changing the

1052
00:35:02,000 --> 00:35:05,760
rest like i said changing the resting

1053
00:35:04,000 --> 00:35:07,680
mechanic especially as they get higher

1054
00:35:05,760 --> 00:35:10,160
level and putting that time crunch then

1055
00:35:07,680 --> 00:35:12,160
that expenditure of resources becomes

1056
00:35:10,160 --> 00:35:13,359
more impactful to some extent they

1057
00:35:12,160 --> 00:35:14,960
should earn it you know if they come

1058
00:35:13,359 --> 00:35:17,200
into a bar and they're the best part in

1059
00:35:14,960 --> 00:35:18,400
the world you know like if david people

1060
00:35:17,200 --> 00:35:20,079
people are gonna know

1061
00:35:18,400 --> 00:35:21,760
yeah yeah exactly i mean can you imagine

1062
00:35:20,079 --> 00:35:23,599
if you were at a bar and lady gaga

1063
00:35:21,760 --> 00:35:25,040
walked in you'd be like okay here's some

1064
00:35:23,599 --> 00:35:26,400
free drinks lady gaga

1065
00:35:25,040 --> 00:35:29,119
please sing like it would be you know a

1066
00:35:26,400 --> 00:35:31,760
whole event the other thing too that i i

1067
00:35:29,119 --> 00:35:33,599
think i like to put in my games is uh

1068
00:35:31,760 --> 00:35:35,520
in my current campaign my players i

1069
00:35:33,599 --> 00:35:37,599
don't think are there yet but

1070
00:35:35,520 --> 00:35:39,440
the players who are high level aren't

1071
00:35:37,599 --> 00:35:41,280
the first players in the world to be

1072
00:35:39,440 --> 00:35:43,599
high level and there's all sorts of

1073
00:35:41,280 --> 00:35:46,640
crazy broken stuff that players that i

1074
00:35:43,599 --> 00:35:48,480
you know pcs at high level can do and i

1075
00:35:46,640 --> 00:35:50,000
think thinking about

1076
00:35:48,480 --> 00:35:51,599
what the heroes who have treaded the

1077
00:35:50,000 --> 00:35:53,119
world before and the villains who have

1078
00:35:51,599 --> 00:35:54,400
been in the world before have done to

1079
00:35:53,119 --> 00:35:56,720
the world

1080
00:35:54,400 --> 00:35:58,400
and what power they've accumulated and

1081
00:35:56,720 --> 00:36:00,079
what they've left behind

1082
00:35:58,400 --> 00:36:02,400
are really interesting ways to think

1083
00:36:00,079 --> 00:36:03,839
about how to challenge the players i

1084
00:36:02,400 --> 00:36:05,760
think you know i think if there is a

1085
00:36:03,839 --> 00:36:07,040
truly a mundane event that the players

1086
00:36:05,760 --> 00:36:08,079
are dealing with yeah they should be

1087
00:36:07,040 --> 00:36:09,920
able to just

1088
00:36:08,079 --> 00:36:11,200
roll past it they've become a certain

1089
00:36:09,920 --> 00:36:13,040
level where they're the heroes of the

1090
00:36:11,200 --> 00:36:15,520
realm they're in third tier you know

1091
00:36:13,040 --> 00:36:17,440
yeah bribing the guards or telling

1092
00:36:15,520 --> 00:36:19,920
getting a discount or you know slaying

1093
00:36:17,440 --> 00:36:21,920
the goblins not a problem but then i

1094
00:36:19,920 --> 00:36:23,680
think that's where having those kind of

1095
00:36:21,920 --> 00:36:26,720
high level play

1096
00:36:23,680 --> 00:36:28,640
uh higher harder encounters there are

1097
00:36:26,720 --> 00:36:31,200
still a lot of opportunities for that to

1098
00:36:28,640 --> 00:36:32,560
still be interesting and they should be

1099
00:36:31,200 --> 00:36:34,640
you know the challenge at high level

1100
00:36:32,560 --> 00:36:36,160
definitely does the the challenges

1101
00:36:34,640 --> 00:36:37,839
differ for sure

1102
00:36:36,160 --> 00:36:39,839
but i think something you can do in

1103
00:36:37,839 --> 00:36:41,440
advance is hey don't worry about it too

1104
00:36:39,839 --> 00:36:42,880
much would be put just a little bit of

1105
00:36:41,440 --> 00:36:45,440
thought in advance about what those kind

1106
00:36:42,880 --> 00:36:47,280
of will look like in your campaign and

1107
00:36:45,440 --> 00:36:49,119
then you know start to prepare for that

1108
00:36:47,280 --> 00:36:50,240
especially if it involves going to uh

1109
00:36:49,119 --> 00:36:53,280
dangerous

1110
00:36:50,240 --> 00:36:55,119
areas uh you know tasha's has a bunch of

1111
00:36:53,280 --> 00:36:56,880
great stuff about dangerous dangerous

1112
00:36:55,119 --> 00:36:59,200
magical environments those are great

1113
00:36:56,880 --> 00:37:02,000
ways to challenge the players

1114
00:36:59,200 --> 00:37:04,079
you know going through deserts trying to

1115
00:37:02,000 --> 00:37:05,440
travel to distant locations those are

1116
00:37:04,079 --> 00:37:06,880
still challenging things for high-level

1117
00:37:05,440 --> 00:37:09,440
players especially before they get

1118
00:37:06,880 --> 00:37:10,960
teleport but even with teleport you know

1119
00:37:09,440 --> 00:37:12,640
if you don't know where you're going

1120
00:37:10,960 --> 00:37:13,760
that's going to be kind of tricky so

1121
00:37:12,640 --> 00:37:15,839
there's still definitely ways to

1122
00:37:13,760 --> 00:37:18,240
challenge those parties

1123
00:37:15,839 --> 00:37:19,680
yeah those those in texas i really want

1124
00:37:18,240 --> 00:37:21,200
to try and incorporate in some way i

1125
00:37:19,680 --> 00:37:22,720
think that's nice

1126
00:37:21,200 --> 00:37:25,119
interesting way as you said a different

1127
00:37:22,720 --> 00:37:26,720
way of challenging and

1128
00:37:25,119 --> 00:37:28,160
you know it's because it's almost brand

1129
00:37:26,720 --> 00:37:29,760
spanking new i know it's been home

1130
00:37:28,160 --> 00:37:31,200
brewed probably in a million different

1131
00:37:29,760 --> 00:37:32,400
campaigns but

1132
00:37:31,200 --> 00:37:33,680
it would also

1133
00:37:32,400 --> 00:37:35,520
work against

1134
00:37:33,680 --> 00:37:37,040
the players that know what a boulette is

1135
00:37:35,520 --> 00:37:38,079
and know what a basilisk is and know

1136
00:37:37,040 --> 00:37:39,119
what

1137
00:37:38,079 --> 00:37:41,200
you know

1138
00:37:39,119 --> 00:37:43,280
black oozes and stuff they'll go oh what

1139
00:37:41,200 --> 00:37:45,280
the heck is this i don't even

1140
00:37:43,280 --> 00:37:46,880
and it helps them to embody their

1141
00:37:45,280 --> 00:37:48,240
character a little bit more who's also

1142
00:37:46,880 --> 00:37:49,760
going

1143
00:37:48,240 --> 00:37:52,640
what is this

1144
00:37:49,760 --> 00:37:55,200
yeah yeah i i actually really and that's

1145
00:37:52,640 --> 00:37:58,240
that that variety is really important

1146
00:37:55,200 --> 00:37:59,599
because it's important to have variety

1147
00:37:58,240 --> 00:38:01,200
of your encounters you know have

1148
00:37:59,599 --> 00:38:03,119
different types of encounters but also

1149
00:38:01,200 --> 00:38:05,839
having a variety of monsters

1150
00:38:03,119 --> 00:38:08,079
that your players fight both your pcs

1151
00:38:05,839 --> 00:38:10,079
fight and your players fight that way

1152
00:38:08,079 --> 00:38:12,160
your players aren't bored when they say

1153
00:38:10,079 --> 00:38:14,560
okay it's another basilisk i know don't

1154
00:38:12,160 --> 00:38:16,640
look it in the eyes um you know and i

1155
00:38:14,560 --> 00:38:18,880
think that can be a really fun place for

1156
00:38:16,640 --> 00:38:20,720
dm's to homebrew and change things up is

1157
00:38:18,880 --> 00:38:22,640
monster abilities and you can go online

1158
00:38:20,720 --> 00:38:24,720
and there's plenty of materials you know

1159
00:38:22,640 --> 00:38:26,640
stuff online to find about monsters that

1160
00:38:24,720 --> 00:38:29,599
put people put out there and then having

1161
00:38:26,640 --> 00:38:31,119
those kinds of different challenges

1162
00:38:29,599 --> 00:38:32,880
can be really ways to make things you

1163
00:38:31,119 --> 00:38:34,400
know that variety is the spice of life

1164
00:38:32,880 --> 00:38:35,839
and so i think that you know when

1165
00:38:34,400 --> 00:38:38,810
designing combat encounters is just

1166
00:38:35,839 --> 00:38:42,119
something to keep in mind

1167
00:38:38,810 --> 00:38:42,119
[Music]

1168
00:38:47,200 --> 00:38:52,640
thank you for that perfect segue into

1169
00:38:50,400 --> 00:38:55,599
combat encounters then so

1170
00:38:52,640 --> 00:38:57,280
let's talk a little bit about those so

1171
00:38:55,599 --> 00:38:59,839
i guess as a starter for 10 we've

1172
00:38:57,280 --> 00:39:03,520
mentioned the word 101 times already so

1173
00:38:59,839 --> 00:39:05,359
balancing combat encounters and again

1174
00:39:03,520 --> 00:39:06,560
this is a bit of a political statement

1175
00:39:05,359 --> 00:39:08,240
in that it's

1176
00:39:06,560 --> 00:39:10,000
it depends on

1177
00:39:08,240 --> 00:39:12,079
so many different circumstances in the

1178
00:39:10,000 --> 00:39:13,760
context and the group at the table and

1179
00:39:12,079 --> 00:39:15,520
so on and so on but

1180
00:39:13,760 --> 00:39:18,800
obviously i use

1181
00:39:15,520 --> 00:39:20,079
uh encounter builders for mine um

1182
00:39:18,800 --> 00:39:21,599
because there's no way i'm doing that

1183
00:39:20,079 --> 00:39:24,240
maths

1184
00:39:21,599 --> 00:39:25,599
i attempted like twice and just thought

1185
00:39:24,240 --> 00:39:27,280
man this is

1186
00:39:25,599 --> 00:39:28,880
there's got to be an easier way

1187
00:39:27,280 --> 00:39:31,119
to do this than yeah at the

1188
00:39:28,880 --> 00:39:33,359
multiplication divided by the players

1189
00:39:31,119 --> 00:39:34,720
but there's more enemies and

1190
00:39:33,359 --> 00:39:37,200
it's a

1191
00:39:34,720 --> 00:39:39,680
an accountability basically relieved all

1192
00:39:37,200 --> 00:39:41,200
that pain yeah it's definitely an art to

1193
00:39:39,680 --> 00:39:42,480
building encounters because there's so

1194
00:39:41,200 --> 00:39:45,440
many different

1195
00:39:42,480 --> 00:39:47,200
there's a million different um levers

1196
00:39:45,440 --> 00:39:49,040
there that i think that especially when

1197
00:39:47,200 --> 00:39:51,280
you start out and

1198
00:39:49,040 --> 00:39:53,040
you just think okay i'll throw two bug

1199
00:39:51,280 --> 00:39:55,599
bears at them or something but there's

1200
00:39:53,040 --> 00:39:57,680
so much more um there's a lot of other

1201
00:39:55,599 --> 00:39:59,359
tools you can use in balancing

1202
00:39:57,680 --> 00:40:00,640
encounters and you can also do there's a

1203
00:39:59,359 --> 00:40:03,200
lot of tools and tricks you can do to

1204
00:40:00,640 --> 00:40:03,920
kind of live balance encounters i think

1205
00:40:03,200 --> 00:40:05,760
when

1206
00:40:03,920 --> 00:40:07,760
starting out from sort of the monster

1207
00:40:05,760 --> 00:40:09,839
angle there's a couple things i would

1208
00:40:07,760 --> 00:40:12,640
recommend for dms to really think about

1209
00:40:09,839 --> 00:40:14,800
which is one having a variety of enemy

1210
00:40:12,640 --> 00:40:15,599
types is really important

1211
00:40:14,800 --> 00:40:16,880
and

1212
00:40:15,599 --> 00:40:18,560
number two

1213
00:40:16,880 --> 00:40:20,160
when you're building an encounter

1214
00:40:18,560 --> 00:40:22,400
thinking about how those monsters work

1215
00:40:20,160 --> 00:40:24,800
together and what how dangerous those

1216
00:40:22,400 --> 00:40:26,800
can be to the players in concert i think

1217
00:40:24,800 --> 00:40:29,520
is really important you know if you have

1218
00:40:26,800 --> 00:40:31,520
like a single basilisk that can just

1219
00:40:29,520 --> 00:40:34,160
petrify a person and so that can be a

1220
00:40:31,520 --> 00:40:36,720
really dangerous thing for a party

1221
00:40:34,160 --> 00:40:37,920
almost more dangerous than uh you know

1222
00:40:36,720 --> 00:40:40,160
let's say i don't remember what a

1223
00:40:37,920 --> 00:40:43,040
bachelor's cr is i think it's two um you

1224
00:40:40,160 --> 00:40:44,960
know that might be more dangerous or

1225
00:40:43,040 --> 00:40:46,640
deadly to a party because you know if

1226
00:40:44,960 --> 00:40:48,960
you have a level two party they can't

1227
00:40:46,640 --> 00:40:50,880
really deal with petrification very well

1228
00:40:48,960 --> 00:40:52,880
versus you know two bug bears which i

1229
00:40:50,880 --> 00:40:54,560
think are you know let's say an albert's

1230
00:40:52,880 --> 00:40:56,079
a cr2 i don't remember without having it

1231
00:40:54,560 --> 00:40:59,040
in front of me but if you know two

1232
00:40:56,079 --> 00:41:01,280
outbears is a very challenging encounter

1233
00:40:59,040 --> 00:41:03,280
but that's a more controllable encounter

1234
00:41:01,280 --> 00:41:05,760
in some ways yes

1235
00:41:03,280 --> 00:41:07,520
yeah where it's not just gonna you know

1236
00:41:05,760 --> 00:41:10,000
one-shot the players a lot of those kind

1237
00:41:07,520 --> 00:41:12,079
of save or die spells uh effects can be

1238
00:41:10,000 --> 00:41:13,680
very dangerous uh banshee whales and uh

1239
00:41:12,079 --> 00:41:16,079
being another one that yeah i think

1240
00:41:13,680 --> 00:41:18,400
people overlook this is something that

1241
00:41:16,079 --> 00:41:19,760
jamie and i touched on in mistakes was

1242
00:41:18,400 --> 00:41:21,839
due to the mistakes who made building

1243
00:41:19,760 --> 00:41:24,000
encounters for the exact reason that

1244
00:41:21,839 --> 00:41:25,119
you've just described and i i remember

1245
00:41:24,000 --> 00:41:27,520
when i read

1246
00:41:25,119 --> 00:41:29,599
the dungeon masters guide and the

1247
00:41:27,520 --> 00:41:31,839
player's handbook and i don't ever

1248
00:41:29,599 --> 00:41:34,319
recall it making a bigger deal it was

1249
00:41:31,839 --> 00:41:37,119
all very much like here are the numbers

1250
00:41:34,319 --> 00:41:39,200
cr2 is 500 xp

1251
00:41:37,119 --> 00:41:41,920
a medium encounter is a thousand and it

1252
00:41:39,200 --> 00:41:43,359
all seems very black and white

1253
00:41:41,920 --> 00:41:44,560
quite easy

1254
00:41:43,359 --> 00:41:45,760
okay well that would be that'll be a

1255
00:41:44,560 --> 00:41:46,560
challenge

1256
00:41:45,760 --> 00:41:48,720
and

1257
00:41:46,560 --> 00:41:50,240
it has never been a challenge like i

1258
00:41:48,720 --> 00:41:52,560
can't think of a medium encounter that's

1259
00:41:50,240 --> 00:41:54,160
been what i would consider

1260
00:41:52,560 --> 00:41:57,520
medium difficulty combat and it's

1261
00:41:54,160 --> 00:41:59,280
because of those other facets that the

1262
00:41:57,520 --> 00:42:01,680
example jamie and i use is the strength

1263
00:41:59,280 --> 00:42:04,079
drain that i think it's shadows get yeah

1264
00:42:01,680 --> 00:42:05,680
that can also just kill an npc i don't

1265
00:42:04,079 --> 00:42:07,200
even think they get a save apart from

1266
00:42:05,680 --> 00:42:08,560
the save to reduce their strength but

1267
00:42:07,200 --> 00:42:10,000
when it hits zero

1268
00:42:08,560 --> 00:42:10,800
they just die

1269
00:42:10,000 --> 00:42:12,640
yeah

1270
00:42:10,800 --> 00:42:14,000
like i think they're like cr half or

1271
00:42:12,640 --> 00:42:15,599
maybe one and a half or something but

1272
00:42:14,000 --> 00:42:17,520
it's it's just

1273
00:42:15,599 --> 00:42:19,440
it's just like oh that that that was an

1274
00:42:17,520 --> 00:42:20,480
easy encounter but i've killed two

1275
00:42:19,440 --> 00:42:21,920
players

1276
00:42:20,480 --> 00:42:23,920
yeah well especially

1277
00:42:21,920 --> 00:42:25,680
when you get into um you know the more

1278
00:42:23,920 --> 00:42:28,319
monsters with because of bounded

1279
00:42:25,680 --> 00:42:30,160
accuracy in the d20 system uh generally

1280
00:42:28,319 --> 00:42:32,319
if you want to make encounters easier

1281
00:42:30,160 --> 00:42:34,240
having less monsters makes it easier for

1282
00:42:32,319 --> 00:42:35,760
the players and having more weaker

1283
00:42:34,240 --> 00:42:37,760
monsters can make it harder for the

1284
00:42:35,760 --> 00:42:40,240
players just because of bounded accuracy

1285
00:42:37,760 --> 00:42:41,599
so you know you might have eight shadows

1286
00:42:40,240 --> 00:42:43,440
attacking a party of level two and i

1287
00:42:41,599 --> 00:42:45,680
think they're cr one fourth or something

1288
00:42:43,440 --> 00:42:47,359
and you know yeah yeah very difficult

1289
00:42:45,680 --> 00:42:49,760
encounter so the

1290
00:42:47,359 --> 00:42:53,040
there's really kind of a lot more depth

1291
00:42:49,760 --> 00:42:54,560
into developing encounters than just

1292
00:42:53,040 --> 00:42:56,560
even when starting just looking at the

1293
00:42:54,560 --> 00:42:57,520
cr numbers there's a lot to play around

1294
00:42:56,560 --> 00:42:59,200
with there

1295
00:42:57,520 --> 00:43:00,560
you know something that i like to do in

1296
00:42:59,200 --> 00:43:02,880
order to

1297
00:43:00,560 --> 00:43:04,880
attenuate this is i do

1298
00:43:02,880 --> 00:43:06,960
like to give some of these monsters

1299
00:43:04,880 --> 00:43:09,119
different abilities so for example uh

1300
00:43:06,960 --> 00:43:11,040
for shadows i think they can be very fun

1301
00:43:09,119 --> 00:43:12,480
to use but having them use strength

1302
00:43:11,040 --> 00:43:13,280
drain every turn is probably a little

1303
00:43:12,480 --> 00:43:15,040
much

1304
00:43:13,280 --> 00:43:17,200
um one thing that i recently did with my

1305
00:43:15,040 --> 00:43:19,680
party is i had the shadows

1306
00:43:17,200 --> 00:43:21,760
touch the player's weapons and have them

1307
00:43:19,680 --> 00:43:23,440
become immaterial like they'd be turned

1308
00:43:21,760 --> 00:43:24,880
into shadowy weapons that like fell to

1309
00:43:23,440 --> 00:43:27,520
the floor and they couldn't use their

1310
00:43:24,880 --> 00:43:30,079
weapons you know it's probably honestly

1311
00:43:27,520 --> 00:43:31,520
not as strong as a strength drain attack

1312
00:43:30,079 --> 00:43:33,280
but that variety

1313
00:43:31,520 --> 00:43:34,720
can surprise players especially

1314
00:43:33,280 --> 00:43:36,720
experienced players when you give it a

1315
00:43:34,720 --> 00:43:38,480
monster a new ability like that it makes

1316
00:43:36,720 --> 00:43:40,240
it a little less deadly

1317
00:43:38,480 --> 00:43:42,000
and it actually scared the crap out of

1318
00:43:40,240 --> 00:43:43,440
some of my players particularly the

1319
00:43:42,000 --> 00:43:44,800
newer ones who thought that that was a

1320
00:43:43,440 --> 00:43:46,800
very large threat

1321
00:43:44,800 --> 00:43:48,560
um so that's also something where you

1322
00:43:46,800 --> 00:43:50,480
can do where you know harkens back to

1323
00:43:48,560 --> 00:43:53,680
making sure that there's a variety

1324
00:43:50,480 --> 00:43:57,119
is you can change monster abilities in

1325
00:43:53,680 --> 00:43:59,280
order to up or lower the cr a bit

1326
00:43:57,119 --> 00:44:00,640
yeah absolutely i agree and i really

1327
00:43:59,280 --> 00:44:02,880
like the idea of making the weapons

1328
00:44:00,640 --> 00:44:05,040
immaterial because it makes a

1329
00:44:02,880 --> 00:44:06,720
i mean the strength drain is i guess

1330
00:44:05,040 --> 00:44:08,960
equally a bigger deal because obviously

1331
00:44:06,720 --> 00:44:11,760
for the marshall classes that's i'm sure

1332
00:44:08,960 --> 00:44:13,839
a rogue that's gonna directly impact how

1333
00:44:11,760 --> 00:44:15,440
effective you are but then also for the

1334
00:44:13,839 --> 00:44:17,520
caster classes their strength is

1335
00:44:15,440 --> 00:44:18,800
typically gonna be a lot lower anyway so

1336
00:44:17,520 --> 00:44:20,480
they've got

1337
00:44:18,800 --> 00:44:23,280
they've got a lower distance to fall

1338
00:44:20,480 --> 00:44:24,800
before they die anyway so um yeah so

1339
00:44:23,280 --> 00:44:26,160
having that immaterial thing especially

1340
00:44:24,800 --> 00:44:28,720
if the caster's

1341
00:44:26,160 --> 00:44:30,000
focus is is a weapon like a staff or a

1342
00:44:28,720 --> 00:44:31,040
mace or something then they're doubly

1343
00:44:30,000 --> 00:44:32,720
screwed

1344
00:44:31,040 --> 00:44:35,119
yeah well what i had happened was um

1345
00:44:32,720 --> 00:44:36,960
there was a cleric who's using her long

1346
00:44:35,119 --> 00:44:39,040
sword to get the shadows and then you

1347
00:44:36,960 --> 00:44:41,280
know she still has her cantrips uh i

1348
00:44:39,040 --> 00:44:43,760
think that you know the goal would be to

1349
00:44:41,280 --> 00:44:45,440
disable a player entirely yes but as

1350
00:44:43,760 --> 00:44:47,839
they get to a higher level than forcing

1351
00:44:45,440 --> 00:44:50,000
them to use those backup things

1352
00:44:47,839 --> 00:44:51,359
that can be a better challenge it kind

1353
00:44:50,000 --> 00:44:54,000
of you know once again depends on the

1354
00:44:51,359 --> 00:44:55,520
player group but it can force them to

1355
00:44:54,000 --> 00:44:57,359
think in a different way and play in a

1356
00:44:55,520 --> 00:44:59,599
different way i think in the similar

1357
00:44:57,359 --> 00:45:01,520
situation crowd control effects like

1358
00:44:59,599 --> 00:45:02,720
stuns are something that you want to

1359
00:45:01,520 --> 00:45:04,880
avoid more

1360
00:45:02,720 --> 00:45:06,960
layering on your players but then having

1361
00:45:04,880 --> 00:45:08,640
conditional crowd control effects and or

1362
00:45:06,960 --> 00:45:10,480
limiting effects on your players does

1363
00:45:08,640 --> 00:45:12,240
force them to think out of the box

1364
00:45:10,480 --> 00:45:13,520
yeah i've read recently that basically

1365
00:45:12,240 --> 00:45:15,040
stun is

1366
00:45:13,520 --> 00:45:17,359
a little bit op

1367
00:45:15,040 --> 00:45:19,520
because they lose a whole turn but also

1368
00:45:17,359 --> 00:45:22,400
probably more importantly it sucks as a

1369
00:45:19,520 --> 00:45:24,319
player yeah very anti-fun um you know

1370
00:45:22,400 --> 00:45:26,160
back back in the old days of wow for

1371
00:45:24,319 --> 00:45:28,319
example uh world of warcraft you know

1372
00:45:26,160 --> 00:45:31,040
there were rogues that could uh stun

1373
00:45:28,319 --> 00:45:32,640
look yep and that's that's exactly the

1374
00:45:31,040 --> 00:45:35,680
uh you know i think it's fine when the

1375
00:45:32,640 --> 00:45:38,800
pcs do it to monsters but you know it's

1376
00:45:35,680 --> 00:45:40,880
not very fun it's definitely an anti-fun

1377
00:45:38,800 --> 00:45:42,400
situation when your pcs gets done so

1378
00:45:40,880 --> 00:45:44,240
that's another thing where you know you

1379
00:45:42,400 --> 00:45:46,880
could have a lot of low-level monsters

1380
00:45:44,240 --> 00:45:49,680
that have a cc effect that can be

1381
00:45:46,880 --> 00:45:50,960
another challenge to ramp up you know

1382
00:45:49,680 --> 00:45:53,040
encounters

1383
00:45:50,960 --> 00:45:55,280
it can make the encounter more difficult

1384
00:45:53,040 --> 00:45:56,640
even with the same sort of level of cr

1385
00:45:55,280 --> 00:45:59,839
let's say

1386
00:45:56,640 --> 00:46:02,160
yeah i my main was a warlock in well so

1387
00:45:59,839 --> 00:46:05,040
i am intimately familiar with rogues and

1388
00:46:02,160 --> 00:46:06,480
their stun locks so yeah yes

1389
00:46:05,040 --> 00:46:09,119
yeah i've got a very good example this

1390
00:46:06,480 --> 00:46:11,280
is hot off the presses because i ran the

1391
00:46:09,119 --> 00:46:13,200
session on thursday

1392
00:46:11,280 --> 00:46:15,599
long story short as i was re-running a

1393
00:46:13,200 --> 00:46:16,960
chapter that i'd run in my main campaign

1394
00:46:15,599 --> 00:46:19,760
now when the players went through that

1395
00:46:16,960 --> 00:46:21,200
in my main campaign they were level

1396
00:46:19,760 --> 00:46:22,240
four or five

1397
00:46:21,200 --> 00:46:24,640
maybe

1398
00:46:22,240 --> 00:46:26,400
so i was i stepped in for christmas to

1399
00:46:24,640 --> 00:46:28,079
to run it for another group of friends

1400
00:46:26,400 --> 00:46:30,319
and i said hey let me give the damn a

1401
00:46:28,079 --> 00:46:31,599
break i'll jump in i've got this chapter

1402
00:46:30,319 --> 00:46:33,599
i'll just rerun the chapter if it's very

1403
00:46:31,599 --> 00:46:36,400
little overhead for me i just gotta

1404
00:46:33,599 --> 00:46:38,319
basically redesign the encounters the

1405
00:46:36,400 --> 00:46:40,800
guys in this one uh i said you know have

1406
00:46:38,319 --> 00:46:42,319
have some fun be level 11 level 10

1407
00:46:40,800 --> 00:46:43,920
something like that just to

1408
00:46:42,319 --> 00:46:46,880
have a bit more flexibility

1409
00:46:43,920 --> 00:46:49,200
and for the most part it was okay uh i

1410
00:46:46,880 --> 00:46:51,680
managed to scale up combat encounters

1411
00:46:49,200 --> 00:46:53,599
and still keep it congruent within

1412
00:46:51,680 --> 00:46:55,440
reason and then this is the thing that i

1413
00:46:53,599 --> 00:46:57,280
want people to learn from from my

1414
00:46:55,440 --> 00:46:59,200
mistake and it came to the big boss

1415
00:46:57,280 --> 00:47:01,119
battle so

1416
00:46:59,200 --> 00:47:04,480
my point being is that i managed to

1417
00:47:01,119 --> 00:47:05,520
scale up the cr to an equivalent hard

1418
00:47:04,480 --> 00:47:08,160
fight

1419
00:47:05,520 --> 00:47:11,359
for player characters of twice the level

1420
00:47:08,160 --> 00:47:14,319
but here's the thing i didn't scale the

1421
00:47:11,359 --> 00:47:16,560
encounter the wider encounter yeah so it

1422
00:47:14,319 --> 00:47:17,760
was still quite a two-dimensional fight

1423
00:47:16,560 --> 00:47:19,680
because the players that went through it

1424
00:47:17,760 --> 00:47:22,240
originally were lower level lower

1425
00:47:19,680 --> 00:47:24,000
experience in real life so it was still

1426
00:47:22,240 --> 00:47:25,520
very much like here's a big bad here's a

1427
00:47:24,000 --> 00:47:26,880
couple of mooks

1428
00:47:25,520 --> 00:47:28,960
go to town

1429
00:47:26,880 --> 00:47:30,960
so not only are these players ever so

1430
00:47:28,960 --> 00:47:33,040
slightly more experienced as players but

1431
00:47:30,960 --> 00:47:34,319
also their characters had a whole lot

1432
00:47:33,040 --> 00:47:36,079
more and although the fight was

1433
00:47:34,319 --> 00:47:37,520
technically hard

1434
00:47:36,079 --> 00:47:39,359
they have a lot more ways to make it

1435
00:47:37,520 --> 00:47:41,760
trivial at level 11 than they do at

1436
00:47:39,359 --> 00:47:43,200
level 5. so it was from a dm's

1437
00:47:41,760 --> 00:47:44,559
perspective the players enjoyed it which

1438
00:47:43,200 --> 00:47:45,760
is i guess the most important thing but

1439
00:47:44,559 --> 00:47:46,960
hey

1440
00:47:45,760 --> 00:47:49,119
i'm

1441
00:47:46,960 --> 00:47:50,319
always trying to do better and then it

1442
00:47:49,119 --> 00:47:53,119
definitely felt

1443
00:47:50,319 --> 00:47:55,599
like it had a little bit less

1444
00:47:53,119 --> 00:47:56,480
threat a little bit less dynamism than

1445
00:47:55,599 --> 00:47:58,640
it did

1446
00:47:56,480 --> 00:48:00,960
against level five players just purely

1447
00:47:58,640 --> 00:48:02,960
because it was like oh okay i've got a

1448
00:48:00,960 --> 00:48:05,200
cobalt ranger literally just going toe

1449
00:48:02,960 --> 00:48:07,440
to toe with this bad guy yeah because

1450
00:48:05,200 --> 00:48:10,319
he's got pack tactics and is hitting on

1451
00:48:07,440 --> 00:48:12,000
a plus nine and he's doing 20 points of

1452
00:48:10,319 --> 00:48:14,480
damage oh

1453
00:48:12,000 --> 00:48:17,040
especially if you um you know players on

1454
00:48:14,480 --> 00:48:18,720
min max or you know d d is designed with

1455
00:48:17,040 --> 00:48:20,720
the original way the rules were designed

1456
00:48:18,720 --> 00:48:23,680
at least per my understanding is that

1457
00:48:20,720 --> 00:48:26,160
you know they kind of had planned for a

1458
00:48:23,680 --> 00:48:28,160
pretty limited set of options and so

1459
00:48:26,160 --> 00:48:30,000
somebody's really a min max or two the

1460
00:48:28,160 --> 00:48:32,559
the level of power that their character

1461
00:48:30,000 --> 00:48:34,480
scales with as they level up is um you

1462
00:48:32,559 --> 00:48:36,240
know it's exponential yeah for sure yeah

1463
00:48:34,480 --> 00:48:38,079
and then if you have a single boss

1464
00:48:36,240 --> 00:48:39,599
monster even with a couple of moocs if

1465
00:48:38,079 --> 00:48:40,960
you even if they're taken out easily

1466
00:48:39,599 --> 00:48:43,200
suddenly that boss you know when

1467
00:48:40,960 --> 00:48:44,880
everybody in the party can layer on cc

1468
00:48:43,200 --> 00:48:47,359
you know the monk is stunning strike

1469
00:48:44,880 --> 00:48:49,119
every turn you know the wizards doing

1470
00:48:47,359 --> 00:48:51,760
whatever banishment hypnotic pattern

1471
00:48:49,119 --> 00:48:53,520
autos irresistible dance whatever all

1472
00:48:51,760 --> 00:48:55,520
these layered effects

1473
00:48:53,520 --> 00:48:58,559
it kind of creates kind of another layer

1474
00:48:55,520 --> 00:49:00,160
of combat where yeah above and beyond

1475
00:48:58,559 --> 00:49:03,119
just the challenge rating of that

1476
00:49:00,160 --> 00:49:05,200
situation absolutely yeah yeah um i

1477
00:49:03,119 --> 00:49:06,319
think when that happens you know the

1478
00:49:05,200 --> 00:49:08,640
thing

1479
00:49:06,319 --> 00:49:09,839
to think about is is uh layering in some

1480
00:49:08,640 --> 00:49:11,680
of these other

1481
00:49:09,839 --> 00:49:13,920
encounter effects you know having

1482
00:49:11,680 --> 00:49:16,559
terrain having additional minions having

1483
00:49:13,920 --> 00:49:18,480
environmental effects traps those are a

1484
00:49:16,559 --> 00:49:20,000
great point for when you can throw those

1485
00:49:18,480 --> 00:49:21,760
in because those kinds of things will

1486
00:49:20,000 --> 00:49:24,319
add a lot of variety and kind of keep

1487
00:49:21,760 --> 00:49:27,839
players uh on their toes

1488
00:49:24,319 --> 00:49:28,720
the other thing too is um

1489
00:49:27,839 --> 00:49:30,000
because

1490
00:49:28,720 --> 00:49:31,359
you know you can just certain like if

1491
00:49:30,000 --> 00:49:33,040
you have a

1492
00:49:31,359 --> 00:49:34,400
higher level party throwing you know you

1493
00:49:33,040 --> 00:49:35,920
would think using the encounter builder

1494
00:49:34,400 --> 00:49:38,079
you could just throw uh

1495
00:49:35,920 --> 00:49:40,240
a remarks against them or something but

1496
00:49:38,079 --> 00:49:42,880
even at that when they get to a higher

1497
00:49:40,240 --> 00:49:46,480
level you almost need to uh

1498
00:49:42,880 --> 00:49:48,400
amp up the cr by double just to even

1499
00:49:46,480 --> 00:49:50,319
make the players feel threatened and so

1500
00:49:48,400 --> 00:49:52,160
for a boss fight i think that's really

1501
00:49:50,319 --> 00:49:54,480
where you want to uh

1502
00:49:52,160 --> 00:49:57,599
you know put a lot of extra oomph in

1503
00:49:54,480 --> 00:50:00,160
there are also ways in which you can

1504
00:49:57,599 --> 00:50:01,440
kind of live balance encounters um kind

1505
00:50:00,160 --> 00:50:03,920
of sneakily

1506
00:50:01,440 --> 00:50:06,079
you can have the extra reinforcements

1507
00:50:03,920 --> 00:50:08,319
come in or have staged combats or have

1508
00:50:06,079 --> 00:50:09,839
the boss decide which abilities to use

1509
00:50:08,319 --> 00:50:12,559
or fight intelligently or not fight

1510
00:50:09,839 --> 00:50:15,599
intelligently so that does also give you

1511
00:50:12,559 --> 00:50:18,960
a lot of levers for kind of uh changing

1512
00:50:15,599 --> 00:50:20,160
how the combats work in real time

1513
00:50:18,960 --> 00:50:22,559
yeah you touched on a couple of points

1514
00:50:20,160 --> 00:50:24,839
there and the funniest one is

1515
00:50:22,559 --> 00:50:27,599
about the traps and the

1516
00:50:24,839 --> 00:50:29,440
terrain yeah and i'm i'm

1517
00:50:27,599 --> 00:50:30,800
doubly an idiot because when i

1518
00:50:29,440 --> 00:50:33,040
originally run that encounter for the

1519
00:50:30,800 --> 00:50:35,119
lower level characters i had

1520
00:50:33,040 --> 00:50:37,599
basically the ground where they killed

1521
00:50:35,119 --> 00:50:38,640
some spectral enemies turn into like

1522
00:50:37,599 --> 00:50:41,440
void

1523
00:50:38,640 --> 00:50:43,280
pits you know you slip into the abyss of

1524
00:50:41,440 --> 00:50:44,880
yeah ethereal plane kind of thing

1525
00:50:43,280 --> 00:50:45,920
because they yeah kind of tore a hole

1526
00:50:44,880 --> 00:50:47,839
and really

1527
00:50:45,920 --> 00:50:49,040
for some reason forgot to do that when i

1528
00:50:47,839 --> 00:50:50,720
rerun it with the higher level

1529
00:50:49,040 --> 00:50:52,079
characters and i was like why

1530
00:50:50,720 --> 00:50:54,400
that's that's precisely what that

1531
00:50:52,079 --> 00:50:56,079
encounter needed and

1532
00:50:54,400 --> 00:50:57,040
more so for these players and i forgot

1533
00:50:56,079 --> 00:50:58,720
to do it

1534
00:50:57,040 --> 00:51:01,200
yeah and you kind of have to ramp it up

1535
00:50:58,720 --> 00:51:03,520
too based on the uh the level like for

1536
00:51:01,200 --> 00:51:05,440
example one of the earlier combats that

1537
00:51:03,520 --> 00:51:07,520
i threw at my party one of the traps in

1538
00:51:05,440 --> 00:51:09,920
the room was a rug covering a pit you

1539
00:51:07,520 --> 00:51:11,359
know easily very you know it was that

1540
00:51:09,920 --> 00:51:12,880
was actually a very fun one especially

1541
00:51:11,359 --> 00:51:14,880
for low-level parties because they there

1542
00:51:12,880 --> 00:51:16,720
was a lot of dirt around the room and

1543
00:51:14,880 --> 00:51:18,559
you know there's shovels and there was

1544
00:51:16,720 --> 00:51:20,240
like a rug that was very out of place in

1545
00:51:18,559 --> 00:51:21,520
the room and then they like stepped on

1546
00:51:20,240 --> 00:51:22,960
it during the comic encounter i'm like

1547
00:51:21,520 --> 00:51:24,800
they're like well you know i go over

1548
00:51:22,960 --> 00:51:26,480
here i'm like well you try to take a

1549
00:51:24,800 --> 00:51:29,280
step and you fall into the pit that's

1550
00:51:26,480 --> 00:51:30,960
obviously much more of an of a barrier

1551
00:51:29,280 --> 00:51:32,400
for the lower level parties and once you

1552
00:51:30,960 --> 00:51:34,640
get to those higher level parties you

1553
00:51:32,400 --> 00:51:36,079
know a wall of fire ain't gonna really

1554
00:51:34,640 --> 00:51:37,760
you know or like fire on the ground

1555
00:51:36,079 --> 00:51:39,520
ain't gonna really cut it in terms of

1556
00:51:37,760 --> 00:51:40,640
providing a barrier for them you know

1557
00:51:39,520 --> 00:51:42,800
what are you gonna take when you run

1558
00:51:40,640 --> 00:51:44,800
through fire 1d6 1d10 damage you know if

1559
00:51:42,800 --> 00:51:46,800
you're yeah 10th level you don't really

1560
00:51:44,800 --> 00:51:48,240
care no and i think then is true when

1561
00:51:46,800 --> 00:51:49,680
you have to work on

1562
00:51:48,240 --> 00:51:51,839
scaling up the

1563
00:51:49,680 --> 00:51:54,160
the barriers to the players along with

1564
00:51:51,839 --> 00:51:56,319
the cr to make it you know keep it in

1565
00:51:54,160 --> 00:51:58,880
lockstep yeah as i said the the

1566
00:51:56,319 --> 00:52:00,160
encounter as a whole of which the cr is

1567
00:51:58,880 --> 00:52:02,800
just one

1568
00:52:00,160 --> 00:52:05,200
part of it so you could have

1569
00:52:02,800 --> 00:52:06,640
almost easy or trivial cr encounter but

1570
00:52:05,200 --> 00:52:08,640
because you've got

1571
00:52:06,640 --> 00:52:09,440
seven different layers and rocks falling

1572
00:52:08,640 --> 00:52:11,200
and

1573
00:52:09,440 --> 00:52:12,240
rugs covering holes it's actually

1574
00:52:11,200 --> 00:52:14,160
overall

1575
00:52:12,240 --> 00:52:16,160
a lot yeah and it keeps it much more

1576
00:52:14,160 --> 00:52:18,720
interesting i mean even the distance at

1577
00:52:16,160 --> 00:52:20,559
which your players start from an enemy

1578
00:52:18,720 --> 00:52:22,559
you know if you have like if they're um

1579
00:52:20,559 --> 00:52:24,800
if they're fighting against let's say

1580
00:52:22,559 --> 00:52:26,880
10 cobalt archers uh you know if they

1581
00:52:24,800 --> 00:52:29,440
start that fight in melee

1582
00:52:26,880 --> 00:52:31,760
piece of cake if they are running up a

1583
00:52:29,440 --> 00:52:33,920
set of stairs that are you know in a

1584
00:52:31,760 --> 00:52:35,760
rain slick you know slick stairs and

1585
00:52:33,920 --> 00:52:37,440
when it's raining during a storm and the

1586
00:52:35,760 --> 00:52:39,040
kobolds have cover shooting from the

1587
00:52:37,440 --> 00:52:41,040
castle windows

1588
00:52:39,040 --> 00:52:43,680
that could be four kobold archers that's

1589
00:52:41,040 --> 00:52:45,599
like a cr1 or whatever cr2 that could

1590
00:52:43,680 --> 00:52:46,400
that could be like a almost a huge

1591
00:52:45,599 --> 00:52:48,559
challenge

1592
00:52:46,400 --> 00:52:51,440
for some parties you know even at a

1593
00:52:48,559 --> 00:52:52,960
higher level so uh those kinds of levers

1594
00:52:51,440 --> 00:52:54,480
i think there's just a lot of fun things

1595
00:52:52,960 --> 00:52:55,839
you can do with combat

1596
00:52:54,480 --> 00:52:58,400
something that i like to do occasionally

1597
00:52:55,839 --> 00:53:00,319
is you can throw in even puzzles or rp

1598
00:52:58,400 --> 00:53:01,920
things in combat so just so much

1599
00:53:00,319 --> 00:53:04,079
opportunity you have there to kind of

1600
00:53:01,920 --> 00:53:06,400
mix it up switch it up one fun thing i

1601
00:53:04,079 --> 00:53:07,920
did recently i kind of have a in the

1602
00:53:06,400 --> 00:53:11,040
campaign i run is a little more goofy a

1603
00:53:07,920 --> 00:53:13,119
little more um fantastical

1604
00:53:11,040 --> 00:53:17,760
the players had a combat where there was

1605
00:53:13,119 --> 00:53:20,000
a fire elemental in a like a a glass

1606
00:53:17,760 --> 00:53:21,920
containment system and there were these

1607
00:53:20,000 --> 00:53:23,520
there was like controls like levers

1608
00:53:21,920 --> 00:53:25,280
around the room that were controlling

1609
00:53:23,520 --> 00:53:27,599
these control rods and it was actually

1610
00:53:25,280 --> 00:53:28,880
taken inspiration from chernobyl where

1611
00:53:27,599 --> 00:53:30,800
you know the control rods were being

1612
00:53:28,880 --> 00:53:32,160
lowered and raised and the enemies were

1613
00:53:30,800 --> 00:53:33,280
running around during the combat

1614
00:53:32,160 --> 00:53:34,640
flipping

1615
00:53:33,280 --> 00:53:35,920
some of them were attacking them some of

1616
00:53:34,640 --> 00:53:37,760
them were running around flipping the

1617
00:53:35,920 --> 00:53:38,960
levers you know willy-nilly and so the

1618
00:53:37,760 --> 00:53:40,800
players had to

1619
00:53:38,960 --> 00:53:42,640
deal with this sort of puzzle in the

1620
00:53:40,800 --> 00:53:43,760
middle of combat in addition to fighting

1621
00:53:42,640 --> 00:53:45,760
the enemies

1622
00:53:43,760 --> 00:53:48,720
an encounter where i attack you attack i

1623
00:53:45,760 --> 00:53:50,000
attack you attack the monster dies

1624
00:53:48,720 --> 00:53:52,000
it's really going to be interesting but

1625
00:53:50,000 --> 00:53:54,160
it's really all that set dressing that

1626
00:53:52,000 --> 00:53:56,800
you add in that's where it takes it kind

1627
00:53:54,160 --> 00:53:57,839
of to the next level yeah which is which

1628
00:53:56,800 --> 00:54:00,319
is where

1629
00:53:57,839 --> 00:54:02,400
it takes a lot of planning and prep on

1630
00:54:00,319 --> 00:54:05,040
the dm i think to make it in it to go

1631
00:54:02,400 --> 00:54:07,760
the extra mile and to make those

1632
00:54:05,040 --> 00:54:10,720
engaging encounters that have an extra

1633
00:54:07,760 --> 00:54:12,720
couple of dimensions be it time

1634
00:54:10,720 --> 00:54:13,680
yeah you know the room's filling with

1635
00:54:12,720 --> 00:54:15,280
water

1636
00:54:13,680 --> 00:54:16,880
for example which can drastically change

1637
00:54:15,280 --> 00:54:18,960
how combat works you know rolling at

1638
00:54:16,880 --> 00:54:20,079
disadvantage moving half speed because

1639
00:54:18,960 --> 00:54:21,760
you're wading through water that kind of

1640
00:54:20,079 --> 00:54:22,960
stuff which is something i just made up

1641
00:54:21,760 --> 00:54:24,960
then but now i definitely want to

1642
00:54:22,960 --> 00:54:27,119
incorporate at some point because that's

1643
00:54:24,960 --> 00:54:28,240
pretty interesting and

1644
00:54:27,119 --> 00:54:31,040
yeah

1645
00:54:28,240 --> 00:54:32,480
it's it's tricky yeah there's even

1646
00:54:31,040 --> 00:54:34,640
simple ones you could do though like

1647
00:54:32,480 --> 00:54:36,400
it's not um you know it does it does

1648
00:54:34,640 --> 00:54:38,799
take more time depending you know this

1649
00:54:36,400 --> 00:54:40,079
is kind of where just like the rest of

1650
00:54:38,799 --> 00:54:41,359
dming the more time you want to spend

1651
00:54:40,079 --> 00:54:42,880
the more time you can spend but one

1652
00:54:41,359 --> 00:54:44,640
thing you can do is just have an easy

1653
00:54:42,880 --> 00:54:46,400
quick tool set of things you can grab

1654
00:54:44,640 --> 00:54:48,240
real fast like you could say the room is

1655
00:54:46,400 --> 00:54:49,839
filling up with water there's poisonous

1656
00:54:48,240 --> 00:54:52,319
gas in the room that might explode if it

1657
00:54:49,839 --> 00:54:54,240
gets hit with fire uh another one that i

1658
00:54:52,319 --> 00:54:56,079
did was the characters have to like

1659
00:54:54,240 --> 00:54:58,640
crawl through a tunnel and anybody who's

1660
00:54:56,079 --> 00:55:00,799
medium who's medium or larger has to

1661
00:54:58,640 --> 00:55:02,559
like bend down and have to move at half

1662
00:55:00,799 --> 00:55:04,559
speed and then there were bricks that

1663
00:55:02,559 --> 00:55:06,880
came out so you know one thing you can

1664
00:55:04,559 --> 00:55:09,119
do is just have a document ready of uh

1665
00:55:06,880 --> 00:55:11,280
combat complications you can add in and

1666
00:55:09,119 --> 00:55:12,880
that can infuse a little more life into

1667
00:55:11,280 --> 00:55:14,559
an encounter even if it's something that

1668
00:55:12,880 --> 00:55:16,240
you're trying to come up with on the fly

1669
00:55:14,559 --> 00:55:18,319
and having those different variety type

1670
00:55:16,240 --> 00:55:20,400
of enemies in those encounters too

1671
00:55:18,319 --> 00:55:22,160
really makes it feel alive you might

1672
00:55:20,400 --> 00:55:23,520
have a situation where

1673
00:55:22,160 --> 00:55:25,520
you know mimics are great for this too

1674
00:55:23,520 --> 00:55:26,720
because they can act as traps characters

1675
00:55:25,520 --> 00:55:28,160
might you know one character might be

1676
00:55:26,720 --> 00:55:30,079
being attacked by a mimic one character

1677
00:55:28,160 --> 00:55:32,720
might be being attacked by a gelatinous

1678
00:55:30,079 --> 00:55:34,400
cube yeah you know even that kind of

1679
00:55:32,720 --> 00:55:36,160
simple comment of here's two different

1680
00:55:34,400 --> 00:55:38,799
enemies suddenly can be a situation that

1681
00:55:36,160 --> 00:55:40,000
becomes very memorable where it becomes

1682
00:55:38,799 --> 00:55:41,440
uh you know both of them kind of

1683
00:55:40,000 --> 00:55:44,319
function as traps

1684
00:55:41,440 --> 00:55:45,839
and uh you know how many combats against

1685
00:55:44,319 --> 00:55:47,359
10 goblins

1686
00:55:45,839 --> 00:55:49,119
is memorable it's really kind of those

1687
00:55:47,359 --> 00:55:50,799
more interesting ones that really i feel

1688
00:55:49,119 --> 00:55:52,240
like stick out in our minds you're

1689
00:55:50,799 --> 00:55:53,920
making me feel really good about myself

1690
00:55:52,240 --> 00:55:55,440
because

1691
00:55:53,920 --> 00:55:57,359
well good i mean

1692
00:55:55,440 --> 00:55:59,280
it's not to say that somebody's failing

1693
00:55:57,359 --> 00:56:02,160
when they don't do these things but i

1694
00:55:59,280 --> 00:56:05,200
think it's really exciting for us as dms

1695
00:56:02,160 --> 00:56:06,880
and game designers to be able to uh

1696
00:56:05,200 --> 00:56:08,400
invest more and

1697
00:56:06,880 --> 00:56:10,000
really make things stick out and you

1698
00:56:08,400 --> 00:56:11,440
know i think you had a recent episode

1699
00:56:10,000 --> 00:56:13,359
about adding music and that can be

1700
00:56:11,440 --> 00:56:15,040
another one too there's

1701
00:56:13,359 --> 00:56:17,280
about the value-added stuff isn't it

1702
00:56:15,040 --> 00:56:19,839
it's it's the above and beyond kind of

1703
00:56:17,280 --> 00:56:21,920
just to really put a polish on it yeah

1704
00:56:19,839 --> 00:56:23,839
yeah because um yeah one of the reason i

1705
00:56:21,920 --> 00:56:25,839
said that thing was because the combat i

1706
00:56:23,839 --> 00:56:27,839
had in the same dungeon but the boss

1707
00:56:25,839 --> 00:56:30,640
battle i was just talking about is

1708
00:56:27,839 --> 00:56:33,200
a mimic and a couple of black puddings

1709
00:56:30,640 --> 00:56:34,559
and the mimic in that instance was

1710
00:56:33,200 --> 00:56:36,240
it wasn't basically a chest it was

1711
00:56:34,559 --> 00:56:38,079
basically pretending to be the elevator

1712
00:56:36,240 --> 00:56:40,079
in the elevator shaft so the player is

1713
00:56:38,079 --> 00:56:42,079
like the first time a player steps on

1714
00:56:40,079 --> 00:56:43,599
i'm like oh the floors like it looks

1715
00:56:42,079 --> 00:56:45,680
like wood but it's kind of sticky and

1716
00:56:43,599 --> 00:56:47,760
you're you're having to like it's almost

1717
00:56:45,680 --> 00:56:50,160
pulling your shoes off as you walk and

1718
00:56:47,760 --> 00:56:52,000
then i basically get them to roll

1719
00:56:50,160 --> 00:56:53,359
initiative because the left starts to

1720
00:56:52,000 --> 00:56:54,559
eat the players and then long story

1721
00:56:53,359 --> 00:56:57,359
short they kill the mimic and what's

1722
00:56:54,559 --> 00:56:59,280
left is like this proper rickety wooden

1723
00:56:57,359 --> 00:57:01,760
lift whereas before it was you know with

1724
00:56:59,280 --> 00:57:04,160
like posters and metal and gantries and

1725
00:57:01,760 --> 00:57:06,160
barricades and stuff yeah and then now

1726
00:57:04,160 --> 00:57:07,599
what's left is like hanging by a thread

1727
00:57:06,160 --> 00:57:09,599
[Laughter]

1728
00:57:07,599 --> 00:57:12,000
i love that that's great i'm gonna steal

1729
00:57:09,599 --> 00:57:13,760
that

1730
00:57:12,000 --> 00:57:15,200
they're providing you know value-adding

1731
00:57:13,760 --> 00:57:16,720
in this podcast

1732
00:57:15,200 --> 00:57:17,760
with ideas to each other and the oh

1733
00:57:16,720 --> 00:57:19,119
that's good point actually the other

1734
00:57:17,760 --> 00:57:20,480
thing i wanted to say was

1735
00:57:19,119 --> 00:57:22,960
you mentioned there again the other

1736
00:57:20,480 --> 00:57:24,799
thing that was boosting my ego was

1737
00:57:22,960 --> 00:57:27,200
about having tunnels that characters

1738
00:57:24,799 --> 00:57:29,920
have to move that half speed through

1739
00:57:27,200 --> 00:57:31,440
and i incorporated those into a pretty

1740
00:57:29,920 --> 00:57:32,720
run-of-the-mill cobalt dungeon that

1741
00:57:31,440 --> 00:57:35,119
listeners would have heard me talk about

1742
00:57:32,720 --> 00:57:37,520
before it's probably my magnum opus to

1743
00:57:35,119 --> 00:57:39,839
date a dungeon design

1744
00:57:37,520 --> 00:57:43,040
but my point being is that that's people

1745
00:57:39,839 --> 00:57:44,319
can use that if they have time

1746
00:57:43,040 --> 00:57:46,240
to

1747
00:57:44,319 --> 00:57:48,319
design a lot of those things you were

1748
00:57:46,240 --> 00:57:52,160
talking about a lot of those go-to's

1749
00:57:48,319 --> 00:57:53,839
so i've got the tunnels in there um

1750
00:57:52,160 --> 00:57:56,720
like murder holes traps you know

1751
00:57:53,839 --> 00:57:58,160
explosive traps to attract um

1752
00:57:56,720 --> 00:58:00,079
the cobwebs in this dungeon they have a

1753
00:57:58,160 --> 00:58:01,440
kiln that they were using to build and

1754
00:58:00,079 --> 00:58:03,119
tinker and stuff

1755
00:58:01,440 --> 00:58:05,200
but basically they slam it into

1756
00:58:03,119 --> 00:58:08,000
overdrive so it explodes

1757
00:58:05,200 --> 00:58:09,440
attracting basilisks and the uh little

1758
00:58:08,000 --> 00:58:11,520
insect creatures i can't remember the

1759
00:58:09,440 --> 00:58:13,280
name yeah um

1760
00:58:11,520 --> 00:58:14,559
no the big the bigger ones that are like

1761
00:58:13,280 --> 00:58:16,079
on cakes

1762
00:58:14,559 --> 00:58:18,000
yeah yeah

1763
00:58:16,079 --> 00:58:21,200
yeah there's all sorts of different

1764
00:58:18,000 --> 00:58:23,680
yeah there's a lot of them here um yeah

1765
00:58:21,200 --> 00:58:25,119
and um so people could without the

1766
00:58:23,680 --> 00:58:26,720
restraint of the

1767
00:58:25,119 --> 00:58:28,240
campaign they're building if they just

1768
00:58:26,720 --> 00:58:30,400
want to throw together like their

1769
00:58:28,240 --> 00:58:32,400
perfect dungeon just by doing that you

1770
00:58:30,400 --> 00:58:34,000
can get those oh maybe there's a room

1771
00:58:32,400 --> 00:58:35,280
over here that would be fun if it had

1772
00:58:34,000 --> 00:58:36,640
that maybe it might not make sense in

1773
00:58:35,280 --> 00:58:38,480
that dungeon but then it's given you

1774
00:58:36,640 --> 00:58:39,680
that toolbox as you were saying to to

1775
00:58:38,480 --> 00:58:41,839
pick and choose

1776
00:58:39,680 --> 00:58:44,559
yeah and you can always throw in another

1777
00:58:41,839 --> 00:58:46,640
complication like you can either i think

1778
00:58:44,559 --> 00:58:48,079
this kind of is uh you know sort of

1779
00:58:46,640 --> 00:58:49,520
bottom-up or top-down design you can

1780
00:58:48,079 --> 00:58:51,680
either

1781
00:58:49,520 --> 00:58:54,000
you know you can build a dungeon around

1782
00:58:51,680 --> 00:58:55,839
a key encounter which can be a very fun

1783
00:58:54,000 --> 00:58:56,960
way to do it you can just throw in some

1784
00:58:55,839 --> 00:58:58,880
random

1785
00:58:56,960 --> 00:59:00,240
challenges for you know a very

1786
00:58:58,880 --> 00:59:01,680
run-of-the-mill encounter you could have

1787
00:59:00,240 --> 00:59:03,599
you know if you're fighting goblins in a

1788
00:59:01,680 --> 00:59:05,440
field a lightning storm that strikes

1789
00:59:03,599 --> 00:59:07,440
random tiles suddenly makes this combat

1790
00:59:05,440 --> 00:59:09,920
feel like oh suddenly the characters are

1791
00:59:07,440 --> 00:59:10,880
very you know on edge you know if

1792
00:59:09,920 --> 00:59:12,319
they're swinging you know you can

1793
00:59:10,880 --> 00:59:14,000
describe them swinging their metal

1794
00:59:12,319 --> 00:59:15,839
swords around about in the rain with

1795
00:59:14,000 --> 00:59:17,200
lightning striking in this field i just

1796
00:59:15,839 --> 00:59:19,200
think in a breath of the wild you know

1797
00:59:17,200 --> 00:59:20,319
legend of zelda breath of the wild like

1798
00:59:19,200 --> 00:59:21,760
i can just imagine the players just

1799
00:59:20,319 --> 00:59:23,520
throwing their swords at the goblins to

1800
00:59:21,760 --> 00:59:25,119
be like pick them out pick them up

1801
00:59:23,520 --> 00:59:27,280
so they can get shocked by lightning

1802
00:59:25,119 --> 00:59:29,119
yeah yeah um so you know i think even if

1803
00:59:27,280 --> 00:59:31,599
you don't have the time to you know we

1804
00:59:29,119 --> 00:59:34,079
all are busy lives with a lot to do you

1805
00:59:31,599 --> 00:59:36,319
don't have the time to um flesh out an

1806
00:59:34,079 --> 00:59:38,160
encounter to some you know

1807
00:59:36,319 --> 00:59:39,040
make it exactly perfect you can always

1808
00:59:38,160 --> 00:59:40,799
uh

1809
00:59:39,040 --> 00:59:42,240
just throw in a little thing and that

1810
00:59:40,799 --> 00:59:44,160
will help too

1811
00:59:42,240 --> 00:59:46,480
a small detail that you can just flavor

1812
00:59:44,160 --> 00:59:47,839
it a little bit yeah yeah even if it's

1813
00:59:46,480 --> 00:59:49,839
just you know

1814
00:59:47,839 --> 00:59:52,000
rough terrain you know double yeah half

1815
00:59:49,839 --> 00:59:55,599
movement is tricky enough for some yeah

1816
00:59:52,000 --> 00:59:57,280
or cover half cover full cover traps

1817
00:59:55,599 --> 00:59:58,960
have your bandits have bear traps around

1818
00:59:57,280 --> 01:00:00,880
the woods and then when the you know

1819
00:59:58,960 --> 01:00:03,040
players are skulking through the bushes

1820
01:00:00,880 --> 01:00:04,480
maybe they step on a bear trap yeah half

1821
01:00:03,040 --> 01:00:05,599
a half cover and full cover something i

1822
01:00:04,480 --> 01:00:08,319
don't

1823
01:00:05,599 --> 01:00:10,000
uh utilize as much as i should i've read

1824
01:00:08,319 --> 01:00:11,760
sun tzu any time recently so it's it's

1825
01:00:10,000 --> 01:00:14,000
not really at the forefront of my mind

1826
01:00:11,760 --> 01:00:16,720
to you know have that the people hide

1827
01:00:14,000 --> 01:00:18,240
behind tree trunks or battlements to

1828
01:00:16,720 --> 01:00:20,720
gain that plus two or plus five or

1829
01:00:18,240 --> 01:00:22,000
whatever it is yeah i did a recent

1830
01:00:20,720 --> 01:00:24,559
encounter that i quite liked that i

1831
01:00:22,000 --> 01:00:27,440
called the um the scooby-doo encounter

1832
01:00:24,559 --> 01:00:29,920
where um there was a series of six rooms

1833
01:00:27,440 --> 01:00:31,359
and some of the rooms had uh torches

1834
01:00:29,920 --> 01:00:34,240
that the enemies could pull and they

1835
01:00:31,359 --> 01:00:35,920
were like revolving walls and so the

1836
01:00:34,240 --> 01:00:37,440
players would run into a room like they

1837
01:00:35,920 --> 01:00:39,680
would see the kobold run into the rooms

1838
01:00:37,440 --> 01:00:41,040
close the door and then flip the room

1839
01:00:39,680 --> 01:00:42,480
and they'd run into the room and the

1840
01:00:41,040 --> 01:00:44,160
cold world wouldn't be there

1841
01:00:42,480 --> 01:00:46,079
what the heck is happening so you can

1842
01:00:44,160 --> 01:00:47,599
always have enemies like skulk off

1843
01:00:46,079 --> 01:00:49,920
especially if they duck behind cover

1844
01:00:47,599 --> 01:00:51,520
they could just run to a different room

1845
01:00:49,920 --> 01:00:52,720
and that can be a surprising different

1846
01:00:51,520 --> 01:00:55,119
element too

1847
01:00:52,720 --> 01:00:57,839
oh man i'm definitely using that that

1848
01:00:55,119 --> 01:01:00,799
sounds super fun i mean i've been super

1849
01:00:57,839 --> 01:01:02,559
evil here just to mess with the players

1850
01:01:00,799 --> 01:01:05,200
yeah you well that one too i mean you

1851
01:01:02,559 --> 01:01:07,200
that's another one where you can also um

1852
01:01:05,200 --> 01:01:08,799
you can change it some dms will change

1853
01:01:07,200 --> 01:01:11,040
things on the fly others won't you know

1854
01:01:08,799 --> 01:01:13,119
you could have them and uh run into a

1855
01:01:11,040 --> 01:01:14,799
room and leave an illusionary copy that

1856
01:01:13,119 --> 01:01:16,640
the player fights you could have them

1857
01:01:14,799 --> 01:01:18,319
send an illusion of them running into a

1858
01:01:16,640 --> 01:01:20,480
room and there's a bear trap in that

1859
01:01:18,319 --> 01:01:21,920
room yeah there was a lot of different

1860
01:01:20,480 --> 01:01:23,599
things you can do with that one but the

1861
01:01:21,920 --> 01:01:25,839
revolving walls one is a really fun one

1862
01:01:23,599 --> 01:01:27,520
i i recommend people try yeah and i was

1863
01:01:25,839 --> 01:01:30,079
like oh i'm gonna steal that to a

1864
01:01:27,520 --> 01:01:31,680
flammable gas yeah because as a part in

1865
01:01:30,079 --> 01:01:33,520
my cobalt dungeon it's their like

1866
01:01:31,680 --> 01:01:34,960
mushroom farm where they would get their

1867
01:01:33,520 --> 01:01:36,880
food and stuff and it's not too much of

1868
01:01:34,960 --> 01:01:38,960
a stretch of imagination to say the air

1869
01:01:36,880 --> 01:01:40,880
is thick with like underground gases and

1870
01:01:38,960 --> 01:01:43,280
spores and stuff that make it you know

1871
01:01:40,880 --> 01:01:44,559
flammable or poisonous to a certain

1872
01:01:43,280 --> 01:01:46,880
extent so

1873
01:01:44,559 --> 01:01:49,599
yeah i'm definitely gonna remix that you

1874
01:01:46,880 --> 01:01:51,680
could uh i think there might be in um

1875
01:01:49,599 --> 01:01:54,480
the lost minds of flanders found the

1876
01:01:51,680 --> 01:01:55,920
deviler where there's the um i i'm not

1877
01:01:54,480 --> 01:01:58,400
sure if this is actually in the

1878
01:01:55,920 --> 01:02:01,200
adventure but the mushrooms also really

1879
01:01:58,400 --> 01:02:03,520
spores that are toxic if a player speaks

1880
01:02:01,200 --> 01:02:05,599
or you can have fire effects you know

1881
01:02:03,520 --> 01:02:07,680
make that make them light or all sorts

1882
01:02:05,599 --> 01:02:09,520
of things like that so or loud noises

1883
01:02:07,680 --> 01:02:11,520
cause them to you know send out toxic

1884
01:02:09,520 --> 01:02:13,680
spores yeah yeah i think there's going

1885
01:02:11,520 --> 01:02:15,599
to be a few uh microneeds down there

1886
01:02:13,680 --> 01:02:17,119
which would be a test a moral test of my

1887
01:02:15,599 --> 01:02:18,160
player's mother hope bonus to see

1888
01:02:17,119 --> 01:02:20,960
whether they

1889
01:02:18,160 --> 01:02:23,680
kill them these benign mushroom people

1890
01:02:20,960 --> 01:02:25,200
or not yeah um wow yeah we've we've

1891
01:02:23,680 --> 01:02:26,960
really blitzed through

1892
01:02:25,200 --> 01:02:29,280
just so many different

1893
01:02:26,960 --> 01:02:31,039
ways to embellish combat encounters and

1894
01:02:29,280 --> 01:02:32,319
it's a bit of a shame that as i said

1895
01:02:31,039 --> 01:02:33,520
earlier on that like when i was reading

1896
01:02:32,319 --> 01:02:36,319
the book as a

1897
01:02:33,520 --> 01:02:38,400
a newer dm you're just like oh okay this

1898
01:02:36,319 --> 01:02:39,920
is how you make an encounter you plug

1899
01:02:38,400 --> 01:02:42,000
this monster in and then you plug that

1900
01:02:39,920 --> 01:02:44,720
monster in and it becomes an encounter

1901
01:02:42,000 --> 01:02:46,640
when in reality there's just so many

1902
01:02:44,720 --> 01:02:48,400
more facets

1903
01:02:46,640 --> 01:02:50,720
you you can even have one monster that

1904
01:02:48,400 --> 01:02:52,319
is unreachable and the encounter is

1905
01:02:50,720 --> 01:02:55,119
trying to get to them

1906
01:02:52,319 --> 01:02:55,960
yeah or you can have encounters that are

1907
01:02:55,119 --> 01:02:58,480
uh

1908
01:02:55,960 --> 01:03:00,839
multi-staged you know one one encounter

1909
01:02:58,480 --> 01:03:04,000
i did was i had a kobold playing a weird

1910
01:03:00,839 --> 01:03:06,400
bagpipe and he wasn't attacking the

1911
01:03:04,000 --> 01:03:08,880
players but the music was keeping a hook

1912
01:03:06,400 --> 01:03:11,359
horror asleep and then or you know

1913
01:03:08,880 --> 01:03:13,200
afraid and so then it you know then that

1914
01:03:11,359 --> 01:03:14,960
that becomes an encounter too where they

1915
01:03:13,200 --> 01:03:16,480
you have these conditional encounters or

1916
01:03:14,960 --> 01:03:17,760
something can happen that triggers a

1917
01:03:16,480 --> 01:03:18,559
fight

1918
01:03:17,760 --> 01:03:19,760
yeah

1919
01:03:18,559 --> 01:03:22,079
at the end of the day there's so many

1920
01:03:19,760 --> 01:03:24,720
different ways you can modify and make

1921
01:03:22,079 --> 01:03:26,720
them interesting and i think even just

1922
01:03:24,720 --> 01:03:28,240
throwing in a couple of these things

1923
01:03:26,720 --> 01:03:29,920
will really help to

1924
01:03:28,240 --> 01:03:32,079
add variety and i think that's that's

1925
01:03:29,920 --> 01:03:35,039
really the key to it yeah the uh this

1926
01:03:32,079 --> 01:03:38,559
isn't even my final form trope is uh

1927
01:03:35,039 --> 01:03:40,400
something i have utilized yeah before

1928
01:03:38,559 --> 01:03:42,400
and is is fun but obviously don't

1929
01:03:40,400 --> 01:03:45,119
overuse it because then the players will

1930
01:03:42,400 --> 01:03:48,400
plan accordingly and

1931
01:03:45,119 --> 01:03:49,599
save all their novaness for phase two

1932
01:03:48,400 --> 01:03:52,480
but then that's when you have phase

1933
01:03:49,599 --> 01:03:52,480
three come in and

1934
01:03:53,039 --> 01:03:56,799
yeah i mean depending on how

1935
01:03:55,039 --> 01:03:58,880
depending on how you your personal

1936
01:03:56,799 --> 01:04:00,319
philosophy as a dm you can always uh

1937
01:03:58,880 --> 01:04:02,400
change things live if that's what you

1938
01:04:00,319 --> 01:04:04,160
believe in you know they pull out the

1939
01:04:02,400 --> 01:04:06,240
potion of giant size or whatever yeah

1940
01:04:04,160 --> 01:04:08,000
they just magically add so

1941
01:04:06,240 --> 01:04:09,920
yeah but in in

1942
01:04:08,000 --> 01:04:11,520
in reality i'm

1943
01:04:09,920 --> 01:04:13,839
well it might be unsurprising but i'm

1944
01:04:11,520 --> 01:04:16,559
very much a person who is happy to

1945
01:04:13,839 --> 01:04:20,400
remix things on the fly because i am of

1946
01:04:16,559 --> 01:04:23,039
the school of thought that any encounter

1947
01:04:20,400 --> 01:04:24,720
is there to be

1948
01:04:23,039 --> 01:04:27,920
interesting and fun

1949
01:04:24,720 --> 01:04:30,640
yeah and yes i get it that it is it can

1950
01:04:27,920 --> 01:04:32,559
be fun and of itself to trivialize and

1951
01:04:30,640 --> 01:04:34,960
encounter i get it

1952
01:04:32,559 --> 01:04:36,000
but on the same hand

1953
01:04:34,960 --> 01:04:38,880
like some

1954
01:04:36,000 --> 01:04:41,280
almost need to be threatening or need to

1955
01:04:38,880 --> 01:04:43,119
be a pain in the backside

1956
01:04:41,280 --> 01:04:46,000
and so if

1957
01:04:43,119 --> 01:04:48,000
it looks like it's swinging too much the

1958
01:04:46,000 --> 01:04:49,760
other way because

1959
01:04:48,000 --> 01:04:52,079
the rebels have taken it that way

1960
01:04:49,760 --> 01:04:54,559
essentially then i am very much a person

1961
01:04:52,079 --> 01:04:56,400
who will you know buff you know maybe

1962
01:04:54,559 --> 01:04:59,520
round down the damage that the players

1963
01:04:56,400 --> 01:05:01,520
do to the nearest 10 or you know bump up

1964
01:04:59,520 --> 01:05:03,280
the hp and and just say i could probably

1965
01:05:01,520 --> 01:05:05,119
take another hit i'll let the killing

1966
01:05:03,280 --> 01:05:06,640
blow be the next hit just just to give

1967
01:05:05,119 --> 01:05:08,079
him another round in combat yeah and

1968
01:05:06,640 --> 01:05:10,240
that's that's all it can take like one

1969
01:05:08,079 --> 01:05:12,480
more round can be the can make the

1970
01:05:10,240 --> 01:05:15,200
difference between ow

1971
01:05:12,480 --> 01:05:17,119
this is why we're walking this to oh man

1972
01:05:15,200 --> 01:05:19,440
he really did a big number there and

1973
01:05:17,119 --> 01:05:20,720
that person's nearly dead and can really

1974
01:05:19,440 --> 01:05:23,200
change the

1975
01:05:20,720 --> 01:05:24,240
the flavor of of the combat so yeah

1976
01:05:23,200 --> 01:05:26,720
that's

1977
01:05:24,240 --> 01:05:28,960
yeah i tend to i tend to be more on your

1978
01:05:26,720 --> 01:05:30,319
side of things where i tend to like to

1979
01:05:28,960 --> 01:05:32,400
tweak things occasionally normally in

1980
01:05:30,319 --> 01:05:34,079
the player's favor if i feel like a

1981
01:05:32,400 --> 01:05:36,480
combat's going too long but i know some

1982
01:05:34,079 --> 01:05:37,599
dms swear by not you know by trying to

1983
01:05:36,480 --> 01:05:39,200
be um

1984
01:05:37,599 --> 01:05:40,640
objective yeah

1985
01:05:39,200 --> 01:05:42,640
there's definitely a school of thought

1986
01:05:40,640 --> 01:05:44,240
which is like yeah the numbers are the

1987
01:05:42,640 --> 01:05:46,160
numbers and i'm not changing them they

1988
01:05:44,240 --> 01:05:48,799
exist for a purpose and that's one way

1989
01:05:46,160 --> 01:05:51,440
of playing and i get i appreciate that

1990
01:05:48,799 --> 01:05:54,480
the purity of it it just removes so much

1991
01:05:51,440 --> 01:05:56,559
ambiguity i kind of appreciate the

1992
01:05:54,480 --> 01:05:58,799
the yeah the flexibility yeah i think

1993
01:05:56,559 --> 01:06:00,640
even if you are of that mindset where

1994
01:05:58,799 --> 01:06:02,240
you say okay well here's how it's going

1995
01:06:00,640 --> 01:06:05,200
to go for this encounter you can always

1996
01:06:02,240 --> 01:06:06,480
change the next encounter or

1997
01:06:05,200 --> 01:06:09,119
there's there's also other things you

1998
01:06:06,480 --> 01:06:11,599
can do um to change you know if the

1999
01:06:09,119 --> 01:06:13,680
monsters fight smarter or not or you

2000
01:06:11,599 --> 01:06:15,760
know the players don't know what spells

2001
01:06:13,680 --> 01:06:17,760
the monsters have or what abilities so

2002
01:06:15,760 --> 01:06:19,599
there are things you can do to even if

2003
01:06:17,760 --> 01:06:21,440
you set your encounter in advance and

2004
01:06:19,599 --> 01:06:22,559
you say this is the encounter i'm not

2005
01:06:21,440 --> 01:06:24,319
changing the

2006
01:06:22,559 --> 01:06:26,240
statistics there's still a lot you can

2007
01:06:24,319 --> 01:06:28,480
do to actually um

2008
01:06:26,240 --> 01:06:30,079
curve and adjust the difficulty live

2009
01:06:28,480 --> 01:06:31,119
depending on how you feel

2010
01:06:30,079 --> 01:06:32,400
so um

2011
01:06:31,119 --> 01:06:35,200
you know in general i try to have the

2012
01:06:32,400 --> 01:06:36,960
monsters fight smart but um if you

2013
01:06:35,200 --> 01:06:38,079
really are afraid of a tpk coming you

2014
01:06:36,960 --> 01:06:40,799
can always have them play a little

2015
01:06:38,079 --> 01:06:43,200
dumber but or the other thing you can do

2016
01:06:40,799 --> 01:06:45,680
too is you can have your monsters roll

2017
01:06:43,200 --> 01:06:47,280
intelligence checks mid combat to see

2018
01:06:45,680 --> 01:06:49,520
how well they fight that's another

2019
01:06:47,280 --> 01:06:51,039
option too where that way it's more um

2020
01:06:49,520 --> 01:06:52,960
deterministic

2021
01:06:51,039 --> 01:06:54,720
in the game world

2022
01:06:52,960 --> 01:06:57,280
yeah that's one way it's not

2023
01:06:54,720 --> 01:06:58,720
not the way i i would like to run it not

2024
01:06:57,280 --> 01:07:00,240
my way either but i'm just trying to

2025
01:06:58,720 --> 01:07:01,920
provide tools that you know just sure

2026
01:07:00,240 --> 01:07:03,680
yeah i get it again it's something you

2027
01:07:01,920 --> 01:07:04,799
know yeah it's the same as you know

2028
01:07:03,680 --> 01:07:06,640
running it by the numbers and just

2029
01:07:04,799 --> 01:07:08,480
letting the numbers talk yeah that's a

2030
01:07:06,640 --> 01:07:10,880
nice way of doing it actually let me

2031
01:07:08,480 --> 01:07:12,319
rephrase like especially in complicated

2032
01:07:10,880 --> 01:07:14,559
encounters when there's a million and

2033
01:07:12,319 --> 01:07:16,480
one things going off actually i've

2034
01:07:14,559 --> 01:07:17,839
changed my tune because i'm just

2035
01:07:16,480 --> 01:07:20,079
thinking about the last combat encounter

2036
01:07:17,839 --> 01:07:23,039
i ran off my main session that was just

2037
01:07:20,079 --> 01:07:24,079
drowning in numbers and roles and hp so

2038
01:07:23,039 --> 01:07:26,240
actually yeah it's like your thoughts

2039
01:07:24,079 --> 01:07:29,039
yeah just being like okay he runs and

2040
01:07:26,240 --> 01:07:30,400
actually i'm a total huge liar because i

2041
01:07:29,039 --> 01:07:31,839
literally did that

2042
01:07:30,400 --> 01:07:33,760
i just said i don't i wouldn't do it

2043
01:07:31,839 --> 01:07:36,400
that way and literally i've done it that

2044
01:07:33,760 --> 01:07:37,760
way uh in the past so yeah i think i

2045
01:07:36,400 --> 01:07:39,760
think it all depends on your group and

2046
01:07:37,760 --> 01:07:41,680
you can adjust it's your own style your

2047
01:07:39,760 --> 01:07:44,240
group style and yeah at the end of the

2048
01:07:41,680 --> 01:07:45,680
day i think the takeaway is that there's

2049
01:07:44,240 --> 01:07:47,839
just a lot of depth here to do it

2050
01:07:45,680 --> 01:07:50,000
however you want that isn't adjust in

2051
01:07:47,839 --> 01:07:51,839
the monster manual or it isn't addressed

2052
01:07:50,000 --> 01:07:53,440
in the dmg isn't addressed in the

2053
01:07:51,839 --> 01:07:54,880
player's handbook

2054
01:07:53,440 --> 01:07:56,240
you know i'm with i'm kind of more on

2055
01:07:54,880 --> 01:07:57,920
your side where i kind of adjust things

2056
01:07:56,240 --> 01:07:59,359
on the fly but even if you don't do that

2057
01:07:57,920 --> 01:08:00,400
it's uh there's still a lot of options

2058
01:07:59,359 --> 01:08:01,839
out there

2059
01:08:00,400 --> 01:08:03,119
is there is there anything else you

2060
01:08:01,839 --> 01:08:04,240
wanted to talk about well this is going

2061
01:08:03,119 --> 01:08:07,280
to be a stupid question because the

2062
01:08:04,240 --> 01:08:09,039
answer i know already is yes but uh

2063
01:08:07,280 --> 01:08:10,559
for today's podcast

2064
01:08:09,039 --> 01:08:12,799
was there anything burning you you

2065
01:08:10,559 --> 01:08:14,799
wanted to talk about encounters

2066
01:08:12,799 --> 01:08:16,319
i think i have you know maybe maybe we

2067
01:08:14,799 --> 01:08:18,560
can have another one and have some more

2068
01:08:16,319 --> 01:08:21,040
discussion about some of the other sort

2069
01:08:18,560 --> 01:08:23,520
of tips and tricks um

2070
01:08:21,040 --> 01:08:25,520
i guess the only other thing too i would

2071
01:08:23,520 --> 01:08:27,759
throw in

2072
01:08:25,520 --> 01:08:30,080
for people to also think about

2073
01:08:27,759 --> 01:08:33,279
puzzles can be encounters chases can be

2074
01:08:30,080 --> 01:08:34,799
encounters and stealth sections can also

2075
01:08:33,279 --> 01:08:37,040
be encounters

2076
01:08:34,799 --> 01:08:39,040
and you can also weave these things into

2077
01:08:37,040 --> 01:08:41,520
combat to

2078
01:08:39,040 --> 01:08:43,679
keep things fresh you know a stealth

2079
01:08:41,520 --> 01:08:46,000
mission that goes wrong

2080
01:08:43,679 --> 01:08:48,000
where it evolves into combat that you're

2081
01:08:46,000 --> 01:08:49,440
trying to keep stealthy that can be a

2082
01:08:48,000 --> 01:08:51,120
real fun one

2083
01:08:49,440 --> 01:08:52,719
chases where you have

2084
01:08:51,120 --> 01:08:54,880
bandits attacking you on the way as

2085
01:08:52,719 --> 01:08:57,279
you're trying to chase down the person

2086
01:08:54,880 --> 01:08:59,520
that can be also very fun and i would

2087
01:08:57,279 --> 01:09:01,759
just encourage players to

2088
01:08:59,520 --> 01:09:03,679
kind of think outside of the box

2089
01:09:01,759 --> 01:09:07,040
when it comes to

2090
01:09:03,679 --> 01:09:08,799
what an encounter means and or you know

2091
01:09:07,040 --> 01:09:10,319
you're gonna have somebody uh

2092
01:09:08,799 --> 01:09:11,759
a social encounter where you need to

2093
01:09:10,319 --> 01:09:13,920
take somebody alive and you have to

2094
01:09:11,759 --> 01:09:15,600
convince them to stop fighting you those

2095
01:09:13,920 --> 01:09:17,679
kinds of things is there's just a lot

2096
01:09:15,600 --> 01:09:20,400
more variation out there and you can

2097
01:09:17,679 --> 01:09:22,880
always play with the rules and adjust

2098
01:09:20,400 --> 01:09:25,839
the rules as you go to kind of

2099
01:09:22,880 --> 01:09:28,159
uh add a lot of more a lot more variety

2100
01:09:25,839 --> 01:09:29,920
and a lot more interesting plausible

2101
01:09:28,159 --> 01:09:32,000
scenarios rather than high attacky

2102
01:09:29,920 --> 01:09:33,199
attack high tech monster nice oh more

2103
01:09:32,000 --> 01:09:34,480
bandits

2104
01:09:33,199 --> 01:09:36,960
yeah

2105
01:09:34,480 --> 01:09:40,880
what was saying is don't see the rules

2106
01:09:36,960 --> 01:09:43,359
as a an inhibitor yes see them as

2107
01:09:40,880 --> 01:09:45,199
part of your toolkit to generate unique

2108
01:09:43,359 --> 01:09:46,880
and interesting things and the rules not

2109
01:09:45,199 --> 01:09:50,080
just of encounters but of the entire

2110
01:09:46,880 --> 01:09:51,839
game of social interactions of chases of

2111
01:09:50,080 --> 01:09:53,839
this that and the other or vehicle

2112
01:09:51,839 --> 01:09:55,199
control if you're chasing in you know

2113
01:09:53,839 --> 01:09:58,320
horse and carts

2114
01:09:55,199 --> 01:09:59,920
some gta style section you know

2115
01:09:58,320 --> 01:10:02,719
use the tools as

2116
01:09:59,920 --> 01:10:04,159
at the end theft water yeah

2117
01:10:02,719 --> 01:10:06,239
okay there you go you just invented a

2118
01:10:04,159 --> 01:10:08,560
new a new module to it

2119
01:10:06,239 --> 01:10:10,320
yeah perfect for your murder hobos right

2120
01:10:08,560 --> 01:10:12,080
but yeah no i think the other thing is

2121
01:10:10,320 --> 01:10:13,520
that you see other designers out there

2122
01:10:12,080 --> 01:10:15,520
uh like for example there's the matt

2123
01:10:13,520 --> 01:10:17,840
koval has made some action-oriented

2124
01:10:15,520 --> 01:10:19,520
monsters for bosses that um you know

2125
01:10:17,840 --> 01:10:21,440
fight in a story-driven way there's

2126
01:10:19,520 --> 01:10:23,600
nothing to say you know you can go and

2127
01:10:21,440 --> 01:10:25,040
design that sort of scenario yourself or

2128
01:10:23,600 --> 01:10:28,159
have a completely different kind of

2129
01:10:25,040 --> 01:10:30,080
monster uh you know whether it's

2130
01:10:28,159 --> 01:10:31,760
similar to a layer action or it works

2131
01:10:30,080 --> 01:10:34,400
differently and you kind of you can

2132
01:10:31,760 --> 01:10:35,679
remix these things on the fly and um you

2133
01:10:34,400 --> 01:10:37,440
know depending on how much of a war

2134
01:10:35,679 --> 01:10:38,960
gamer you want to be versus how fluid

2135
01:10:37,440 --> 01:10:41,520
you want to be just really thinking

2136
01:10:38,960 --> 01:10:44,640
about how that applies that tone

2137
01:10:41,520 --> 01:10:45,760
applies to what you want to evoke

2138
01:10:44,640 --> 01:10:47,360
i think there's just a lot of

2139
01:10:45,760 --> 01:10:48,960
flexibility there that

2140
01:10:47,360 --> 01:10:50,640
lets people to be designers and lets

2141
01:10:48,960 --> 01:10:52,880
people be creative and i guess that's

2142
01:10:50,640 --> 01:10:54,719
that's my suggestion for folks

2143
01:10:52,880 --> 01:10:55,440
you know what we've basically said is

2144
01:10:54,719 --> 01:10:57,280
that

2145
01:10:55,440 --> 01:10:58,960
encounters

2146
01:10:57,280 --> 01:11:01,520
aren't just combat

2147
01:10:58,960 --> 01:11:02,960
the entire experience is an encounter

2148
01:11:01,520 --> 01:11:06,000
literally every role of the dice you

2149
01:11:02,960 --> 01:11:07,679
could it you know should be approached

2150
01:11:06,000 --> 01:11:09,360
in the mindset of

2151
01:11:07,679 --> 01:11:11,120
resource

2152
01:11:09,360 --> 01:11:13,120
what's the dramatic question what's the

2153
01:11:11,120 --> 01:11:16,719
resource at stake what am i losing for

2154
01:11:13,120 --> 01:11:18,239
this yeah every every single interaction

2155
01:11:16,719 --> 01:11:21,199
almost

2156
01:11:18,239 --> 01:11:23,280
wow cool great that's uh that was really

2157
01:11:21,199 --> 01:11:25,120
really good really really fun um

2158
01:11:23,280 --> 01:11:26,960
yeah thank you yeah thanks for having me

2159
01:11:25,120 --> 01:11:28,159
on yeah um is there anything you would

2160
01:11:26,960 --> 01:11:30,080
like to plug

2161
01:11:28,159 --> 01:11:32,880
yeah i guess uh if you want to follow me

2162
01:11:30,080 --> 01:11:35,679
on twitter my handle's at shango games

2163
01:11:32,880 --> 01:11:37,679
and then also i publish free titles on

2164
01:11:35,679 --> 01:11:39,760
dm's guild i have a

2165
01:11:37,679 --> 01:11:42,080
bunch of magic item supplements out

2166
01:11:39,760 --> 01:11:44,000
there right now and i'll be having some

2167
01:11:42,080 --> 01:11:46,960
uh new releases coming out soon i'm

2168
01:11:44,000 --> 01:11:48,719
going to be releasing a a little

2169
01:11:46,960 --> 01:11:51,040
accompaniment to candle keep mysteries

2170
01:11:48,719 --> 01:11:54,080
when that drops so stay tuned for that

2171
01:11:51,040 --> 01:11:56,159
and i try to post free stuff monthly so

2172
01:11:54,080 --> 01:11:57,840
um you know give me a follow and if you

2173
01:11:56,159 --> 01:11:59,520
do a review is always greatly

2174
01:11:57,840 --> 01:12:01,280
appreciated so let me know what

2175
01:11:59,520 --> 01:12:03,199
everybody thinks and uh let me know what

2176
01:12:01,280 --> 01:12:05,280
you want to see next hmm let's take a

2177
01:12:03,199 --> 01:12:07,600
look at the the reforged magic items

2178
01:12:05,280 --> 01:12:09,199
that you've got up on there and uh yes

2179
01:12:07,600 --> 01:12:10,880
i'm going to be taking a deep look at

2180
01:12:09,199 --> 01:12:12,480
that except it sounds like you've got

2181
01:12:10,880 --> 01:12:14,560
some pre-built side quests in there

2182
01:12:12,480 --> 01:12:16,080
which is yeah always useful

2183
01:12:14,560 --> 01:12:18,159
yeah yeah it's about uh you know if you

2184
01:12:16,080 --> 01:12:19,679
have your uh dagger of venom that you

2185
01:12:18,159 --> 01:12:21,520
want to go upgrade and you know it's

2186
01:12:19,679 --> 01:12:23,760
kind of a an option to go do that and

2187
01:12:21,520 --> 01:12:25,199
really it's that's more to you know all

2188
01:12:23,760 --> 01:12:26,159
these things are tools to get you to

2189
01:12:25,199 --> 01:12:28,000
think

2190
01:12:26,159 --> 01:12:30,400
creatively and to to figure out what

2191
01:12:28,000 --> 01:12:32,320
works in the similar way for your own

2192
01:12:30,400 --> 01:12:33,360
campaign and your own players and

2193
01:12:32,320 --> 01:12:34,800
that one is a great one you can

2194
01:12:33,360 --> 01:12:36,640
extrapolate

2195
01:12:34,800 --> 01:12:38,800
i like the the video gaming aspect of

2196
01:12:36,640 --> 01:12:40,560
that of like you know taking your sword

2197
01:12:38,800 --> 01:12:42,480
taking it somewhere getting the

2198
01:12:40,560 --> 01:12:44,320
something made into it so it's now the

2199
01:12:42,480 --> 01:12:45,840
next the next version up as you said in

2200
01:12:44,320 --> 01:12:48,000
the in the description staff of ada and

2201
01:12:45,840 --> 01:12:48,719
to the staff of the naga yeah and

2202
01:12:48,000 --> 01:12:50,880
there's

2203
01:12:48,719 --> 01:12:52,159
yeah there's all sorts of um you know

2204
01:12:50,880 --> 01:12:53,600
it's just

2205
01:12:52,159 --> 01:12:55,360
i think thinking about how you can

2206
01:12:53,600 --> 01:12:57,120
infuse story whether it's through

2207
01:12:55,360 --> 01:13:00,000
encounters whether it's through magic

2208
01:12:57,120 --> 01:13:02,880
items you know just the more

2209
01:13:00,000 --> 01:13:04,480
personable memorable you can make it

2210
01:13:02,880 --> 01:13:05,679
ends up with a more deep experience for

2211
01:13:04,480 --> 01:13:07,199
your players and a more memorable

2212
01:13:05,679 --> 01:13:10,880
experience so

2213
01:13:07,199 --> 01:13:13,199
yeah cool well thank you again for your

2214
01:13:10,880 --> 01:13:16,640
your input and the thoughts today on

2215
01:13:13,199 --> 01:13:18,640
encounters and uh thank you all at home

2216
01:13:16,640 --> 01:13:21,440
for listening usual

2217
01:13:18,640 --> 01:13:23,600
shout outs to my socials would be

2218
01:13:21,440 --> 01:13:24,719
appreciated otherwise yep thank you all

2219
01:13:23,600 --> 01:13:27,150
for listening

2220
01:13:24,719 --> 01:13:32,300
and good night

2221
01:13:27,150 --> 01:13:32,300
[Music]

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