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:
- Twitter (https://twitter.com/XhangoGames)
- DMs Guild (https://www.dmsguild.com/browse.php?author=Xhango%20Games)
Follow me on:
- Twitter (https://twitter.com/Danilo_DnD)
- Instagram (https://www.instagram.com/thinking_critically_dnd/)
- Facebook (https://www.facebook.com/ThinkingCriticallyDnD)
References:
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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00:08:56,720 --> 00:09:01,120
combat dangerous more intense and so
268
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each combat feels like the stakes are
269
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higher and there's more at stake the
270
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other thing too is if you are you know
271
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if you are in a situation where you are
272
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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
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feel more impactful when you're
279
00:09:19,760 --> 00:09:23,120
traveling
280
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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]
