I love this. I know a lot of players who for whatever reason, perhaps they bumbed into will wheaton at one time in their life, but they have horrendous dice luck. and there is no more painful of feeling than playing a dice game where you cant do anything because your dice hate you. Giving these kinds of players just a little bit of a bump would be such a big help.
@TwinSteel5 сағат бұрын
🥳🫂👍🏿 Love a good house rule
@CADJewellerySkillsКүн бұрын
Excellent stuff! Thank you.
@AMRosa102 күн бұрын
To be fair, Calamity was set during the height of the Age of Arcanum and those Sending Stones that Cerrit used aren't or shouldn't be the Post Divergence equivalent. The magic items in Avalir would have been far superior and wondrous to anything that could be found in the 800s Post Divergence, short of artifacts from that age or the vestiges themselves.
@pln5732 күн бұрын
Funny I thought you weren’t gonna bring up Michael or Walt JUST LIKE THE SHOW DIDNT DO…and then you showed Walt was special. Ugh, I enjoyed it(just finished it today, since I gave up at season 5, years ago when it was on old weekly television programming), but I’m still not sure if I like the ending or not. I don’t want the entire story to be for nothing or just some “vision” of what could have been or “distant reality just because it’s nice”. The show had amazingly talented cast, fun set design on the island and off and pretty decent CGI for its time. It deserved a better ending, but I think it got the ending the writing deserved, if that makes sense. Thanks for your analysis btw, enjoyed and chuckled at the face punching ratios. Def think Sawyer, Jack and Locke and Sayid probably might have early onset CTE 😅 BECAUSE OUCH! Cheers!
@Colin_Boecker-Grieme2 күн бұрын
Hearing Brennan Lee Mulligan referred to as BLM reminds me of the comedian who hated when people on line would refuse to use the full name of the Black Lives Matter movement and just refer to it as BLM and so he would make fake social media accounts like "The Bureau of Land Management" and other accounts that could be abbreviated with BLM to mess with them.
@wizardsling2 күн бұрын
apparently he prefers to go by "B - Lee - M" but I didn't know that at the time I recorded this short
@christulloch34733 күн бұрын
If you like Mothership, it is well worth checking out Hostile from Zozer games. It's a 2d6 Sci-fiction ttrpg. Briliant Blue Collar sci-fi horror setting with an incredibly well realised setting.
@stephan5533 күн бұрын
This largely works because it's an entertaining show for the audience with TTRPG as a vehicle. Very much not convinced about this one. And that ain't because I'd have some story to protect as narrator, but largely because it nukes player agency and story by virtue of another player.
@kirkwagner4613 күн бұрын
I love the death roll under the cup thing.
@All4Tanuki3 күн бұрын
Great channel, I gotta thank Tim Cain for directing us here during today's video
@rangereric183 күн бұрын
Is Meowthership the Sci-Fi Horror game where you play as the cats aboard the station or spacecraft that is infested with hive like aliens? If not, why isn't it so?
@Fionor013 күн бұрын
Don't steal rules from game. Play the game the rules are intended for. I'm tired of GMs who think they are game designers and can "fix" D&D. They can't.
@wizardsling3 күн бұрын
oh no, you're already tired of me? I was afraid this would happen.
@AlecSorensen2 күн бұрын
I'm all for stealing rules, but I heavily encourage people to start from a base designed for the genre they want to play. Or a generic game that fits their play style that they can modify. While TTRPGs owe a historic debt to D&D, D&D is, in my opinion, sub-optimal in most directions. It started out in a very specific niche, but because of its popularity, people keep trying to make it fit everyone's play style. It's horribly complex, but actually offers little customizing compared to similarly complex games. This is largely from decades of to mod a clunky class and race based system for granular customization rather than distinctly different play styles. It's rooted in a very particular genre (high fantasy dungeon crawling) but modded to high hell for every setting under the sun as if it were generic system. It's incredibly tactical... and yet people keep trying to turn it an RP / investigation game. I just ended a frustrating campaign with a professional DM, who, no joke, gets stressed by running combats. Hint hint, you're running the wrong system. I think she felt beholden to the popularity of D&D, but what she really wanted was probably Fate or Monster of the Week. Borrowing in general is good; trying to run RP-focused horror in D&D is suboptimal.
@l3lixx21 сағат бұрын
Stay tired
@StephaniePlaysGames4 күн бұрын
Please...I want to play Meowthership! 😂 Great video - I definitely agree that making PCs make very explicit choices with the knowledge that there are costs is SO much fun with the right groups!
@wizardsling4 күн бұрын
lol if I actually do ever run Meowthership (and I'm thinking about it... I have ideas), I promise I'll save you a seat :)
@kquixotic4 күн бұрын
I've gotten into Mothership a bunch over the last few months; I've run a bit for my group, and we all had so much fun. The panic table is the best implementation of mental stress/fear systems, free of the baggage of older versions.
@benjaminloyd60564 күн бұрын
For me, the Panic Table is something from Mothership that I am definitely stealing!
@SeldonnHari4 күн бұрын
You need to check out Trophy Gold and Swords Without Master
@RocketGaming884 күн бұрын
Subbing because of the Eskimo Joes cup 👀
@wizardsling4 күн бұрын
lol! I went to OSU and worked at Joe's for a bit
@willmendoza84984 күн бұрын
Solid stuff! I love the writing and vibes of Mothership. I'm not entirely sold on the core rules, but I agree it has lots worth stealing.
@Xplora2135 күн бұрын
Fantastic series
@peggyb865 күн бұрын
I am STILL confused
@TwinSteel5 күн бұрын
🥳🫂👍🏿 Love a good house rule ❤
@unusuallycloudy8 күн бұрын
Honestly, just go back even further. The Rules Cyclopedia blew my mind how detailed and easy-to-understand traveling rules could be.
@WizardsWarpDrives-g7j10 күн бұрын
I've never heard the term "Schrödinger's Combat" before, stealing!
@wizardsling10 күн бұрын
lol help yourself :)
@WizardsWarpDrives-g7j10 күн бұрын
My old eyes appreciate the font change
@jayteepodcast11 күн бұрын
Long way of explaining a railroad
@jessicaalvis706310 күн бұрын
That is not a railroad. That is a linear game approach. Huge difference.
@saraphys555511 күн бұрын
"20 years of exploration advice in D&D" ...you neglected 3.5 DMG 2 which came out in 2005... Also, since Pathfinder 1e was just "D&D 3.75", its Gamemaster Guides should be consulted too... ...also 7th Sea...
@wizardsling11 күн бұрын
DID I neglect 3.5, or did I intentionally leave it out? You'll never know...
@badmojo077711 күн бұрын
Travel is boring when the DM doesnt know how to handle it, we didnt have TRAVLE rules 04 yearsa ago and we did jsut fine, a GOOD DM and a Bad DM is the difference.
@CitanulsPumpkin11 күн бұрын
My preferred fix for travel and exploration is the book Weird Wastelands written by the Web DM crew. I start with that book when setting up travel and if there is a ranger in the party I have them use my homebrewed ranger. My ranger drops Hunter's Mark, and the features that tie into favored terains and creature types. In their place, rangers get favored mana. At levels 1, 3, 6, 14, and 20 rangers pick one of the colors of mana from Magic the Gathering. All terrains, creature types, backgrounds, classes, and factions are tied to one or more of the six mana color options. Each time rangers gain a color they get their int mod in languages known, and when dealing with anything tied to the color their weapons deal a bonus damage die and their dex, int, and wis skill checks have advantage. While traveling in terrain tied to their mana colors the group travel speed is the same as if they were traveling on a paved road, they roll for combat encounters half as often, and roll for social encounters or discoveries twice as often.
@kgeo268611 күн бұрын
Great GM fuel! Thanks
@Xplora21311 күн бұрын
The Crown and Skull approach of randomised play meshes well with this stuff, IMO. D&D is having a crisis where they have realised they have removed the game from most of the game except for combat, and many groups appear to be lurching from one fight to another, and hand waving the rest - while forgetting that the game should be fun and interesting without detailed villain arcs for random forest encounters on the road to Mordor.
@razorboy25111 күн бұрын
One of my pet peeves with skill challenges from 4e (and similar "pass X before failing Y") especially as applied to travel and exploration is the consequences of failure. Say the party has to go from point A to point B (or between first and second dot, using your system) and they fail their skill challenge. Do they not get to point B? Or do they suffer some other consequences? If the latter, then the consequences either have to be significant for this skill challenge to matter or they are so insignificant as to make the skill challenge moot. And if the consequences are significant then in my experience, having run 4e and 5e alike, players just get frustrated with the whole thing or it starts a death spiral of travel failures. The other problem, especially in 5e is that player characters have so many ways of making a lot of those consequences moot by resting along the way or using spells and abilities, so much so that at certain point (usually around level 6 or 7) it's better to just narrate the whole journey away and everyone (except maybe the ranger character) is happier.
@wizardsling11 күн бұрын
I would usually say the party reaches point B as intended even if they fail the skill challenge, and the consequences are something else. Loss of time, loss of resources, narrative consequences... you can make it interesting without total failure
@razorboy25111 күн бұрын
@@wizardsling You can, and I have done so in the past. But eventually it either stops being meaningful (e.g. "oh no, we got here two weeks late, yawn" - not everything is on a timer after all; or, alternatively, "Oh we lost some rations? Our cleric will just conjure up some food and water"), or the party's skill bonuses get good enough (especially with some judicious use of spells) that skill challenges are simply not a challenge anymore when the PCs are guaranteed to pass even DC20 checks most of the time. This is why so many third-party products (like Uncharted Journeys, or LevelUp 5e) introduce increasingly more complicated systems and new rules (such as long rests not being allowed on the journey) to make travel more of a challenge. But as you correctly point out in the beginning of the video, that's not what I want in a 5e game and it ultimately does not make the game that much better. For the record, I used Uncharted Journeys system in my recent Dragonlance game and it was fine and pretty fun at first but then we started to run into edge cases that brought the system down.
@AMRosa1011 күн бұрын
The DM for the campaign I am currently playing in has come up with a pretty good system for a specific form of travel. In the Underdark they have a network of fungi that act as a fast travel system for different points throughout the continent. 1) Roll for Initiative - everyone is participating in checks and it goes through initiative order 2) Action: Roll for Attunement to the Fungal Highway - Skill Check DC 14 (Perception, Insight, or Nature) 3) Passing Attunement sets an easier DC for the Complications Saving Throw check; Failing attunement sets a harder DC 4) Roll a d6 complications check 4-1) Subterranean Predator - DM makes an attack roll against character AC. To hit bonus adjusted by passing or failing Attunement. On a hit: 4-1a) Character takes bite Piercing damage 4-1b) Strength Saving Throw - DC determined by passing or failing Attunement. Failed Check - Player is Grappled and doesn't advance along the Highway. Has to make another Attunement then Strength check next round to see if they break the grapple and advance. 4-2) Distraction - Character begins to lose their connection to the Fungi. Wisdom Saving Throw - DC determined by passing or failing Attunement. Failed Check - Character falls behind (adds a round for that player to reach destination) 4-3) Dissonant Pulls - The Fungi physically resist your presence on the Highway. Strength Saving Throw - DC determined by passing or failing Attunement. Failed Check - Character falls behind (adds a round for that player to reach destination) 4-4) Solid Object - A solid object appears in your path. Dexterity Saving Throw - DC determined by passing or failing Attunement. Failed Check - Character takes Bludgeoning Damage. 4-5) Partial Collapse - Poisonous spores, dirt, and plant material fall from the ceiling of the cavern and hit the character in the face- Constitution Saving Throw - DC determined by passing or failing Attunement. Failed Check - Player takes Necrotic Damage 4-6) Clear Path - Character does not experience a complication Rounds loop back to step 2 and proceed for however many rounds it takes to get to destination. Players can also use other options to overcome complications. A rogue who falls behind on a failed check could use Bonus Action Dash to catch up and overcome the fall behind. A party member gets grappled and you can make an Attack Action instead of Attunement to try and do enough damage to free them from the grapple in exchange for an additional round on the Highway, unless you have the action economy, such as Rogue's Bonus Action Dash, to not fall behind (Attunement Check and Complications check would be tied to the Bonus Action here). It actually works really well, keeps everyone engaged, and isn't a handwave of you leave point A and get to your next destination at point B.
@Joshuazx11 күн бұрын
I am inclined to change rules b/c I hate them. Now I refuse to play or run 5e instead.
@djm.o.d.112 күн бұрын
lol so all they did was apply the '5 room dungeon' concept to overland travel, basically.
@Xplora21311 күн бұрын
And so they should have. The simple reality is that the modern adventure concept doesn’t work with the procedural exploration concept (dungeon crawl/hex crawl). If you force enormous amounts of time into combat, you really elevate each encounter into the stratosphere, rather than the insignificance of ten feet forward, mark the map, ten feet forward, mark the map, etc. Movement used to be more trivial. The reality is that overland travel was supposed to be a life threatening experience and the 5e approach just doesn’t mesh well with that. At all.
@Grey_Shard12 күн бұрын
Just yesterday, one of the players wanted to do something, another player objected stating it wasn't Rules As Written, I pointed out that was faster and we had less than fifteen minutes left for the game session. ^_^
@jamesrizza264012 күн бұрын
Hi Jim, this is almost identical to Pathfinder's 1e chase scenes and cards. The only difference is that between the start and the hut and the hut and the checkpoint is that pathfinder gives you two different skill checks to use to beat those challenges. You have to choose which one you will use, if you succeed, you advance, if you fail, you don't advance, sometimes you are even hurt or further delayed. I appreciate you bringing this up anyways, because I never thought to use the chase sequence as also an adventure sequence, doh!!! The one thing that is different that you added and I liked was having the ability to insert encounters at those points of interests. Thanks for the ideas and have a look at the pathfinder chase rules or cards, I think you might like it. Cheers and happy holidays to you and yours.
@jeffjones465412 күн бұрын
Intelligence is knowing that Frankenstein was the scientist. Wisdom is knowing that Frankenstein was the monster.
@wizardsling12 күн бұрын
And Charisma is knowing that if I roll high enough, I could seduce either one.
@Xplora21311 күн бұрын
@@wizardslingbravo 👏 but this also means you’re one of those maniacs trying to seduce the dragon 🐉
@wizardsling11 күн бұрын
*narrows eyes* I do whatever it takes for the team to win
My stubbornness comes more from rp than anything else. Every time I DM there is always one or two players who think they should be able to get certain information in a certain way and ultimately get annoyed at me because I won't give said information if I don't think it's feasible or what the npc would do. Like I get allowing the players to achieve their goals in unconventional ways but just because something makes sense doesn't mean it will work practically
@devinthunderstrike12 күн бұрын
...Or you can use Uncharted Journeys by Cubical 7. Very crunchy.
@TwinSteel12 күн бұрын
🥳🫂👍🏿 Nice - We do something pretty similar at my table
@nosotrosloslobosestamosreg411512 күн бұрын
If it's WotC, you can bet the rules were designed by city rats who never walked more than 3 kilometres on a weekly base.
@j.kyronhanson56449 күн бұрын
I'm American, what is 3 kilometers in an actual relatable unit of size... like Big Macs?
@jakethejax9 күн бұрын
@@j.kyronhanson5644 well a big Mac is probably around 10 centimeters, so 3 kilometers would be around 30,000 big macs. 👍
@nosotrosloslobosestamosreg41159 күн бұрын
@@j.kyronhanson5644Around 173.59 Staceys.
@icantafford9 күн бұрын
@@j.kyronhanson5644Just shy of 2 miles
@Birdman_LIVE13 күн бұрын
Very good topic. Just subscribed. I’m currently reading Jon Peterson’s Game Wizards that documents D&D from 1975-85. Basing my opinion off of that book I have some quibbles with your setup of TSR in the early days but those times were so chaotic it’s impossible to get into the weeds without exact cause and effect becoming hazy. I also appreciate giving context to the early WotC years and the intentions of those folks (as opposed to the Hasbro years that of course created the ‘23 OGL debacle). Again, good stuff, I’d like to see more.
@wizardsling12 күн бұрын
Hey! If you like historical TTRPG deep dives, check out this video about Gygax vs. Tolkien: kzbin.info/www/bejne/hWm5oaSDiptjqa8si=2pz3JgY-mSUKTp_X
@jamesonstalanthasyu13 күн бұрын
Have you read/used the 2e Castles Guide? Any comparisons?
@Un_Popular_Opinions13 күн бұрын
“Oh! So it does. Good looking out!”
@thomashiggins660814 күн бұрын
Honestly, making both fair and unfair rulings I think are necessary. Like life in general is not fair why should this fantasy land be fair? Though I will admit I hardly do rulings that disadvantage my players. That being said I have hard times dealing with rules lawyers which has lead to me telling them “REspEct MaH AhTHoritAH”
@Springy0514 күн бұрын
Funny how I see myself in the whole other side of this spectrum. I usually rule things to buff my players, cuz I like them having fun and leaning into their strong points, like a martial who built their character around getting big hits getting an ability to force a crit once a day. That way, I can also run more powerful monsters to give them a challenge. It seems to have worked great for the last 4 years
@dustin723413 күн бұрын
I was going to make a similar comment but I see you beat me to it.