Yes please, more videos on this topic and in general. Hearing DM's "why" and what other things they've considered, tried, or experienced is very interesting and educational. Also, your positive tone and non-judgemental attitude "hey this is how I've liked doing it, not the one true way" is refreshing and pleasing to listen too.
@BanditsKeep3 жыл бұрын
Thanks! I think many gamers like a variety of play styles - or would if given the chance - so while I have narrowed down what I like, I see no reason to look negatively on other styles of play.
@dylanknight12373 жыл бұрын
Yeah, and even just saying it over and over in a non-typical way.
@robchristensen96783 жыл бұрын
Great video. One of the reasons low power undead are so fearsome in B/X - (unlike most other monsters) no morale checks, and immune to the low level MU/Elf’s most powerful magic: sleep & charm.
@BanditsKeep3 жыл бұрын
Yes for sure - that’s why you need a cleric, not for healing!
@SusCalvin4 ай бұрын
My friends, who also jammed the MU and cleric together with one spell list, made Turn a level 1 spell. It's still useful but a spellcater can't blow skeletons away all day. They widened it to include demons, so you can spooky away space ghosts and imps.
@copperclockmaker3 жыл бұрын
Most people rate whether or not a game mechanic is good by whether or not they use it. Being able to recognize that it is good, but doesn't mesh with your ruleset or how you think requires layered thinking that a lot of folks lack. Keep up the good work.
@BanditsKeep3 жыл бұрын
Thanks 🙏🏻
@robchristensen96783 жыл бұрын
Cantrips in 5e gave me hives too. The light cantrip- completely took away some of the essence for me. No running out of light - no torches going out and leaving everyone in the dark, no wondering what’s in that dark pool. The caster just casts their Light cantrip with no “cost” in resources. Some part of the enjoyment when bye-bye for me.
@BanditsKeep3 жыл бұрын
Yes, I agree - while I focused on attack cantrips, even the utility ones - when unlimited as just not for me.
@joshjames5823 жыл бұрын
Everyone in 5e has the potential to just see in the dark anytime they want from level 1. A Human Fighter with the right Background can have a Light cantrip, for instance. They completely remove one of the big resource management games in D&D right from the beginning.
@BanditsKeep3 жыл бұрын
@@joshjames582 I do like to use darkness to create danger and mood so yeah, light being a cantrip is less than ideal
@kgoblin50842 жыл бұрын
I think it greatly depends on what the cantrips are. The key is the only effects available should be those that require player creativity to get a benefit from, and not be an obvious go-to option for a particular game aspect. Attack cantrips are problematic, because their utility is obvious and they are better or equivalent to other attacks. Healing cantrips are straight up broken. Light borks the torch economy from older editions. Prestidigitation the on the other hand... That requires thought to make use of. Any utility the player is getting out of it is well deserved... Why punish them by taking a spell slot? Another type I think could work is spells with a chance of failure... And an associated cost. Charm person? Sure, why not... Just make them roll for it, vs a high DC, and have any failed attempts enrage the target. The cost there is essentially the risk of the spell going horribly horribly wrong... Notably how DCC does all of it's magic. The benefit of done right is magical characters get to be magical... Vs alternating between dead weight and glass cannon. A weakness of the original rules put in intentionally by Gygax, who really didn't want anyone to play wizards at all.
@SNDKNG Жыл бұрын
@@joshjames582 5e is just fundamentally not a resource-management game
@nickyhaller45303 жыл бұрын
I certainly agree that magic should be rare and powerful. What I like about playing a magic user in older style games is that the limited magic encourages me to be creative in playing that character. You can't just throw magic around so- come up with something inventive to help the party while you are waiting for the perfect time to unleash your spell(s). That is how I like to play. Much more interesting than spamming Eldritch Blast, in my opinion.
@BanditsKeep3 жыл бұрын
Good point, being limited forces you to be creative and that can be really fun.
@rustybollocks3827 Жыл бұрын
So what exactly did you do ? I know my experience has apparently been (from what I see on the internet) unique in that I have players who like to engage in combat. I get that is the lowest level of play and barely acceptable to find a low level MU who isn't useless in combat. But seriously what creative and clever things did you do?
@cameronorwin3 жыл бұрын
The Black Hack uses roll under stat for combat and damage by class. It handles large weapons by adding a d4 to both the attack roll and damage roll. This makes it harder to hit with two handed weapons, but they do more damage. I find this pretty elegant.
@BanditsKeep3 жыл бұрын
Ah, nice! This I did not remember from my time playing Black Hack.
@RedwoodRhiadraАй бұрын
@@BanditsKeep The other thing I'll add is that even though The Black Hack is roll-under-stat, it's also 3d6-in-order, so you don't get to just put your best score in Strength because you want to have a fighter. You've got to take what the dice give you - no character "builds".
@Dyrnwyn10 күн бұрын
If you watch videos of professionals demonstrating two handed sword techniques, you’ll never think of those weapons as slow or clumsy again
@GodzillasaurusJr Жыл бұрын
16:40 I wouldn't say it's bad - at least in some versions of D&D (Pathfinder), it's one of the few things you can hurt (or even touch) incorporeal things with. Other uses include hitting small flying creatures with insane AC and low hitpoints (and maybe they're undead or something so sleep won't do), or countering mirror image type spells (pop! pop! pop! pop!). It's pretty rare in a "normal" dungeon that it's the most useful spell, but it does happen, so it's far from the worst 1st level spell. At least in 2, 3.5, Pathfinder and 5, which is the ones I've played the most. Charm Person is good, but rarely in a dungeon since it doesn't work on non-humanoid monsters. Color Spray is just a worse version of Sleep (and it's still my favourite level 1 spell, btw!). Burning hands needs you to be close and it does pitiful damage, unless you manage to set something on fire. Sleep and Light are both S tier, obviously. They're super great. Buut, Sleep tends to stop being useful at a certain point, when enemies start to get too many HD to be slept by it (and in 3.5 you'd switch to Deep Slumber, a higher level spell, which frees up level 1 slots for... Magic Missile? :) ). Buff spells and Detect Magic will often be more useful than magic missile, unless someone else can cast them. Read Magic I don't believe I have ever used.
@Astartes363 жыл бұрын
Really liking your videos Dan! It’s like sitting down with a friend and just kicking around ideas and thoughts about the game we love.
@BanditsKeep3 жыл бұрын
Thank You!
@krystalfruehling7522 Жыл бұрын
I second that!
@ghosty91811 ай бұрын
In terms of Cantrips, Im using a sort of 'risky cast' method and a method of preventing wizards regaining spells that isn't necessarily magic. When you try to cast a cantrip, you need to make an 8+ (modified by Int) roll. If you fail the cantrip doesn't cast and is exhausted unless you feed it a prepared spell. So if you try to cast Mending and roll a 6, you need to choose to fail the cantrip (and lose it until tomorrow) or sacrifice a prepared spell on the spot. And prevention: Spells (and cantrips) become exhausted when cast. They need to be fed energy from dawn's light. By covering a spellbook (or for cantrips, the wizard themself) they can't prepare those spells again until after they recover the book and wait until dawn. So wizard prisons are held below ground and they are kept away from the light of the sun. Its also why they build towers, so each library can have dawn-facing windows.
@BanditsKeep10 ай бұрын
Cool!
@dansantospirito53103 жыл бұрын
Initiative: I like declare actions, side initiative, winning side moves (everyone at the same time), winning side attacks (everyone at the same time, DM just tells everyone each target AC, and they can roll damage when they know if they've hit), and then switch. If everyone is moving the minis at the same time, rolling at the same time, it moves fast... Simultaneous can be a massive chaotic mess, which is good.
@BanditsKeep3 жыл бұрын
I agree
@JS-sy7ym3 жыл бұрын
RE Damage by class: Dungeon World uses damage by class and then gives weapons “tags” that add tactical value. A dagger and a great sword do the same damage. A dagger is concealable and good for close quarters combat, but if you attacked someone who wielded a great sword, you would likely get cut down before getting close enough to land a hit with a dagger.
@BanditsKeep3 жыл бұрын
This sounds like a good system!
@TylerSantinelli3 жыл бұрын
Good video. For someone new to OSR (started playing well in to 3.5) it's interesting to hear these different rules, and especially to hear your reasoning for liking them or not.
@BanditsKeep3 жыл бұрын
Thanks 🙏🏻 - I tend to love to try new rules, but in the end I guess I know what I like 😂
@Valoe72 жыл бұрын
I think weapon damage based on class Hit Die shines when you actually give some depth yo the weapons and give them some properties, so players have incentives to certain weapons depending on the situation. Facing heavily armored opponent? You wouldn't want to use a dagger. You'd want something like a warhammer that was made to combat armor and maybe you get a good hit bonus with it. Going into a dungeon with lots of wooden doors? Bring an axe that can break them with ease, but that means you'll have to sacrifice space when you could have brought other lighter weapons.
@BanditsKeep2 жыл бұрын
Doing what you suggest negates that rule IMO A- the idea is that the fighter is deadly and can kill you with anything, Magic user can barely kill you with a battle axe - so again I skip that rule. And axes are still useful for cutting down doors. 😊
@sebbonxxsebbon68246 ай бұрын
OS games had weapon adjustment vs armor tables. We never used them.@@BanditsKeep
@Goblinerd3 жыл бұрын
I for one would be interested in your opinion on why Magic Missile is bad! :)
@nicklarocco41783 жыл бұрын
Magic missile is a wand or scroll spell. You should never use your prepped spells on it, but it's great if you have a wand of missiles for consistent damage.
@Goblinerd3 жыл бұрын
@@nicklarocco4178 But dont you need to know the spell to make the wand?
@dansantospirito53103 жыл бұрын
compare Magic Missile with Sleep (not 5E though!). Both 1st level spells.
@huboikjuh73262 жыл бұрын
Starting to play as a DM. Your videos are AWESOME. Thank you for what you do, man.
@BanditsKeep2 жыл бұрын
Awesome! Let me know how your DMing goes, I find it very rewarding myself.
@byakazyaka2 жыл бұрын
Your cantrip argument is very good. I mainly play 3.5 and I did add cantrips to that at some point. But it felt really off and I was thinking whether I should've done it in the first place.
@BanditsKeep2 жыл бұрын
Thanks
@mightyeroc72843 жыл бұрын
Yes, more like this. We have very Similar game tastes, and I have done almost the same thing with everything you talked about.
@BanditsKeep3 жыл бұрын
Sounds good, I do have a list 😂
@Goblinerd3 жыл бұрын
Agreed, more vids like these would be cool. Similar tastes or not, it breeds interesting conversations and gives food for thought.
@skidnsf3 жыл бұрын
Agree. I’ve struggled with inclusion/exclusion of these very rules for years. Nice to get your perspective
@GodzillasaurusJr Жыл бұрын
32:30 I also used this system of declare actions at the top, before rolling initiative, in 2nd edition, and I did find it faster than most other ways of doing it. I have struggled with actually explaining exactly how and why it's faster, because it's counter-intuitive. Your explanation is great though. It's simple, and I finally can see it put into words just how it speeds up the round. However, with large combats with many characters/monsters, I just go back to side initiative (or if I play Savage Worlds, all the extras just occupy one spot in the initiative order). Me using only one brain to decide ahead of time the actions of 30 different monsters, or even keeping track of which order they go in, or rolling 30 dice for initiative is just not going to happen.
@BanditsKeep Жыл бұрын
Makes sense
@priestesslucy32992 жыл бұрын
Regarding Cantrips, the way they worked in 3rd edition was they were fundamentally apprentice level spells. Level 0. Each caster still had a limited amount of them per day, and prepared casters still had to prepare them. They were extra, and a place to put the less powerful stuff like Read Magic, but they were still finite.
@BanditsKeep2 жыл бұрын
Cool - though Read Magic can be incredibly useful in some campaigns - I understand there is a lot of hand waving at most tables of common adventure fiction tropes
@jarrettperdue3328 Жыл бұрын
Love, LOVE advantage/ disadvantage precisely *because* it is swingy. I find that it makes a good replacement for a skill system. Ability scores are in tension with levels since they both model the same thing. Systems do well to lean hard one way or the other. 3e+ tries to have it both ways. I loathe cantrips and in my 5e games typically reduce the cantrip list to Prestidigitation and Mage Hand only. Another valid approach could be requiring casters to have a wand to cast at all. Take the wand and she can be disarmed just like a fighter. Because D&D is a game about fighting monsters, it makes sense that all character classes have gravitated toward dealing HP injury, but I'm so fond of the older "treasure hunter" model where dealing damage is the fighter's job, evading obstacles is the thief's, and the M-U is a wildcard.
@BanditsKeep Жыл бұрын
I’m not so sure the older version gives people jobs the way you say, but I’m just going off my experience.
@DarkHorseCom3 жыл бұрын
Hi Daniel. I have yet to experience anything in the 5th Edition ruleset. I use to play in the late 70's and early 80's in junior high school and high school. When I entered college at 16 my time was pretty much relegated to my education. This being said, I'm a product of 1st Edition rules and therefore very familiar with them. Currently I'm waiting on my 1st ed DMG (2012 reprint).... looking forward to getting back into actively playing. Thanks for this video, it's helping me get immersed back into gaming. It's been so long LOL... no old guy jokes :D
@BanditsKeep3 жыл бұрын
Awesome! The 1e DMG is probably the one RPG book I think every DM should read
@twilightgardenspresentatio63843 жыл бұрын
I started red box, went to 2e then into the workforce for two decades. Came back to the game and it’s just too soft. I need the old school rules, I need hard mode
@DarkHorseCom3 жыл бұрын
@@twilightgardenspresentatio6384 nothing like the 1e rules. The game made you work for the XPs LOL
@GalvatronRodimus4 ай бұрын
I do really like advantage/disadvantage, but it's important to recognize what they do and don't accomplish. Sometimes, I want to make it likelier that a character will succeed (or fail!) without actually increasing the ceiling of what they *can* accomplish. Advantage doesn't mean you can roll higher, it just means you're more likely to roll as high as you can. And sometimes that's useful, in a way that modifiers aren't!
@gawayne1374 Жыл бұрын
Magic missile has two great capabilities: hit soenthing that you really need to hit and is very hard to hit, and break target concentration
@BanditsKeep Жыл бұрын
Indeed - thus not ideal as one’s spell.
@JazzyJacksJokeShack2 жыл бұрын
Thinking about making cantrips just 0 level magic with a 1st level caster having like 3 - 5 a day or something, and no blaster spells like magic missle Great video as always btw, probably one of the most informative and well thouht out osr videos out there
@BanditsKeep2 жыл бұрын
Thanks 🙏🏻
@dontyodelsohard245611 ай бұрын
For your group initiative... I know I am late but here goes... You could institute a rule such as: Whoever initated combat is the one who rolls initiative. This is still somewhat contrallable by the players so they simply have their quickest person always walking in front of them... But that almost has an in-world logic to it. Like, of course the guy with the quickest reaction is going to walk in front, if ever he stepped on a trap he has the highest likelyhood of dodging out of the way or ducking behind cover if the monsters you bump in to happen to shoot arrows at you. And then there is still a chance that somebody else initiates combat: Hum-Drum the Clumsy Fighter tries to open a chest only to find it is a mimic? He initiated that combat, initiative is rolled using his bonus to it. There's just sort of a natural logic to that.
@BanditsKeep11 ай бұрын
Good point
@xylord183 жыл бұрын
Thank you for moving the actual play.
@Emloch Жыл бұрын
I use a hybrid casting model. When the caster reaches a level where they can cast a new level of spell, the player can now cast the spell level below it infinitely. Eg. Upon 3rd level, a wizard can cast 2nd level spells; from now on, they no longer need spell slots for level 1 spells. This continues on...5th level grants infinite 2nd level spells, 7th level allows 3rd level spells, etc. up until 13th level. Infinite spell casting only applies to spell levels 1-5. Levels 6-9 always require slots as they are consider greater arcana. Also, when any spell is cast, the player must roll a check vs a DC. If they fail, the spell fizzles and nothing happens. If they roll a 1, very nasty things happen....this helps to keep players in check, so they still practice some reservation. Also, since I control which spells are granted, I can ensure that spellcasters don't get out of hand. Finally, I don't allow sorcerers or warlocks as player characters, only wizards for arcana magic. Great video. Thanks for sharing.
@BanditsKeep Жыл бұрын
Very cool - the balance of a DM controlling which spells are available makes sense here for sure
@haveswordwilltravel5 ай бұрын
I handle cantrips by ruling that any cantrip used more than once within one minute’s time requires a DC10 Con save. Failure means you get 1 level of exhaustion. If used a second time within 1 minute, the DC becomes 12, a thrid time: 14, a fourth 16, +2 for each time a particular cantrip is used without a minute of non use.
@BanditsKeep5 ай бұрын
Interesting
@justinferrante50562 жыл бұрын
I run an obscenely high magic 5th edition game where magic items like self cleaning brooms are available to normal people that can afford it. I just use a magic cancelling metal stolen from The Witcher, diritemitium, which blunts Magic’s ability to move through a body if it is contact with the body. Like an electric current. Throw that metal as shackles on a magic user and they cannot cast magic. Doesn’t require worldbuilding backflips to include, and makes sense that even a small community could have one pair of shackles with their guards made from it. Also, in 5E spellcasters need either a focus or spell component bag. If you steal that, only sorcerers using Subtle Spell can actually cast typically. Just my take on it all.
@BanditsKeep2 жыл бұрын
Good idea! Just to be clear spells that require material components need a focus, spells that only have Verbal or somatic components do not need one
@priestesslucy32992 жыл бұрын
One interesting way to make Advantage/Disadvantage more granular is rolling more dice. If you replace the d20 with 2d10, then one layer of advantage with one more d10 has a smaller impact than it does on the d20. Personally I'm a lot more inclined to stack layers of advantage and disadvantage (including more than one additional die if there are more than 1 layer of one over the other) rather than have simultaneous advantage and disadvantage cancel eachother out regardless how many layers of each on each side there are. (This also helps my personal sensibilities, I am not a fan of the swinginess of a d20 lol)
@BanditsKeep2 жыл бұрын
Using 2d10 completely changes the average and tilts the numbers more towards the middle. I think it works fine in 5e, I just don’t run 5e
@zophalic Жыл бұрын
I love all the content you have out. I don't know if you check comments from videos this far back. We still use the roll under your ability score if it is a feat that requires that particular ability, bend bars-strength etc. We did, however dump levels, your example of a 5th level fighter should always have an advantage over a 3rd level fighter doesn't always work. We switched to a skills based system where the characters only get better with what they use, and depending on their situation a spear being wielded by a 3rd level fighter might work far better than a cutlass wielded by a 5th level character, especially if the cutlass isn't a weapon the fighter is proficient with. Likewise a thief that rarely picks locks doesn't get an advantage to picking locks just because he's7th level, he only improves his lock picking skills by picking locks. We didn't like that everything improved with a level jump whether they used their skills or not, by improving their skills as they use them we were able to dump the level system. Also making it a skills based system we were able to dump classes and really sandbox character creation. The players pick the special skills they want for their character and they only improve those skills as they use them. If they try too much, their character will never get really good at any thing so they need to pick as few special skills as they need to specialize their character into what they want.
@BanditsKeep Жыл бұрын
Awesome, personally I am not a fan of skill systems, but I know some (seems like your group) love them.
@SusCalvin4 ай бұрын
One of my friends tested rules where we did damage by class and by weapon heaviness. A fighter would do more damage with light, medium, heavy weapons. A wizard might do less damage, but also not get more out of a heavy weapon.
@ruskerdax5547 Жыл бұрын
I like how instead of Advantage and Disadvantage, DCC can increase or decrease your roll on the dice chain. It's another option instead of adding a static modifier.
@BanditsKeep Жыл бұрын
True, one that can be pretty easily ported to any game, though you’d want to add a few dice (like DCC)
@chrisg89895 ай бұрын
Easy fix for Cantrips/spells is to have them require a spellcasting focus to use. Which they loosely state in the rules anyways. They get arrested, and they have their weapons and spell casting focuses taken away. Boom done.
@BanditsKeep5 ай бұрын
Focus is only for material components- are you suggesting all cantrips need material?
@chrisg89895 ай бұрын
@BanditsKeep No, I'm not saying that. But maybe it should be that way. Other wise, like you said, magic is too easy and powerful if it is always available. What I am saying is don't throw the baby out with the bath water. It's less interesting for the caster if they can only cast spells once in a while. Allow them to have cantrips and spell slots during a regular adventuring day. But in a situation like you suggested, have that magic ability require a focus. If we are removing or adding rules, we are already in homebrew country. Make the rules work for you, not the other way around. Rules are meant to enrich the game. They shouldn't work against the DM. They should work for the DM. If cantrips have no spell focus requirements and that is a problem. Then fix it. Then everyone wins. If you're too hung up on the focus rule, then there is an even easier fix. Every spell requires at least one or a combination of vocal, semantic, and material components. So if a cantrip has no material components, then have their hands bound so they can't make semantic gestures and have their mouths gaged and tied so they can't make verbal. Magic is powerful. But it doesn't make them a God. Magic users are just as susceptible, if not more so, to the same physical restrictions that a maritals have.
@BanditsKeep5 ай бұрын
@@chrisg8989 while I disagree that casting more makes it more fun - my group loves OD&D with limited casting, I get what you are saying. Just wanted to confirm you mean adding that each cantrips needs material - seems fine to me. Still don’t love them and haven’t used cantrips in at least 4 years, don’t miss them a bit.
@chrisg89895 ай бұрын
@@BanditsKeep I appreciate your opinion and your content! Keep em coming!
@TroyKnoell5 ай бұрын
You make a really good point about class based damage.
@BanditsKeep5 ай бұрын
Thank You!
@matthewkirkhart24013 жыл бұрын
Great video, Daniel, as usual. Here are my thoughts to each. 1. I hate advantage/disadvantage. I have seen some statistical models that suggest the modifier is +6/-6. Yikes! That’s a lot! I also find it distances me from the immersion. If everything in the situation boils down to adv or disadv, the nuances of the situation become meaningless, and this breaks immersion for me. 2. Rolling under stats I did not like until I played The Black Hack. If there is not an adjustment for difficulty, though, I don’t like it. For example, you have to have a situation where my 1st level PC is attacking or defending against a 4 HD monster there needs to be a minus to the stat score because the mister is higher in HD vs., say, fighting a 1 HD monster. This has to be in there for me on a roll under stat system, which is probably why I never liked it in B/X. But even this does not address your issue of attributes being so important in the game vs. level. I get that, good point. I think because I love Tunnels and Trolls, where attributes are quite literally everything, this doesn’t bother me. But I still understand your hesitance to have that be a part of the D&D system, which it never was in the early days. Level was so much more important. 3. Nice stuff about magic. We are playtesting in my group the idea that 1st level spells can be retained after casting sometimes, so that even without scrolls, the low level M-U can do a bit more. But I agree with your points about magic as a resource and having it be limited actually makes the game more engaging for the players. 4. I love damage by class because I want to have unlimited weapon usage by all classes. Good point, though, about everyone taking a dagger but I have never had this happen ... perhaps my playing group isn’t that clever to think of this! 😁. If they did, I would address this by offering every weapon other than a dagger as magical to get them to use other weapons. To me, damage by class is a super easy way to allow all classes to use all weapons without disrupting class balance and yet still convey the relative fighting prowess of each class. 5. I have always preferred group initiative. It really imposes that team feeling on the players, which is something I want. We also determine order of action within each group based on distance to the danger or the goal if the action, with those closest to danger or their goal going first. So a PC in melee with an enemy will attack a monster they are in melee with first because they are so close to the threat. A PC making a ranged attack against an enemy 50 feet away goes after the melee attacks of the ally because they are farther from their target relative to the enemy in melee. I have enjoyed all of the more rules based videos you have done, so -lease keep making them. Matt
@BanditsKeep3 жыл бұрын
Thanks so much for your detailed response, I do think in the right situation/ with the right group all these things can be good. But I’m really starting to find trends in what I like the more I play different systems.
@zelbarnapАй бұрын
When you’re talking about cantrips , the escalation of what the DM has to think of and create makes the game rather cumbersome in my experience. It’s part of the reason why I want to do OSR style gaming because I want simplification and not have to stress trying to figure out how to Counter everything
@stevenklinden3 жыл бұрын
You briefly noted this, but I think it's worth drawing attention to the fact that "group vs. individual initiative" is a distinct question from "action declarations before vs. after rolling initiative". I'm completely with you on the latter - games where the initiative order is fixed, and on each person's "turn" they decide what they're doing, feel very gamey to me and make combat too much a tactical game of perfect information, besides which they seem to make combat take much longer since you have to go through the process of weighing their decisions separately with each player. Declaring actions before initiative gives a much more realistic (if I dare use that word) sense of things sort of all happening at once and combat being chaotic. However, unless it's a very large combat, I usually use individual initiative with this. I like this combination in particular because it allows the action that the player has declared to apply a modifier to his or her initiative - so heavier weapons, for instance, can be slower than lighter ones, higher-level spells can be slower than low-level ones, and so on. (I should note that I run 2nd edition AD&D, where these initiative modifiers are part of the core rules). This sounds like it would slow combat down quite a bit, and maybe for some that level of granularity isn't worth it, but in practice since characters usually use the same one or two weapons in every fight, it pretty quickly becomes second nature to add those seemingly fiddly modifiers each round.
@BanditsKeep3 жыл бұрын
That’s very good point, when you are using a more nuanced system with weapon speeds etc. I could totally see individual initiative. And I failed to mention that the game that I said I liked individual initiative in, Coriolis, Does indeed have initiative modifiers based on weapon.
@paavohirn37283 жыл бұрын
Good topic! I've never liked the damage by class. It's just icky 😅 I like the idea of magic being rare and therefore no cantrips but I seem to like it as an idea, not in practise. I require the caster to have either their focus or a component. This makes it possible to take their magic away but also gives them a chance to wing it by using their imagination to figure out a specific component that would allow them to cast say a web spell by using a dead spider as component.
@BanditsKeep3 жыл бұрын
Good idea!
@MrShadowbite10 ай бұрын
Just found your channel. I like your idea of advantage and more typical +1 and + 2 bonuses coexisting.
@BanditsKeep10 ай бұрын
Welcome! Thanks.
@jeremyswider6232 Жыл бұрын
Cody on Taking20 KZbin channel had an interesting video on his idea for initiative. I have used it a few times and I like it. Goes like this: DM only rolls initiative the strongest monster in the combat, while all the players roll. Compare the monster's roll with the highest player roll. If the player is higher, that player goes first, and the strongest monster goes 2nd, even if other players also beat its initiative. If the monster is higher, it goes first. Then alternate monsters and players. If one side outnumbers the other, is excess combatants go at the end of the round. If a monster or PC goes down, then one side will have 2 creatures go in a row from that round onward. This system prevents PCs from ganging up on a boss monster and taking it out before it can do anything. It is also simpler to track for the GM than individual initiative. I suggested the idea of side initiative to my players, but they didn't like the thought of all of the monsters going at one time.
@BanditsKeep Жыл бұрын
I’d be curious how that works for you, to me that sounds not so great to be honest. A player who rules really well on initiative effectively is penalized because the monster is always going second to somehow save the precious boss monster just not my deal.
@f.b.32632 жыл бұрын
Hi there! Super video as usual! Agree with your take on the advantage rule (it works only in 5e or special cases in BX dnd). Cantrips are no brainer: consequences and flavor exactly as you described, no good! For damage by class I disagree: a fighter will be better at to hit AND damage! The implementations of this principle in the rule is of course another matter. Weapon mastery in BX was a complicate but nice mechanics. An alternative might be, the fighter (of a certain level maybe?) does dice size bigger damage? Where a mu makes 1d4 with a dagger, a fighter of , say, 5+ level makes 1d6, etc. Conceptually I prefer individual initiative with predeclaration of intent but you solution is also nice and much quicker, I will try it.
@BanditsKeep2 жыл бұрын
All the rules can be good, just not for me 😊
@CaptCook999 Жыл бұрын
Playing in a dungeon where you can almost never rest really played a toll on the mages and clerics in our party. Even having the fighters keeping them safe didn't help since they almost never got enough sleep and seldom had enough time to memorize all or even most of their spells. The spellcasters came to depend on their magical items which had limited charges so eventually they ran out. They would have to use a first level spell for Identify so that any magical items that we found could be used as we continued our journey. Clerics had to use Create Food and Water since our journey was months long underground. And if they couldn't memorize that spell we had to scrounge for food. Finding a safe place to rest became our top priority after about 1 month and it almost never happened. Even setting up traps and alarms didn't help much. We came to suspect a spy in the group but later found out that it was the little creepy crawly spiders that kept giving away our position. Lloth, demon queen of spiders knew every move we made and knew exactly how to keep our spellcasters in check!
@BanditsKeep Жыл бұрын
Sounds awesome
@SusCalvin4 ай бұрын
When you are going to take down a spellcaster or monster with spell-like abilities you might want some legwork. The crew wanted to squeeze a wizard, did no background work and found out the hard way he could make heavily bleeding wounds open up on people.
@SNDKNG Жыл бұрын
I really think it's worth putting time in thinking about the internal logic of magic in your setting, and how that impacts game mechanics. For example, I like to consider that magic isn't a single phenomenon, so one of the casting systems I have involves consumable material components (and no "focuses" to get around that restriction). For the other major system, spirit-calling, every time you call a spirit the difficulty of calling it again, without being possessed, goes up. But I find the Vancian x-times-per-day-and-then-you-forget-it to be underwhelming and immersion-breaking.
@BanditsKeep Жыл бұрын
Cool
@deathbare53063 жыл бұрын
I like how 5 torches Deep does it, spells are OSR like and you can cast them infinitely but it’s on a roll. If you miss your roll a mercurial effect happens, not just on a one, every miss. Those effects are harsh too like you get blasted for damage. Keeps spell casters in check because they are like a walking bomb. Great video, I like how you reason through the rules.
@BanditsKeep3 жыл бұрын
I definitely like that better than only an issue when they roll a one. I’m still not a fan of “unlimited” casting but this does seem better than other suggestions I’ve seen. My other issue with rolling is that it’s such a binary set up. If you look at dungeon crawl classics at least it makes sense, you can have more or less powerful spells by rolling higher or lower. The idea of either the spell goes up as normal or kills you again just doesn’t appeal to me. But I do see the appeal for tables that like a higher magic world.
@deathbare53063 жыл бұрын
@@BanditsKeep I'm with you - luckily the table isn't a insta' death table. So when you fail you get to roll again to see what happens. Could be you get blasted in place could be the spell goes off but all metal around you melts, stuff like that!
@SusCalvin4 ай бұрын
I think some DCC magic or clerics used a roll to cast or an effect roll. We have tried rules where clerics use this rule. When clerics have no special spell list we had to figure out how their casting worked. We have tried making clerics toss a save or an x-in-6 skill. The blowback can happen on all failures or ones. The strength of the blowback can be degrees of deadly, humiliating or awkward. Your god can demand a song and dance or pull spells for x days or blind you for a few hours. Cursed by Jesus basically. In Esoteric a priest can implode from direct divine manifestation. In Warhammer, you deal with demons, corruption and warp nonsense. The funniest feat in Only War is the one where a trooper with a lasgun is constantly behind you ready to shoot you in the head of a demon starts manifesting through your psyker.
@SusCalvin4 ай бұрын
@@deathbare5306We tried to balance up the consequence of magic failure. Too little and players will spam Heal. Too much and they refuse to touch magic. Warhammer has pretty serious consequences, but the worst are rare. A demon can manifest through you, you can mutate or age. In Esoteric Enterprises they are harsh. The gods do not usually kill you but they demand fealty, sacrifice and devotion. The crew wanted to toss magic near some magic shrooms, failed and their god demanded song. Which the shrooms immediately noticed, some fool was singing near their compost room.
@CONTINGENCY_sys Жыл бұрын
I corrected the advantage/disadvantage by locking it to max. +2, +4, +6, +8, and +10 as the max numbers with a +10 +higher is just Advantage. Oppositely, -2, -4, -6, -8, -10 remain and anything lower than -10 is Disadvantage. Limiting the mechanics to 5 above and 5 below in increments of +2/-2. I used to do a ton of public play and professional games and this method really worked well and made more sense to the players (upwards of 1,000 each year easily) who were ranged in play experience from brand new to old school, and capped +2/-2 mechanics to numbers we know. 10 appears often as middle ground, max of, baseline and more. This mechanical modification so to speak, corrects the all or nothing you were talkin about. I agree with you, the mechanic as they listed it doesn't stand in the system well when you explore its min/max mentality of operation as the mechanic existed in the books. This fix I listed above seemed to be a decent solution to measure it and worked well for my tables of which there were many in variety.
@BanditsKeep Жыл бұрын
Cool!
@Taricus Жыл бұрын
I just did the probabilities and advantage/disadvantage, at most, changes the probability by 25% when it's a 50/50 chance. As the probability of success or failure increases or decreases, in either direction, it goes down to a 4.75% change in probability at the extreme ends. So, it's like getting a +/-5 modifier for the 50/50 case, but slightly less than a +/-1 modifier if you hoping to roll a 1 or a 20. It changes the effective modifier based on what your initial chance of success was, favoring you if you had to roll something around an 11.
@BanditsKeep Жыл бұрын
Exactly
@ericpeavey2 жыл бұрын
i agree with advantage/disadvantage completely. First it's a sliding scale bonus that averages between 5-8... that's just too much of a bonus, also 5e relies on it so heavily that players are obsessed with it and will only do things sometimes if they have advantage, so the entire game revolves around help action, flanking, spells to gain advantage.
@BanditsKeep2 жыл бұрын
Yeah, any rule that becomes the “game” to exploit is not one I tend to favor
@solomani595911 ай бұрын
Agree with all your points. I think advantage/disadvantage has its place BUT just keep in mind it’s effectively +/-5. That is a huge modifier for BX/BECMI and AD&D. I think the worst modifier codified in older editors is -4 which is devastating.
@BanditsKeep11 ай бұрын
Indeed
@SusCalvin4 ай бұрын
I like rules where everyone can use weapons like a level 0 man-at-arms. Elfvis can use an elf-shotgun but sir Bob has +3 to hit. A wizard can still pull a shotgun or sword or hand grenade and try.
@jacobbrown7367 Жыл бұрын
So with cabtrips it's actually pretty easy to counter in 5e. All cantrips require at least one of verbal (V) or somatic (S), and sometimes material (M). A caster has to use a focus or material component pouches for the M component. In settings where magic is maybe not universal but understood, then part of the process of apprehending magic users would be to search and sieze any purses and known foci items, and if they are known magic users, bound (can't cast somatic components while handcuffed) and gagged. Now they're on the same level, if not worse off, than the thief with no tools, as you used in your example.
@BanditsKeep Жыл бұрын
That’s all assuming they know it’s a magic user and know how spells work
@eaglegreenwood70212 жыл бұрын
In my system there are small/large weapons and they do damage by class. Thieves do the same damage with both small and large. Monks do the same dice damage whether they use a weapon or not. Fighters can add +1 damage using a large weapon with two hands. I sometimes bump the damage dice of either small or large up one when characters level.
@BanditsKeep2 жыл бұрын
Cool
@bromossunstarranger87063 жыл бұрын
Fantastic video nicely articulated with DM designer notes, RAW and RAI Suggestions for the next video: Encumbrance, Horror, Insanity / Stress, Weapon, Armor General Equipment Repair & Replacement, Hirelings
@BanditsKeep3 жыл бұрын
Thanks! Some good topics there.
@bromossunstarranger87063 жыл бұрын
@@BanditsKeep you definitely have a nice moderation of power in your game style. Check out low fantasy gaming LFG. Picking modern rules that can fit on a BX chassis is a fun challenge and yet another aspect of this amazing hobby made for everyone 😎🎲
@brianevans97193 жыл бұрын
I greatly enjoy your videos and your views on role playing. Your opinions, likes and dislikes, mirrors my own closely, if not exactly depending on the subject.
@BanditsKeep3 жыл бұрын
Thanks 🙏🏻 I appreciate the kind words
@Phsstpok Жыл бұрын
For me adv/dis was the solution for a great dilemma... that of asigning a difficulty. I use both, up +/- 4 modifiers and adv/dis... generally I require a roll only in specific cirumstances... and adv/dis shifts the category from the default difficulty of the ability check towards significantly more or less likely. The numeric modifers are either earned by roleplay, ideas or less optimal situations, equipment or added details. Both cancel each other out and are capped to one adv/dis and +4 or -4. Works easy enough. But i am also tempted to just add and sunbtract a number of d6 like shadows of the demon lords capping it to one result. This also works great with a d20 resolution and midrange numbers. Concerning weapon damage: I use weapon damage by hit die, but with some additional rules to prevent what you described. Small weapons roll damage with disadvantage, but can be used in offhand (which either allow a secondary attack with disadvantage or increase damage die of the single attack by one category) Medium weapons roll damage normally. Large weapons roll damage with advantage but require both hands. Generally the large weapon always wins initiative in the first round of combat.
@BanditsKeep Жыл бұрын
Cool
@robertbromley523028 күн бұрын
3e and it’s descendants used a +2 or -2 for advantageous and disadvantageous circumstances.
@jacobdavidlet2 жыл бұрын
I have been using Damage by Class for several years now, and all you have to do to make it work is that 2 handed weapons (or dual wielding) increases the die one size, and a tiny or improvised weapon such as a dagger or mug of ale decreases the die one size. So now a fighter gets to do 1d8 normally but that Polearm does 1d10 OR kill someone with a leg of mutton at 1d6. Works great, players use a variety of weapons, fun is had.
@BanditsKeep2 жыл бұрын
Why would they not do that without damage by class?
@johnrechtoris97962 жыл бұрын
Ever since I first heard about it, I have wanted to try different modified styles of side initiative to add that fast and scrummy feel to RPG combat.
@BanditsKeep2 жыл бұрын
Give it a shot!
@TwinSteelАй бұрын
26:30 here’s something to explore - how do you apply this idea to systems like MCDM RPG where there is no to hit roll? Fighters can’t hit more often there, so perhaps be more strict with weapon proficiency rules? Some such systems do zero damage when the damage dice roll is 0, so maybe instead you raise it to 2… or 3? I’ve been pondering this and haven’t come up with an answer I’m fully satisfied with
@MrGeneralPB2 жыл бұрын
on initiative a better gm than i am or ever was suggested using a simple fast/slow system, where all the bad guys had one initiative, the players had to either beat that initiative to act before the them in what ever order they pleased, the ones who was slower acted after them in what ever order they pleased, makes it very quick and simple for the players, they know who beat it and they can start doing their stuff, then all the bad guys do their stuff and then the slow players can do whatever (they can use an action to reroll their initiative if they wanted)
@BanditsKeep2 жыл бұрын
That’s how the black hack does it.
@mattwilkinson9887Ай бұрын
Bandit’s Keep: magic missile is so bad Me: how bad is it?
@BanditsKeepАй бұрын
😂
@tubebobwil3 жыл бұрын
I was toying with a way to limit cantrips in 5e, perhaps per long rest a magic user only gets as.many cantrips equal to some number (maybe level plus proficiency?). Or, once they have cast cantrips equal to that number, if they keep casting they take either a level of exhaustion or 1d2 HP in damage.
@Goblinerd3 жыл бұрын
Those sound like good ideas, so long as your players are down for it. I recommend taking a look at D&D 3rd edition for inspiration on level progressions for cantrips per day.
@al26423 жыл бұрын
I like to give bonus to heavy weapons to hit armored guys, but penalty to hit light armored ones. On the opposite, small weapons are better versus all, but do low damage and usually lose initiative
@BanditsKeep3 жыл бұрын
Nice!
@christofrochel4963 жыл бұрын
I love these videos - your walkthrough of randomly generating a dungeon using B/X helped me generate and run my first OSE session last week! I did the Black Hack thing and asked for roll under stat checks a lot. I’d like to know - What is the alternative to doing this? Like, for your example where the PC wants to climb/jump a wall during an encounter without using movement…do you roll at all? 2-in-6?
@BanditsKeep3 жыл бұрын
That’s awesome. It’s not a bad idea to roll under stats sometimes - I just don’t like it as the “core mechanic” but to answer that question specificity, unless the action will yield some benefit (and even sometimes then) I would not require a roll at all. I may say something like - you can do that awesome attack move, but you will be rolling to hit at -2, but if you hit, you will do +2 damage.
@RobbyMaQ3 жыл бұрын
Love it. I self impose ability score rolls on my characters whenever I am undecided on how they would react in the OSR games I play
@BanditsKeep3 жыл бұрын
This is something I’ve heard people do, seems like a good idea if you are unsure.
@dcrab11223 жыл бұрын
I love your take on things. Strongly agree with most, but even when I don’t, you give great arguments for.
@BanditsKeep3 жыл бұрын
Thanks 😊
@Eron_the_Relentless3 жыл бұрын
Fun content. Looking forward to the magic missile vid. I like HD as the die you hit with (IE class-based weapon damage) with caveats: Two-handed weapons are a damage die step up the ladder (d8 becomes d10), ranged weapons are a step down the ladder and require ammo (d8 becomes d6), and two-weapon fighting you roll 2 HD and take the best of the two. All special cases require no shields being used, and both unarmed and improvised weapons are half-HD damage (d8 becomes d4). Throwing one-handed weapons is allowed as a ranged attack, and does normal damage, but then you don't have a weapon in that hand anymore. If using this with a thief class that doesn't have d6 HD, I'd give them d6 HD and modify their exp chart to be equal to the Cleric's. Because HD equals abstract skill in combat now, and the thief has more of that than a magic user. Oh lastly, a rule that I think is good that I will never use? Usage dice. I think they're actually more effort than ticking off checkboxes or putting tickmarks of used torches, arrows, rations, etc
@BanditsKeep3 жыл бұрын
Thanks, those modifications seem good! But don’t get me started on usage dice 😂
@KoboldGm Жыл бұрын
25:30 I rule that small 1h weapons like daggers do -1 damage and large 2h weapons do +1 damage and may reach to attack from the 2nd rank. Also, attacking with a 2h weapon does 2(half HD) damage e.g. a fighter using a large 2h sword deals 2d4+1 damage, while a fighter using a small 1h dagger would deal 1d8-1. Also, I like to give monsters resistance/vulnerability to certain weapon types e.g. skeletons are resistant to piercing damage, and slimes are vulnerable to slashing but resistant to bludgeoning. Different weapons also have different applications in dungeon exploration - much easier to bust down a wooden door with an axe vs with a spear! I use class HD as weapon damage in my game, and these are some ways I try to make weapon choice meaningful
@BanditsKeep Жыл бұрын
Cool system
@BanditsKeep Жыл бұрын
Cool system
@etheretherether Жыл бұрын
For advantage/disadvantage, I could see the argument that tactical positioning and situation matters more than character strength or skill. Tbh I haven't used it much though. On the topic of unlimited magic, there's the Lost Pages Wonder & Wickedness route: casting spells is dangerous. I really want to run it alongside vancian magic as "evil" magic and up the anti on it a bunch. So you might have a spellbook of spells you can cast even when your slots are out, but doing so has a big potential to cause more problems then it solves. Vampires and litches all have spells out of "The Book of Gaub", also by Lost Pages.
@BanditsKeep Жыл бұрын
True, I prefer a bonus based on the situation vs a fixed bonus
@AtillaBuyukurvay2 жыл бұрын
While I greatly enjoy your channel’s content, I think you compared apples to oranges in some cases here. 1. Cantrips: B/X and AD&D (not 2e) was a exploration-driven resource management game with combat elements, whereas 5e is a story-driven social interaction game with combat elements. In that sense, unlimited cantrips work with what 5e has to offer, while they won’t in an old-school game. The games’ premises and their playstyles are entirely different. 2. Adv/disadv: The math engine behind 5e is totally different from those previously published, as prior editions used a linear progression chart that would support static bonuses while 5e has this “bounded accuracy” mechanic which limits the numerical gains as characters advance in levels. Dis/adv mechanic gives a situational bonus of +2 to +5 and it’s imperative that characters won’t get much higher bonuses in a game of 5e. I don’t think looking at 5e through an old-school lens is a great idea overall, as they are completely different games in many ways.
@BanditsKeep2 жыл бұрын
I agree - thus I don’t add those rules to my Old School game. I use them in 5e of course. I often see people pull good rules from 5e (good in 5e) and use them in retro clones, this is what I’m discussing.
@Hushashabega2 жыл бұрын
On roll under stats rule: I use a roll mechanic system I call "compound checks". A compound check has two target numbers, expressed as a range, a die size (d6 is most common), and an ability being checked. The player rolls both the indicated die type and a d20, and the check passes if either the small die rolls at or under the lower of the two target numbers or both at or under the higher and at or under their ability score on the d20. So for example, the check I use to open doors is a 1-3, d6, strength check. Roll a d6 and a d20. On the d6 a 1 is a success, a 4 or higher is a failure, and on a 2 or 3, refer to the d20 as per a simple roll under strength check. This system, while a bit more complicated, allows the DM to fine-tune the relative importance or ability scores in each check, and you can also make the checks easier for higher level characters by simply adjusting the target numbers up.
@BanditsKeep2 жыл бұрын
That’s interesting
@coolintruddle2 жыл бұрын
I haven't played a lot of 5e, but we only used advantage/disadvantage for skiĺl checks and even then only at the DM's discretion.
@BanditsKeep2 жыл бұрын
That’s interesting as having advantage is one way to trigger the rogue sneak attack!
@coolintruddle2 жыл бұрын
@@BanditsKeep I never thought of that. There was no Rogue in our group. To be honest, we never really gave 5e much of a chance. Oh, and about cantrips. I played in a Pathfinder game where I could only use non combat spells. I could use a light cantrip but not flare, for example. Or maybe that was 3e. It's been a couple of decades.
@Tysto2 жыл бұрын
In my game, wizards must expend mithril powder (rather than normal material components) & carry an arcane focus in the form of a staff, wand, amulet, etc. If you capture them & take away those things, they can’t cast spells. With mithril powder, but without an arcane focus, they can cast a spell “wild”, but they must pass a check or suffer a wild magic effect also. My wild magic effects are more like mild, temporary curses.
@Tysto2 жыл бұрын
Also, my checks are “roll over” checks: i specify a difficulty, you apply your ability score bonus & relevant skill bonus. So a higher roll is better.
@BanditsKeep2 жыл бұрын
Cool!
@BanditsKeep2 жыл бұрын
So like the current d20 systems
@JazzyJacksJokeShack2 жыл бұрын
Initative is something Ive thought a lot about lately and cant decide on. I want it to be the most "realistic"/ "simultaneous" but without being confusing or complex. Rn Im just doing one side goes then the other. Might try simultaneous declarations and resolution based on what actions would happen fastest, but that just seems confusing
@BanditsKeep2 жыл бұрын
I’ve having phases (like BX) works best for me, but I don’t mind combat feeling like a separate mini-game vs exploration
@andrewhaldenby49493 жыл бұрын
Superb points - thank you
@BanditsKeep3 жыл бұрын
Thanks 🙏🏻
@Goblinerd3 жыл бұрын
iirc, advantage/disadvantage is on a 1 to 1 basis. What I mean to say is that 1 advantage is cancelled out by 1 disadvantage. If you had 2 disadvantages and 1 advantage, you still are considered to have disadvantage, since 2-1=1.
@BanditsKeep3 жыл бұрын
What is iirc?
@Goblinerd3 жыл бұрын
@@BanditsKeep Oh, sorry, it means "if i recall correctly"
@BanditsKeep3 жыл бұрын
@@Goblinerd ah! That makes sense. I just pulled out my (dusty) player’s handbook to confirm and you are recalling incorrectly- any number of advantages or disadvantages, it makes no difference if you have at least one of both it counts as none.
@Goblinerd3 жыл бұрын
@@BanditsKeep Ah, I see. Well, I guess, back when I used to play 5E, we'd house ruled it and it became the rule in my mind. Thanks for the info :)
@BanjoSick Жыл бұрын
Love myself modifiers, but yeah I play Rolemaster, where there are always modifiers.
@BanditsKeep Жыл бұрын
Nice!
@OldSchoolGM942 жыл бұрын
I hate damage by class for one reason. I think the most important thing is to enable player decisions be meaningful and making damage based on class instead of weapon invalidates every weapon choice in the game and boils it down to a single decision at character generation.
@BanditsKeep2 жыл бұрын
Good point
@JustinAnthonyHamilton3 жыл бұрын
I cannot agree more about roll under stats!
@BanditsKeep3 жыл бұрын
🙌🏻🙌🏻
@Andre993284 ай бұрын
Totally agree on no to unlimited spells through cantrips. I played all DnD editions except 4e and I remember how powerfull spells were in B/X and 1e, but you had only a few per day. In addition, damage cantrips in 5e to the few spells where damage level with caster, which makes them very powerfull. I played a cleric in 5e, who wore heavy armour and shield, but was unarmed, because 'sacred flame' was better than any weapon I could get. That felt very wrong und certainly looked stupid 😂
@BanditsKeep4 ай бұрын
Just a shield! Captain America! 😊
@lukerabon79254 күн бұрын
5e is definitely not an edition for warrior clerics, at least past early levels
@nikolibarastov448711 ай бұрын
I very appreciate very much and agree quite a bit with this video, I absolutely agree with Advantage / Disadvantage being lazy and inferior to Granular Bonses. Infinite Resources lead to worlds like Star Trek. I do think that Strength should have NOTHING To do with If You Hit, but how hard you hit, that makes AC matter a Lot More. Another thing that gets me is, "Natural Armor", and the aversion to Damage Reduction. When a big natural armor rating is used, usually it's used on a creature that is really tough... which should be Damage Reduction because a Tank is hard to Damage, not hard to Hit. Damage is a simple Calculation, Mass times Speed = Energy Delivered; So a Dagger will do less Damage than a Maul or a Poleaxe, period end of sentence, Also certain Classes should have more opportunity to train with more varied and complicated weapons, and do more things. Example: An Elven Wizard in 3rd Edition due to his upbringing has Proficiency in Longbow, Short Sword, Longsword, an Elven Fighter has the ability to learn to become proficient with more weapons, and even Exotic Weapons. Even further, almost everyone can harm someone not actively defending themselves, with a Knife.It takes a lot more skill to harm someone actuvely defending themselves, and to do so with something Exotic like say, a Whip. I am going to get on my 3.5 / 3.75 Pulpit and say, D&D 3.5 is my favorite edition because it had the most explanation of the Rules, and allowed the DM to make Calls that suited certain situations, and had plenty of Guidelines for many situations, as making a 100% coverage system is next to impossible with a Game like D&D, versus a game like Checkers or Chess. The freedom necessitates the ability of the DM and Players to come to a decision based on logically weighing the situation, and Granular, Resource Regulating systems Like 1st thru 3rd Edition, (even when I run Pathfinder, I do not allow infinite cantrips) I believe is the sweet spot, and I will be hard pressed to change my mind. Also, THAC0 is pure garbage, and I will get into Grognard fights over it, even the guys at Nerdarchy, most of whom had been playing since before Base Attack Bonus existed, built a system that mirrored what BAB did and used it instead of THAC0!!!! That is my 1 topic I will not budge on, that and Skills from 3rd Edition, the Pathfinder exclusion of Class / Cross Class / Max Ranks made me vomit in disgust. I did however like some of the combination Skills. Point Being, in my opinion, backed with my perspective on how D&D Evolved, 3rd Edition is best edition, let the comments flow!
@BanditsKeep11 ай бұрын
It’s awesome you found an edition that works best for your play style.
@skidnsf2 жыл бұрын
Im not sure of its original origin, but I remember Advantage/Disadvantage being a rule in the very first iteration of Barbarians of Lemuria which my pdf copy was put out in 2009. I thought this was a clever mechanic at the time, but felt modern D&Ds over use of the rule has cheapened it for me.
@BanditsKeep2 жыл бұрын
Is the use limited in BoL?
@ADT199510 ай бұрын
I'll be honest the advantage system is my biggest qualm with 5e. I started with 5e, started playing Pathfinder 1e as well and it became my favorite system very quickly, and have dabbled in a little bit of OSE, although mostly I just use OSE rules in other systems. (A lot of the way I run dungeons is heavily based on OSE) In my 5e group I have tried multiple times to remove the advantage system, usually in favor of a +2 -2 like you would have in 3.x/Pathfinder, but it's so engrained in the rules of 5e that it always had unintended consequences. So nowadays I just usually don't hand it out but don't change it if your class gives advantage. I usually say multiple sources of advantage give a stacking +2 bonus (so if someone is prone and the barbarian is recklessly attacking then the barbarian gets advantage and a +2), but even with me never handing it out advantage in general is the bane of my existence in 5e. I simply don't like the fact that you roll twice, usually have a way to reroll that, so you end up rolling 3 dice. It just takes the chance of failure more or less out of the system without much effort from the players. I'm not opposed to auto-success, but I think you should have to work for that, not just roll two dice then silvery barbs/lucky feat if you are unlucky.
@BanditsKeep10 ай бұрын
Indeed
@99zxk3 жыл бұрын
Yes! He talked about stuff he and I talked about in the comments! Not sure if this was made before or after, though. Dimeritium from Witcher could be a solution to imprisoned mages. Could even prevent spell-like abilities. Also, do you use the B/X damage for weapons? I don't remember the details, but I remember that there are two-handed weapons that do equal damage to a Longsword and they don't get to use shields. I thought of a system that was tiny weapons do d4, small weapons did d6, medium weapons did d8, and large weapons did d10s (or maybe 2d6). I haven't actually had a chance to test it. I feel like group initiative encourages more teamwork. I let the players decide on their order. In 5e, it feels more like individual powers fighting the same foes with occasional collaboration.
@BanditsKeep3 жыл бұрын
The battle axe does the same as a sword - but other two ha d weapons deal a d10 - that being said, I use battle axes and so do my players as they are cool and maxing out damage is not always our main objective.
@TroyKnoell5 ай бұрын
I haven't done it yet so I may change my mind. I'm using 5e cantrips in my BECMI game. Only magic-users, bards, and druids get them. They have to use 1 weapon mastery point to get the cantrip and 2 weapon mastery points to upgrade the cantrip. If they use all their weapon mastery points on cantrips, they won't be proficient in any weapon. Almost all the cantrips have a somatic component. So, if you take away any focus or other material components and bind their hands, they won't be able to cast over 99% of their cantrips. If you gag them also, they won't be able to cast anything. How do you keep clerics from casting spells?
@bluehairash83173 күн бұрын
Binding their hands take up most of the 5e cantrips,
@BanditsKeep2 күн бұрын
Indeed
@Military-gradenutella30682 жыл бұрын
Regarding cantrips, what about the cantrip “Prestidigitation”? The range is only 10 feet and duration 1 hour. This wouldn’t really be able to impact combat and would allow the magic-user to feel like they do some magic beyond spell slots. The description reads: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory Effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an Effect as an Action.
@BanditsKeep2 жыл бұрын
Honestly I hate that cantrip 😂 it always seems to be the one certain types of players take and spend travel time “cleaning” stuff just to hear themselves talk. I’m not a fan of cantrips (outside of 5e) or any form of unlimited magic so even this seemingly low powered spell is not something I’d want in my games
@icon_o_clast3 жыл бұрын
Off topic. You reminded me about the conditions I needed to come up with for detention of magic using persons: temporary prisoners wore blind folds or masks without eye holes locked on; had gags; and had bound hands (add mittens for fun). Permanent prisoners had their eyes put out or lids sewn closed, tongues cut off, and fingers cut off. We never ended up seeing the inside of the wizard jail in the game though.
@BanditsKeep3 жыл бұрын
Yikes!
@SusCalvin4 ай бұрын
All weapons in WFRP do d6 damage plus or minus one or two. High Strength adds, high Toughness soaks. It evens out when a S3 human whacks another T3 human. Armour could add one or two. Missile weapons had a straight +3 or +4 instead of relying on personal strength. BRP damage bonus from Strength and Size. All heroes need to be a little fatty.
@skidnsf2 жыл бұрын
Cantrips- I really like Jason Cone's approach in Philotomy's Musings: (sorry but I guess I cannot add this rule due to limited wording in you tube- but you can always look it up).
@BanditsKeep2 жыл бұрын
Cool, I’ve got that document, I’ll look it up
@skidnsf2 жыл бұрын
@@BanditsKeep great. Like to know your thoughts
@PvtSchlock Жыл бұрын
I always borrowed from Champs, so I had people use 3d6 at 9- for something difficult or say 13- for the more routine. The advantage system is OK, but on some level I think Dungeon Word/PbtA has the better form of this mechanic. It gives you a fuller range of outcomes. Success at a cost is sometimes what's needed. Unlimited spells is bad, resource management is part of the game. Damage by class: I say that the DM must respect the original source material where the fighter is "man+1". So if the thief gets d8, the fighter should be d8+1 or something. Then there's the whole "may enter fantastical combat" thing. But yes, it sucks since you can just go around throwing stones and wtf is that? I use group initiative, I'm lame but stated intent is key.
@BanditsKeep Жыл бұрын
Cool
@N1GHT_H0UND2 жыл бұрын
I played in a game where cantrips cost 1hp per casting. I think the reasoning behind that was because cantrips were classified as internalized Magic coming from the person and memorized spells where from the source of Arcana and the caster was "channeling" that energy.
@BanditsKeep2 жыл бұрын
Interesting idea!
@boredomaster2 жыл бұрын
not sure how it works in 5e, but in Pathfinder 1e/3.5 spells have verbal and somatic components. Bind a wizard's hands and gag him and he can't use his spells unless he's prepared spells with both "silence" and "still" metamagic (turns a 3rd level spell into a 5th level one, for example). Wizards have to spend 1 hr after waking studying their spellbook in order to prepare their spells. Sorcerers have to pay a 2 feat tax in order to cast their spells without verbal or somatic components (and it still burns a higher level spell slot, I don't know a player who would do any of that).
@BanditsKeep2 жыл бұрын
Indeed
@darthbrooks493311 ай бұрын
I enjoy GURPS as a system but in the greyhawk setting.
@BanditsKeep11 ай бұрын
Cool
@thatpatrickguy3446 Жыл бұрын
Great video! I have comments, of course, but the frame of reference is that I run my own ruleset and not 5e. I like the concept of advantage/disadvantage, and I think it is useful in 5e. I can see times even in my game when it might be useful, but I'm still not in a hurry to add it in. I do think modifiers do work better, but ad/disad does have the advantage of being a quick and easy way of affecting the characters without discussions/arguments of why the modifier should be higher/lower. I agree with you about rolling under for everything. I do use rolling under ability scores in my game set, but only for certain things. And as far as maxing abilities for a character's focus, I hated Non-Weapon Proficiencies in 2e for the same reason: some 18 year old kid with a high strength is a better smith than a guy who has been working as a smith for twenty five years but has an average strength? B.S. Agree with the 'no cantrips' concept completely. If cantrips were to exist in my game it'd only be the Prestidigitation kind of cantrip to do minor effects and no damage. Magic Missile is a good spell. It's a guaranteed auto-hit (unless the target is specifically protected against it) that will affect almost every target equally, unlike elemental damage spells which are not as useful against some opponents or in some environments, which makes all the difference. But it is a limited use spell with limited effectiveness as it should be since it is a first level spell. The solution I've used in small towns where casters have been imprisoned are locking metal masks that basically hold the jaw shut to prevent verbal components and/or locking metal mittens that prevent somatic. Low tech and relatively easy to do. The metal mittens keep thieves from scrounging for lockpicks too. 😛 Damage by class I'd never heard of before. All weapons doing d6 I remember, but that was it. I have my ways of making fighters more effective in my ruleset, but scaling damage by class seems less reasonable. I understand your explanation of it, but I'm still at no. And your commentary makes perfect sense. I don't think a prison shiv made from a spoon would or should do the same damage as a claymore (the sword, not the antipersonnel mine) just because it is in the hands of a fighter. Initiatives comes down to personal preference. It is somewhat slower for gameplay, but that's not going to be overwhelming. It also gives characters with quicker reactions (i.e. higher Dex) a chance to put those reflexes to good use. I do occasionally do group init, but with individual modifiers based on Dex scores. I.e. the party rolls a 3 but the thief goes first on a 5 because of their high dex and the cleric goes on 2 because of their low dex.
@BanditsKeep Жыл бұрын
Thanks, lots of great comments here. I just question every small town having wizard prevention tools like masks etc
@thatpatrickguy3446 Жыл бұрын
@@BanditsKeep Understandable, but I can easily imagine any town with a blacksmith and a more than rudimentary justice system having at least a couple of sizes of metal mittens with connected shackles to prevent thieves from picking their locks and mages from casting their spells. Heck, even things that look more like boxing gloves (and therefore couldn't be used by the prisoner as a quick KO weapon on the poor jailer) with shackles attached might provide some obstacle. Heavily padded and constraining mittens that couldn't be removed would be enough. The lumpy mittens and a gag combo would give moderate difficulties to imprisoned spellcasters. Or a balaclava with extra muffling padding over the mouth would do too.
@mr.pavone9719 Жыл бұрын
IIRC, cantrips were created to give weak magic users (and even powerful ones) a way to do little things of small effect. They were the crappy tricks a mage used to impress the local yokels or to do some minor task, like light a candle from across the room. When you think of them that way they become more bearable. No cantrip should ever be capable of doing combat damage or healing. Imagine seeing a wizard in a movie or TV show waving their hand and, from a distance, a page turns in a book, a candle smolders to life or an annoying fly dies. In one of the Dragonlance books, Raistlin employed basic sleight-of-hand tricks like cantrips. Another helpful way to think of a spell is to not take it too literally, or at least be creative in how the spell manifests. Maybe a mage needs a special knife and casts magic missile on it. Now in combat the mage can utter the activation word and throw the dagger, which will then fly to its target and do the damage of the spell. Now those daggers are rare and require special preparation, so your mage isn't making piles of magic missile knives. They're also useless as knives, maybe they are made of a soft metal, or they are small, or they don't keep an edge, whatever. I read a great blog post once about how each mage has their own, unique manifestation of magic missile. A fire mage might be tossing a tiny fireball with no splash damage. A wizard with a crow fetish creates and throws a blast of eldritch energy that looks like a crow An elementalist might shoot a thin bolt of electricity. Have your player describe how the spell looks, but they're all magic missiles by the rules. If you want to get silly, Tunnels & Trolls calls a magic missile Take That You Fiend, and it's just a blast of energy.
@BanditsKeep Жыл бұрын
In some worlds, wizards lighting candles at will is cool, in others, no so much.
@CTMcGrew3 жыл бұрын
No roll under ability score for me. You get a one in six chance of attempting anything that is not impossible. A roll of 6+ on 1d6 is success. natural 6 is automatic success, natural 1 is automatic fail. Ability scores may modify this roll, as do racial abilities. Otherwise, ability scores are guides to roleplaying your character. Thanks for the great videos.
@BanditsKeep3 жыл бұрын
Sounds like a good system!
@al26423 жыл бұрын
I personally love the advantage rule but never use in in my dnd like sessions. I hate the shield that only gives +1. I think a shield should be as good as at least a chain mail, but then there would be problems with probability and sums. But in truth I keep it because of the feel it has, together with other old school rules.
@BanditsKeep3 жыл бұрын
Why don’t you use it in your sessions if you like it? Do you use a different rule instead or just nobody does anything advantageous 😊
@al26423 жыл бұрын
@@BanditsKeep because I like to keep certain fossil rules, like the useless shield, because of the old school vibe they give XD
@stevekillgore9272 Жыл бұрын
I've been opting for more realism learned from LARP to actual nartial arts - shields are vitally important, therefor worth a lot more than a measely 1 in 20 difference. IMU of 1E/2E D&D I give non-Fighters of all Levels 1 point for a small shield, 2 points for a medium and 3 points for a large, while 0-Level and 1st Level Fighters 1 point for a buckler, 2 points for a small shield, 3 points for a medium and 4 points for a large shield, when 2nd Level and higher Fighters get 1 more point from each type. However flexible weapons such as flail, chains, nunchuks or tentacles defeat up to 3 points of a shields value. My unresolved debate is whether an unarmored man can add half their DEX bonus (round up) to a buckler or small shield.
@SusCalvin4 ай бұрын
@@stevekillgore9272 One of my HEMA friends said Role Master/MERP had those shield rules. A shield is a parrying tool, it makes you harder to hit. Armour lessons critical injury, the real killer in MERP. You can only point your shield one way.
@emdotambient3 жыл бұрын
Advantage/Disadvantage is good only if you really want to run an epic, heroic, over-the-top game. Consider, if your character has +5 to hit and they are attacking an AC15 target, they will theoretically hit their target about 55% of the time. With Advantage, they would increase that theoretical chance to hit by about 25% (55% * the 45% of the times their first attack missed). That +25% chance is equal to a +5 on a d20 roll. If you want more granularity than that, and you don't want players to have to do a bunch more math, just reduce the monster's AC. Ask the player to make an Attack roll and ask them what AC they hit. If they are in an advantageous position just adjust the monster's AC down by 1, 2, 3 ... or 5. Whatever seems reasonable to you.
@BanditsKeep3 жыл бұрын
I have never found it difficult to just say “add 2 to your roll” or 1’or 5 or whatever I think is an appropriate amount based on their idea and position. personally I never like to change the target number though, I prefer to always modify the dice roll. But that’s just how my brain works 😊
@theo-dr2dz4 ай бұрын
I think that mages are super-powerful in D&D already. In these old versions, a sleep spell can reliably take out multiple enemies and at low level a mage has 2 level 1 spells. It's a level 1 spell! And one night's sleep and they are back. With this system the DM is forced to figure out a way to prevent sleep-scumming. Maybe resting is very dangerous, the way back to a safe place is long and dangerous of it's own, or there is some kind of time pressure that prevents them from sleeping and getting back their spells between any two battles. Also D&D magic can very easily degrade into a panacea that simply solves anything. A cheap light spell makes torches obsolete. A cheap create food spell makes rations obsolete. A knock spell makes lockpicking obsolete. It can easily degrade towards having some mages doing all the work (because mages can do anything) and some fighter bodyguards to keep them alive against those physical attacks that manage to get past the magic. Again the only way to prevent mages from dominating everything is to prevent them from sleeping all the time to get their spells back, so they are forced to be selective on when to cast a spell and what to use a scarce spell slot on. Because sleep is the only thing that limits the power of D&D magic. Personally I don't like mages at all. Or the magic has to be really limited or expensive or risky (it costs hit points, or it drives you crazy if you overuse it, or it has a chance to backfire and wound or even kill you, something like that). I prefer there to be only prayer. Anyone can pray and the god can grant an effect or not. The difference is that you have to keep the rules of the faith. Spend time praying, regularly attend a church (which implies traveling back to a civilised place where there is a church, or bring a priest, spend money on expensive incense and have a less effective service in the field), not just kill everything for the xp, that kind of thing. And sins will reduce the effectiveness of prayer. Of course sinning should be tempting for short-term advantage. And being a professional priest will make prayer more effective but of them more piety is required and being a priest means you can't be something else and as such you will be worse at other tasks. And gods won't keep giving, so the chance of success will be lower when there has been a success earlier on (a cooldown effect but probability based, not deterministic). And of course it will never be reliable. The god might not grant the prayer no matter how pious you are. It should always be a roll that might fail. In short, there are more factors that limit the use of the magic than sleeping time alone.