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@bansheerosebelle98483 жыл бұрын
Are the maps or anything else printable?
@goliathcleric3 жыл бұрын
@@bansheerosebelle9848 Lair Magazine comes in a printer friendly version :)
@milesthatcher3 жыл бұрын
Is there a way I can still get your into the fey wild campaign book
@johnhansen47943 жыл бұрын
Dude, I am confused. That was you all along. Mind Blown.
@theDMLair3 жыл бұрын
@@bansheerosebelle9848 Yes. There is a print-friendly version of the PDF and the maps come as image files, so you could print them if desired.
@andrewtomlinson52373 жыл бұрын
I think "Never" is a bit steep. "Monsters shouldn't ALWAYS attack first" is very different to "Monsters should NEVER attack first." And is absolutely correct. For all of the reasons presented in the video. I think the issue is less about DM's seeing the title and thumbnail and getting annoyed and rushing to post their angry responses. I'm more concerned that players will see it, and not watch and just assume it's another of the "New Rules" as set by social media and start judging DMs as a result. I had a player a while back tear me a new arse because I had had the audacity to plan a campaign that involved the party being given the task of saving the world... Apparently that's "Railroading" now... He had no clue what he was talking about, but he'd seen enough snippets on the internet to be outraged by my terrible DM'ing. If one of my players gets this idea of "Monsters should never attack first" into their head and I drop a Green Slime on him, and he then bemoans me as not being a good DM for having a monster attack first, or I spring an orc ambush on them and they complain about lack of agency, the subsequent conversation would carry a Classification Warning that "The following contains Strong Language and Violent Imagery."
@mikegould65903 жыл бұрын
Perfectly said.
@theolddm3 жыл бұрын
This is a valid concern. One way in which I counter these types of player complaints and misconceptions is I have my players watch a few specific videos on railroading (one by Luke himself, and another by Matt Colville), as well as a few other videos about how to be a good player, etc. If any of my players came to me talking about this idea, I'd tell them to go watch the rest of the video. I cover this in our session zero and ensure they understand how I run my game and monsters. Which, btw, I let them know I play my monsters realistically (and I use The Monsters Know What They Are Doing book, btw).
@spooderous3 жыл бұрын
Came here to post this. Using "NEVER" is more catchy for a title/thumbnail.
@SendohJin3 жыл бұрын
@@theolddm may I ask which Colville video you're referencing?
@andrewtomlinson52373 жыл бұрын
@@theolddm I read the first line in the notifications and was going to say, "There's also a good one by Matt Colville" but that kind of applies to most things D&D related. To be honest, I have stopped doing Pick Up Parties on roll20... its more grief than its worth. All my regular players know how we will be playing a campaign. But as with most things on the internet, there's always someone looking for a reason to complain...
@Lcirex3 жыл бұрын
I hope fat cat gets a vacation and an unmasking that reveals he's Luke as well.
@Swatman1703 жыл бұрын
In my last game, a Troll and some Goblins came across some ruins the party had just cleared a Hydra out of. It was a random encounter the night after they beat it, they would've been in a rough position if they'd fought them. Instead, the Troll just wanted to munch on Hydra meat with the Goblins following suit. It made for a tense situation where some hungry wandering monsters didn't immediately gun for the party because they could get easily available food. The party even gave up some cheap treasure they couldn't carry themselves so that the monsters felt like they got one over on them.
@Gevaudan14713 жыл бұрын
**laughs in bugbear stealth attack damage**
@deKahedron3 жыл бұрын
*Laughs in +10 will o'wisp initiative *
@Gamer_Dylan_63 жыл бұрын
We get it you like not playing the game.
@PalleRasmussen3 жыл бұрын
Ever heard of the Alert feat?
@jimisax12 жыл бұрын
Oh man! I killed a brand new player in the middle of the first meeting/argument with a stealth bugbear javelin 😱🪡 fluffed the damage and nerfed the next couple sessions
@chickenborn76972 жыл бұрын
Just day before yesterday almost one-Shotted a PC in their first combat of the campaign before their first turn due to random encounter with a single bugbear. Dangerous creatures. Turned into a very memorable battle from there.
@adamkaris3 жыл бұрын
I AM YELLING AT YOU AND TELLING YOU YOURE WRONG. But I'll still listen and see if you can change my mind. You did.
@Christopher_Gibbons3 жыл бұрын
Speaking of reducing prep time... If your monsters don't attack first, that creates player generated content that makes it look like you did more prep than you actually did. It may even lead to the spontaneous creation of side quests.
@HorrorMetalDnD2 жыл бұрын
Not all heroes wear capes.
@ThePareidolian3 жыл бұрын
I would say ambush predators should “just attack” but basically no one else. Bandits should ask for your money or your life. Enemies you’ve encountered before should have a dramatic entrance, even if they have reason to kill you on sight, because players deserve that moment in the story.
@Harrowed2TheMind3 жыл бұрын
Same with mindless predators, such as giant vermin and automatons (mindless contructs, etc.). At least, if they haven't been spotted first. Players should get the opportunity to spot them and even circumvent them if they are careful and clever enough. Of course, that is a much harder feat with ambush predators specialized in stealth, such as a giant trapdoor spider, for an example.
@ThePareidolian3 жыл бұрын
@@Harrowed2TheMind that is exactly what I meant by ambush predator. I would argue that even mindless predators like giant vermin and constructs deserve a dramatic entrance to allow the party to assess the means of approach. Maybe attacking is a certainty, but you should still give them a beat to take the moment in. And MAYBE you THOUGHT attacking was a certainty but the caster packed exactly the right spell for this situation.
@Harrowed2TheMind3 жыл бұрын
@@ThePareidolian That's a nice thing about mindless creatures from an adventurer's point of view: they are predictable. A construct guardian will simply follow its programming, allowing you to lure it with an illusion or a fast creature as a distraction while your party sneaks in and evades notice or retaliation and you can throw a goat at that giant spider that almost jumped you so that they return to their burrow, satisfied, with the poor creature paralyzed and all wrapped up in webbing to slowly consume it. Speaking of exactly the right spell for this situation, I believe the easiest way to defuse an animal attack is simply to cast Create Food and Water and summon a food appropriate for the animal in question. As long as the animal recognizes it as food, it will almost always take the easiest solution with the least risk to itself (in this case, because it's not stupid).
@achimsinn77823 жыл бұрын
I agree. I also don't think the attacking first is actually the big issue. The big issue is that some attacks feel like they randomly come out of nowhere. For example if they happen like "you turn the corner... roll initiative, you are attacked by a band of goblins" But if you allow the players to hear some skittering, they roll a perception check, but fail to find out where it comes from, then they sneak up to that corner and when they turn that corner they fail their stealth check and now they are attacked, that would feel much less random, and be more interesting - and the monsters still attack first.
@an8strengthkobold3603 жыл бұрын
Also bandits should run. Once their members start dropping they should just cut their losses and try to run.
@KiallVunMyeret3 жыл бұрын
Goblins lie in ambush Party fails perception checks. Goblins don't attack. Encounter over. Don't get me wrong 100% agree with you. But never say never. Variety is the key. Having a social interaction with every single encounter you come across would probably really bog down the game too
@Notsogoodguitarguy3 жыл бұрын
It's not the problem that the game will be bogged down. Combat can bog down games way more than a social interaction. Monsters should only not attack if they have a reason not to attack. And the reasons shouldn't be forced. A fire elemental isn't gonna sit and wait for someone to communicate with it. It's a force of nature without much rhyme or reason. A band of bandits might be more inclined to talk.
@Blitzwaffen3 жыл бұрын
@@Notsogoodguitarguy To be fair a fire elemental will wait for it's summoner to communicate with it but the point was made and understood in context.
@peterwhitcomb83153 жыл бұрын
As someone else stated. It was probably to grab people's attention so they would click on the link. It worked :p Although I have already clicked on that "Subscribe" button so his videos always pop up on my feed. I just need more time to watch all my subscriptions.
@CharlesBalester3 жыл бұрын
@@Blitzwaffen Unless, for whatever reason, the elemental was in the material plane OR the party was on the border of the elemental plane of fire. Unlikely, sure, but I think it is reasonable to assume certain events (like, for example, a volcano erupting) could be explained by the elemental plane of fire tearing through the material plane, and at this crossover point elementals could enter the material plane. Just food for thought, not every elemental needs to be summoned :)
@Blitzwaffen3 жыл бұрын
@@CharlesBalester Elementals are also usually neutral. So one won't just outright attack unless they are being threatening or hostile.
@Tom-bb3fm3 жыл бұрын
This is why a lot of people deem Dungeons as "Boring", nowdays a lot of new DMs think about the 3 pillars as stagnant compartments, back in B/X, 1e etc it was a given that every approach was possible within an encounter, especially cause monsters were more powerful than PCs sometimes so stealth and/or a Silver tongue was needed! In OSR roleplay often happens in the dungeon, potentially with every enemy you encounter
@andrewtomlinson52373 жыл бұрын
In most of the old softback rulebooks, the examples of combat began with those initial interactions. Surprise is rolled, and before initiative there is debate and interaction. Languages were important for that very reason. The players say something, Reaction checks are rolled and Charisma was REALLY important in that part of the game. And it didn't just need to be trying to talk your way out of a situation... sometimes it was beneficial to draw the enemy into a charge, giving the party the opportunity to use ranged attacks during the first round and set to receive the charge... (and so simple to run...) A couple of years ago I dug out the old Moldvay BX books and ran a small campaign, all my players over the age of 40 loved going back to such simpler times, the game ran so quickly... my kids £^%%ing hated it. "Bonus Actions? Sorry, what's that? Attack of Opportunity? No... sorry there's none of that... but on the plus side, the fight will be over in a matter of minutes and we can move on to the good stuff... TALKING TO EACH OTHER!"
@chippiebeal43443 жыл бұрын
OSR is the best runescape ;p
@TaberIV3 жыл бұрын
@@andrewtomlinson5237 As someone possibly closer to your kids' ages, I have fallen in love with the B/X rules from Old-School Essentials and am moving away from 5e for future campaigns.
@rykoshuxero3 жыл бұрын
@@TaberIV I play 3.5 as standard cause it's what I grew up with. All my in person players also play 3.5. I do play 5e online but 3.5 is my go to and favorite edition. The amount of customization for players is just amazing. If your looking for a different edition I'd recommend it. One word of warning is it can seem intimidating given the amount of material but it wasn't too hard for me to figure it all out when I was younger.
@NefariousKoel3 жыл бұрын
@@TaberIV - If you want to spice it up with a little extra PC variety, check out Dungeon Crawl Classics and pull some inspiration from the Class extras you want. There's some cool stuff in there, but keeps the OSR feel. I particularly like the Deeds die for fightin types and a simplified roll-to-cast/keep spell modification; gonna inject a bit of those into my OSE. Goodman Games has had a DCC beginner package deal on their site for a little while. It's a steal.
@TheRacoonGhost3 жыл бұрын
Luke: writes clickbait title designed to imply that the video is about wether enemies should get the highest initiative or not, rather than about incorporating RP oportunities before the combat Also Luke: plese dont instantly react to my clickbaity title designed to prompt emotional opinionated responses triggering the urge to comment emidiatly... Not sure you thought thatone through mate but OT, you're deffinatly right and i'ts something you just helped me realise that i need to consider more when designing my encounters.
@yesanderson3 жыл бұрын
This is what I came here to say!
@AlystrZelland3 жыл бұрын
Oh, homie thought it thru alright $$$
@squattingheads3 жыл бұрын
I got from the title exactly what he is explaining in the video. But the vide itself gave not enough good reason to "never" do it. Not having time to react, is its on form of depth. It adds that players might over prepare or are scared of entering a place because they dont know what they will get.
@xTheRadioStar2 жыл бұрын
How many clicks did he get on the video and comments of "WELL AKSHUALLY"? KZbin algorithm 101: clicks and comments. Luke knows exactly what he's inviting.
@JadeyCatgirl993 жыл бұрын
A part of this is that most creatures aren't going to fight to the death. If the players are facing a group of goblins, and the party demonstrates that they can quickly kill their foes, the goblins will likely retreat. Perhaps they are headed for reinforcements, and the party has to decide whether to hunt them down, or let them go. It adds to believability if hoards of creatures don't blindly run to the their deaths at the hands of superior foes
@piranhaplantX2 жыл бұрын
Yup, and it presents some strategic options in large combats. Killing key leaders, or just a significant number of a group, will usually be enough to demoralize a rather large group of intelligent creatures and prompt a mass retreat. We need only look at real historical battles to see countless examples of this. Typically, battles didn't end when EVERYONE on one side was dead. In fact less disciplined or more demoralized groups would even retreat the moment a battle didn't look like it was going exceedingly well. Even disciplined groups would retreat the moment they realized the losses would outweigh the potential gain. (What we call a pyrrhic victory) How this translates in DND is kobolds fighting like hell, until the Dragon they were following died. Suddenly, this massive group of Kobolds might retreat, even if they technically could have won against the injured and depleted party. This is because a lack of leadership and an unwillingness to be one of the creatures that throws themselves on the enemies blade to win. Even beasts will have a point where the chance of fatal injury makes it not worth pursuing such dangerous prey. Very few creatures with any semblance of intelligence will rush to their deaths knowingly. If someone wants that, they should use the correct type of enemy. Namely undead, constructs, and extraplanar beings that don't technically die when killed outside of their home plane.
@UGNAvalon3 жыл бұрын
“Monsters should NEVER attack first!! -Ok, now that I have your clicks & angry comments feeding the KZbin algorithm, I’m now going to explain to you why _Some_ monsters can attack first, and why it’d be silly for them not to….”
@1979fsa16 күн бұрын
It was a nice bait for a trivial "make social random encounters" video.
@classicalteacher3 жыл бұрын
"Your mom never told me she played soccer". That killed me. Someone resurrect me within a minute.
@meikahidenori3 жыл бұрын
I think mixing it up is always good. If everything was always friendly or always hostile the game would get very dull very quickly. Having a scale that you use to to randomly decide the attitude of a creature towards the PCs can make the game interesting, regardless if an enemy goes first in combat. We had a Demon that attacked the party in one of our games, but the demons personality was it's own downfall - it gloated and lorded it's power and ablites over the PCs giving them plenty of opportunities to socially interact with it to point it got mad and accidentally let slip it's real name, which the party wizard used to entrap it and use it later as a summoned demon under their control. It wouldn't have been possible if the demon just attacked and didn't act like a believable creature that could be interacted with in-between the combat being played out. Sure this is also player dependent on if they wish to interact with said foe, but I've never had a party who's been against talking an agressive foe down mid fight to end up with them as a temporary ally or doing everything in thier power to make a non agressive NPC turn on them because they thought it would be funny (and run out of town in the progress) if the opportunity is given, players will always take it.
@gnarthdarkanen74643 жыл бұрын
Not sure how 5e handles it, but older editions (especially 1 and 2e) had an "NPC Reaction Chart" in the Charts and Tables section... In those days, there was an "adjustment" attached to Charisma... AND when the GM rolled according to the chart, that Cha adjustment could alter the roll, where a higher score would tend to be more friendly, and a lower score would tend toward more hostile... AND of course (on a D20) 9, 10, and 11 were relatively ambivalent... This could be employed for individual interactions, with a single PC's CHA taken into consideration... OR it could be employed with an "average" score or some similar rating attached to the Party... There were modifiers, too... Based on racial disparities, or politics, religious biases, and other things... Including the GM's obviously custom mod's for "enemies" based on the likely best and worst case scenarios for an NPC or Monster reaction... Not everybody even used it, and even those of us who did, didn't necessarily use it all the time. It was a useful mechanic in the Game when the GM wasn't sure what he needed or wanted to happen. ;o)
@schwarzerritter57242 жыл бұрын
I played a game where every combat was always stacked heavily against the players and we barely won any encounters: "This combat, the Rogue starts in the middle of the enemies and the Barbarian 2 turns away." This combat, no one has weapons and the enemy crits with every attack. This combat, you need to roll an extremely high Perception, or you are surprised and the enemy has enough hit chance and damage to take most characters down in one round, also he can teleport."
@custardpanda62093 жыл бұрын
This has changed my view of combat! It’s not often that you hear a fresh tip that changes the way you play the game. Thank you very much for that Luke!
@linus4d13 жыл бұрын
A bit of click-bait with "never" in the title, but that was probably the point. You're better than this Luke. But, yes, give the players options to not be murder hobos. Part of this is on the players however. Before they open the hatch, they should declare they are using stealth or wearing a disguise, etc etc.
@saibogu002love3 жыл бұрын
I will admit i didn't understand the title at first and thought "Don't let them have the first turn in initiative." And i was curious how you could make sure at least one of your player rolls well or if you were ready to fudge the roll to keep them somewhere in the middle of fight. Glad i watched the video before making the comment !
@aqacefan3 жыл бұрын
That was my initial impression as well... "Ignore initiative, wtf?!?"
@henriquessmil3 жыл бұрын
Eberron has a entire setting showing us that monsters can negociate with other people instead of attacking everyone tha shows up in their door.
@Likeson963 жыл бұрын
‘What do you do?’ The best thing you can ask before deciding whether or not to roll initiative
@block20013 жыл бұрын
Funny thing is I do this but my players just attack lol
@jonhenry29843 жыл бұрын
OK. So put them in situations where they can be observed being murder hobos and have it bite them in the ass later.
@jamesdosdall83913 жыл бұрын
My players too XD
@metageek78783 жыл бұрын
Reminds me I have encounter planned where a green dragon will mistake the party for members of a demon army Me expecting the draconic sorcerer to talk their way out of out of it
@Patches22123 жыл бұрын
The only times where I have monsters "attack first" is when the combat is not with the party, but with other NPCs. The players can choose to save the NPCs, who to help, etc. Alternatively, if the players are intentionally doing "suspicious actions" (like breaking in through the window of a barracks instead of trying to talk their way in), then my monsters are more likely to attack on sight. Despite this, almost all my combats have the potential to be talked through (even when combat has started already). One of our most memorable moments in the current campaign is of a social encounter that turned combat, and then suddenly resolved when the Cleric decided to talk to the enemies to try and figure out why they were doing what they want to do
@studentofsmith3 жыл бұрын
I agree that even after combat has begun the opportunity to negotiate still exists. After all talking is a free action. It's entirely possible for the paladin, while swinging their sword, to ask, "Who are you people? Why are you attacking us?" Just bear in mind that each round of combat is only supposed to be 6 seconds long. The creature, on it's own turn, might return the paladin's blow while grunting, "There's a price on your heads and we aim to collect." And the paladin will need to wait until *their* turn before following up on that. Don't let the players 'pause' combat to have a long back-and-forth with the enemy.
@Patches22123 жыл бұрын
@@studentofsmith indeed. We have a limit of 25 words in you turn (as a group we calculated that our average words is about 25 per 6 seconds), so my players (and me in turn) keep to that we talking.
@themetalone77392 жыл бұрын
This is definitely something that depends on the PCs. MY group, I know from experience, would not have engaged that hypothetical ogre in conversation. I know that because I have tried such encounters before, and they always resulted in combat almost immediately. The ogre would have said "What're you doing here?" and someone (or all of them) would immediately attack. Some groups genuinely want to just kill ALL the "bad guys." My group gets antsy and bored if they've played for 2 hours, and not fought anything. They like RP and exploration too, but they get bloodthirsty pretty quick.
@pdubb97543 жыл бұрын
This is great advice and it hit me at just the right time. The players chased an enemy into a tomb and I had the enemy immediately attack, exactly what you say not to do. Well the next 3 encounters are likely to be of the mindless or ravenous undead type, which doesn't allow for much variety. You got me thinking I need to alter at least some of those encounters to mix things up.
@ChristopherLaHaise2 жыл бұрын
Okay, I see where you're going with this, and to that I'll agree. Having the encounter work out until actual combat occurs (and then rolling init then) is usually the way we go too. However, if there IS an ambush, or the monsters have no interest in discussion / interaction beyond 'kill the thing', then yeah, initiative is rolled, and the monsters can go first, and I'm totally fine with that. Really, though, context is important when it comes to encounters, definitely.
@nikwintren3 жыл бұрын
This makes so much sense. Now I wish that the blue guard Drake digging it's way into the city wouldn't have just attacked; it wasn't ferral, it had a harness! (Even if it had just killed its previous masters)
@thereallocke80653 жыл бұрын
I'm gonna be super middle ground and say do a little of both. Sometime it's cool to have a chance to talk/sneak past enemies, other times being ambushed and caught off guard creates an interesting encounter. But I would lean towards allowing players creative options more often but sometimes it's nice just to have a rogue show up and steal some kidneys
@Access12963 жыл бұрын
Very good points! This episode helped me realize why my last D&D session went so poorly, and how I can improve in the future. Thanks, Luke!
@Mr_Kyle_3 жыл бұрын
That's great GM advise, thank you. Not having the option to talk to "enemies" in encounters has to be my biggest gripe in my years of playing - I think you expressed this concept well here.
@thajocoth3 жыл бұрын
I do a mix, depending on the details, and player prep can effect it as well. They've also managed to diffuse or alter combats while they're going. I usually try to incorporate roleplay even during the combats, and will reward players who think to roleplay during combats. This often amounts to the tank taunting or somebody trying to intimidate for advantage, but often enough something a lot more interesting comes from it. Here's an example: I had my players fight a dracolich who had some undead minions. As they approached the dracolich, he told the players that they were nothing more than self-righteous bandits after his hoard, as he flew up & breathed in, rolling initiative. He was second in the order, so the Rogue was able to throw a dagger at him before he exhaled his breath weapon attack on them all. With each Action and Legendary Action he made, he threw more insults and assumptions at the players. On their turns, they started responding & replying. As they conversed, the players eventually learned enough to stop fighting and offer to help the dracolich instead. As they talked (some of this during the combat and some of it after), they learned that the dracolich was transformed against his will, and each time he respawns is immediately teleported to this forest, unable to damage his own phylactery to finally move on to the afterlife, as he's wanted to do for over a millenia at this point. On top of that, some cult keeps stopping by to kill him and his minions every 100 years (and they steal what small hoards he's able to gather in those intervals). Being a dracolich, he respawns and re-raises his undead minions each time. He's been bound to the forest, unable to leave it, turning his once beloved home into a decaying prison. (Not to say that he was ever Good... His undead minions are mostly his former slaves from when he was an Ancient Green Dragon.) The players offered to go destroy his phylactery for him and come back in exchange for the Tome they needed for their quest, and the dracolich found that acceptable. He even gave them some magic items with the book after the deed was done and he knew he'd finally be able to pass on. (When they destroyed his phylactery, the rogue used his subclass ability (Phantom subclass) to grab the dracolich's soul, and brought it back to the dracolich as proof of the deed, before breaking the trinket to release that soul.) Some combats are hard to put a social spin on though (like one with a bunch of monstrosities or beasts), but I try to keep encounters from just becoming a combat encounter and nothing more... Add something else in to make it interesting. Social stuff is an easy way to do that sometimes, but sometimes I'll put something else on the board that complicates the encounter instead, like civilians that the monsters might harm if the players aren't strategic, or conveyer belts (I actually took tiles from RoboRally for the Construct Factory), or a storm that moves around the map and has an effect, or portals everywhere (this one had the platforms arranged like Star Trek's 3D chess, and the portals gave line of effect if shot through), or whatever else.
@nickboyer16743 жыл бұрын
This is great advice, as it always is from Luke, for my game. It’s a zombie outbreak scenario so most of the enemies will just attack, but I try to design the encounters in a way that the players can sneak around or negate the encounter altogether. If they keep running head first toward the zombies one of them is going probably going to get bite at some point.
@CharlesStacyII3 жыл бұрын
Ok that was a good argument for not having monsters just attack. An instance where this was fun, The characters find out that the Imp that is taunting them in a wizards tower has been alone and held prisoner to guard the tower for hundreds of years. They convinced the Imp that he had been abused by the wizard and they would treat him as an equal. They were hunting the wizard down for indirectly destroying there village. The Imp became a permanent NPC in that game.
@ts256792 жыл бұрын
I was thinking of one particular scenario were the players are being stalked by monsters and they fail their perception checks. The default seems to be "well you failed your perception so the ambush happens and you are surprised" but I would like to suggest turning it into a running battle with an unknown foe rather than a static combat. If they succeed their perception rolls they are alerted early and have more options to misdirect, hide, evade or lead the monsters into more favourable terrain. The better the roll the more information they get on their pursuers. And this would play out similarly to a 4E skill challenge with the monsters taking pot shots and trying to isolate party members as they flee through the terrain.
@slimee88413 жыл бұрын
NOOOOO COME BACK GARY, I WANT THE KOBOLD NOT THE SUSPICIOUS BEARDED MAN
@drewberrycrunch14172 жыл бұрын
This was a good video. The first campaign I ran I DM'd the monsters pretty loosely and it was great. My current one is more strictly writen and I think it's suffering from it. I'm going to start relaxing the enemies a bit and give my players a chance to act first. Thank you.
@django34222 жыл бұрын
So yeah, wouldn't say never - sometimes parties get ambushed - but definitely agree about how you can make your game more engaging and feel more rewarding by introducing monsters more dynamically.
@dwil03113 жыл бұрын
“Monsters should never attack first” First example of a good encounter: monsters attack first Me: Oh, it’s a title that’s intentionally poorly worded title as a means to click bait.
@CameronAshbySK22 жыл бұрын
Being a player for many years and starting off as a new DM, I seriously have enjoyed these videos soo much! Thanks and good job Luke!
@nrais763 жыл бұрын
As for the main argument, I totally agree. I've been game mastering since the 80s, darn near every game I came across. Getting on track with D&D games, especially in older editions of the game, this greatly increases survival, in 5e it averts a host of problems, and in every edition, it increases chances for roleplaying. (In older editions, players should really be trying to bluff their way out of more fights, but seldom will anyway.) I have the reverse problem in my 5e game - they bluff their way out of a fight and then sneak attack the baddies as they're departing. The solution is of course larger groups that won't be at as much of a disadvantage when they do that, and word spreading of their nefarious tactics and untrustworthiness, which has other effects.
@primeemperor91963 жыл бұрын
Me when I saw the title: Wait, why can't monsters go first in initiative? Me less than 5 minutes later: Ok, that makes more sense.
@kargoncoppercoin20933 жыл бұрын
Reminds me of the time my players convinced the guards of the dungeon to let them explore by quoting Bushes of Love Guard: What are you doing here? Party: uhh, we're here to clean the floors Guard: the floors? Party: well you see some blood has drained into the boards and we have to clean 'em
@benjaminleaber46913 жыл бұрын
I had a dungeon where my players had to sneak past a pair of bone Nagas. They were fairly underleveled and so waking them up would have ended in a very close call. They later heard some wights up ahead playing cards, and instead of killing them, befriended them and started a music group that eventually broke up as they left the dungeon
@rockinrushing47913 жыл бұрын
Luke here is a good story. I recently added your red rum story into a campaign I've been running for over a year as a little side quest for my druid. She was invited to a birthday party where her friend then told her that some grey colored gnomes had been stealing her crops, that didn't bother her but they now have stolen a statue depicting her deity. So led them to the gnome town and eventually they hear of the cockitrices and follow the trail to the stone tree stump where my druid commenced to scaling the tree and ended up as an elf feeling sympathetic towards the harpies decided to have the gnome making the delivers find some mushrooms or other things to make rum out of that won't turn people into stone. So they essentially talked them into killing the cockitrices and made absinthe and started a liquor company that has now grown to 1000gp a week in profits for the party
@vanScoota3 жыл бұрын
One encounter I'm particularly proud of was kind of similar to your example: I had a trio of "giants" (a Troll, an Ogre and a Half-Ogre) capture an NPC companion of the party. The party tracked them down to their cave without knowing about the exact type and number of the monsters (they are pretty bad at tracking). When they arrived, Half-Ogre and Ogre were preparing a fire outside the cave, obviously for cooking the captive, while the Troll was out of side in the cave. When the Ogre left, one of the PCs tried to bribe the Half-Ogre, who was complaining about his lazy companions, by throwing basically all of his provisions at him. It worked, and when the Ogre came back out, the Half-Ogre started a fight. When the party joined I had both the Ogre and the Troll make Intimidation rolls against the Half-Ogre to bring him "back on track". The resulting chaos was pretty funny and memorable. Also: The "giants" were reffering to each other by relative size. So the Troll was called "big one" by the others and the Half-Ogre "little one". The twist was the name of the Ogre. From the Half-Ogre's standpoint, the Ogre was the "little one", because the "big one " was the Troll. Similarly, the Troll called the Ogre "big one", because the "little one" was the Half-Ogre. So when the unseen Troll shouted for the "big one" from inside the cave, reffering to the Ogre, the party thought (as I planned out) that the shouter also had to be a "little one" / Ogre. Oh boy, were they surprised when the even bigger Troll joined the combat. :D
@killigin3 жыл бұрын
I'm the inspector. I'm here to inspect all the things. *Rolls 2 *Guard rolls 1
@deromilly3 жыл бұрын
We did this in an underground complex inhabited by troglodytes. and we told them they'd failed the safety inspection because one of the traps exploded. Imagine if one of your own group had been there! You need to go up three levels to the office of Fees and Fines and pay 3 gold pieces to take it off your record. (Really good bluff rolls ensued. though they did catch on after a while. LOL)
@CooperAATE3 жыл бұрын
Just because the guard rolled badly doesn't mean it automatically believes the PCs, just means it's doubtful
@lwriker13043 жыл бұрын
Hah! Good! I even allowed for parlay with Gnolls in Temple of Elemental Evil. (Gnolls were supposed to attack on sight.) Lareth was sooo bad to them that they put aside their hatred for the crew and listened.
@Fizzbann3 жыл бұрын
Maybe have a reaction check? 1d4 1=immediate attack, 2=offensive stance with further interaction at disadvantage with failed attempt entering combat, 3=confusion with additional persuasion or other interaction attempts available, 4=Confusion with persuasion/other verbal communication with advantage. Or something to that degree based on dm and player preference on play style as a group.
@graveyardshift21003 жыл бұрын
This was a good lesson for the 3.5 game I'm putting together for some kids.
@NegatveSpace3 жыл бұрын
A new thing: human resources armor. Oh, I've seen lots of employees do something that is a terminatable offense and have gotten away with it because of corporate.
@UGNAvalon3 жыл бұрын
“The giant readies his weapon, but is wary, and looks like he’s willing to ta-“ “I cast Fireball!”
@troyterry57593 жыл бұрын
Well, "fireball makes everything better"
@gankedirl3 жыл бұрын
One of the best encounters I had in my Princes of the Apocolypse ended up not having any combat inside the dungeon to the point they didn't even know it was a dungeon. At Feathergale Spire they were rather friendly at a point when the knights were having a good moment which led to my players seeing them as friends. When they were going to leave, I had the leader ask them to hunt down a traitor who stole something important, but left it vague enough to not let them know what he was really after. When they found the traitor the next session, he was alone and they ended up speaking to him as well. He was very open and willingly handed the map to the players, saying he only took it out of spite due to him feeling the Feathergale Knights had lost their way and joined with the Howling Hatred cult. He brought up a couple of good points that made the Knights look kind of sketchy and pointed out a few holes in the Knight's story. They ended up convincing him to help gather information in return for not telling the Knights about where he is. Now they are in a situation of being conflicted with who they should trust. The knights who let them join a large banquet, gave them a valuable ring as a prize, and were nothing but friendly, or trust the traitor that stole from those people, but correctly pointed out how vague the Knights were, was willing to scout out information for them, and told the group that the Knight had connection to the Howling Hatred Cult. Gonna be interesting to see how they react from this point forward.
@talbotlynx2 жыл бұрын
An RP driven start to combat can be a great way to move a campaign forward with good story. Had a great DM many years ago, when we were still using homebrewed AD&D, where we managed to get in a few flat foot attacks on a beholder because of eight months (three sessions) of in game role playing infiltration on a black market it ran from the shadows and a quickling rogue using invisibility. With that we'd managed to RP our way into focusing the critter's attention on one spot at a time for single round. Took us three rounds with six characters, three trusted henchmen/guards and two in a meeting with the beholder with the quickling sneaking in from above while invisible, in melee/grappling range on all sides to end it. The quickling literally got the drop on it and played rodeo through the first round. We took heavy damage, but came out on top. Then we spent a week secretly sabotaging the operation while getting word to the king to move on our location. Good times.
@TheOtherWhiteNerd3 жыл бұрын
This is why I miss Reaction Rolls. I recently implemented them at my table, and rolled a Panther that noticed them, but was curious. They assumed that it wanted to eat them and/or their oxen, with the Rogue sneak attacking the Panther. He was so stunned when the Panther started trying to escape and looked at him with pleading eyes. The players loved the change even tho it sucked in that moment, and I think it works so much better to make the world feel real.
@dreamking8932 жыл бұрын
I as a player absolutely love it when we can talk to enemies before all out war begins. It gives our charisma based players a chance to persuade or trick enemies into becoming temporary allies. For example we infiltrated the base of operations of a very prominent slave ring. As we stalked the hallways we found a few sleeping guards quickly taking them out, our rouge and sorcerer came up with the idea of dressing up as slavers to get through the base without issue. I'll always remember those sessions, if we just went full on murderhobo and annihilated the entire base I probably wouldn't remember it.
@quonomonna81263 жыл бұрын
yeah usually my monsters don't just automatically attack right away, unless they are there specifically to ambush them and attempting a surprise attack
@Grayald3 жыл бұрын
I'm happy to say that my campaigns are packed full of things like the ogre social encounter. I mean, sometimes yes, it makes sense for the monsters to just attack first. That's just the nature of some encounters. But when plausible, I always like to have more involved with it than attack on sight.
@Connor_McKinnon3 жыл бұрын
To be honest, I like having the opportunity to talk first.
@ballelort873 жыл бұрын
That's what she said
@MrSpeakerCone2 жыл бұрын
Sterling advice. I like to think of immediate attack encounters more like traps than anything. This lets put "traps" in areas where thematically there shouldn't be anyone with an int score over 5. Like exploring a swamp, stepping into the wrong patch of water without looking first gets your leg caught by a giant crocodile, roll initiative.
@ken.droid-the-unique3 жыл бұрын
Luke, you don't COMPLETELY suck. And I'm not just saying that for the algorithm!
@finth00782 жыл бұрын
A combat I did recently I think perfectly reflects this. The players came across a slaveship, which they decided to attack and free the slaves. What they noticed was that the ship was flying the flag of a nation belonging to the alliance they were working for, so they went for deception and diplomacy instead of attacking. They asked to see the captain, and were let into his cabin; which is when the real encounter started. The ranger noticed that the finely dressed man had inversed hands, tipping him off that the captain was in fact a disguised Rakshasa. What ensued was a very tense conversation as the players thought this enemy was out of their league, as did the rakshasa. Eventually the tension erupted into combat as the ranger launched an attack, but that buildup to the fight made it much more intense than if anyone had attacked on sight. In a way, the buildup was more fun than the fight itself.
@taemien92192 жыл бұрын
One thing I would add is that rolling initiative is NOT just for combat. One of the things I have my players do is roll initiative anytime they have to do some tactical movement. There could be no NPC encounters but I still have them do this. What this allows me to do as a GM is have the players act in a certain order. It makes sure every player gets to do 'something' as well as an easy way to keep track of what is going on. How many times have you all had players enter a building or dungeon or whatnot and they all announce at the same time what they want to do? Tell them to roll initiative and then act on their initiative counts. Then they must move at their normal rates through squares/hexes. What this allows to happen is traps and obstacles become encounters in themselves. Lets say you have a room, its 35x40' room. Or 7x8 squares. You have a trap in the middle. Without initiative count, a normal DM would spring a trap if perceptions failed. There's no player agency there. Just a dice roll. With initiative you still have passive perception, but players can tell you where they are moving and where they are looking. If they never find the trap. But never step in the square it is in. It doesn't go off. The trap isn't sprung on them arbitrarily. One of my biggest pet peeves are the ideas that traps and obstacles don't exist until a player searches for them. Many GM's do this. There's nothing planned until a player asks, "I'm looking for x, is there any." And the GM goes, "oh um, let me see." Which means that room that was otherwise perfectly safe, now isn't. Its kind of a cheap way to make player abilities 'useful' but it punishes bad rolls. And in such cases, players may even purposively not ask to avoid such problems. But then imagine if the trapped square I mentioned earlier is asked about specifically. Player gets a hunch, says, "is there anything unusual about this spot?" In which case unless there is some heavy trickery (Spot/Perception DCs of 20+ for example), you can tell them pretty much what is there without a roll. Can say they see a pressure plate or brick seems to be raised. Now the player feels clever, and is engaged. Just remember when they do roll search, spot/perception, investigate, etc. Those abilities have ranges. So don't force them to do every square/hex. And possibly give bonuses when they do search particular squares or hexes. Initiative movement outside combat makes for some interesting shenanigans when they bypass a trap on the way in. Didn't see it. And then step on it on the way out. Usually a trap done in this manner seems arbitrary. But the players who are in control of exactly where their characters are moving will not feel such a thing is cheap or unnecessary. Just a, 'oh I never moved there before.' Initiative also works for non-combat encounters with NPCs. It allows for order in the same way as before, especially with multiple people speaking. In purely social encounters, you can even elect to have CHA mod apply to initiative as well, calling for a new roll of initiative counts if it goes south and into combat. But make sure you let your players know ahead of time that initiative isn't just for combat. So when they encounter the old man giving them a quest, and you say "roll for initiative.." They don't go for blood right off the bat!
@darttgaming15153 жыл бұрын
Luke, I love ya but you CAN flip the script! If the players NEED a social interaction and the monster comes out swinging they can almost ALWAYS use persuasion to de-escalate things and move out of combat! Players ALWAYS have agency, even in combat. They can opt to talk EVEN IN COMBAT. Now if you as a DM deny them that? That's railroading.
@elsie87572 жыл бұрын
I feel like a lot of players don't quite realize that, though, especially if they're new and/or more used to videogames where the talky parts and the fighty parts are clearly separate. So they might need it spelled out for them once or twice that just because there's a hostile NPC in front of them, that doesn't mean they _have_ to fight it (or that even once they are fighting it, they don't _have_ to just silently wail on it until it's dead).
@Mr_Maiq_The_Liar3 жыл бұрын
If monsters should only attack first when it's logical and enjoyable, like assassins, mimics, and hydra and such. Then the title is misleading. Not why monsters should never attack first, but why monsters shouldn't always attack first
@makingtechsense1262 жыл бұрын
This is excellent. I am fairly new to D&D and I have only been a player for a little while but also have started to DM my first campaign with my wife and kids. I definitely understand the frustration, as a player, just automatically entering combat the instant a monster appears. As a DM I will definitely be trying to do more social interaction when my players encounter monsters.
@wowfirebat3 жыл бұрын
I am going to echo what some others have already said and go with "Monsters shouldn't attack first all/most of the time" I agree that it creates more opportunity for fun interactions and gives the players more control over the story, which is great, but sometimes an ambush is fun and sometimes the enemy can't be reasoned with or just wants you dead. Also sometimes the party says or does really dumb things that upset the NPCs. I like to reward creative thinking at my table. When a player uses the tools available to them or crafts a good lie/argument I want to let them succeed, sadly combat is usually the first thing my party thinks of to solve a problem; even when I never intended or wanted a fight to happen they get aggressive. Adapting to maintain the balance is difficult, but rewarding when I manage to run a session where the talkers and the murder hobos are both satisfied with their work.
@lodewijkboute23113 жыл бұрын
I am fortunate enough to have players who like to interact with most of my encounters. Just as you say, sometimes combat ensue and sometimes they have an unexpected ally. Last week, my party came back into town and found that all the inhabitants were gone. In stead, they saw a group of Orcs walking through town, looting here and there. They didn't attacked immediately, but went to talk with one of the Orcs and got him to bring them to their leader. They had a discussion with the leader and convinced him that the party could start an investigation into "why" the inhabitants of the town disappeared. Who knows, our bard is even considering to make an alliance (in the form of a marriage proposal) to the Orc Queen whom is said to arrive shortly. You know: it's good to know some people in power...
@vntHrzn3 жыл бұрын
Agreed. I am new at the DM thing but I have found that everyone has more fun when the players decide to roll initiative. Doesn't change much on my end. And if they are are low intelligence beasts and there won't be any talking. I put them on a timer, let them each take a turn or two and then start combat. The shit they have come up with before combat is far more entertaining then what can be written and it allows me to watch and laugh.
@INeedaName-cb2qw3 жыл бұрын
I've been in groups where we've defused what could have been big conflicts with powerful foes multiple times! Fuzzy on the details as these stories are from more than two years ago at this point. First time was when we met an imprisioned Behir, who we convinced that we meant no harm. We freed the Behir from his cell, and helped us find the wherabouts of his master that abandoned him, who was also on the run for murdering the Mayor's daughter. Second was when we broke into a witch's mansion and stumbled across a Lich that killed her. The lich was intending to kill us at first, but we managed to negotiate a deal of some sort and so he decided to spare us! It was a lot of fun talking our way out of dangerous encounters.
@jakepatterson26593 жыл бұрын
So this is definitely one of those things that boil down to a group and a playstyle. Even more so it also comes down to what kind of monsters you use, not every enemy is intelligent, not every enemy speaks the same language, some enemies like to ambush. Yes if you have your pcs facing off bandits or guards give them the opportunity, but it's also on them to remember talking is a free action. Just because a fight starts doesn't mean it can't end until the other person is dead.
@chris.rousseau2 жыл бұрын
Brilliant! A small tweak that I never thought of . Great advice that will create a lot of variety in my encounters.
@vickieden19733 жыл бұрын
I've used both roleplaying and straight combat tactics, and for anything other than the basic 'this happens, now roll initiative' route, you kind of have to have a team who actually are interested in more than just combat. A lot of my players come to game nights for end-of-week catharsis, and after particularly rough weeks, mostly they just want to kill things in new and different ways: heroic kills, gory kills, accidental kills, ludicrous kills, etc. As a GM, I adore social scenes and roleplaying NPCs, but you also have to cater to what your players want/need. And in my case, that means warning some of my players before the next session if it will definitely involve social scenes and they might need to be prepared for that. The days when they're switched on and prepared are usually pretty good, even if it did need a disclaimer.
@timolynch1493 жыл бұрын
I agree with the content of the video. Good points, well made. The title is a bit misleading, though. Of course, there is also a big difference between intelligent NPCs that can actually be reasoned with, mindless things that act on sheer instinct and that don't have any capacity for fear, for example slimes and oozes, or constructs or undead with simple instructions, like golems or a bunch of zombies, animals or monsters that pretty much act like animals, like a cave fisher laying in wait or a roper etc. Sure, clever players will often find ways to detect and avoid or eliminate such situations and should be rewarded for that cleverness, not punished. If players somehow discover the roper lurking in the dark cave and avoid it or shoot it down from the ceiling, good on them! If smart players find ways to distract the ochre jelly blocking the corridor enabling them to dash through, excellent! I hate it when DMs plan an encounter, the encounter doesn't pan out as planned and then they try to find ways to make them work anyways. "You discovered the flying invisible creature ambushing you, but, huzzah, there were also a bunch of burrowing creatures, so you are surprised after all!" Depending on the campaign or adventure, sometimes the nasty things trying to snatch you from their dark hidey holes or the ambush laid by a group of would-be assassins are adding to the suspense. So, by and large I would say: "Why monsters that can be reasoned with should not attack first, unless they have very specific reasons to attack on sight." Hmm.. fair enough, your title is better.
@MaestroMagnifico212 жыл бұрын
unless the monster/enemy has a good reason to attack first(such as have previous beef with the party) i ALWAYS allow the players try to talk to the monster/enemy to prevent a combat.
@sleepy16972 жыл бұрын
I agree that there are a lot of encounters that could go like this, but there is a story to be told about WHY an enemy would attack on sight. What if the first encounter was an AOS encounter, but then the second one wasn't? Why did the first one just attack mindlessly? Maybe they got an instruction from the boss that they're interpreting differently. Maybe, "Let no one come in" might mean "Kill everyone" to one ogre and to another it might mean "be a goal keeper and stop all entry". It could highlight how one guard might be more aggressive than another, or how one might be smarter than another. Additionally, if you never attack on sight, the players will know to expect a chance to avoid combat, example; "As you exit the compound you see an ogre, he doesn't yet seem to notice you." Now they COULD run up and attack him or escape him unnoticed, or they could risk trying to trick him for an added ally in the boss fight, but they don't know if he'd even listen to them. There's always a risk he could just attack on sight if they try to talk to him, or he might be an easy fool to trick into fighting alongside them.
@AuntLoopy1233 жыл бұрын
I agree. Surprise attacks should be an actual surprise. If every encounter begins with "And the monster attacks you, and hits for X damage. Roll for initiative!" then your players who designed their characters for social interactions will be disappointed. Your sneaky-types who like to turn their enemies into allies, so they can overpower the BBEG with shock troops will be disappointed. Also, the encounters will become BORING, as they are all basically the same, but with different enemies/scenery, so that you need different tactics, but the strategy is always the same. Duck, roll for initiative, attack, talk later IF you take them alive. I saw a story, once, about an Adventurer's League game, where it was designed to be heavy combat, and 9 out of 10 tables played heavy combat, but that last table actually talked their way through EVERY encounter, and never rolled for initiative, once. They found it incredibly satisfying, and the DM was utterly shocked, but also just had to brag about his awesome players, with their awesome diplomacy antics. Another reason to give them a chance to talk their way through combat encounters is that it means you can beef up the other combat encounters, because they'll have more hit points and spell slots left to use on them. If you have 5 encounters planned for that adventure day, and they talk/sneak/trick their way through or around four of them, just imagine the epic battle that will happen for the fifth one! I'm talking EXPLODING COWS levels of EPIC!
@sterrre12 жыл бұрын
In my last game my players walked in invisible or disguised into the hobgoblin boss having a staff meeting with his gnoll underlings. The boss told them to wait by the wall, and because I had told my players earlier that the gnolls don't really like working for the hobgoblin the wizard disguised as a gnoll prostrated on the ground in front of the gnolls telling them to betray the hobgoblin. I had the hobgoblin swing his sword and asked everyone to roll for initiative. So the hobgoblin attacked first, but it was a consequence of the wizards poor social skills. Luckily the wizard rolled a 20 on initiative (so did the hobgoblin but he has lower dex) so the wizard was able to misty step away before getting 1-shot by a hobgoblin warlord at lvl 6. We didn't finish the combat but the barbarian was able to disarm and critically wound the Ogre on the last turn, my hobgoblin boss's muscle, so when we return I'll have the barbarian roll a gradient intimidation check to scare the gnolls into backing down.
@bradyhafen5103 жыл бұрын
Great information/arguments you won me over to your side. I still think there could be some reasons attacking first might be the correct option but this has help change my mind on most of it. Great video Luke!
@danielboggs20133 жыл бұрын
In the first year Original D&D (1974) there was no initiative roll. That rule came later. Players usually just went first, at least the way it was played by Dave Arneson in the Twin Cities.
@Akario33 жыл бұрын
if there ever is a lair magazine that focuses on Ocean encounters then i might just shill
@gamesdisk3 жыл бұрын
wait they are all luke heart I been a gm since highschool! I didn't know he had such range.
@McManthony213 жыл бұрын
His whole title.
@Sceadusawol3 жыл бұрын
So, random encounter in the jungles of Chult. A party is walking at a brisk but leisurely pace through the jungle, almost as if the land was making way for the ranger (revised) leading them. All of a sudden, there is a sound ahead. To the casual observer, it seemed like a flock of birds. To the trained ear of the ranger, it was a pack of velociraptors. *DM calls for initiative, and the ranger rolls highest* "I step forward with my hands out and try to calm the beasts, using my Primeval Awareness." Say the ranger (who had recently watched Jurassic World). DM responds: "That'll be an animal handling check." Ranger: *gets a 23* DM: "you get the clear indication that they are hungry." Everyone else: *holds their action* Velociraptors: *don't attack, but look curious* - Top of the round - Ranger: "I cast goodberry and throw the berries to the raptors." Cleric: "I cast prestidigitation, flavouring the berries to taste and smell like meat." DM: Technically that's two effects, but I'll allow it. Everyone else: *holds actions* Velociraptors: *Eat the berries* And that's how my party made their way through Chult. (Next session, ranger ends up getting chewed on by a Z-rex...)
@Raoul97533 жыл бұрын
The sad thing about the opening Sketch is that since this is 2021, its impossible to tell if its only a joke or if some people actually attacked him with thate "ageism" argument...
@landonholley18093 жыл бұрын
This was a good video great topic. i dont always agree with your opinion in your videos but this one is spot on! to many times it "you see a Giant form standing in front of you Roll for Inish" vs giving the player a chance to talk to what ever confronts you, or as you said dragons they are intelligent and would always seek an advantage sometimes it eat the annoying adventurers and loot them is appropriate but dragons are long live and probbaly have useful lore that they might be will to negotiate for etc
@apparition6683 жыл бұрын
So, when I read the title, I admit I was thinking more tactically- "Why Monsters Should Never Go First in Initiative Order." =) Some monsters just attack, but yes- if the mob has some intelligence, there should always be an opportunity to interact in other ways. And not just before combat. In one instance, we had a player, during a long protracted combat, get tired of swinging his sword, and invite one of the mobs for an ale, and the two of them sat there watching the rest of combat and having a nice chat. Take, for instance, the fight scene between Inigo and Westley in "The Princess Bride." The social interaction occurred throughout the battle, and we learned things about both combatants that may be of use later on.
@afearlessmonk3 жыл бұрын
Definitely a good watch. I can’t even tell you how many times my Dms or myself has done this without a second thought. Good wholesome game play right there
@albertnorman41363 жыл бұрын
Going my my theory that the peril of a dungeon zone should escalate the longer the players are there, I'd be inclined to have the monsters be unsure of these intruders with their comparatively high-quality equipment and supplies. One observation in games of Risk is that if you use your advantages to perform a major attack on another player, you're effectively committing suicide because you exhaust your strength by the end of your turn, and now all the other players will take low-risk bites out of your territory. Since for the sake of verisimilitude we pretend that the monsters of a dungeon have been living their lives and wish to go on doing so, suicidal tactics should have largely eliminated the groups attempting them. Thus, when the party enters, the various factions they encounter should be looking to figure out how to get the PCs to exhaust their resources, and only _then_ come in to kill them and take their stuff.
@shirlot3 жыл бұрын
One of my current campaigns: We walk into a study, I (rogue) pick up a coinpurse off a couch. Suddenly an air elemental flies down the flue of the unlit fireplace, ready to attack. I turn to it, say "Sorry, is this yours? You can have it back. We don't want to fight you for it." (We were very underleveled for the dungeon. Lvl 1 facing stuff like mimics and medium elementals) So after being a bit dumbfounded for a bit, the elemental just accepts the bag and flies away.
@bmthehunter3 жыл бұрын
In LMOF, I rewrote the Redbrand random encounter as a road robbery that, if they had surrendered, would have had them captured for Glassstaff/Blackspider. There was a social aspect...when the party balked at the robbery, the cleric at the back was almost dropped by the bugbear hiding in the hay field. They killed all but one Redbrand and he decided, after answering a bunch of questions, that Triboar must be nice this time of year. Bye Zak, see you in Triboar. Make better choices or we won't be so kind next time.
@immortalmonk28913 жыл бұрын
I have had players use social rolls during combat and I have had it succeed. In my game last night, one round of combat started, one party member was looting the dead that were already in the cave. I had invisible monsters with intelligence guarding the dead. The first character to loot the dead was attacked, however, the party socially ended the combat and convinced the monster to guide them through the cave to the actual enemies, (common enemies between the monster and the party). What would have been a hard encounter, was ended socially and the party saved precious player resources for the deadly encounter waiting for them.
@TroySavary Жыл бұрын
In the game I run for my kids, they try to be friends with almost every monster they encounter. They found an ogre who loved to stack rocks and liked soft things. He now builds stone walls for their town and takes care of their sheep. He isn't that bright, so he needs a bit of supervision when building walls.
@EnrahimRPG3 жыл бұрын
My first observation was seeing the prominent d&d board game boxes in the background. Those games are infameous for always having the monsters getting the first attack when revealed :D
@ramgladore3 жыл бұрын
I think this video is more for new DMs who only do homebrew campaigns. I myself am pretty new to D&D too but I've read thru Lost mines of Phandelver and I know some encounters with evil aligned creatures like Mormesk the wraith, the Nothic and that necromancer at the well can be reasoned with first. Some encounters, the creature actually avoids combat. Like the goblin hiding on top of the bridge in the cragmaw cavewho sneaks away to warn his friends after he spots you. He may even warn Klarg who might make plans to capture your party members in order to interrogate them as opposed to just flat out attacking them which itself is not mentioned in the book. But it makes sense since the book also mentions that Klarg speaks in the 3rd person because he's arrogant and thinks of himself as an up and coming war lord. The players may not ever know this if they're not given the chance to speak with Klarg.
@JesseCohoon3 жыл бұрын
I agree. And because I'm running a 5th ed Modern/ futuristic campaign most "baddies" are either A) Human B) Formerly Human (changed by design or accident) C) Friendly monsters D) able to be talked with. E) Splices (animal human hybrids) If they choose to fight, 95% of the time it's not to the death. Why? because there are legal repercussions to killing and they don't want to stoop to the same level as the "big bad" omnicorp, which may not be as big or as bad as they think >>;-)
@benjie1283 жыл бұрын
My group played this week. Level 3. We come up against something I think they were called boneless. Surprise round, they downed the other player. So on her turn she started rolling death saves. So the kobold rogue rolled a perception check, initiative, and two death saves (one success, one failure). Gained two failures from attacks. And dead. Only thing that saved my character during the encounter was damage reduction because I played a barbarian. We encountered 4, I killed 3 of them. And limped away while the 4th feasted on the kobold's remains.
@chadhauge4142 жыл бұрын
Good concept. There is space for the straight ambush attackers (a story where the PCs have created an enemy in bandit kingdoms or a thieves guild perhaps). But I get the idea. It isn't that a monsters initiative shouldn't "go first"; it is that monsters shouldn't always open the encounter by attacking. I like it...and so do my players.
@gnarthdarkanen74643 жыл бұрын
The short-short version would be "It's called an ENCOUNTER, not a chart of random combats... Ever wonder why?" Great stuff as usual, Luke... ;o)
@orelyosif58523 жыл бұрын
Giving players a surprise round is exeptional and leads to most endearing gameplay from their side
@BlueThunder19883 жыл бұрын
I like that; my group often ends up dithering in battle because we're trying to figure out whether we should attack or try to talk - having the option to try before launching into battle. That said, there have been occasions where we did have that chance. I guess not knowing that we could talk our way out of battle AFTER we've started does help in avoiding predictability.
@ecfbem3 жыл бұрын
in any scenario you can talk, fight, or sneak, this is the concept behind deus ex. you can talk your way out of a fight, or you can talk your way into a fight. same as once youre in a fight you should have combat outs, weather thats running, talking down, etc.. options are what players are looking for, give them the agency to influence situations