10 Rules to Steal for Your D&D Game!

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The Geek Pantheon

The Geek Pantheon

Күн бұрын

Пікірлер: 121
@g80gzt
@g80gzt 2 жыл бұрын
DND at base has a success at a cost idea in the DMG I believe. Missed the monsters AC by 1? You can go for the hit, but you get disarmed in the process. Fail the save by 1? You can pass that fireball save, but you're prone. Fail the check by 1? You can succeed that, but a consequence for something else. You pick the lock - *loudly.*
@soMeRandoM670
@soMeRandoM670 2 жыл бұрын
What page would that be? Sounds cool.
@Mike-mm8gg
@Mike-mm8gg 2 жыл бұрын
Big fan of this
@SavageArtificer
@SavageArtificer Жыл бұрын
@@soMeRandoM670 was page 242 in my book. I'm not sure which page the reprints would be on.
@Grimlore82
@Grimlore82 8 күн бұрын
I've been doing this and the timed skill check for a long time. Sometime during the 2e days I started doing this. It was very impactful, and have just added more of these types of things since.
@tomhamilton6158
@tomhamilton6158 3 жыл бұрын
I like to borrow stunting from exalted. When players narrate especially cool character actions, they get a small bonus to the action. In Exalted, the reward was 1-3 extra dice to roll. In DnD, I'm thinking just give +1, +2, or +3 to the roll. This incentivizes roleplay and creativity, and is pretty easy to implement. It also allows characters a tiny bit of narrative control. It can even be used similarly to the flashback mechanic, to justify characters being prepared for the adventure, without needing to disrupt the narrative for a flashback.
@TheGeekPantheon
@TheGeekPantheon 3 жыл бұрын
That's a great one. I'll need to look into it!
@MrJerichoPumpkin
@MrJerichoPumpkin 2 жыл бұрын
@@TheGeekPantheon also 13th Age had stunting, with a broader use (not limited to combat), but with a drawback if you fail the roll you apply the stunt to (and of course you have to narrate your stunt)
@setarcos42
@setarcos42 2 жыл бұрын
Intimacies are a nice RP mechanic that ports over pretty well. I've been using both in my home games for years lol even before finding exalted
@joabpelling462
@joabpelling462 2 жыл бұрын
I often lower the DC of checks when players describe what their doing in detail, giving them a + to their role is probably more rewarding and I think I’ll start testing that in my games
@xanderramsdell2919
@xanderramsdell2919 2 жыл бұрын
One mechanic from not a ttrpg, but a video game that seems heavily inspired by D&D and ttrpgs, that I've been thinking of translating into D&D rules is Wildermyth's death system. Basically, if one of your characters dies, they get a choice: they can deal some damage to the monster that killed them, give a buff of some kind to the rest of the party, or (this is the important one) survive, but leave for the rest of that combat and be maimed, which usually gives them some negative effect in future combats, like if your arm gets chopped off you can't use staves or bows. Sometimes it does give you more interesting options like one time I got to turn my character into basically a magic item, but that's the general gist of the system. The main thing that is difficult to turn into D&D is that you can only survive a death once per chapter in Wildermyth, and if you're not running a module, or even sometimes if you are, it might be difficult to figure out what the end of a chapter is.
@markbyrd7710
@markbyrd7710 Жыл бұрын
You could make them roll against a DC to avoid death, and with every subsequent death, the DC gets higher.
@tylercomstock1893
@tylercomstock1893 4 жыл бұрын
You won me over with this video. Subscribed and followed. Im also going to check out ER Campaign 2.
@CoolPotatoe
@CoolPotatoe 2 жыл бұрын
13th Age escalation die applies in various ways to different enemies. Dragons get it the same as players (that's a big oh crap moment when they realize it). Other monsters have abilities that unlock at certain escalation levels. For instance, this ability can be used when escalation die is even. Primarily its a pacing device to help speed combats that are dragging along and (for me at least) makes it easier to remember "in round 3, x happens" events. Also, for icons, I run them more as organizations. Sure, the Dragon Emperor rules the land, but Sir Adventurer the Brave probably doesn't know him. He does know how the Empire is run, certain figures at different levels of the organization, etc. Also it really helps players develop their backgrounds.
@MrJerichoPumpkin
@MrJerichoPumpkin 2 жыл бұрын
and that is as icons should be run, it's pretty clear from the various game example in the books
@Bysentenial
@Bysentenial 3 жыл бұрын
I have been planning a run for my shadowrun game where instead of letting the party plan for 3 sessions I was going to dump them in a run, get where everything starts going to shit, flash back to telling them what they're actually doing here and then say you have X 'luckily i prepared for this' points they can use on this run.
@thecompletejake
@thecompletejake 2 жыл бұрын
Great idea.
@playahsan
@playahsan 2 жыл бұрын
I would use most of them but with Bonds I have another take: Whenever characters create a bond, whether it was during character creation (we grew up together; we've been dating for a while; we trained under the same master etc.) or during game (we saved each others asses many times; we hanged around the taverns a lot; we sparred for last few weeks) I would give them a card with said bond that has both characters name on it and the name of the bond. During any time it would apply any of the two can use that card to gain advantage or flat bonus to an action that can be explained by the bond. For example: "Wizard wants to gain a bonus to stealth and invokes his friendship with Rogue, who previously gave him a hint that could come in handy". Whoever uses the card flips it face down and it gets unflipped after short rest.
@igku8339
@igku8339 2 жыл бұрын
Dungeon World is the game I've spend more hours in (preparing and analysing it, #ForeverGMFromSmallTown) and the most important feature about bonds for me is when those are resolved. A bond is resolved when it no longer applies cos it has been finished (the wizard prediction has came true for example) or it's no more (the guy who saved the fighter betrayed them). Wgen this happens the player gets XP, which encourgages progresion of personalities/relations and also roleplay.
@MrRJPE
@MrRJPE 2 жыл бұрын
Success at a cost just sounds like Failing Forward but slower. Instead of "bargaining" with the player or even asking if they want to succeed but with a cost, you as the DM just say "you did it, but this also happened". Let's take the rogue picking a lock scenario. The rogue rolls to pick the lock that has a DC of 15 but they rolled a 12. You as the DM could then say "You picked the lock, but it bent your lockpick. Checks to pick locks while using those will be at disadvantage until you can find other lockpicks." No negotiating or bargaining or even asking them, you just do it.
@Effacez
@Effacez 2 жыл бұрын
ICRPG has already incorporated slight variations for most of these rules in the ICRPG Master Edition rules. If you haven't check it out yet, I can't recommend the system enough!
@peoplecallmepeechez
@peoplecallmepeechez 2 жыл бұрын
That adversity token idea is kinda like my dm's idea of invoking a flaw. If we rolled a nat 1 while trying to do anything we can tie it to one of our characters flaw. We get a point of inspiration and the dm gets to keep this incident in his backpocket to bring up at a later date
@Dicyroller
@Dicyroller 2 жыл бұрын
I think people forget that DM's should be following some rules to help the story move forward. If you need the party to do something to forward the story, don't require a roll for it. If you want to have some skill checks that let them do things that will give more information fine, but if the story can not move forward if they fail a thing that is not good DMing.
@Bysentenial
@Bysentenial 3 жыл бұрын
I've been using a mechanic that I modified from starwars, I think it's called balance of power. where at the start of each session everyone rolls a dice and it's either a extra dark or light side dice. players get light, DM gets dark and when ever someone spends one the other side gets ones. I did mod it to just start of every session roll a d20, 10+ is 1 inspiration the party can use that session.
@archerfire007
@archerfire007 4 жыл бұрын
There are some really excellent ideas to pilfer in this video that I will certainly be trying at my own table. All of these suggestions will add more flavor and depth to a game, which will increase the fun for the players! I have subscribed and would certainly like to see more videos.
@Paradox-es3bl
@Paradox-es3bl 2 жыл бұрын
One of my favorite things from Critical Role is the “planning phase” though. Why would I ever want to skip it? “At dawn, we PLAN!”
@hauz287
@hauz287 11 ай бұрын
Analysis paralysis. And most players aren't as experienced at knowing when to stop
@Gregatron13
@Gregatron13 2 ай бұрын
Except CR would spend an hour making a plan that got borked five seconds into combat 😝
@NinjaBrutality
@NinjaBrutality Жыл бұрын
Soft fail states are always an incredible tool in game design! Great video!
@Randomdudefromtheinternet
@Randomdudefromtheinternet 2 жыл бұрын
Expanding on the “success at a cost” part, maybe we could borrow Call of Cthulhu’s mechanic for forcing a success (called “pushing a roll”) and degrees of success, so depending on how well you roll, the better or worse the resulting situation may be; when you push a roll, you get a free reroll, but you must use the second roll, and if you still fail, the worse scenario happens (the GM may allow the player to choose the punishment for the situation). For example: you’re talking with a noble, and you roll a persuasion check and fail, you push the roll and still fail, your character has offended the noble and they challenge you to a duel so they may regain their honor, if talking to the captain of the guard, they get arrested or for the next week the guards are more rigorous against the party (perhaps arresting them for lesser transgressions).
@TheGeekPantheon
@TheGeekPantheon 2 жыл бұрын
that could be a interesting mechanic to explore. I like that you get a second chance, but at higher stakes. I'll need to check it out. Thanks!
@AvangionQ
@AvangionQ 2 жыл бұрын
That fast turn, slow turn system is interesting ... a simple implementation would be that in the first round of combat, call it a setup round, everyone only gets a single action to use Meaning each character and/or NPC/monster can only either move into position, make a skill check, activate a class feature, cast a spell, or make an attack (if they're just ready) Only problem with this is that it greatly devalues any characters who rely on first attacks (assassin rogues come to mind) ... so you'll need to give them a full round during the setup
@MGSchmahl
@MGSchmahl Жыл бұрын
I like this idea for Pathfinder 2e. Everybody gets a single-action turn on round 1, then a 2-action turn, then 3 actions on round 3.
@trebet5196
@trebet5196 2 жыл бұрын
My players seem to role a lot of Nat 1's so I have pulled the Bennies from Savage Worlds over. Its only applied to d20 rolls for skills, saves and attacks, but has helped with their hateful dice.
@g80gzt
@g80gzt 2 жыл бұрын
Combat Escalation actually works thematically too. You're getting a better idea of how to hit to hurt.
@ricardojuanlopeznaranjo6651
@ricardojuanlopeznaranjo6651 2 жыл бұрын
If works for both sides is a good idea, if only for the PC'S IS another SNOWFAKE rules making the game easier like most of 5E do. 5E is not based in any literature, comic books or even fantasy movies or series but un MMORPG with no perma death for Social Justice Warriors lol.
@tankatim13
@tankatim13 2 жыл бұрын
I use it for both sides.
@mikemurphy6550
@mikemurphy6550 Жыл бұрын
Arent they also better about defending against the types of attacks?
@MrJerichoPumpkin
@MrJerichoPumpkin 2 жыл бұрын
also from 13th Age i really like the "fail forward" rule, that lets the party retreat from a dire situation, escaping with their lives, but at the cost of things getting worse (as they called it, a "camapign loss") meaning something going on is gonna be more difficult, like another fight will have more opponents, a target will have more security, people in town will be more on the hostile side, or they are forced to flee in a way that maks nearly imposible for them to get a secondary objective they had in mind, and so on
@wilsontabb8222
@wilsontabb8222 2 жыл бұрын
I’m stealing 9 of these. One I like from Fate is how they have qualities that they can activate or be activated by the DM by offering rewards. This is very similar to some of the things you mentioned.
@frost68nskate
@frost68nskate 2 жыл бұрын
I like the escalation die. I'm thinking to make it a little more balanced between enemies and pcs. Pcs get to +1 enemies do not yet. Pcs get to +2 Enemies get +1.. Pcs +3 Enemies +1, Pcs +4 Enemies +2.. Etc.. the enemies are always half the pcs, but pcs have the advantage for 1 round.
@chrisbolducrowan5110
@chrisbolducrowan5110 2 жыл бұрын
That’s an interesting take. I’d go the other way. For me, I find that PCs have so many abilities that give them a distinct advantage that I want to make it more challenging, without blowing up monster power level. Do you feel like PCs need an advantage? I feel the complete opposite.
@frost68nskate
@frost68nskate 2 жыл бұрын
@@chrisbolducrowan5110 honestly no. I don't think they'd need an advantage. I was just going off of what was said in the video. I do like what you said though about enemies getting it instead to buff them up a little especially of they're easy opponents. I wouldn't do it for the hard fights.
@chrisbolducrowan5110
@chrisbolducrowan5110 2 жыл бұрын
@@frost68nskate gotcha. I should qualify my perspective comes from playing with a fair amount of optimizers, so that might skew my experience.
@Raoul9753
@Raoul9753 2 жыл бұрын
These Adversity Tokens sound like a nightmare... I have one powergamer in my group that would most likely just ask for more and more useless checks just to get tokens...
@Adeathwishtolive
@Adeathwishtolive 2 жыл бұрын
Well, you could flagrantly award them with the token, or you could allow them to make the check and then just move on, considering they faced no Adversity, or alternatively you could talk to your player and come to an understanding about the purpose of the tokens for your game, and the feeling you want the tokens to evoke from them? It’s your table, So of course run it how you want, but you can solve most Player x Dm issues with just a conversation before the dice hit the table in the next session, unless your players are unreasonable.
@Night_Hawk_475
@Night_Hawk_475 4 ай бұрын
The problem with the adversity token system to me is that if it's rewarded on any failed roll, it's very gameable. There needs to be some more requirements, otherwise the ideal way to use this is to spend hours outside of combat making difficult/pointless checks constantly to farm tokens. "I carry around a lock with DC 35 to open... and I'll spend the next hour trying to open it 100 times, my bonus isn't high enough to ever succeed. " Like that example is blatant, of course, but I'd want to codify a fix rather than have to referee individually what checks do and don't count, since it feels too wishy washy. And like, just ruling that it only works in combat still creates weird m/undesired incentives, where optimal play becomes to drag out combats and leave the last enemy/enemies barely alive while you spam the most difficult skill checks you can think of for a few rounds. To me, alignment of incentives is a very important way to analyze what systems are best. I think the general idea of adversity tokens is great, but they should be tied to a greater cost. I'd maybe give them out whenever a player character went down in combat and was then rallied with healing or passed their death saves. (And I'd require that the thing that the combat which downed them involved a total CR similar to average party level, to again codify a rule against intentionally trying to reach zero hp in gamed ways against safer enemies.
@Keaggan
@Keaggan 2 жыл бұрын
GMs please for the love of all that is good STOP HAVING RANDOM ENCOUNTERS. Also most combats in D&D should be over in 3 rounds or less.
@nickdejager8873
@nickdejager8873 2 жыл бұрын
The Shadowrun rule for 'timed' repeats is already partially covered by a little rule in the DMG that most DMs either miss, forget, or just ignore. That is that if the players have a chance of success and no penalty for failure, don't make them roll. It just happens. That rule would not apply in your 'pick the lock guard is coming' scenario, because if you fail the guard may catch you. But it applies in the library scenario. If the player has access to the library, and the library has the information they are looking for, don't make them roll, just give them in info. On the reverse, if the player only has a day to search and an antagonist is trying to find the same books, make them roll. And 12 hours isn't going to give you exhaustion, unless your days are less than 20 hours long. Frankly, I would like to bring back the formalized 'Take 10' and 'Take 20' rules from D&D 3.5E Failing with a cost also needs to scale with the importance of the scene or encounter. Failing by 2 against a random kobold should cost less that failing by 2 against the final boss. I'm not fond of the icon rule. Not everyone has connection, especially at the start. And just having deus ex machina to have some random super character come in and try to save the day. It might be okay to add in as an ongoing thing, you develop these links as the game continues. I also am afraid both the obligations and icons might interfere with agency as applied in D&D, forcing things on the PC. Frankly the icons/obligations/bonds makes it sound like you would just rather be playing FATE... You have your traits that are relationships, benefits, and penalties that shape the campaign. The alternating speed turns is not a simple system. The order slots does sound interesting. Flashbacks are good. If you combined them with the adversity points it makes an interesting system, for things like Oceans/Leverage, where it seems like things are going bad, but wait, the team had something set up to deal with it, or the failure was actually planned in advance. Ultimately, listening to this, I'm thinking of a hybrid rule based mainly on the FATE point system. Players start each session with one 'inspiration point'. They can earn more points the normal way, or if you fail by 7 or more, you get another inspiration point. If you fail by 1 or 2, you can spend an inspiration point to succeed instead. Similarly, if you succeed by 0 to 2, you can choose to fail instead to gain a point. You can still spend inspiration to reroll a failure. You can also spend it on flashbacks. Finally, you can go into inspiration debt, in which case the DM can force you to reroll, or to fail if on a roll that succeeded by 0 to 2, to pay off a point of that debt.
@trashpanda5869
@trashpanda5869 3 жыл бұрын
Hey man could you consider adding timestamps to your video? It's pretty long so it would be useful to jump to the rules that you want to listen to.
@DragonKingZero
@DragonKingZero 2 жыл бұрын
Idea: Instead of (or maybe even _in addition to_ ) boosting hit dice, have the Escalation Die boost _damage dice_ ala Xenoblade's Chain Attack multipliers.
@dragonmaster613
@dragonmaster613 4 жыл бұрын
could you make a PDF of this video? maybe on DM's Guild?
@seantaylor1568
@seantaylor1568 2 жыл бұрын
Yo! Enjoying your videos very much. I would love if you could add timestamps to these videos so I can reference them later. Keep up the great work my campaign has already been improved by some ideas you've given on your videos :)
@JonathanMandrake
@JonathanMandrake 3 жыл бұрын
The one I heard and find really interesting is to replace the Morality Table(Lawful, Chaotic and so on) with the MTG Color Wheel, because it is much dircter in defining your character
@trashpanda5869
@trashpanda5869 3 жыл бұрын
With the fast turn slow turn initative system. You can have one member of the monsters and NPCS roll imitative and the winner’s side goes first.
@bahamutkaiser
@bahamutkaiser 2 жыл бұрын
I don't like the features that interfere with bounded accuracy, if rather add damage so the successes are doubled. But many of the suggestions are very interesting.
@JohnSmithAprilMay
@JohnSmithAprilMay 2 жыл бұрын
One of the cool things about the escalation die is that it resets if the PCs take no offensive action. So if everyone backs off to heal or dodge or hold actions, they no longer receive the bonus. The background system from 13 th Age would also be cool to steal for D&D, but that might mechanically change the game beyond the point of comfort (although it was the standard skill system for 2e and late BECMI)
@David-su4is
@David-su4is 2 жыл бұрын
One I like to use for a party roll, like the whole party is trying to use stealth, or the whole party is trying to survive in the snow storm, is a die mechanic from Ironsworn (which I think is still available for free from their website). You role 2d10 and 1d6, add your mods to the d6. If the d6 is higher than both d10, resounding success. If the d6 is between the d10s, success at a cost. If its lower than both failure. I use the player with the best mod, but if any one charcter has disadvantage, the role has disadvantage (that is role 2d6 use low score, like wise if someone has advantage, but high roll, if there is both they negate one another). Its really Q&E.
@AvangionQ
@AvangionQ 2 жыл бұрын
Timed checks are my favorite among these rules ... first attempt goes with a single skill check as a single action and a high DC ... fail? Implement a minor penalty, something seen as barely an inconvenience ... you just need some more time, lower the DC, take about a minute. Fail again? Increase the penalty (lose a hit dice or get disadvantage on a tangential roll or something) and try again with a lower DC after ten minutes. Fail again? Increase the penalty to something harsh (perhaps inflict a point of exhaustion) and last chance try again with the lowest DC after two hours. If the players fail again, maybe they're not ready for this challenge ... time to give them a different quest, level them up, before going back to the main story.
@gaming4life551
@gaming4life551 3 ай бұрын
Who else watches this in x1.5 speed 😂
@TwinSteel
@TwinSteel Жыл бұрын
I used that last one and really liked it
@ItsLenny24
@ItsLenny24 2 жыл бұрын
Flashbacks would be awesome for level ups to make sense especially when it comes to multiclassing
@TheGeekPantheon
@TheGeekPantheon 2 жыл бұрын
Totally!
@Towardrisk
@Towardrisk 17 күн бұрын
Sub'd for your GREAT advice... I have really only DM's for my kids using theatre of the mind, as dice mechanics daunt me and are often so grievously flawed it ruins my personal immersion and confuses players. We're not playing cards or dice, we're playing a narrative.
@MemphiStig
@MemphiStig 7 ай бұрын
Great list. I love stealing rules. That's the only way to make some games better, especially when the companies that make them care absolutely nothing about the actual quality or utility of their own game unless it appears to affect their bottom line. $$$
@trashpanda5869
@trashpanda5869 3 жыл бұрын
11:50. With success at a cost I suggest that the intensity of the cost should be based on the stakes of the roll and not the degree by which you failed it. The point of success at a cost is give the players an interesting choice and to introduce interesting drama into the story. The point is not just to give players a second chance at a roll. If it’s a campaign changing roll the cost should be equally campaign changing.
@marktownsend2198
@marktownsend2198 2 жыл бұрын
I would love to see another one of these.
@stonerocks0
@stonerocks0 2 жыл бұрын
Great video! Lots of technical substance that can boost enjoyment at the table. I particularly like the d100 Bonds roll idea; that has so much potential. Thanks!
@MagiofAsura
@MagiofAsura 2 жыл бұрын
I remember Jacob from xp to level 3 said their cleric died and the paladin was willing to give up a level of paladin to bring her back. fucking boss bro.
@AxiomofDiscord
@AxiomofDiscord 2 жыл бұрын
Skill-Based games likely don't need an escalation die. If combat last past round 3 you likely are doing something terribly wrong.
@MGSchmahl
@MGSchmahl Жыл бұрын
I love the idea of bonds and obligations. All too often, players come up with an interesting backstory, but DMs/GMs ignore it because it doesn't fit into the campaign. Rolling a d% chance of any player’s backstory becoming relevant to the main plot can force the GM to acknowledge the work that players sometimes put into their characters, but without derailing the campaign.
@noahwinberry2475
@noahwinberry2475 Жыл бұрын
Your fifth rule, 13th Age icons, is also similar to Reputations and Connections and Circles in the Burning Wheel rules.
@soMeRandoM670
@soMeRandoM670 2 жыл бұрын
12:20 the thieves tool example you can have they make a sound or they, break a singular tool IE the tool used open padlocks for chests now broken. Or jimmy used open doors quickly is broken meaning checks now take minutes instead of rounds. Got plenty of options. An example i make is Fail by 4 or less: makes a sound Fail by 9 or less: Takes a minute Fail by 14 or less: A singular tool breaks Also different tools have different jobs. A tool design tap the pins into place, causes sound Can open a door within a round. A tool
@andrewspears8891
@andrewspears8891 5 ай бұрын
You should definitely go read up Traveler. It's got the relations stuff built into it (and not just for powerful people) as well as the connection rule during CC, which is better than the bonds since its the players that make them up and they just get a skill point of their choice out of their connection.
@nates.7284
@nates.7284 2 жыл бұрын
Definitely like negotiations between the DM and players. It is a group game and there should be some give and take. That's why I am removing skills from my games and instead my players will have bonds which are just broad terms for things they are generally good at and when the player is making a check in their wheelhouse, the DC is lowered a certain amount and the player could ask for lower and the DM must explain why they can't or allow it with some consequences.
@dnandez79
@dnandez79 3 ай бұрын
Do any of you carry a ridiculous amount of dice and cycle through sets till you find the one that is working for you that night? I have 3 sets the seem to perform well most of the time and 2 extra sets in case one of the 3 is rolling garbage 😂😂😂
@christianrilling7922
@christianrilling7922 2 жыл бұрын
The 13th age idea is great. Are balance? Is the battle fury die from Index Card RPG. If you miss you, get to add a plus one to your next attack. If you miss again that becomes a plus two all the way up to a plus six until you hit. Then it resets no bonus
@francislelievre5172
@francislelievre5172 2 жыл бұрын
all of these boil down to "how can I mechanically guide new players to develop their characters?"
@Billchu13
@Billchu13 2 жыл бұрын
Monsters in 13th age have abilities that trigger off escalation die numbers (even, odd, threshold #, etc) IE dragon breath
@euansmith3699
@euansmith3699 2 жыл бұрын
Hmmmm... how about having the escalation die carry over from encounter to encounter; with it resetting to zero when the PCs have a rest?
@sasugashogun
@sasugashogun 2 жыл бұрын
I do tiered success and tiered failures, if someone slips on a mountain side they don't just fall and die; Instead, they might take a bit of damage (or not, depending) and then roll another save, and if they fail that one, then they take damage but if they succeed they are able to grab ahold of something and not just fall down and die.
@johnadkins9934
@johnadkins9934 2 жыл бұрын
Liked, and Subd appreciate the fresh perspective, and tools. Cheers!
@RD22TT
@RD22TT 2 жыл бұрын
Great video! While you were talking about 13th Age Icons I realized that it can between easily intertwined with Group Patrons in D&D. Also fist bump for the Eberron love.
@SeanLaMontagne
@SeanLaMontagne 2 жыл бұрын
I really like the stipulations in the first rule. The idea that named characters, even enemies, get the bonus. I also enjoy that you brought up that some groups really would enjoy if this was how combat went all the time every time. Often you dcnd videos that assume everyone has the same kind of fun
@mikemurphy6550
@mikemurphy6550 Жыл бұрын
So magic-users that cast spells targets have to save against get no combat escalation? Doesnt this slant combat towards the martial combatants?
@Malthan
@Malthan 2 жыл бұрын
Really nice examples of cool things to borrow from other games, I'll definietly try out a few of them!
@lakotafinklea6521
@lakotafinklea6521 4 жыл бұрын
Awesome video! I will highly recommend this video to all of my fellow DM's. A common concern I've been hearing among other player's is that D&D feels lack luster when compared to say Earthdawn, Shadowrun, ect. and I love that you have incorporated rules from other systems to tailor the adventure to make the overall experience immersive and enjoyable. Taking out my notepad on this one! Definitely love the video and love the channel!
@TheGeekPantheon
@TheGeekPantheon 4 жыл бұрын
Thanks for sharing!
@conner-leo
@conner-leo 2 жыл бұрын
I like how you're pulling stuff from other systems. Good stuff
@randallmaier4036
@randallmaier4036 2 жыл бұрын
For selecting icons to use in D & D (13:10), how do you come up with the list of possible icons without potentially giving away the story/plot? I see that 13th Age has a list of Official Icons. Should we come up with NPCs that aren’t really part of the arc? Btw, I really liked the video, both the content and delivery!
@TheGeekPantheon
@TheGeekPantheon 2 жыл бұрын
I would select some notable figures from the setting that may or may not be connected to your campaign. Monarchs, heads of criminal organizations, leaders of arcane orders, etc. Or if you want to leave it up to your players you could let them describe the type of icon they want a connection with, "I want my character to have a positive connection to an ancient wizard." Then at that point you could pull from existing characters in the setting. And thanks for the kind words!
@jason7120
@jason7120 2 жыл бұрын
Give boss's in battles their own escalation dice
@imspartacus7802
@imspartacus7802 2 жыл бұрын
12 or 13 in Eberron. Certainly not 20.
@KeithHarper
@KeithHarper 6 ай бұрын
That Flashback rule sounds brilliant! I will definitely be trying it out in my cyverpunk themed campaign to eliminate the dreaded Planning Phase
@sirhamalot8651
@sirhamalot8651 8 ай бұрын
13th Age is indeed awesome!
@Number01
@Number01 2 жыл бұрын
This was great! I'd love to see 10 more... Etc. Also I'd love to see individual breakdown videos like your FRONTS video did. Thanks!
@danacoleman4007
@danacoleman4007 2 жыл бұрын
just found your channel. seems good. Don't know why stupid KZbin hadn't recommended it before. Great video!
@LeMayJoseph
@LeMayJoseph 2 жыл бұрын
For Fast Turn / Slow Turn, you could also just roll twice for each combatant, and if you choose to use only an action, you get the higher number for this round. If you take more than an action, you get the lower number.
@TheGeekPantheon
@TheGeekPantheon 2 жыл бұрын
Thanks!
@LeMayJoseph
@LeMayJoseph 2 жыл бұрын
@@TheGeekPantheon anytime!
@StarlasAiko
@StarlasAiko 2 жыл бұрын
In a game called Obscure Tales, magic is mana pool based rather than spell slot based, but it could still be adopted. The system is that only a certain ammount of mana can be chanelled per turn, and more powerful spells need more mana, creating the kind of scene from the old Sword&Sorcery movies and cartoon shows, where the wizard is standing for several minutes chanting to create their spell. In D&D, this could be adapted as, a spell takes one turn per spell level to cast (with Cantrips taking one turn, the same as a level 1 spell). I think, this would add a lot of tactical considerations into the game, not letting a wizard, warlock or sorcerer stand all alone and it would work sicne it does not actually affect any really low level characters who only have level 1 spells, giving the mages at least some hitpoints before they become stationary targets.
@xandermacleod
@xandermacleod 4 ай бұрын
I love that Icons idea
@williammurteyjr.5073
@williammurteyjr.5073 2 жыл бұрын
Great content. The failure system at a cost is something not normally used in Savage world, but the sentinel comics RPG does have a system built-in for skill checks. If you just fail it it’s a minor setback if you feel it by more than four it’s a major setback. The system outlines the difference between minor and major. Minor could be something like for the rest of that combat you can’t do a certain action or cast certain spell for a major it could affect the character for the rest of the campaign. Thanks again I’ll be looking forward to more content like this.
@tankatim13
@tankatim13 2 жыл бұрын
DCC fleeting luck
@kinoko5566
@kinoko5566 2 жыл бұрын
Love the video, was wondering if I should subscribe and then I saw your Last Jedi poster and subbed right away. Good ideas and great taste.
@bmilli-1
@bmilli-1 2 жыл бұрын
When I was playing I added movement speed+(dex/2) and base attack is + (dex/4) to add attacks and movement speed to the players
@damedley75
@damedley75 Ай бұрын
I like Flashback
@spike315
@spike315 2 жыл бұрын
I love this content so much but can we get some timestamps or visuals in order to navigate the video easily? :D
@pvtrandall83
@pvtrandall83 2 жыл бұрын
I would really appreciate another one of these videos. It gets the juices flowing.
@mc3490
@mc3490 4 жыл бұрын
Thanks for this video. Really like your channel
@DrAndrewJBlack
@DrAndrewJBlack 2 жыл бұрын
👍🏻
@shadesofgray9
@shadesofgray9 3 жыл бұрын
Im a subscriber now, so more like this or houserules.
@ChrisVengeant
@ChrisVengeant Ай бұрын
D&D Begone
@phookaziz3
@phookaziz3 2 жыл бұрын
I liked the idea of this video, but found it too scattershot. While any of these rules might be an interesting mechanic individually, they are all over the place collectively. For my tastes, a more focused script on one or two rules/ideas, with some live play examples of how they foster the players reactions, play style, and tone of the game would be more helpful. And there would be material enough for a whole playlist on this topic.
@ricardojuanlopeznaranjo6651
@ricardojuanlopeznaranjo6651 2 жыл бұрын
🤣🤣🤣🤣🤣 Icons points is such a stupid thing. You are related to Trump, Putin, Maduro, LeBron James, Messi ... Lol lol lol. Look for Patrons in well designed games like DCC but maybe it's too hard for 5E players lol.
@ivanshiek
@ivanshiek 2 жыл бұрын
The Slow turn, Fast turn rule would work really well with haste or slow time spells. Slow time can make a player's turn go from 6sec to 60sec in regard to what they can do or cast on their turn, while to everyone on the field only 6sec went by. Same thing with haste except in reverse; the player does a fast turn the round it is cast, but everyone on the field takes a slow turn. Now that I think about it, both spells give the player a fast turn. It will require fine tuning but an awesome concept. I think I got it. Haste gives the player two turns per round, if they are already the fastest on the field they get 3 turns. Slow Time could be used to strengthen concentration, or allow two concentration spells be used at once.
@tradingclasses6012
@tradingclasses6012 2 жыл бұрын
Love these rulez!
@captvalstrax
@captvalstrax 2 жыл бұрын
I really liked the "Take 10"/"Take 20" system from Pathfinder, the idea is that you're concentrating this hard to, say, find something in a room, you take a certain amount of time, so on a 10 that would be, a half and hour, and 20 would be an hour or more. It's meant to be used when you have a lot of time, and you're not rushed at all.
@g80gzt
@g80gzt 2 жыл бұрын
That flashback system could be turned into a neat magic item at the cost of hit die plus psychic damage, even allowing time travel "I killed the constable so they don't stop us" Temporal Stress can fracture time and potentially begin hunting the party with monsters that seem dissonant with reality, too...
@TwinSteel
@TwinSteel Ай бұрын
🥳🫂👍🏿 I’ve been on a quest to collect every house rule on KZbin and beyond, and this video was one of the earlier ones I added to a playlist that has grown to over 2200 videos - thanks for sharing and would love to some more installments in this series
@benami3071
@benami3071 2 жыл бұрын
These rules just nerf the gameplay. Failure needs consequences…:these rules take that concept away.
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