What's awesome about this is that it's all built on solid foundational advice: design encounters as more than just straight-ahead fights; have motives and goals for the monsters and think in advance about how they'll try to achieve them; build in complexity so there's more than one way to win or lose the fight. All advice you've given before, but focused here on how to solve a particular problem we've all encountered. I take notes after every one of your videos. With all of the D&D KZbinrs out there, I've often heard the advice before. The difference is that you are incredibly good at making things clear, with well-thought-out explanations of ideas and great examples. I present you with the greatest compliment one DM can give to another: after watching you, I wish I could be in one of your games.
@TalesArcane8 ай бұрын
That is very high praise, mate, thank you! I'm really happy to hear that the content on my channel can cut through what is quite a saturated space on D&D KZbin.
@Teraclon8 ай бұрын
My man giving DnD combat the Sonic-treatment. Loving the content, mate!
@TalesArcane8 ай бұрын
Thank you mate! 🏃
@OscDaBoss8 ай бұрын
Wake up babe, Tales Arcane dropped another one
@TalesArcane8 ай бұрын
Gotta spread the word 🙌
@gabrielbutler91258 ай бұрын
I feel like your explanations are very easy to understand for people 8n any level of experience. Being able to explain something in a way that is as direct and simple as you do is a skill that makes you one of the best ttrpg creators who i am comfortable recommending to anyone.
@MrImportantGuy8 ай бұрын
Honestly as a long time DM, some of these are actually very solid, my guy. Good stuff
@TalesArcane8 ай бұрын
Hey, that's much appreciated! I know a lot of my content is geared towards new DMs, but I'm glad some of the videos are also useful to more experienced folk like yourself.
@SigilWizardClassic8 ай бұрын
4:26 Great example of this is in Metroid Prime 1 where you fight Meta Ridley and throughout the first half of the fight where he's flying around, giving him a distinct advantage that he very much utilizes with his attacks. Half way through the fight, his wings burn off and he has to fight you on your terms now.
@Howler4528 ай бұрын
Another one that I've taken from homebrew and I guess 4th edition: when fighting a load of minions, give them 1 HP and use small flat damage values. Players will feel cool carving through swarms of weaker minions while not being able to ignore them, but it also cuts down on the amount of dice rolling so you don't have to roll as much. Only downside to making monsters retreating is keeping in mind movement speed and action economy. Because I've made monsters run away, and more often than not the players can still keep up, and intentionally drag it out because they don't want the monster to get away. So I've implemented an additional rule: If it gets off the map, it escapes, but you can chase them if you want, and then we base it on skill checks to see if they can keep up with the monster or if the monster escapes.
@joaoart348 ай бұрын
I used ro run hordes of enemies this way, but now i prefer to use the Minion mechanic presented in the MCDM Monster book, is easy to run, fast, cinematic and my players love.
@Howler4528 ай бұрын
@@joaoart34 I really need to get that book cause I'm hearing nothing but good things
@knowingapeow68458 ай бұрын
New Tales Arcane video!
@TalesArcane8 ай бұрын
Certainly is! Hope you're finding the content useful 🙌
@angelasmith11268 ай бұрын
Your videos are definitely great. Thanks.
@knowingapeow68458 ай бұрын
@@TalesArcane most def been watching for awhile def considering to support through patreon. Love the stuff you have got going.
@gmanbo8 ай бұрын
Ideas related. 1 and definitely not for every table. For higher lvl games roll dice on a electronic device. That the dm and other players can see. Especially if you have good trust at the table this speeds up calculating die rolls. Especially larger rolls. Smaller rolls + d20 skill checks could still be rolled. ( Non applicable to online play) While knowing what the monsters will do is good. On an individual lvl. If their is a group setting their team dynamics pre combat can be helpful. Cowardly, flee on death of a companion. Hot headed. Attacks head on. Are 2 individual bits. But for a group. A bully type leads the group and when he dies the group scatters. The group has several hot heads. .... Barbarian types..... But theirs a creature keeping them engaging in tactically smart combat. That creature or 2 goes down and the hot head smarts decrease. A squad of disiplined soldiers holds the line and usually withdraws if pressed. Routing only due to sevear moral shocks. A leader or key member in this type of squad .... Has less effect on death. If the soldiers are experienced. In essence. Take a monster groups composition and stick several weak points in it. That when x happens y triggers. Then give tells about these weak points to the players. Allowing them to choose how to use these weak points.
@Beastmann3d8 ай бұрын
I like the torn wings and dropped AC options. Especially if the players roll a critical strike. I'm imagining the NPC puts up its Shield to block but as the PC makes contact it explodes and splinters into a useless pile of kindling.
@zekkan15547 ай бұрын
Been watching a few of your videos lately and all of them have been feeling like such life savers for me thank you so much
@jessedotson59988 ай бұрын
I love playing shadowdark for this reason, each person only gets one action on your turn which means we around the table way faster!!
@rikidog26828 ай бұрын
Always love your videos! Running combat is the hardest part of DMing for me and I think pre-planning turns will help a lot.
@TalesArcane8 ай бұрын
It's been a big help to me, especially during encounters with loads of different enemies on the field. Glad you're enjoying the channel!
@earlkriewall72518 ай бұрын
Absolutely great advice. Thank you.
@TalesArcane8 ай бұрын
Thank you for saying so, mate, glad you enjoyed the vid!
@tomwillett20058 ай бұрын
Love your vids mate they’re very inspiring
@moocow75658 ай бұрын
😎😎😎
@bruced6488 ай бұрын
ways I speed up combat: 1st - remove initiative roll 2nd - remove 'action economy' 3rd - change to AC as damage reduction. (remove the to-hit roll) thus, my combat scenes are very dynamic, fast and Inventive. players stay engaged and know that time is a significant factor.
@neksuscat8 ай бұрын
And what are counters for the things removed? When the players are only learning how to evem play in DnD, rules help to understand how, when and what exactly they're able to do at which point. If we'll get rid of all the described, we get a free for all, with no way to track things. I'm curious what's the alternatives.
@bruced6488 ай бұрын
@neksuscat Ad&D and 2nd ed are primarily role-playing games with combat. 3e, 4e and 5e are tactical combat games with some role-playing added. when players hands are tied with a long list of restrictions (action economy) and only a few activity options, it's a removal of role-playing. as GM, I can facilitate any/all choices the players make for their characters. it is my job to set the scene and make a compelling world. the players job is to add color and depth to the story by being the heroes. as I point out, in most play thru vids, you see distinct changes in both players and GM once the phrase 'roll for initiative' is declared. the GM is figuring out turn order, what activities the antagonist will try and time appropriate responses to the character actions. the players are rolling initiative, seeing the turn order, discussing what activity each character will attempt. if miniatures are used, then add the whole movement, position and reaction dilemma. all of this - removes players from the role-playing experience. it has evolved into a tactical war game and is played exactly like one. there is nothing wrong with that, but most people don't recognize the difference. the AC as damage reduction is just a different way to play out combat. it's a bit faster than rolling both to-hit rolls and them damage rolls. as far as teaching to new players, it's much easier to simply ask them what they would like to make happen. then give them some dice rolls and narratively describe the scene based on the rolls. they get into the action and engage the story. by explaining the nuances of the tactical combat and the list of limitations (when and how), it's time consuming and removes the new players from the immersion. most of this should be laid out during session zero with the character creation. how actions resolve and how combat interactions work. if you are running a demo game, then you would want the rules as simplified as possible and explain that there are rules which cover a variety of more complicated activities. hope this helps
@geoffreyperrin43478 ай бұрын
Check out the escalation die from 13th age
@b0baf00t88 ай бұрын
Great tips
@TalesArcane8 ай бұрын
Thank you mate, much appreciated!
@viseraldeath20938 ай бұрын
Hey really love the content man any tips on players that torture npcs for info not sure why my players love to do it often but how do you limit this or dissuade them from engaging beside just a firm no?
@wesleywalker28318 ай бұрын
F'n brilliant! Ta fae the tips.🤓
@TalesArcane8 ай бұрын
That's whit I'm here fae, mate!
@wesleywalker28318 ай бұрын
Och, aye! Gie it laldy. ;-D@@TalesArcane
@Granad7848 ай бұрын
2
@mistergoats43808 ай бұрын
Lame
@rikidog26828 ай бұрын
Have you ever even watched his games? Tales Arcane is well on his way to being one of the great GMs of our time. Pacing is probably his greatest strength, and also one of the hardest skills for most people to develop. In this video he was kind enough to share some his techniques he uses. If you're not interested, that's your loss.