Sounder SIGN UP FOR FREE
Triple Advantage
Triple Advantage

Season 3, Episode 45 · 10 months ago

Ep. 67 - Enrolling in Strixhaven

ABOUT THIS EPISODE

This week, we look at the first two Strixhaven subclass options from the most recent Unearthed Arcana, discuss how to implement traps, and share your picks for the best Magic: The Gathering setting to make the jump to D&D.

Hey, on this episode of triple advantage will be covering the first two subclasses released for the new crossover, with strick shaven lower hold college and the prison Erie College. Next, on divining the DMG, we're going to talk about traps and finally, on the talk of the town, find out what your society has to say about feature MTG crossovers that we want to see be published. As always, follow our socials to stay up to date with our latest releases. Enjoy the show. Welcome to episode sixty seven of triple advantage. Jordan, Britain. How are you guys doing today? And complainty great, Yep, and can Colin and pretty great. It's a riveting Sunday. M So, in continuation of last week's episode, we are going to be going through the colleges of strict shape. is going to feel like a very doubled divining the DMG heavy episode. So for those of you who like mechanics, this one is the one for you. So in straight continuation, let's break down what we are actually going to be introduced in the strict Taven at DND MTG crossover that we're going to be seeing in the coming months. So, for the Lore Hold College we have dedicated to the pursuit of history by conversing with ancient spirits and understanding the whims of time itself. The prismirie college, dedicated to the visuals and Performing Arts and bolstered with the power of the elements. Quadricks dedicated to the study and the manipulation of nature's core mathematic principles. Silver Quill dedicated to the magic of words, whether encouraging speeches that uplift allies or piercing wit that derides foes. Wither Bloom College, dedicated to the Alchemy of life and death and harnessing the devastating energies of both. Now which one do you guys, which one of you guys, most excited about? We talked about this in the previous episode, but let's just go on again. I personally so in in MTG ARENA I have decks for both weather bloom and quadricks and I've really enjoyed playing them both. I think quadricks is just interesting, so I'd like to see where they go with quadric specifically, but I think that they're all going to be really, really cool. So no strong, strong preferences. The hat can put you anywhere if you were to go. Yeah, yeah, I would not complain about being sorted into any of these, I'd say quadricks or Prismri solely based upon their descriptions. I mean, being able to manipulate the core of like nature's core mathematical principles, is pretty great. Everyone wants to be able to manipulate the world around them. And then the prism Ari college is just visual and Performing Arts and bill sorted with the power of the elements such as sounds like fun incarnate. So it's like a street performers the ideal I get from him. But I mean, I would guess if it's a little bit more, I guess better than a street performer, you know, seems a little bit more powerful. Sounds like the magic equivalent of art school. Yeah, yeah, you graduate and then you become a street performer, apparently. Yeah, or but yeah, at...

...least it's not the Silver Quill College, you know, which is like you have now can speak and do English. That sounds great. Yeah, I'm guessing you also didn't like the own amancy class for wizards. Yeah, no, I definitely didn't really like the own amancy class for wizard so I've got a mess with Silver Quel. Yeah, is that what they're calling order of scribes now? I think in TASHA'S I don't know if they're one in the same. I think order scrabs something else, but it's also very well since over it over both of them. So either way, I didn't like either. Jordan doesn't like words, you hater. Heard it here first. Yes, that's right. All Right, I think I'm personally interested in the weather bloom college just from the general description of it. Now, if you guys were to attach a real world class or a real world school of study to these courses, which ones would you apply here? Oh, that sounds like I've because I'm thinking like Silver Coola College. Obviously your leadership courses. What else? Like business management, English, English, kind of international relations? Like international relations. Yeah, okay, whether bloom, those are chem kids, for sure. I think I was going to say I like botany. Yeah, yeah, I can, like, can bio those any type of yeah, that kind of orsanic. Yeah, but specifically, like nature. Yeah, I mean, what's that? We are part of nature? No, but like specifically dealing with like plant life, right, like there's bought Mey, but that's not really a major what's the what's the word I'm looking for. I don't know, the plant biology one. The body? Yeah, I guess. Yeah, just about me. It is body. Quant Rix. Quandrix is your maths I mean the Tagline I'm looking I have the wizard's page for the magic equivalent of this pulled up just so I can comment on that. The tagline on quandric literally says math is magic. Yeah, I mean this. We're a world shadow here, but this just sounds like Pat de Mars to me, like what, like math them? Professor From Path Arts, from the university. Oh, he listens to this, doesn't he? Yeah, he does. Shout out that. Don't know. You know where you belong, the quadricks college. We look forward to haveing you in this game. Okay, what about Lore? Hold history, right, yeah, history, or archeology or Syracology, the classics, something like that. Geography, perhaps? Yeah, maybe geography and Person Marie Still Art School Star. It's just, yeah, fun. So, unlike these regular subclasses, the options presented here are designed to be comparable with multiple classes. Classes that are compatible. Each subclass option are only specified hid each entry. So, lady, let's dive withol idea. Yeah, because I mean it kind of like gives you. It gives common ground to a lot of characters as well. It's a really powerful storytelling tool, I think. Absolutely okay. So let's dive right into the mage of the low hold. This is limited to barred warlock and wizards subclasses. At third level you have the lore hold spell list of a knock log and locate object at fifth, speak with Dead Spirit Guardians at seven, Arcane I, stone shape at ninth, destructive wave and legend Lore. Your Lore hole spells are you the can't trip of sacred flame at first level and comprehend languages, and at each additional level you learn...

...additional spells when you reach certain spells in this class. That is your level one feature. Your ancient companion is a level one made of Lore. World Heat feature as well here, and you learn to call in the spirits of the ancient dead and house them temporarily in the remnants of old statues so they may remain longer on this plane to bolster your studies and aid you in battle. That is so cool. That is so neat, like man, I got it. I got a cram for this. I gotta like know what happened during this battle. I'm just call the spirit of the general that thought in that battle. You can send put them tell me about it, and I'm put him in this horse statue, put him in my quail so that he can speak to me as I'm writing a test. I don't think that's kind of cool. But like like maybe as like your maybe as your magician's focus. You have like a tiny little stone like you know those like soap stone carvings. You have like a little statue like that of like a generic humanoid, and that's what you use in case there's no statues around. Yeah, it reminds me a little bit of Mushoe from Mulan, you know the he's like a spirit, like the ancestral spirits, right, hmm, kind of cool. So, yeah, you could totally just put him, put an ancient spirit into like a dragon form, for instance, and just have mushoe following you around all the time. Yeah, could also could also be kind of like a do you guys ever watch Shaman King? No, it's kid. No, it's definitely popular like Latin America. I sort of God, no, I'm very said, definitely hurt. Anyways, I think of like your anime, with like a little spirit following around right, like another cool little yapping thing coming around. Dude, see how probably down like this thing actually has a step walk, like this is a this is just like an an animate object that tops to you. Like this is a creature you can create at Level One. That's a statue. That's pretty you. You have it, a statue. Yeah, and it's actually fairly powerful too. I mean it's not base armor class fourteen. It's pretty nice and has to more at that level. Yeah, depending on what class you are, for sure. Yeah, I mean birds and wizards generally don't have a lot there at warlocks, I guess, not so much either. So, yeah, it could be quite possible that you have the same a see or or or worse than them. So it's cool about this too. Is that? I mean it's obviously easy narrative tool for DMS as well, right, like hey, but like because you can, I wonder, like would you would use a player want to like switch the spirit that you're calling forth to learn obviously different things, or just like learn a deep amount of one spirit, kind of like, I don't know, this is like my I'm very much so thinking about this. In the Shaman King World, like they're kind of like a partners the entire series, or in my first thought was switching it up, and then I started rating into the level six feature lessons of the past, and it sounds like it almost wants you to focus on one, or at least focus on one specific type, because lessons the past gives you the options of healer, sage or warrior type spirits and you get to pick one of those and you gain benefits based on which one you've selected. To kind of learn more into. Yeah, you actually have to choose that. At Level One, you do have the engine okay. Yeah, so the engine companion comes with special actions that are only accessible for each of the different types.

So the sage one gets a you get this extra wall within fifteen feet of the companion. You and your allies getting a bonus plus two to wisdom and intelligence checks, whereas the healer gets an action like the The statue can heal people for temporary hit points, and the warrior Type Spirit gives the the engine companion a reaction. Sure, and I get that, but I don't think that you're locked into a specific type, are you? Because it says when you it's you can whenever you do finish shorter, long restor long rest. But you can switch it up, right. You could do a healer or sage or a warrior. If I'm not mistaking, I don't think it says anywhere that you have to choose one and then that's the only one you can summon forever. When you bond with your ancient companion. Choose the type of spirit you bond with. Healer, sage or warrior. Your a choice of spirit. Yeah, like termins, certain chage. Yeah, but yeah, thought it at the end of a shorter long rest. Yeah, exactly. So, so you could switch yeah, so you could change it out. Yeah, versus level six, like I think you're locked in if I'm reading it right. Oh No, I'm sorry, I was reading it wrong as well. It's so you whenever you choose that. Yeah, so you get boons whenever you bond to one of these. Okay, I see now. Yeah, yeah, when you bond with a new ancient companion of a different type, you immediately lose the benefits of your previous companion and game the benefits of the new companions type. Okay, got them. Yeah, wizards of the coast making you make a decisive addition decision as a player in two thousand and twenty one. DD. It's less common than you think, but yeah, we got so. Healer gives you a hit point Max increase equal to your level in the class. You gain the same number of hit points. It's a bit of a heel immediately, and when you regain hit points from a spell you get an additional eight. Not Bad if you're going for a healer. Focus sage gives you advantage on our Kana, history, nature and religion and you can deal little in additional one D eight every time you deal damage. Once per turn. Warrior, you can do a can't trip attack or sorry, can't trip cast, and a weapon attack as part of the action. That's pretty nuts. Yeah, and you deal additional one day radiant if you hit the weapon attack your eldridge night at that point. I mean this is warlocks allowed in this glass, right. Yeah, imagine taking like a hex played bluerlock. Yeah, yeah, and doing it blast and a swing with your weapon at the same time and dealing in additional one d eight every time if you yeah, on top of you know, if their cursed, you get to add your proficiency bonus to damage as well. And Yeah, it just starts adding up like crazy. That's really nuts. Yep, wow, okay, yeah, I'm writing my character as wet as we do this. If it wasn't all this, bradens making a combat oriented character. What is this? I do that sometimes, not often, but some last. So at Level Ten we get war echoes. By pulling from the magic from the past, you can cause your opponent's old wounds to resonate a new one's per turn, when a creature you can see hits a target with an attack role, you can use your reaction to force a target to make a wisdom saving through. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. Yeah, that's pretty cool. But also this vulnerability lasts until the end of the targets next turn and it affects damage dealt by the triggering attack as well. So this is this could...

...be a full round of vulnerability to a type of damage. Follow your parties using swords. This is yeah, pretty strong. Yeah, exactly this. Or if your whole Party is from you know, they're also wizards or whatever, you know, because they're all part of these new colleges, then you've all got firebolt. So everyone just hit him with the firebolt. This this is also, though, I feel like, and I don't know how this would play out, just because I don't know the exact ruling around this. Let's say a creature had vulnerability to all non magic attacks or, sorry, resistance all non magic attacks. Does adding vulnerability essentially knock that down to neutral? Let's say you hit it with a sort attack. It hits it, knocks it down to neutral and now it's, yeah, not vulnerable necessarily. You're not dealing half damage, but you are dealing regular amounts of damage. Where would regularly? We do in half. That's not bad. If that's how yeah, I'd have to look into that, but that seems like how it would work. That's how it works for advantage disadvantage. HMM, yeah, it seems to be it. Yeah, I would guess it cancels out the same as like advantage disadvant I think, though. Yeah, it's weird. I think like only the grave domain. Grave domain is the only other class that can apply vulnerability to someone as far as I know. So I'd I haven't seen it a whole lot, especially in the instance where they already have resistance to something, not a class office their spells. That do that now, but yeah, I would. I would. I would probably, yeah, have them cancel out if they have immunity, though, like, how does that work? Does it just knock it down to resistance, like, because the problem is by unity means immunity? I don't think he'd be. Yeah, because that's how the vulnerability is just supposed to like double the amount of damage you deal and since you're doing no damage, then it's nothing still right. Yeah, that I think that makes sense. So all right, what's the what's the last thing here, Carlos? Level Fourteen? A level fourteen, we get histories whims throughout. Stepping your start, steeping yourself in the chaotic whims of history, you learn how to briefly channel the wild nature of time itself. That's a bonus action. You can enter a state of chronal chaos when you enter the state at the start of each of your subsequent turns. While in this state, you gain one of the following benefits of your choice. Luck, you receive a brief flash of the future, stealing yourself against oncoming attacks. Whenever you make a saving through against an effect that deals damage, you can roll a d six and add the number to the total okay, resonance. You rewind time, leaving together injuries as they occur. You have resistance to bludgeoning, piercing and in damage. That's pretty good. Swiftness. Time stutters, slowing others, but hurtingly you forward. You movement speed. Your movement speed increases by fifteen feet and you do not provoke opportunity attacks. Haha, Nice, it's like love it little. Oh Shit, let's U spell. Matt uses it all the time. Haste is the spell that increases speed a lot, but it doesn't unprovoke opportunity attacks. or it doesn't. Yeah, it isn't stop opportunity attacks from happening. The mobile feet stops that from happening, and I think swashbucklers have the ability to stop that, and we have the drunken master has the added benefit whenever they...

...flurry blows, making expeditions for disengage, expeditions retreat. Yes, that is bonus action, but it doesn't stop opportunity attacks. Still. See. So, anyways, this state last for one minute and ends early if you're incapacitated. I'm already long rest recover. Yeah, I'm already like painting this in my head, like okay, legitimately, like, I think we all know that hex played warlocks are Straw. I think that's kind of a gas. You could get it out with this. Oh, yes, like I know that. Like this, this essentially takes the place of it, of the hex blade, right, yeah, as it is. It is. So you would make could be. You could multi class into this, that's true. You could take the one level that you need to get the like proficiency, bonus upgrade damage, the nineteen and twenty on crits and stuff like that, the ability to have weapons of any choice, that sort of thing. Well, even like early this only goes up to level fourteen. Fourteen, yeah, it takes like six levels and fix in. Yeah, laylock between your character makes it that wall saving your hand, you know. Yeah, and the campaign, same thing. So, but yes, yeah, you could, totally could. Could. You could hit, you could kit them out. Definitely. Oh, I've got oh yeah, Oh, yeah, I've got an idea now. Yeah, it's coming together. It's coming together. I got my character. Let's go somebody back and it's it. I was not oot and it's this, you fark moment. We move on to the maid, to the Prison Mart I think. Do we want to do this one and then save the rest for next week, because I think it sounds good. It's when a lot longer. Yeah, I thought this is cool to dive into. Where this is limited? Majors of the Pris Maria Limited to druid sorcerers and wizards. Yet again, the majors of Prison Mari US surges of a limit of elemental energy to express who they are and how they see the world. To them, magic and motion are one and the same, both exhibitions of raw creativity through the through which masterpieces are made and their pursuit of the arts. Some prison Marie majors focus on perfecting the fine details of their technique, while others prefer to unleash their wild creative visions in dazzling spectacles of elemental power. So the creative skills of the prison marii our proficiency and acrobatic athletics, nature or performance, your kinetic ancestry lets you dash as a bonus action. When you take this bonus action, choose one of the following additional effects. BOREAL sweep. I see winds swirl around you until the end of your turn. You can move across the surface of water as if it was harmless solid ground. Additionally, if you leave a space within five feet of a creature, you can force that creature to make a strength saving through against your spell save DC. And I failed say of the creature is not prone and any creature and a creature can be affected only once each turn. Scorching World Flame Wreath your steps. Flames wreath your steps once before the end of your turn. You can force each creature within five feet of you to make a dexterity saving throw against your spell save DC. On a failure, the creature takes one be four plus yourself skins, seeing modifier of fire damage. Fire One of the targets of your choice takes an additional one d six fired damage creature. No, it's a thunder thunder light John is the next one. Under Light John't yes, yeah, you take on a nimble lightning form. Oh, I did you went to the right side and said the left. Yeah, Yep, Thunder Light John, you take on a nimble lightning form until the end of your turn. You can move through the space of other creatures and you do not provoke opportunity attacks. Another one where you do provoke opportunity to attacks. Or Hmm, that this couich is really useful for wizard or at like any type of casting classes, if they...

...don't provoke, provoke opportunity tax. They need that, you know, and it's on the on the artwork that they release. There's like a stadium as well. Right. I wonder if they're going to release a rule sense of whatever game it is, that whatever quidditch, yes, Ye, would be. You know, I bet, I bet. Having some sort of way to dodge off attacks is very, very good to have in that kind of game. MMM, Yep. And then they're every team is going to have that one guy with the sentinel feature. Yeah, at level six we get favorite medium. You have honed your forms of elemental expression to best suit your ideas. Just one of the following damage types, cold, fire, lightning. You gain resistance to that damage type. Additionally, when you cast a spell using a spell slot that deals that chosen damage type, you admit a spectacular aura of our street which extends five feet from you in every direction and last until your next turn. While this war is active, each creature of your choice has resistance to your chosen damage type. While in this aura, so little alois shield for your for your potty and you can change your choice of damage type, of course, once you finish a long rest. That's really nice. That's really cool. There's a there's a lot of built in protections to these. Yeah, we're sure. Yeah, it's definitely needed, but I'm surprised that there's not more. I'm waiting to see if maybe some of the classes that will get to next week have more of like a like a damage impact, you know, like the align. There is a lot of like like, I don't have it. I don't have a problem with this. Actually I really like the way that they're going with both these so far, but there's not really anything that just like takes yourself as a wizard and like makes it more powerful necessary. They're almost like rounding them out more into some other areas, which is cool and I like it, but I'm wondering if there is going to be one class that just takes it and just extends it way far into the power zone versus making it like a very one trick pony. Yeah, I doubt it. I don't know, but they could. I kind of doubt it. I mean I'd like to see what yeah would be if they did, though I feel like, yeah, they're trying to give each class like a little bit of protection and a little bit of attack power, especially because, like, it's based for multiple different classes already, right, so that you're trying to cater to those different classes all at once. It becomes difficult to just focus on, say, a wizard. So I don't know, maybe that maybe there is one that does that, but yeah, let's see. At level ten, you get focused expression, honing your talents. You skillfully infuse your motions with even more potent expressions of elemental might. Once per turn, you deal additional damage to at least one target. You gain an additional effect determined by the damage type of chosen of your favorite. Medium creature. Cold, one of the targets of your choice sticks in additional one d six cold damage and must make a constitution saving throw. On a failed save, their speed is reduced by ten feet until the end of its next turn. Fire. Once one of the targets of your choice takes an additional one d six fired damage. It's another stacking fire damage. Here forty five flames and dance around your a creature of your choice within thirty few of you, and they gain one day six temporary hit points. Lightning, one of the targets of your choice takes an additional one day six lightning damage. On a failed Save, the target is unable to take reactions until the end of its next turn. HMM. Some counters to some counters to mobile characters perhaps. And this would also be good because you would...

...be able to disable other mages a counterspell ability. That's true. Counter man, counterspell Yep Shield and then, yeah, and then, if you need to get away from them too, you don't provoke opportunity text if they don't have a reaction left either, so you can run away, run away. You real good. Yeah, at level fourteen you get empiscicle, impeccable physicality. Your relentless dedication and trading have instilled an outstanding sense of precision and grace in your art. You gain proficiency and dexterity saving throws if you do not already have it. Additionally, when you make a dexterious sitting through, you can treat a d twenty roll of nine or lower as a ten. Nice. That is pretty awesome. I knew I was gonna like the PRISMRI it's cool. I love gaining proficiencies. It's like my favorite thing and your striping man, Jordan Randy. I know right. Their first ability the creative skills. I was like, yes, the gain proficiencies, acrobatics, athletics, natures are performance to care is awesome. I don't know. I don't know why the description. I don't know why they would put dedicates to the visual and performing arts on the description. This is pretty much just performing arts like these are help physical ability, like it's like like practicing and honing your like dance and whatever, like. There's nothing here about like, yes, rating really pretty smell sigils. Yeah, but sure, how would you like? How would you make that into an ability? No, I don't I'd like. I'm just saying that's just general major abilities. I think, like this is a very physical mage right, like the physicality of these majes are the important part, which I think is a little bit a little bit obfuscated by the fact that they describe the visual and Performing Arts in the description of the prisonary college. That's true, because there is really no visual stuff here other than like the flares when you do move, like performing moves. I guess. Well, there's no there's no visuals baked into the into the abilities, but I also don't know how they do that. So I think that they're like, I think, more wise hit encompasses like the arts period. But I'd yeah, I don't. I don't know how they would go about putting in the visual arts into the abilities themselves. It's like strict saving is expanding its arts program to include visual arts and you're like one of three new students in a brand new cohort in the school's like yeah, we just needed the program and they're like, okay, by the way, our are the arts always wins the the new quid tournaments, so start certain time is a but anyways, we'll continue the rest of these sub classes for strict shaven on next week's echoes. But for now, Jordan, what do you got for us in the realms of the DM? Guys, you're going to love this. We're doing traps, guys. It's great. Everyone needs to have, you know, an idea of how traps work, because everyone loves traps, right, right, nerless. Yeah, I mean the entire campaign that I ran was basically traps, exclamation mark and then some sort of title that wizards assigned to it. That those alternate title up to him of annihilation was just traps, traps, it's a trap, even explanation pants. Yes, so,...

...yeah, so we're going to jump into now page a hundred and twenty, and we're gonna see what the Dongeon masters guide has to say about traps and how they work. All right, traps can be found almost anywhere. One wrong step in an ancient too might trigger this. A series of scything blades which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In the Dand game, unweary travelers can fall to their desk, be burned alive or fall under a foot. FUSILLATE, Foosta Lights. I don't know how to say that word, guys. Fussilate, I don't know. It's Fusillate, isn't it? I've poisoned darts, I don't know. Yes, don't, don't get hit by the poisoned darts. A trap can be either mechanical or magical in nature. Mechanical traps include pits, Arrow traps, falling blocks, water filled rooms, whirling blades and anything else that depends on mechanics to operate. Magic traps are either magical device does, magical device traps or spell traps. Magical device traps initiate spell effects when activated, and spelt traps are spells, such as glyph of warding and symbol that function as traps. I find it interesting that they threw pits in with mechanical traps. That is not all right, like it's on the same level. You got one guy over here in the dungeon. That's like, look at this, I built giant spinning blades that pop out of the wall and attack people whenever they walk into this specific vicinity. Then you guys, cool, but I build a whole. I am I dug a hole place sticks all into it if they have a passive perception lower than seven. Yeah, engineering, bitch it. Yeah, it's so true. Okay, traps and play. Let's keep going. When adventures come across a trap, you need to know how the trap is triggered and what it does. You know trip pits. You know that you fall into them, as well as the possibility for the characters to detect the trap and to disable or avoid it. So triggering a trap. Most traps are triggered when a creature goes somewhere or touches something that the traps creator wanted to protect. Common triggers include stepping on a pressure plate or a false section on the floor, pull it, pulling a trip wire, turning a doorknob or using the wrong key in a walk. Magic traps are often set off when a creature enters an area or touches an object. Some magic traps, such as the glyph of warding spell, have more complicated triggered conditions, including a password that prevents the trap from activating. I always found it funny, you know, like I think I've read some of the like traps in a module at one point where it was like, oh, yeah, by the way, this is a glyph of boarding and the password is this, but nowhere in the module does it say anywhere where the characters could possibly learn what that you know, phrases to stop that from happening. It's just like, yeah, it's there. If someone is lucky enough, yeah, essential to guess a random word as it's happening, read than line. I suppose. If one of the people that did have it, I don't know what level. Was this up? Yeah, it was a low level and I remember it was like an ancient tomb kind of thing. So it was like there wasn't anyone around that could have told them. It was just like yeah, was there is this? Was it a word that was like at least guessable given the context? Maybe, but I don't remember. It was a long time ago. I just remember it being like no one is going to guess this, like Bil was gonna be. Ultimately, comes down to a close internal look at...

...yourself as a DM and go do I hate my party? yesolutely. Yes, yes, all right, let's keep going to here. Detecting a disabling a trap usually some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, or spot a gleam of light off of a trip wire, or notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to the traps presence. A traps description specifies the checks and DC's needed to detect it, disable it or both. A character actively looking for a trap can attempt a wisdom perception check against the traps DC you can also compare DC to detect a trap with characters passive wisdom perception score to determine whether anyone in the party notices a trap in passing. If the adventures detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an intelligence investigation check for a character to deduce what needs to be done, followed by a dexterity check using thieves tools to perform the necessary sabotage. I. The wisdom perception, like passive stuff is like super useful, but also like as soon as you get someone in the Party who's got like twenty three passive perception, you're like, oh well, there goes anyboding gun. Absolutely yeah, like traps just don't affect this party anymore unless I split them up somehow. I guess you know so. And that is when you have a cold, hard look at yourself as a player with a DC eighteen of perception, passive perception, and go do I hate my party? And the answers yes, yes, yeah, at I also I do like here that they wrote in that you can make an intelligence investigation check to deduce what needs to be done because sometimes for traps like they're there and like there should be a way to disable them, but you know, maybe your players can't think of it or whatever. You know their characters might be able to. So that's where you know you got the investigation checks coming in to make them be able to think of those kind of things, even if the players themselves can't. That being said, if the players themselves can think of it, been fantastic. Roll with it, you know, but I do like that they have the option, I guess, for for players to come up with that kind of thing. I feel like in general that's something that should be utilized more than just with traps. Like, if you think about it, like you're your you yourself are likely not as charismatic as somebody with a twenty cares chrismas score. That's actually that's just that's an impossible bar to set. So if you're playing a character with a twenty intelligence score, you're also probably not necessarily going to be as smart as that character. Your character would probably see more and be able to comprehend more than you would as yourself. So you should be using that score to your advantage and actually able to get some kind of a insight or a boon based on that score. HMM, yeah, which is, you know, great, and sometimes it works out. I have, I think I've come across situations where it's like, okay, even if this player were to roll a natural twenty and have an, you know, an investigation score of, you know, plus ten or whatever, I can't give them any more information because I don't know how to disable it. Like I can't give them any ideas because I, as the DM, I have no idea how to, you know, get past this challenge that they're in front of, which, like you know, I guess there are sometimes those impossible moments. But you know, I always think like maybe if I, as a DM, was smarter,...

I could come up with a cool idea for this. But sorry, guys, you're limited by me. All Right, I'm going to continue on here. Any character can attempt and intelligence are can a check to detect or disarm a magic trap, in addition to any other checks noted in the traps description. Of course, the DC's are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic traps description provides the DC for the ability check made when you cast dispel magic. In most cases, traps description is clear enough that you can adjucate whether a character's actions locate or foil a trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the traps description to determine what happens. No traps designs can anticipate every possible action that the characters might attempt. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the traps presence. So, for example, if a character lifts a rug that reveals a pressure plate, the character has found the trigger and no trek. No check is required. Roilings my check for me. Yeah, Gosh, passive insight. There we go. Foiling traps can be a little bit more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling the two handles set in the sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped, rather than simply open the chest, they prop a shield in front of it and push the chest open from a distance with an iron rod. If in this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their layers need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or secret door might conceal a passage that goes around the trap. Okay, yeah, I've always found it like. I always want the players to be able to find those secrets, like those hidden levers and stuff like that, and it gets really tough if, like, they needed to find a certain hidden lover to continue on and they don't because of a bad investigation roll or whatever. Do you guys just have people like remake rolls after a certain period of time or something? Do you have any like yeah, okay, keep don't you just keep going, gone or turn back around and it's a dead end. And there was a point in the Tim of nihilation campaign where you stepped in a room I just sealed off. Yes, well, I guess you're dead. Like I was like, how do I even get out of this? How do I get out? Is it even possible? It's like the other person, the other party members, are supposed to be able to open it up, I guess, from the outside, but inside you're stuck, and I was essentially by myself. So Yay. Gash is form, though, which happened to work. Probably shouldn't have, but it did, because you know, no one wants to die that way. All right, trap effects. So the effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire and deep pits. The deadliest traps combine multiple elements to kill, injure, contain...

...or drive off any creature unfortunate enough to trigger them. A traps description specifies what happens when it is triggered. The attack bonus of a trap and the safety s to resist its defects and damage it deals can vary depending on the trap se verity you use. The traps save DC's and attack bonuses table and the damage severity by level table for suggestions based on three levels of trap severity. So a trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure and potentially kill characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels. So it goes in. There's a there's now a block here that shows you. So trap, danger. So the trap DAS DC's and attack bonuses. If you want to set back, set the DC to ten or eleven, attack bonus at three, twenty five, and then dangerous it goes up to twelve to five for d save DC, and then deadly is sixteen to twenty for the save DC, and then attack bonuses go from six to eight and then nine to twelve. So you choose how deadly or like, how powerful or how likely the trap is to work against a creature, and then you set the damage, which is really the killer part here. So for first through fourth level a setback would be one d ten points of damage, which at first level can still kill you, but you know it's possible you will survive as well, depending on what kind of character you're playing. A HP sorcerers. Yeah, exactly. Dangerous is two D ten, four first and fourth, and then deadly would be forty ten. I think D ten, if like on average, will just like outright kill a wizard. It like no saving throws, they're just dead because you know that's more than double their health. So yeah, be very careful with that kind of thing. As you get to the higher levels it becomes less and less of a threat, of course. So and then fifth the ten level, you start going up. It's two D ten for the setback, forty ten for dangerous and ten D ten for deadly. Eleven to sixteen is forty ten for setback, Ten d ten for dangerous and Eighteen D ten for deadly. So I think the deadly becomes dangerous for each like increment. And then so here again, seventeen to twenty level. A setback is ten d ten points of damage, dangerous is eight D Eighteen d ten, and then deadly is twenty four d ten points of damage. For a trap, lots and lots of damage. Okay, I'm going to quickly go over these complex traps and then next time we'll get into some sample stuff. Cool and then I'll hand it over to you, Braden. Complex rap. So complex traps like work like standard traps, except once activated, they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. When a complex trap activates, it Rolls Initiative. The traps description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. So, for example, a trap that causes...

...a room to slowly flood works best as a complex trap. On the traps turn, the water level will rises and after several rounds the room is completely flooded. Yes, there is one of those in the Tomb of annihilation, except it's like acid or poison, I think. That fills up the room instead. Is that right? And it deals psychic damage. It's yeah, yeah, that's when he goes fell into the pit with the A shambling mounds. Or No, that was when we were in the room with the buttons and wow, the star level. That was oo then it was not a gas, it was ooze. Got It. PSYCHICS? Yes, and then there was gas and the shambling man's area. Yeah, yeah, yeah, yeah, yeah, there's lots. There's lots of stuff that kills you. There there's a there's a hallway in the tomb that has a big propeller on the other end. If you get too close it starts sucking you in. That's kind of awesome, but also, AH, it's like adamantine propeller blades. All right, all right, yeah, that's cool time. I like the complex strap. Yeah, I'm hoping like when we read up on some of these sample stuff, like it'll give you some ideas as to like how we can make more complex stuff. Yeah, so next time, next time we'll get into that. So be sure to join us. But Braden, take her away. All right, let's do some talk of the town. That's segment. Will we ask you the Society of question and then we respond to that question as well, and then we respond to your responses to that questions in the question that responding to you responses of our is is not. Our is question is now that we've got strict Shan coming out on the very, very near horizon. What would you like to see wizards adapt next from the magic multiverse as a setting? Like magic were gathering? No, like magic, like magic the gathering. Gotcha. Okay, well, let me tell you all about the nothingness that I know of magic the gathering, and I will say I would like to see one of them. Probably. Not really sure which one, though. So maybe someone give me some descriptions of some possible potentials and I can tell you which one sounds coolest to me. Didn't we cover this last week when we brought up probably, but I totally forgot about it, because you know, because I remember, I remember you mentioning already that you weren't that I don't know anything about magically. You don't play magic the Calorie. Yeah, yeah, because I was thinking like a new for Xia type setting. That would be cool. Sure, yeah, everyone loves new for Xia Britain, and as a strap in a Strut, or maybe mirrored in. I think so. I mirrored it like I would. You said new for Xi and I think new for x you would be cool, but I'd almost want to do like mirrored in, as it's becoming you for Xie like a like a during the war setting. You can play on either side, play both sides, or playing either side and die. I'd be cool machines. And then in a Strad for all the the the horary goodness, I think would be just just lovely. Oh that not that one. It would be it would just be such a bleak campaign, like I feel like in a strud like you're not there's no heroes and in its dry there's just people trying not to die, oh and usually not succeeding.

So yeah, I would, I would like to, I would like to see what an in Astrat campaign would look like. So it's a horribly fantastic set. Oh, I got it. Lovely. Yeah, lots of you know. Sorry, gohead. I was just going to say, like the funny thing is, like it's when I started playing magic, like when we certain in school, like the big sets were like return to Ravnika and like I remember playing that and like m tg thirteen and rap like all of like all of those sets there, and then I feel like that's like that's already the book right, like a because already the books. That was one of my interested it. It's not really like something I can't play right now. Either I just haven't gotten to it. We yeah, I don't. Or in Jordan and I are doing a REBNICA campaign. Yes, a lot of fun, would strongly yea cool, cool, cool. I am going to be learning, I guess, about at least one setting of the magic the gathering universe playing in a there's campaign too. I all right, that is also magic together. And you're right. Wait, I I do know about Maget the caather. No, no, I've we're just starting both of those, so I still know nothing. AMERGE starting those. We're playing in Ravnicka four years. Yeah, yeah, exactly. So always that where Matt pulls, like, does he just pull a Rabnicko card? Easy, when he's doing his writing sessions, I'll just pull out cards and right based on that, which is a really neat idea. Yeah, that's fun. But yeah, lots of responses from the society this week. Looking over at our Instagram Page, m villa twenty nine says he'd like to see in a stratt combined with her Su Straud called it curse of in a strawd ha ha, ha ha. I don't like that. You made me read that on the air, Matt. We have M Jamie Lu twenty two, hundred and twenty two coming in saying El Drain Hands Down Great Lore and great monsters. I did not know l drain, so I had to look this up. Apparently it's an MPTG setting based on European fantasy. So like King Arthur brothers, grim like classic fairity and type fantasy don't interesting, which is cool. But is that not just kind of D D no, slightly different. I'm sorry, it's slightly magical, is yeah, it's a low magic setting. I don't think it is Arthurian. I mean like it's a l drain. I mean there is magic alone. Now I see much about this up. Well, magic is opens the heart of the play and too posing about between the rowers will by hands. I mean it's a different take on it, right, like it's it's the schools and available magic. I think within the the setting that probably make a unique and stand up in the MTG world. In the MTG world, does it standout in the Dand World? I mean it's just a another setting, right, like like any other one. You it's just different people, different way of society that is working. You know, maybe it's not like super different in terms of like the kinds of creatures you find. But that doesn't mean that the setting isn't very different. I guess so,...

...because, like I saw, I saw a setting be released on I DM skilled that I was like a spirited away type of setting for DND, right, with like certain magical creatures and stuff like that, and it's like, okay, it's adding creatures to this world, right, like, but a lot of the rules of mechanics are still based off of the same kind of elements. Really, like it just kind of a a reskin, but it gives you a really good tool to like create in that world, right, because it's you kind of know, the the whimsical sort of style of spirited away and I'm I'm assuming that it's it would be a very similar tool in that case for like all drain with like and with DD as well. I don't know. It just like think about like Ravnick. All right, like it's not that different either. It's just it's just guilds. I mean wrapping Ramnika, that was like an entire like the whole world is one city fare. That's a that that seems different to me. Whole world is one small townsend. But let's take a look over twitter because we've got a couple of responses in there. We have at daylight pub tens and sixty six. It's a loaded question. If I had to pick two, I'd say Eldraine and excelent. Eld Rain again because high fantasy reimagining of classic Fairy Tales. excelent because Vampire conquistadors fighting dinosaur nights, plus pirates and Dino God is more than enough. Yeah, yes, it is. EXCELM is one of those ones that I feel like should just kind of exist in the swords coast already, because we have excell and is kind of like a it's like a it's very like South American Lore, based, based in like the jungles and based in lots of lots of traditional Aztec and my religion. It seems like an lore and that's kind of that. That reminds me a lot of Cholt already reminds me a lot of the jungle setting. So I feel like there's something that could be done there, but I would I do agree. I would like to see that done. We also got this. It could easily be expanded with like some more dinosaur yeah, types, absolutely. We got finally, at the on MCP saying Kladesh and Caldheim with the ex splish, with the explicit wish get me Lee classes some love. So Kladesh is rather steam Punky, maybe a bit more diesel Punky, but it's it's not ever on exactly, but it's also not far from every one. But CALDEHEIM is one of the newest ones that they've released and it's very much based in norse mythology more than anything else. Is Very much basing like Viking tradition. Nice. So that would be a that. I don't know a ton about caldown, but I do think that it is that is like a lower magic setting, if if I'm correct. So I do think that would be an interesting one to look at. HMM, yeah, bust norse mythology is just great. Well, I have so many interesting stories that they do. But that is going to do it for us this week on triple advantage. If you like what you heard want to be part of the conversation, check us out on our socials. That's at real cite society on Instagram at Royal City social on twitter. Community discord links can be found in both, as can links to whatever project we're working on at the time. Lots of stuff out on DMS. Guilt to go check it out. I'd say you're paying to keep the...

...lights on, but you're not. We make like ten cents of Burges, so check it out anyways pick up some stuff. It's fun keep it locked on here, though, because we got new episodes of triple advantage coming out on Monday's, mostly every Monday's, not last Monday, but hopefully next Monday. We'll see stay tuned. See you next time.

In-Stream Audio Search

NEW

Search across all episodes within this podcast

Episodes (85)