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Triple Advantage
Triple Advantage

Season 3, Episode 37 · 9 months ago

Ep. 59 - Enter the Dragon

ABOUT THIS EPISODE

Today on Triple Advantage, we look at the new draconic options for your characters available in the latest Unearthed Arcana, explore travel options in the DMG, and see what the craziest thing your DM has done is.

Today on triple advantage, we lookat the new draconic options for your characters available in the latest done Ruth Rakana, explore travel options in the DMG and see what the craziest thing your DMhas done is. As always, stay tuned to our social media to seewhat we have coming next. Enjoy the show. Hello, members of thesociety, and today we puck up yet another food scrap from your favorite friendswas to the coast. This week we're going to be looking at the draconicoptions released and, guys, are you excited for this? Yeah, actually, I think that they have a lot of interesting options here and I thinkthey did a pretty good job. It's kind of interesting, so I'm lookingforward to it. Yeah, I'm not the I'm not as big of adragon guys some people are, but there's some stuff in here then excited todig into. Well, the only thing I got to say about this oneis heavy breathing. Now now we're looking here essentially at expanding the the dragonborn traits and sort of adding a little bit of flare to the abilities.For the most part. You can also who's a couple of feats for nondragon born characters, and they're also expanding the cool bold line, but remindme we already had this from Volos that we not couple. Yeah, yeah, I have to say I wasn't like super impressed with the cobold section herein the dramic options. I think I like the other one better. Justseems more fun, which so right, really generic, and it seems likeyou just kind of like changing the whole essence of a cobald to be likemore powerful in a sense. I don't know, that's that's the feeling Igot. It was like we're going to make these guys look like they're,you know, actual dragon descendants instead of just weak wizards. Right. AndI think the one thing that does stand out to me is that in thedraconic options offered now, there's no sunlight sensitivity to the cobolds, and that'sprobably just to encourage more players to actually pick this right, because not alladventures are in dark caves where you might benefit. Yes, you know.And Yeah, I think like this is this isn't as weak all around,I don't think, as the follows version. I think, yeah, if,like, if you're going to play a cobold, if you had theBolos version, you would really only be playing a cobold if you had avery, very specific reason. This gives you a couple more option. Itmakes it as somewhat viable option. Now. Yeah, but it's more boring.So you know how's it was more playability, more bull ring to you. It's not more play it's it's it's more average, if that makes sense, as in my less average, instead of having Sun light sensitivity or nowstronger. It is objectively less average. No, no, I mean it'smore average comparatively to all the other like races that you can choose out there. The cobalds, I think, in Involos, have like a really coolability. They have like pack tactics and they have the ability to you know, like crawl on the ground and grovel in order to give other people advantageon attacks and stuff like that, which just like it adds a lot oflike fun options that you can't really do normally. This just is like,okay, you now have advantage on saving throws against being frightened or, youknow, you can learn a can trip, or you can, you know,hit people with your tail as an undarmed strike, and then you cannow roar. I don't think I don't. Well, I mean anybody can roar. You just your roarer stronger. And I don't necessarily think that sayingthat, like having a specific action be to cower, Grovel and beg isfun from a player perspective. It is so much fun. Now I'd likeif you're running not, if you're running a lunny, a wrong, along running campaign, your whole role is going to be to do that everysingle time. So you can give everybody advantage. That's not think it's limitedand how much you can do it, but I'm not entirely sure on that. But but it's so much fun just to like add that option, thatflavor to so why wouldn't you be able to just do that as an actionanyways, like just be like I want...

...to go and distract these creatures whileyou can. But like that's not necessarily going to give advantage for other peopleto, you know, make attacks against them, that kind of thing.I don't know, I thought it was really cool and this just seems like, okay, you get a few like boring things, like okay, yeah, you have dark fish and so does every other race. Advantage on savingsthrows against being fraightened men you know on arm strike that now deals on dsix plus strength, potifire meth and extra can trip meth. You know,a bonus action to roar. So instead of being able to attack with mytail, you're saying that literally couring grobling. It's more funs. Yes, es, do you like playing? There isn't any there isn't any other raceout there that can do that. Like you could like. Yeah, butlike it's to I don't know, like it. It opens up options fordifferent I really like by awesome sub Raales here because I get to go infront of it enemy and played ahead. Oh that would be so much fun, so much fun. I just I don't know. I like the weirdstuff. This is you can do weird. This is a viable long term race. Yeah, D I think cobolds are a funny toss away joke characterInvolos, and that's always how I've seen them played. When people play them, it's always a one shot and it's always hammed up. It exactly theway that you've described it in a one shot. I would not be ableto sit through as a DM or a player, doing that for an entirecampaign. And I mean I understand from the perspective to that, like,like you could definitely go as a player and say, Hey, I wantto distract my enemies to give my annal as advantage. Right, like,you could certainly do that as an action, right, it would just be aDM ruling if you're looking to help action. But exactly, okay,so it specifically so we've labeled it grawl. No, no, the help thehelp action only helps people that are within five feet of you, andit also there's other limitations on it. The garvel means everyone gets advantage,everyone, not just a single person. And Yeah, you could like ourpe it out and say sure, you can try and do that and likemaybe it works, kind of thing. I mean, you know, if, as a DM, I might let something like that go, I'd probablywouldn't think of it and in the time you know that, Oh yes,there is this thing called the help action or there is this race that actuallygets this ability called grovel. That logic, though, then I question why youthink it's boring that you get to attack with your tail in that case. I mean, like it's okay, but it's like it I don't know, it's just met. I can flavor my attacks as being you know,I'm hitting with my tail whenever I want to. I don't have to havean ability. But flavors, does that getting an extra attack? It's notan extra attack. It's an honest not. Yeah, it's an unarmed strike.It is not an extra attack. It is just an hour. Youcan now make on arm strikes with your tail instead of your fist. Right, so you could be wielding a twohanded weapon and still make that attack onyour turn and on arm strike. Sure, yeah, but you would have tohave the actions for it and that would mean you not using your weapon. That is too handed, unless you're a monk. So and then,in that case then, like you know, you can still do it because yougot a foot. All right, Jordan, and I think I'm justI'm just saying it just seemed a little bit better. This is just anothercase of like they're trying to change something up that you enjoyed it. It'sI mean, yeah, some light, some I get it, some lightsensitivity sex. So I understand that and like it would make sense, youknow that they're getting rid of that kind of thing. I think they're tryingto get rid of it for everything, and that makes sense to me atbut so how much do you hit the chromatic dragon born in Metallic Dragon Bornsthen? Oh No, I think they're really cool. Okay, yeah,I those guys are awesome. I like that they're differentiating. I like thatthere's, you know, your your abilities. Your breath weapon now increases in poweras you level up, so it doesn't make your breath weapon completely uselessat later levels, which is always been the issue with Dragon Barns, inmy opinion. And they've got a couple of other like really cool, likeside things that they can do and each of them is different and I likethat. So I think that's that's good. There's enough for the metallic dragonbarns tohave a cone attack, whereas the chromatic ones have a line attack.For there hmm, I think it was it the gems that also get acone attack. Gems also good a CONATUCK.

Yeah, different Weder tips. WithDragon Borns, it depended upon your ancestry that you chose. So andthat's that's the theme that they're sticking with here too. So I think theyhad like there is usually like one line and one cone attack for each ofthe different like elements that they had chosen, although I think there was one typeof damage that specifically only had cone or only line. I can't remember, but it was something along those lines. Yeah, I do definitely like thegem dragonborns a little bit them. You don't really see them too much, at least I haven't been contains. I'm super familiar with gem dragons.Where did those come from as a source? That is a good question. Idon't think. I don't think that they're in the monster manual. Well, that that I can't wonder if they're involve those or something. Yeah,I don't I don't know. I'm not entirely sure they're bringing that in.It seems like it's a third edition. Yeah, it is cool that theyhave like all the different types of damage now, so like you can actuallyhave access to psychic and radiant and force damage as a Dragon Barn, whichis cool, and you get resistances to those kind of damages to because ofthat. It's very nice. Not much lar behind them, but I canfind from the Wiki Nice. All right, so you have a different draconic traitsand ancestries for your dragonborns, but if you're not a dragon born,they do have some options for you as well, and those come in theforms of feats. For this on earthed Arcana. They have a gift ofthe chromatic dragon and gift of the Metallic Dragon and gift of the Gem Dragon, which you can take, each giving you different abilities. For example,metallic dragons get cure wounds, whereas Jim Dragons get and increases in intelligence,wisdom or charisma and some other abilities. Do you, guys, pick yourfavor from these three? I think I'm liking the the metallic dragon gifts,because just learning cure wounds is pretty strong, and being able to cast from spellslots, to think of, give your party a little bit of versatility, which I'm always for. I liked the chromatic dragon. I like thatyou can infuse martial weapons with damage types. That's always really cool, and thenthe reaction to give yourself resistance to different types of damage is also kindof awesome. It it puts you up there as like an elemental defender attacker, which is yeah, I don't know, I think it's really cool. Couldbe fun. It's weird to me that they would give it a choiceof resistance. When you take that reaction, though, because there's nothing specifying saying, like you choose your hair at your ancestry and know its point.Yeah, and I see thing for the Metallic Dragon, although its abilities don'tnecessarily correlate with the ancestry. Yeah, I think it's it's similar to theabsorb elements reaction smell, which it's pretty well exactly this, except in orderto gain the effects of absorb elements you have to take the damage and thenyou get resistance to it. Kind of thing. You can use the reactionto get resistance and then your next attack with a melee weapon allows you todo an extra d for but I've damage of that type. But this allowsyou to make some choices there with each of the different types. So yeah, I think it's kind of cool. Yeah, I think about you're right, stronger this way. It's just it just seems off Labor, off teamfrom the the rest of the I mean how they're approaching, like the metallicright and Jim Dragons. And as far as the gender goes, you youget pretty much a push, ten foot push, plus a little bit offorced image as well if you get attacked. Brand. You have a favorite ofthe three. I'm digging. I'm digging the gem dragons. I likeJEM dragons are something that I'm really, really, really excited to see andI just did some so when we talked about that, I was doing somedigging online in the background, and it looks like on the tail end oftwo thousand and nineteen they were teas towards being in a book that maybe comingout two thousand and twenty, but now it's looking like with everything and covidit might be pushed to two thousand and twenty one. So it looks likethat's something that we're going to be seeing in the near Ish Future. SoI'm guessing that's why this is all coming...

...out right now, is because they'dlike to play test some of the player options that are going to be includedalongside these probable NPC slash monster step blocks. I'm wondering if this has anything todo as well with the the Fay wild stuff that came out last time, or if this is just going to be something completely different. I guesswe'll see, Huh, but I do yeah, I'm really digging on thegem stuff it. There was a there was a series that I read weway back called deltor request. It was a fantasy series and it's still isone of my biggest things to draw on for creating custom stuff and homebrew stuff, and the dragons in that universe were like each of the seven subtypes ofdragons corresponded to one of seven gems, essentially, so that this is givingme strong vibes in that vein. So I'm really excited to see what theydo with this. That's cool. I'm really although we I know we haven'ttalked about it yet, but I'm really excited to dive into these spells.Yeah, no, with regards to the spells that we don't have too many, but my are some quite, quite strong, and I think the takeit off here. The first one would be your triconic transformation, now literallybeing able to turn into a dragon. This sounds a lot like the featurethat was released in the elder dragon patron available for yeah, on DM skilledfrom the Royal City Society. Think we got all someone at wizards. What'sup? Interesting timing, guys, interesting timing. Just say, I don'tbelieve the press we came up with the first, but it is cool.I am Diggat it. I mean, yeah, being able to turn yourselfinto a dragon is always a pretty, pretty spiffy, pretty cool. Butthen the other. The other spell that caught my eye here was which onewas it? Rolathims Psychic Lance. That one's pretty cool. That reminds meof Yonder Yawon do Yond's Arrow. I can't really dodge it. You know, getting Platinum Shield was cool, butting shield is really cool. Yeah,that one. That one certainly very strong, especially against a creature that has thathas evasion already. Yeah, yes, yeah, minimal damage. Considerably thatwould be. Even if you fail one of the rolls, right,you're solely taking a quarter damage. MMM. Noways for the listeners here who don'thave the page open. My bad here. Sorry. They spell thisthat they have at second level is I seen deaths frost, another second levelspell in the there's mischief, third level spell, filling stride, a fourthlevel Rolfin Raoul of thims Psychic Lance, at fifth level, coming in withsomeone draconic spirit, at six level FITSPAN's platinum shield, and at seventh levelthe whole dray conic transformation. So looking at it from the top here,if we go to the available spells, we go draconic transformation. You witha roar, you draw on the magic of dragons, of droms form yourself. Taking on various draconic features, you gain the following features benefits until aspell ends. Blind sight. You get in Corporal Wings with a forty footflying speed. You get bonus actions to be able to use your breath weaponin a thirty foot cone, every single bonus action. MMM yeah, that'sabout a hundred and fifty damage on average over the duration, which is prettyinsane. Yeah, assuming you have enemies that you know are there for thatlong. One Minute is a fairly long time. One Minute of just literalbreathing fire down in one location. Yeah, yeah, yeah, quite strong platinumshield gives you half cover, resistance to acid, cold, fire,lightning and poison damage. MMM, and you pretty much have the benefits ofevasion here. So if you already have evasion, they stack the top ofthe resist, imagine. So why not? I don't know. It's written exactlythe same as evasion. If this creature is subjected to an effect thatallows it to make a dex sturdy saving throat to take only half damaged,the creature instead takes no damage if it...

...succeeds on a saving throw and onlyhalf damage if it fails. Normally, don't they put disclaimers if abilities don'tstack. I don't know, I've never really seen a lot of I don'tknow. I don't know. A lot of it has written wo for me, you would mean that, okay, you have a platinum shield on you. Therefore you get the benefits of the Platinum Shield being this and if youalso have evasion, you get the benefits of evasion. The yeah, e. with the saying yeah, right, because it's something. Yeah, that'sthat's fair. That's fair. Right. Yeah, I mean you're also talkingabout a six level spells here, five hundred gold piece casting. Yeah,yeah, yeah, I would like us nice that you can move it toany person, like you can give the Pallid in evasion essentially, or youcan give, you know, the barbarian invasion or whoever. Well, Imean you're already adding half cover as well too. Yeah, which is nice. Half cover and resistance to a bunch of different types of I'm fassing reallygood. Maybe I'll try to convince our wizard. Will this make it intoour tyranny of dragons campaign race earth? It's fair? Oh, I'm goingto be speaking to our wizard because our PALID and could certain use could certainlyuse half cover. No, you really couldn't. Snow, that's fine.They want to change my mind to this is not okay. Then we haveflame stride. It's pretty much exactly what you'd imagine. You get faster movementand you leave the grounds scorching as you trail on ahead. Where ever seenthat before? Arcane Blade RCS, scorching feetle yeah, I think again.This is definitely one of those odd ones because the character. First of all, it's a self cast and we're talking about artificers or artificers, rangers,sorcerers and wizards being able to cast this. To fully take advantage of leaving atrail of fire would mean that you're putting yourself in between your party andthe enemies at minimum. Right. I don't know that a wizard or asourcer who would want to do that. And maybe if you're running away itleaves. If you're maybe you're running away, it leaves a trail of fire.That's beneficial, I mean, you know, to your party. Itcould be really useful for a multi class Er. So if someone's going Paladinand sorcerer combination, that could be that could be a really nice buff forPaladin kind of thing. Or there's also now with level spell, though you'dhave to be like a pretty high level sorcer. Fifth level. That's it. Yeah, so only a fifteen level Paladin. When do you take this? I don't know. I don't know what the exact dip is, butthere that you could do it. There's also now it's Ronergy, chronergy magic. The chroner, just in the wild mount, allows you to take aspell and turn it into like a moat, like a Little Perl, essentially,that you can give to someone else and then they can cast that spell, is if they had cast it using all those you're all of using allof your modifiers and your spell slots, if you're the wizard kind of thing. Yeah, so well that. That's definitely a method of achieving the speltthat. I think it'll be very hard for yourself as a character to giveyourself that spell. Yeah, I mean, I mean, yeah, you talkingabout multi classing here, but it's like, yeah, you'd either you'dbe a pretty shitty pallet in at level six if you only have one levelof Paletin and file levels of source or up TS. True, yeah,but you know, yeah, but you know you'd be dead, but youcould be a source. You could be a Paladin with fire. Then,you know what, you could just take your Volos colbal. Then I guessyour strategy is to just blame straight up there and gravel as a level onePaladin, Rachel. Right, that's right, fun player experiences. Yeah, yeah, I mean it's also useful for just getting away from people, right, like, yeah, if there's a lot of enemies or if people comeup from behind you, you can use the flame stride to get out ofthere. I agree, it's kind of situational, but it could be fun. It's just you leave a trail of fire, so it's not beneficial foryour party if you're in a small dungeon. Yeah, this is a solo spell, baby. All right, moving on. I think that's for usa second level evocation, one one action casting time. Fifteen foot cone andit's an icy, cold breath thirty foot cone. Guys, wait, yes, self is a fifteen foot cone.

But Oh yeah, I see oldenergy and mince what that's interesting. It says the range yea. So that'sthat's definitely a Typo. One of those is wrong. It's either a fifteenfoot cone or a thirty foot cone. It's unknown at this point. Interesting. Maybe it's saying that the casting the origination point is a self from afifteen foot no, that's weird. Now, that's now. Yeah, question,question, question mark. We've caught. What are you going to do?AUTOM got him on their drafts. Guys who? Okay, Ma there'smischief, a second level illusion concentration spell that you fill up twenty foot cubecentered upon a point you choose with a range of Fay and Dr Conic Magic. You Roll on the mischief surge table, with effects like a bouquet of flowersappearing all around or a creature in the cube must exceed on a wisdomsaving throw or begin giggling until the start of your next turn. It's pocket. Pocket is pocket sized. Wild Magic guys have fun. I'm sure thatany DM would be willing to change this defor effect, to change and thematicallyadapt to your characters as well. That which is pretty fun. Roll ofhim. Psychic lands, fourth level enchantment, one action instantaneous spell. You onlya shimmering lance of psychic power from your forehead at a creature that youcan see. You can also say the creature's name and the spell hits thatperson. Immediately. They gain no benefit from or invisibility. The Lance homesin on it real strong stuff. Tend six psychic damage. Yeah, theonly one available for a warlock a and it's a it's an intelligence saving throw, like that's that's that's a nice one, because not a lot of creatures havethe proficiency for, you know, intelligence saving throws. So it's it'sa good one to get and I love that you can like just say ifyou know the targets name and it's within range, then it gains no benefitsfrom the cover or invincibility and you don't have to even expend a spell slot. That's so good. It means that you can go and talk to peoplefirst and then be like, Oh, now that I know your name,you're dead and there's nothing you can do. Yeah, it's quat, for sure. It's Ike's, yeah, really big yikes. I mean it's definitelysomething that if if you know that person's name, that will make a deadlyassassin. Yeah, seems like your Lance here, bards or wizard. Well, imagine just giving this little note of draconic Psychic Lance to a nice littleassassin character and you got yourself some nasty, nasty nasty, nasty damage. Andfinally, would come in with some draconic spirit, a fifth level conjurationthat does exactly what it sounds like. For one action and up to onehour, you can summon a draconic spirit. Mind, it's worth noting here thatthe HP of these draconic spirits is definitely a lot lower than that ofa real dragon and that of a draconic transformation, and I mean notably so. It's a fifth level conjuration spell, but the size of the creature thatyou create is massive. It can definitely change the field of battle. You'repretty much summoning a dragon of your choice onto the board here. Really coolstuff, I think. DRUID. Allright, what's you see? The components forit and art object from a dragon's hoard or worth at least five hundredgold pieces. That's so funny. You means you have to actually find adragon's hoard before you can do this thing. Well, I mean the the draconictransformation is also a statute of a dragon worth at least five hundred goldpieces. Platinum Shield is also a platinum plated dragon scale worth at least fivehundred gold pieces. MM Yeah, right. The components are difficult to find.Yeah, but I mean depends on the campaign you're running, because itseems that are tyranny of dragons campaign. This could be a fun recurring theme, Braden. Yeah, and that there were so many dragons in a bookcalled tyranny of dragons. Wow, razy. Well, I know what we're doingwith our dragon scales this time. Yeah, that is not nor objectBell, be careful. No, no, no, I'm not looking for that. I'm looking for given my monk a platinum shield, possibly. No, no, don't do that. Well, this is all kinds of fun,but we must move on because I think we're running over time. Herewe are. I will mention that I was doing some digging because something wasscratching in the back of my head because...

I was trying to figure out ifthis connected it all to like the Fay wild stuff that they had released previously, and it doesn't. But I backtractic because something else was bugging me.And earlier, at like the tail end of two thousand and twenty, thelast thing that they're released in two thousand and twenty was a couple of subclassesand it was the monk's way of the ascendant dragon and the ranger drake warden. Interesting, does look like they're ramping up to some kind of draconic themedmodule. Cool, it's excited. Who would have guessed it? Dungeons anddragons bringing out another dragons module? I didn't see it. We lost,but anyways, that's it for this week, Jordan. Why don't we take itup with some education? Sure, yeah, okay. So for today'sepisode, Kids, I need you to turn into the Dungeon Masters Guide onpage one hundred and six. We're going to start talking about the wilderness guysand how you approach travel in your game. You know, this is kind ofa it's a big part of being a DM. So they give youtwo different potential approaches that you can use, and I want to talk to youguys about like what you use in your campaigns. All Right, sowilderness. So between the Dungeons and settlements of your campaign, Worldlife, meadows, forest, deserts, mountain ranges, Oceans and other traces of wilderness waitingto be traversed. Bringing wilderness areas to life can be a fun part ofyour game, both for you and your players. The following two approaches workparticularly well. So there's the travel montage approach. Sometimes the destination is moreimportant than the journey. If the purpose of a wilderness trek is to getthe characters to where the real adventure happens, gloss over the wilderness trek without checkingfor encounters along the way. Just as movies use travel montages to conveylong and arduous journeys in a matter of seconds, you can use a fewsentences to describe of descriptive text to point paint a picture, Gosh of wildernesstrek in your players minds before moving on. Describe the German journey as vividly asyou like, but keep the forward momentum. So you walk for severalmiles, miles and encounter nothing of interest. Is Okay, but far less evocativeand memorable than a light rain dampens the rolling planes. As you travelnorth. Around midday, you break for lunch under a lonely tree. Therethe rogue finds a small rock that looks like a grinning face, but otherwiseyou encounter nothing out of the ordinary. The trick is to focus on afew details that reinforce the desired mood rather than describe everything down to the lastblade of grass. So call attention to unusual terrain features such as a waterfall, a rocky outcropping that offers a breathtaking view over the tops of surrounding trees, and area where the forest has burned or been cut down and stow on. Also describe notable smells and sounds, such as the roar of a farawaymonster, the stench of burned wood or the sweet aroma of flowers in anelvin forest. In addition to evocative language, visual AIDS can help set the scenefor the characters travels. Image searches on the Internet can lead you tobreathtaking landscapes. In fact, that's a good phrase to search for both realand fantastical. As striking as real world scenery can be, wilderness travel canbe used to remind the players that their characters are in a fantasy world.Once in a while, spice up your descriptions with some truly magical element.A force might be home to tiny dragonettes instead of birds, or its treesmight be festooned with giant webs that or have eerie grew greene glowing sap usethese elements sparingly. Landscapes that are two alien can break your players sense ofimmersion. In the world. A single fantastic element within an otherwise realistic andmemorable landscape is enough. Use the landscape to set the mood and tone foryour adventure. In one forest, close set trees shroud all light and seemto watch the adventures as they pass. In another, sunlight streams through theleaves above and Flower Laden vines twine up every trunk. Signs of corruption,rotting wood, foul smelling water and rocks covered with Slimy Brown Moss can bea signal that the adventures are drawing close to the site of an evil power, that the that is their destination, or can provide clues to the natureof the threats to be found there. Specific wilderness locations might have their ownspecial features. For example, the spirit forest and spider haunt woods might featuredifferent kinds of trees, different kinds of flora and Fauuna, different kinds ofweather or different random encounter tables. Finally,...

...a wilderness trek can be enhanced bycalling attention to the weather. You spend the next three days crossing theswamp sounds less harrowing than you spend the next three days trudging through the kneedeep mud. The first two days and nights in the pouring rain and thenanother day under the beating Sun with swarms of hungry in insects feasting on inyour blood. Okay, so that is the travel montage approach. I'm goingto start at the end and work my way backwards based on sure talked about. First of all, okay, not wanting your stuff to sound to alienand foreign, to break immersion is absolutely dependent on what kind of scene thatyou want to set. I don't like that that's kind of pointed out asa universal because sometimes you if you're in a place where your character has neverbeen and it's very different from the average, you want it to see Melian.So there are situations where it calls for that. Second, I googledbreathtaking landscapes there. They're pretty nice. That it is a good call.Good job, DMG. Thank you for that. Yeah. Third, rementioning kind of odd things that they might find, like the rock that lookslike a face type thing. That is a great idea in theory. Ihave never rolled with a party that that would not immediately derail the rest ofthe session with Oh, I know, right, as soon as start mentioninganything that's like a little bit off of what they perceived to be normal.That is the second where they spend the rest of the session. It's thedoor effect. As soon as you open subscribe a door, they're going tospend the rest of the session trying to figure out what's wrong with the door. It's the same thing. This will be. It's actually will be likescape. Why is this rock grinning? We must find out. It mustbe wizardable. Wizard one made this. Yeah, every spell so that you'recompletely tapped out for the upcoming random encounter that I have planned. You don'tunderstand. This is going to give me the secrets to the universe. Guys, it's so true. It is so true. Maybe if you made thatmore normal within your campaigns, like every time you come up with something alongthose lines, and so they'll stop like seeing that as like out of theordinary. Maybe, but then it's still out of the or it's not one. Yeah, you end up with the problem of, you know, whenthey do find something that you want them to, you know, pick upon and been they're like that's nothing out of the ordinary. Yeah, andI think that that's also like that requires at least a few sessions of like, oh for sure, raking them and draining them of all of their resources, wasting it on trying to figure out why this rock kind of looks likea face. HMM, yeah, it'll be a yeah, for sure,a few sessions, a few times, few traveling occasions when you know youdescribe something out of the ordinary and they will for sure just go to townon it. In general, though, I know we haven't heard the secondpart of this, but I'm a huge fan of the travel montage. HMM, yeah, I agree with that. I've tried both ways it. It'sa be I'll read the next approach first and then I'll get into it,but I agree with you on a large scale. All right, our byour approach. So sometimes the journey deserves as much time and attention as thedestination. If wilderness travel features prominently in your adventure and isn't something you wantto gloss over, you will need more than a descriptive overview. To bringa long and harrowing journey to life. You'll need to know the party's marchingorder and in order, and have encounters at the ready. Let your playersdetermine the parties marching order. See the players handbook for more information on that. Characters in the front rank are likely to be the first to notice landmarksand terrain features, as well as the ones responsible for navigating. Characters inthe back rank are usually responsible for making sure that the party isn't being followed. Encourage the care characters in the middle ranks to do something other than blindlycharge along behind the front rank characters. The players handbook suggests activities such asmap making and foraging for food. Wilderness journeys typically feature a combination of plannedencounters, encounters that you prepare ahead of time, and random encounters. Soin care and hand counters determined by rolling on a table. A planned encountermight need the map of the location where the encounter is set to occur,such as a ruin, a bridge spanning a gorge or some other memorable location. Random encounters tend to be less location specific. The fewer planned encounters youhave, the more you'll need to rely...

...on random encounters to keep the journeyinteresting. See Chapter Three four guidelines on creating your own random encounter tables andwhen to check for random encounters. We went over this a little while ago. Yeah, I don't think many of us thought it was great, butit was okay. A good way to keep wilderness encounters from becoming stale isto make sure that they don't all start and end the same way. So, in other words, if the Wilderness is your stage and your adventure isthe play or movie, think of each wilderness encounter as its own steam andtry to stage each one in a slightly different way to keep your players interest. So if one encounter comes at the adventures from the front, the nextone might come up come at them from above or behind. If an encounterfeatures stealthy monsters, a care a character tending to the parties pack animals mightget the first indication that monsters are near when a pony wickers nervously. Ifan encounter features loud monsters, the party might have the option to hide orset an ambush. One group of monsters might attack the party on site andanother might allow safe passage for food. Reward characters for searching wild they travel, providing things for them to find. Broken statuesed tracks, abandoned campsites andother finds can add flavor to your world, foreshadow a future encounters or events oreven provide hooks for few their further adventures. So wilderness and journey mighttake up multiple sessions to play out. That said, if the Wilderness jurgejourney includes long periods with no encounters, use the travel montage approach to bridgethe gaps between encounters, having a run to annihilation. HMM, if wedid travel, I feel like I had to do a balance of both inthis because if we were to do pure like travel throughout the entire campaign,we would still be traveling through the jungles. Yep, Yep. But it's alsohard to do a travel montage and justify a travel montage in a settingwhere you guys don't really know where you're going either. Yeah, right,it's highly subjective to the adventure that you're running. Like I don't really knowwhat a travel montage would completely look like in the sense of, like I'mtrying to factoring that you guys can get lost in here, right, likehere's this montage and you end up in not the destination you expected, Iguess exactly. It's kind of it's kind of weird because you're like chrolt islike set to be this weird location setting. So like it's meant to have aneffect on your travel and what the players end up doing. So it'salmost like you're being forced into an hour by our approach instead of the montage, you know, and it's kind of cool, but at the same time, like you want to move the story along. So how do you dothat? It's kind of hard to balance the two. Right. HMM,exactly. So, Braden, you you focus on the travel montage stuff.I know. In general. Yeah, there are times when, like,if there's something specific that I know I want to happen on the way tosomewhere, will I'll break it down. Yeah, not into the hour byhour, but I'll usually do like a day by day kind of thing.Right, but in general I'll do a little bit of handwaving because I thinkthat unless there's like a specific reason to be on the road to focus onwhat's going on there, it's largely for travel. It's largely very much fora purpose and the destination is the destination, not the journey. Yeah, thethe the hour by our approach is almost like if your wilderness is actuallya dungeon the whole you know, that's how you're kind of seeing it atthis point. You know, where it's like, okay, there could beencounters around here. You don't know. Maybe maybe your players really like theidea that they could be ambush at any point or they could come across randomstrangers on the road. Maybe they really like that x exploration stuff and theyreally enjoy, you know, the the elements of just kind of like randomlycoming across people and creatures and potentially getting lost and that sort of thing.But I think most of the people that I play with prefer, you know, what's the next real thing that happens in this story and you know.So to do that you kind of have to have like a travel montage likeI started in my wild man campaign. I started with more of an hourby our approach, mostly because my players were new and I wanted them toget a feel for encounters and a and,...

...you know, the whole like ideabehind combat and like how that all works and just like what they coulddo. It's great for, you know, teaching people what the potentials are andhow it is still a real world. So if you want to do stuffwhile you're traveling, you can just tell the DM, hey, youknow, during this travel, can I do suts and such a thing,like I don't know, like like look for certain foods or try and finda monster's layer or whatever you can. You can call out that kind ofstuff, but it now, now that we've gotten past like the point whereI feel comfortable with my players and they feel pretty comfortable more in the setting, I've kind of moved towards more of a travel montage, where it's like, okay, you guys travel, I will for like, you know,a few days, and you come across a few different things along the way, but nothing that like really grabs your attention or is, you know,too difficult for you to be able to handle, and so you can keepmoving. And then you, you know, you come across these encounters that nowhave real gravity to them and that's where they need to like start makingdecisions again, kind of thing. Yeah, no, no, I agree that. Like I tried. That's I think that's kind of how I triedrunning the tomb. MMM, but it's difficult. I mean, yeah,we've talked about this before too, but like it since we started that andI like since jumping into pretty much like okay, how do I handle travelthrough this the jungle? Right like, I feel like I have a Iwould definitely take more of the montage approach. Yeah, this way, and Iactually do appreciate that the book gave what what what the players bring tothe party while they're traveling, based on like their order or whatever. Andthat's said, and I've seen a couple of variations of this online to withregards to like, okay, you guys are traveling to a destination, choosewhat you are going to be doing, right, and some players can beon resource gathering or whatever, right, and based on, you know,whatever roles they bring, they add to the party. Yeah, which Ithink is something that I would definitely incorporate more of in that in that regard, because I think it is kind of it would also be kind of shadyto do a travel montage where it's like, okay, you guys are on thisroad for you know, couple days here and you reach your destination andlike all the events that happened nothing really important to herd. But you don'tlike gain anything from this either, right, like, well, why do atravel montage if the players aren't going to take away any information that activelypushes them forward in the story? Or right, you know, I meanthat the travel montage is just to like actually get players from point a topoint B, that that's the idea. It's like, you know, youwant to make sure that the you know, the players, understand that this isa real world and you know time has time as a thing, butat the same time you don't want to take away from your were real worldtime by actually running through, you know, you know, an hour by ourapproach, you don't want to spend two days, you know, actuallytraveling with them from one place to another. You want them to be able toget to that next place. It's like in a story, you know, you don't go on describing things like in Lord of the Rings, youdo any other type of stories building where it's like you can be on theroad and things might or might not happen, but you know, until something doeshappen it you can count almost just kind my skip over it a littlebit. You know, you need a little bit of Info, but notthat much. You don't need to describe every last blade of grass, asthey say. I mean, I agree to a certain extent, right likeI mean it to one point. You do want to drive that whole thisis a living, breathing world element to it, sure, and that's whatyou are you trying to say that you're going after with your travel montage.But and that same regard, right, like if I'm playing with five experiencedplayers, everybody understands that, right. I think a good way is tolike throw a couple choices at them, like, okay, you come acrossthis, you know ravine. How do you get across it? Or youknow you you come to a fork in the road, you know where there'sa path going into, you know the mountains, or there's a path goinginto a valley. You know which way are you going to go, andthen you can have different descriptions as they travel through those different areas. Addingchoice into that travel montage at can add a lot to it without having totake up too much time, usually depending on how decisive your players are.Yeah, it also depends what kind of game you running or like if you'rerunning more of like a hagns left type. Yeah, yeah, like the secondthis is informative, much better than...

...the yeah, for color section thatwe were in the area. Go. Yes, exactly. Yeah, Ithink we can all agree on that. Very useful. So, but Ithink I'm going to call it there. Next time we'll get into more aboutthe wilderness and the things that you can do in the wilderness. But fornow, Braden, why don't you want? Don't you take her away? Yeah, let's just hear quickly from our theoretical sponsors. Okay, so it'stime for talk of the town, the segment where we ask you, thesociety, a question and that we respond to that question and then you respondto that question, that we respond to your responses to that question in thatquestion this week is what is the craziest ruling that your DM has ever given? What is something that has happened in a game that the DM ruled onit and you thought that, wow, there's a crazy ruling. I mean, I'll tell you the ruling that I had that was the most innocent atfirst that I realized was quite really strong later on in the campaign that Ireally didn't want to just take away at that point. But it was inthe too of a night elation campaign, letting the barbarian do two full attackswith a two handed weapon, as if I was all was one handed weapon. He likes. Yes, yes, crazy, Yep, it's Leoni waspretty much one shotting everything up until always, MMM, until like three weeks agowhen I officially took over. Instead I'm retiring the yes retiring. Yeah, that that. That was pretty crazy. Yeah, that was that was this. Learn the lesson, kids. Don't ever let your barbarian do that. It's snowballs very quickly. Yeah, I mean at first you're right,it was just kind of innocent. It was like yeah, you just hewanted to be able to make two attacks or whatever, but then that quicklybecomes three attacks and then you're like, oh gosh, it just hurts alot and the brainians are powerful. Now, mind you, from a game choice, with regards to like getting these getting getting our player to be likemore engaged, I think it actually worked out in that sense, because itmade them feel a lot stronger than there are adversaries and ended up taking choiceswith that knowledge in the game. So it kind of works out from oneperspective, but from the game itself I was like, these encounters are fluff. Yeah, you can literally go in attack two people, down two enemiesin one turn. Great. Yeah, it gets a little bit crazy thatway. I don't know. I'm having trouble with this one. Braden crazyrulings. It not not because they probably haven't been made, but more becauseI'm bad at recalling these kinds of things. Yeah, why don't you go firstand I'll think for a bit. Sure. So in my in ourrecent campaign that I'm playing in with a couple friends, I'm playing a neckromancy wizard and at the level that we're at, I can, using myabilities and my talents and my spells, I can essentially, for five levelspell slot, animate six zombies and just card him around with us and usethem for stuff. Now, the way that animated dead is written, inthe way that this is usually ruled, is that I can create as manyas I want, but per bonus action that I have, I can mentallycommand any one creature with the spell essentially to do something I can't or sorry, yeah, I can issue a general command like attack, guard, somethinglike that. But besides that, like I can do that once per turnwith one of those creatures. Meanwhile the other five or just kind of actingantagonistic to anything hostile that comes near them. The way that my DM ruled itis that I can do that for all six of them. So Iessentially get six three attacks each turn with one with each of these creatures.So I can just keep mustering up the legions and throwing them on mass atpeople, which is I like it. We now have a small army.It's definitely strong and like. I tried to he's I said, like,the first time we used it, I...

...think I only had two on me. I said like, Oh, you know, I commanded one. He'slike, well, what's the other one going to do? I said no, but I can only use one. That's the way the spells written.He said, now, I hate that rule. You can use all bothof them. I was like both of them, yes, you can useboth of them. Okay, so I started using both of them and thenlater on I raise six of them and I was like, just to beclear, can I keep using all six of these per turn? He goesyeah, and I'm just like, oh no, that is going to gowrong so quickly. Yes, Oh, another crazy ruling, also in thatcampaign, I guess, which was awesome. I my character in that is afighter with the shield master and resilient feeds, which it's enhances my dexteritysaving throws like a lot. In one of our fights in an arena,one of the enemies used the spell lightning. Lightning strike, is it? It'snot call lightning, but it's the line attack lightning. Yes, soit was a thirty foot line and it came at a few of us andI was in the front there and I succeeded on the saving throw and usedmy reaction to essentially take zero damage and he ruled it that that essentially dispersethe entire wine of damage that would come from this lightning and I was likeso like everyone was safe behind me, which was awesome. Ridiculous, butawesome, because it's really cool and it made me feel like I was usefulto more than just myself and that moment. But from now on, like Ican, I can try and set it up that I can like blockit for other people as well, which is really cool. But it couldbe really powerful because it would stop any type of damage from getting through.Kind of thing, which is going to be nice. Yeah, the problemthere is more of something along the Lens of a Carlos dealt with with ourwith his barbarian yeahcause, like I think in the moments that was a reallygood ruling because we were Burnie beat up in that fight. That would havetaken a lot of damage to a lot of people and that essentially cut itoff. So that we didn't. We weren't in a worse situation than wewere, so that was good. The problem now is that it sets theprecedent that you can just do that exactly. So now I come up against adragon or something like that and I stand right in front of its mouthand I say, okay, everyone in a line behind me, you'll befine. Yeah, it could, just it can, it can steam roll. Potentially, we'll see. Hasn't come up again, you know, comeup by and yet exactly so cool, ruling, crazy, ridiculous awesome atthe same time. But yeah, could be, could be, could befatal for sure. All right. Well, the society was unfortunately quite quiet thisweek. Y'All, there making me look that so we are going toleave it at that for this particular episode. If you like what you hear,if you want to contribute, you can follow us on any of oursocial media. That's at Royal City Society on Instagram, at Real C socialon twitter. Links to the community discord are available in both. We postthese questions weekly. We post anything that we're working on weekly. We tryand engage with you. Come on down. We're generally nice people. Jordan sometimes, but you know, all together. Yeah, but aside from that,keep it locked here. We release new episodes of triple advantage every Monday. We'll see you next time.

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