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Triple Advantage
Triple Advantage

Season 3, Episode 37 · 1 year 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 look at 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 DM has done is. As always, stay tuned to our social media to see what we have coming next. Enjoy the show. Hello, members of the society, and today we puck up yet another food scrap from your favorite friends was to the coast. This week we're going to be looking at the draconic options released and, guys, are you excited for this? Yeah, actually, I think that they have a lot of interesting options here and I think they did a pretty good job. It's kind of interesting, so I'm looking forward to it. Yeah, I'm not the I'm not as big of a dragon guys some people are, but there's some stuff in here then excited to dig into. Well, the only thing I got to say about this one is heavy breathing. Now now we're looking here essentially at expanding the the dragon born 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 non dragon born characters, and they're also expanding the cool bold line, but remind me 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 here in the dramic options. I think I like the other one better. Just seems more fun, which so right, really generic, and it seems like you just kind of like changing the whole essence of a cobald to be like more powerful in a sense. I don't know, that's that's the feeling I got. 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. And I think the one thing that does stand out to me is that in the draconic options offered now, there's no sunlight sensitivity to the cobolds, and that's probably just to encourage more players to actually pick this right, because not all adventures 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 the Bolos version, you would really only be playing a cobold if you had a very, very specific reason. This gives you a couple more option. It makes 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 now stronger. It is objectively less average. No, no, I mean it's more average comparatively to all the other like races that you can choose out there. The cobalds, I think, in Involos, have like a really cool ability. 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 advantage on attacks and stuff like that, which just like it adds a lot of like 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, you know, you can learn a can trip, or you can, you know, hit people with your tail as an undarmed strike, and then you can now 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 saying that, like having a specific action be to cower, Grovel and beg is fun from a player perspective. It is so much fun. Now I'd like if you're running not, if you're running a lunny, a wrong, a long running campaign, your whole role is going to be to do that every single time. So you can give everybody advantage. That's not think it's limited and 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, that flavor to so why wouldn't you be able to just do that as an action anyways, like just be like I want...

...to go and distract these creatures while you can. But like that's not necessarily going to give advantage for other people to, 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 savings throws against being fraightened men you know on arm strike that now deals on d six plus strength, potifire meth and extra can trip meth. You know, a bonus action to roar. So instead of being able to attack with my tail, 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 race out there that can do that. Like you could like. Yeah, but like it's to I don't know, like it. It opens up options for different I really like by awesome sub Raales here because I get to go in front 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 weird stuff. This is you can do weird. This is a viable long term race. Yeah, D I think cobolds are a funny toss away joke character Involos, 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 the way that you've described it in a one shot. I would not be able to sit through as a DM or a player, doing that for an entire campaign. And I mean I understand from the perspective to that, like, like you could definitely go as a player and say, Hey, I want to distract my enemies to give my annal as advantage. Right, like, you could certainly do that as an action, right, it would just be a DM ruling if you're looking to help action. But exactly, okay, so it specifically so we've labeled it grawl. No, no, the help the help action only helps people that are within five feet of you, and it also there's other limitations on it. The garvel means everyone gets advantage, everyone, not just a single person. And Yeah, you could like our pe it out and say sure, you can try and do that and like maybe it works, kind of thing. I mean, you know, if, as a DM, I might let something like that go, I'd probably wouldn'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 actually gets this ability called grovel. That logic, though, then I question why you think 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 have an ability. But flavors, does that getting an extra attack? It's not an extra attack. It's an honest not. Yeah, it's an unarmed strike. It is not an extra attack. It is just an hour. You can 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 on your turn and on arm strike. Sure, yeah, but you would have to have 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 you got a foot. All right, Jordan, and I think I'm just I'm just saying it just seemed a little bit better. This is just another case of like they're trying to change something up that you enjoyed it. It's I mean, yeah, some light, some I get it, some light sensitivity sex. So I understand that and like it would make sense, you know that they're getting rid of that kind of thing. I think they're trying to get rid of it for everything, and that makes sense to me at but so how much do you hit the chromatic dragon born in Metallic Dragon Borns then? Oh No, I think they're really cool. Okay, yeah, I those guys are awesome. I like that they're differentiating. I like that there's, you know, your your abilities. Your breath weapon now increases in power as you level up, so it doesn't make your breath weapon completely useless at later levels, which is always been the issue with Dragon Barns, in my opinion. And they've got a couple of other like really cool, like side things that they can do and each of them is different and I like that. So I think that's that's good. There's enough for the metallic dragonbarns to have a cone attack, whereas the chromatic ones have a line attack. For there hmm, I think it was it the gems that also get a cone attack. Gems also good a CONATUCK.

Yeah, different Weder tips. With Dragon Borns, it depended upon your ancestry that you chose. So and that's that's the theme that they're sticking with here too. So I think they had like there is usually like one line and one cone attack for each of the different like elements that they had chosen, although I think there was one type of 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 the gem 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. I don'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 they have like all the different types of damage now, so like you can actually have access to psychic and radiant and force damage as a Dragon Barn, which is cool, and you get resistances to those kind of damages to because of that. It's very nice. Not much lar behind them, but I can find from the Wiki Nice. All right, so you have a different draconic traits and 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 the forms of feats. For this on earthed Arcana. They have a gift of the 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 your favor 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 spell slots, to think of, give your party a little bit of versatility, which I'm always for. I liked the chromatic dragon. I like that you can infuse martial weapons with damage types. That's always really cool, and then the reaction to give yourself resistance to different types of damage is also kind of 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. Could be fun. It's weird to me that they would give it a choice of 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't necessarily correlate with the ancestry. Yeah, I think it's it's similar to the absorb elements reaction smell, which it's pretty well exactly this, except in order to gain the effects of absorb elements you have to take the damage and then you get resistance to it. Kind of thing. You can use the reaction to get resistance and then your next attack with a melee weapon allows you to do an extra d for but I've damage of that type. But this allows you 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 team from the the rest of the I mean how they're approaching, like the metallic right and Jim Dragons. And as far as the gender goes, you you get pretty much a push, ten foot push, plus a little bit of forced image as well if you get attacked. Brand. You have a favorite of the three. I'm digging. I'm digging the gem dragons. I like JEM dragons are something that I'm really, really, really excited to see and I just did some so when we talked about that, I was doing some digging online in the background, and it looks like on the tail end of two thousand and nineteen they were teas towards being in a book that maybe coming out two thousand and twenty, but now it's looking like with everything and covid it might be pushed to two thousand and twenty one. So it looks like that's something that we're going to be seeing in the near Ish Future. So I'm guessing that's why this is all coming...

...out right now, is because they'd like to play test some of the player options that are going to be included alongside these probable NPC slash monster step blocks. I'm wondering if this has anything to do 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 guess we'll see, Huh, but I do yeah, I'm really digging on the gem stuff it. There was a there was a series that I read we way back called deltor request. It was a fantasy series and it's still is one 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 of dragons corresponded to one of seven gems, essentially, so that this is giving me strong vibes in that vein. So I'm really excited to see what they do with this. That's cool. I'm really although we I know we haven't talked 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 take it off here. The first one would be your triconic transformation, now literally being able to turn into a dragon. This sounds a lot like the feature that was released in the elder dragon patron available for yeah, on DM skilled from the Royal City Society. Think we got all someone at wizards. What's up? Interesting timing, guys, interesting timing. Just say, I don't believe the press we came up with the first, but it is cool. I am Diggat it. I mean, yeah, being able to turn yourself into a dragon is always a pretty, pretty spiffy, pretty cool. But then the other. The other spell that caught my eye here was which one was it? Rolathims Psychic Lance. That one's pretty cool. That reminds me of 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 that has evasion already. Yeah, yes, yeah, minimal damage. Considerably that would 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't have the page open. My bad here. Sorry. They spell this that they have at second level is I seen deaths frost, another second level spell in the there's mischief, third level spell, filling stride, a fourth level Rolfin Raoul of thims Psychic Lance, at fifth level, coming in with someone draconic spirit, at six level FITSPAN's platinum shield, and at seventh level the whole dray conic transformation. So looking at it from the top here, if we go to the available spells, we go draconic transformation. You with a roar, you draw on the magic of dragons, of droms form yourself. Taking on various draconic features, you gain the following features benefits until a spell ends. Blind sight. You get in Corporal Wings with a forty foot flying speed. You get bonus actions to be able to use your breath weapon in a thirty foot cone, every single bonus action. MMM yeah, that's about a hundred and fifty damage on average over the duration, which is pretty insane. Yeah, assuming you have enemies that you know are there for that long. One Minute is a fairly long time. One Minute of just literal breathing fire down in one location. Yeah, yeah, yeah, quite strong platinum shield gives you half cover, resistance to acid, cold, fire, lightning and poison damage. MMM, and you pretty much have the benefits of evasion here. So if you already have evasion, they stack the top of the resist, imagine. So why not? I don't know. It's written exactly the same as evasion. If this creature is subjected to an effect that allows 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 only half damage if it fails. Normally, don't they put disclaimers if abilities don't stack. I don't know, I've never really seen a lot of I don't know. 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 you also have evasion, you get the benefits of evasion. The yeah, e. with the saying yeah, right, because it's something. Yeah, that's that's fair. That's fair. Right. Yeah, I mean you're also talking about a six level spells here, five hundred gold piece casting. Yeah, yeah, yeah, I would like us nice that you can move it to any person, like you can give the Pallid in evasion essentially, or you can give, you know, the barbarian invasion or whoever. Well, I mean 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 really good. Maybe I'll try to convince our wizard. Will this make it into our tyranny of dragons campaign race earth? It's fair? Oh, I'm going to be speaking to our wizard because our PALID and could certain use could certainly use half cover. No, you really couldn't. Snow, that's fine. They want to change my mind to this is not okay. Then we have flame stride. It's pretty much exactly what you'd imagine. You get faster movement and you leave the grounds scorching as you trail on ahead. Where ever seen that 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 a trail of fire would mean that you're putting yourself in between your party and the enemies at minimum. Right. I don't know that a wizard or a sourcer who would want to do that. And maybe if you're running away it leaves. If you're maybe you're running away, it leaves a trail of fire. That's beneficial, I mean, you know, to your party. It could be really useful for a multi class Er. So if someone's going Paladin and sorcerer combination, that could be that could be a really nice buff for Paladin kind of thing. Or there's also now with level spell, though you'd have 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, but there 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 a spell 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 all of 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 spelt that. I think it'll be very hard for yourself as a character to give yourself that spell. Yeah, I mean, I mean, yeah, you talking about multi classing here, but it's like, yeah, you'd either you'd be a pretty shitty pallet in at level six if you only have one level of Paletin and file levels of source or up TS. True, yeah, but you know, yeah, but you know you'd be dead, but you could be a source. You could be a Paladin with fire. Then, you know what, you could just take your Volos colbal. Then I guess your strategy is to just blame straight up there and gravel as a level one Paladin, 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 come up from behind you, you can use the flame stride to get out of there. 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 for your party if you're in a small dungeon. Yeah, this is a solo spell, baby. All right, moving on. I think that's for us a second level evocation, one one action casting time. Fifteen foot cone and it's an icy, cold breath thirty foot cone. Guys, wait, yes, self is a fifteen foot cone.

But Oh yeah, I see old energy and mince what that's interesting. It says the range yea. So that's that's definitely a Typo. One of those is wrong. It's either a fifteen foot 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 a fifteen 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's mischief, a second level illusion concentration spell that you fill up twenty foot cube centered 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 flowers appearing all around or a creature in the cube must exceed on a wisdom saving 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 that any DM would be willing to change this defor effect, to change and thematically adapt to your characters as well. That which is pretty fun. Roll of him. Psychic lands, fourth level enchantment, one action instantaneous spell. You only a shimmering lance of psychic power from your forehead at a creature that you can see. You can also say the creature's name and the spell hits that person. Immediately. They gain no benefit from or invisibility. The Lance homes in on it real strong stuff. Tend six psychic damage. Yeah, the only 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 have the proficiency for, you know, intelligence saving throws. So it's it's a good one to get and I love that you can like just say if you know the targets name and it's within range, then it gains no benefits from 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 people first 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 definitely something that if if you know that person's name, that will make a deadly assassin. Yeah, seems like your Lance here, bards or wizard. Well, imagine just giving this little note of draconic Psychic Lance to a nice little assassin character and you got yourself some nasty, nasty nasty, nasty damage. And finally, would come in with some draconic spirit, a fifth level conjuration that does exactly what it sounds like. For one action and up to one hour, you can summon a draconic spirit. Mind, it's worth noting here that the HP of these draconic spirits is definitely a lot lower than that of a 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 that you create is massive. It can definitely change the field of battle. You're pretty much summoning a dragon of your choice onto the board here. Really cool stuff, I think. DRUID. Allright, what's you see? The components for it and art object from a dragon's hoard or worth at least five hundred gold pieces. That's so funny. You means you have to actually find a dragon's hoard before you can do this thing. Well, I mean the the draconic transformation is also a statute of a dragon worth at least five hundred gold pieces. Platinum Shield is also a platinum plated dragon scale worth at least five hundred gold pieces. MM Yeah, right. The components are difficult to find. Yeah, but I mean depends on the campaign you're running, because it seems that are tyranny of dragons campaign. This could be a fun recurring theme, Braden. Yeah, and that there were so many dragons in a book called tyranny of dragons. Wow, razy. Well, I know what we're doing with our dragon scales this time. Yeah, that is not nor object Bell, 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. Here we are. I will mention that I was doing some digging because something was scratching in the back of my head because...

I was trying to figure out if this 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, the last thing that they're released in two thousand and twenty was a couple of subclasses and 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 themed module. Cool, it's excited. Who would have guessed it? Dungeons and dragons 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 it up with some education? Sure, yeah, okay. So for today's episode, Kids, I need you to turn into the Dungeon Masters Guide on page one hundred and six. We're going to start talking about the wilderness guys and how you approach travel in your game. You know, this is kind of a it's a big part of being a DM. So they give you two different potential approaches that you can use, and I want to talk to you guys about like what you use in your campaigns. All Right, so wilderness. So between the Dungeons and settlements of your campaign, Worldlife, meadows, forest, deserts, mountain ranges, Oceans and other traces of wilderness waiting to be traversed. Bringing wilderness areas to life can be a fun part of your game, both for you and your players. The following two approaches work particularly well. So there's the travel montage approach. Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences to describe of descriptive text to point paint a picture, Gosh of wilderness trek in your players minds before moving on. Describe the German journey as vividly as you like, but keep the forward momentum. So you walk for several miles, miles and encounter nothing of interest. Is Okay, but far less evocative and memorable than a light rain dampens the rolling planes. As you travel north. Around midday, you break for lunch under a lonely tree. There the rogue finds a small rock that looks like a grinning face, but otherwise you encounter nothing out of the ordinary. The trick is to focus on a few details that reinforce the desired mood rather than describe everything down to the last blade 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 faraway monster, the stench of burned wood or the sweet aroma of flowers in an elvin forest. In addition to evocative language, visual AIDS can help set the scene for the characters travels. Image searches on the Internet can lead you to breathtaking landscapes. In fact, that's a good phrase to search for both real and fantastical. As striking as real world scenery can be, wilderness travel can be 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 trees might be festooned with giant webs that or have eerie grew greene glowing sap use these elements sparingly. Landscapes that are two alien can break your players sense of immersion. In the world. A single fantastic element within an otherwise realistic and memorable landscape is enough. Use the landscape to set the mood and tone for your adventure. In one forest, close set trees shroud all light and seem to watch the adventures as they pass. In another, sunlight streams through the leaves 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 be a 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 nature of the threats to be found there. Specific wilderness locations might have their own special features. For example, the spirit forest and spider haunt woods might feature different kinds of trees, different kinds of flora and Fauuna, different kinds of weather or different random encounter tables. Finally,...

...a wilderness trek can be enhanced by calling attention to the weather. You spend the next three days crossing the swamp sounds less harrowing than you spend the next three days trudging through the knee deep mud. The first two days and nights in the pouring rain and then another day under the beating Sun with swarms of hungry in insects feasting on in your blood. Okay, so that is the travel montage approach. I'm going to 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 alien and foreign, to break immersion is absolutely dependent on what kind of scene that you want to set. I don't like that that's kind of pointed out as a universal because sometimes you if you're in a place where your character has never been 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 googled breathtaking landscapes there. They're pretty nice. That it is a good call. Good job, DMG. Thank you for that. Yeah. Third, re mentioning kind of odd things that they might find, like the rock that looks like a face type thing. That is a great idea in theory. I have never rolled with a party that that would not immediately derail the rest of the session with Oh, I know, right, as soon as start mentioning anything 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 the door effect. As soon as you open subscribe a door, they're going to spend 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 like scape. Why is this rock grinning? We must find out. It must be wizardable. Wizard one made this. Yeah, every spell so that you're completely tapped out for the upcoming random encounter that I have planned. You don't understand. This is going to give me the secrets to the universe. Guys, it's so true. It is so true. Maybe if you made that more normal within your campaigns, like every time you come up with something along those lines, and so they'll stop like seeing that as like out of the ordinary. Maybe, but then it's still out of the or it's not one. Yeah, you end up with the problem of, you know, when they do find something that you want them to, you know, pick up on and been they're like that's nothing out of the ordinary. Yeah, and I 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 like a face. HMM, yeah, it'll be a yeah, for sure, a few sessions, a few times, few traveling occasions when you know you describe something out of the ordinary and they will for sure just go to town on it. In general, though, I know we haven't heard the second part 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's a 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 by our approach. So sometimes the journey deserves as much time and attention as the destination. If wilderness travel features prominently in your adventure and isn't something you want to gloss over, you will need more than a descriptive overview. To bring a long and harrowing journey to life. You'll need to know the party's marching order and in order, and have encounters at the ready. Let your players determine 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 landmarks and terrain features, as well as the ones responsible for navigating. Characters in the 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 blindly charge along behind the front rank characters. The players handbook suggests activities such as map making and foraging for food. Wilderness journeys typically feature a combination of planned encounters, encounters that you prepare ahead of time, and random encounters. So in care and hand counters determined by rolling on a table. A planned encounter might 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 you have, the more you'll need to rely...

...on random encounters to keep the journey interesting. See Chapter Three four guidelines on creating your own random encounter tables and when 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, but it was okay. A good way to keep wilderness encounters from becoming stale is to 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 is the play or movie, think of each wilderness encounter as its own steam and try 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 next one might come up come at them from above or behind. If an encounter features stealthy monsters, a care a character tending to the parties pack animals might get the first indication that monsters are near when a pony wickers nervously. If an encounter features loud monsters, the party might have the option to hide or set an ambush. One group of monsters might attack the party on site and another might allow safe passage for food. Reward characters for searching wild they travel, providing things for them to find. Broken statuesed tracks, abandoned campsites and other finds can add flavor to your world, foreshadow a future encounters or events or even provide hooks for few their further adventures. So wilderness and journey might take up multiple sessions to play out. That said, if the Wilderness jurge journey includes long periods with no encounters, use the travel montage approach to bridge the gaps between encounters, having a run to annihilation. HMM, if we did travel, I feel like I had to do a balance of both in this 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 also hard to do a travel montage and justify a travel montage in a setting where 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 know what a travel montage would completely look like in the sense of, like I'm trying to factoring that you guys can get lost in here, right, like here's this montage and you end up in not the destination you expected, I guess exactly. It's kind of it's kind of weird because you're like chrolt is like set to be this weird location setting. So like it's meant to have an effect on your travel and what the players end up doing. So it's almost 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 do that? 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 to somewhere, will I'll break it down. Yeah, not into the hour by hour, 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 think that unless there's like a specific reason to be on the road to focus on what's going on there, it's largely for travel. It's largely very much for a purpose and the destination is the destination, not the journey. Yeah, the the the hour by our approach is almost like if your wilderness is actually a dungeon the whole you know, that's how you're kind of seeing it at this point. You know, where it's like, okay, there could be encounters around here. You don't know. Maybe maybe your players really like the idea that they could be ambush at any point or they could come across random strangers on the road. Maybe they really like that x exploration stuff and they really enjoy, you know, the the elements of just kind of like randomly coming 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 like I started in my wild man campaign. I started with more of an hour by our approach, mostly because my players were new and I wanted them to get a feel for encounters and a and,...

...you know, the whole like idea behind combat and like how that all works and just like what they could do. It's great for, you know, teaching people what the potentials are and how it is still a real world. So if you want to do stuff while you're traveling, you can just tell the DM, hey, you know, 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 find a monster's layer or whatever you can. You can call out that kind of stuff, but it now, now that we've gotten past like the point where I 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 keep moving. And then you, you know, you come across these encounters that now have real gravity to them and that's where they need to like start making decisions again, kind of thing. Yeah, no, no, I agree that. Like I tried. That's I think that's kind of how I tried running the tomb. MMM, but it's difficult. I mean, yeah, we've talked about this before too, but like it since we started that and I like since jumping into pretty much like okay, how do I handle travel through this the jungle? Right like, I feel like I have a I would definitely take more of the montage approach. Yeah, this way, and I actually do appreciate that the book gave what what what the players bring to the party while they're traveling, based on like their order or whatever. And that's said, and I've seen a couple of variations of this online to with regards to like, okay, you guys are traveling to a destination, choose what you are going to be doing, right, and some players can be on resource gathering or whatever, right, and based on, you know, whatever roles they bring, they add to the party. Yeah, which I think 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 shady to do a travel montage where it's like, okay, you guys are on this road for you know, couple days here and you reach your destination and like all the events that happened nothing really important to herd. But you don't like gain anything from this either, right, like, well, why do a travel montage if the players aren't going to take away any information that actively pushes them forward in the story? Or right, you know, I mean that the travel montage is just to like actually get players from point a to point B, that that's the idea. It's like, you know, you want to make sure that the you know, the players, understand that this is a real world and you know time has time as a thing, but at the same time you don't want to take away from your were real world time by actually running through, you know, you know, an hour by our approach, you don't want to spend two days, you know, actually traveling with them from one place to another. You want them to be able to get 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, you do any other type of stories building where it's like you can be on the road and things might or might not happen, but you know, until something does happen it you can count almost just kind my skip over it a little bit. You know, you need a little bit of Info, but not that much. You don't need to describe every last blade of grass, as they say. I mean, I agree to a certain extent, right like I mean it to one point. You do want to drive that whole this is a living, breathing world element to it, sure, and that's what you 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 experienced players, everybody understands that, right. I think a good way is to like throw a couple choices at them, like, okay, you come across this, you know ravine. How do you get across it? Or you know you you come to a fork in the road, you know where there's a path going into, you know the mountains, or there's a path going into a valley. You know which way are you going to go, and then you can have different descriptions as they travel through those different areas. Adding choice into that travel montage at can add a lot to it without having to take 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're running more of like a hagns left type. Yeah, yeah, like the second this is informative, much better than...

...the yeah, for color section that we were in the area. Go. Yes, exactly. Yeah, I think we can all agree on that. Very useful. So, but I think I'm going to call it there. Next time we'll get into more about the wilderness and the things that you can do in the wilderness. But for now, 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's time for talk of the town, the segment where we ask you, the society, a question and that we respond to that question and then you respond to that question, that we respond to your responses to that question in that question 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 on it 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 at first that I realized was quite really strong later on in the campaign that I really didn't want to just take away at that point. But it was in the too of a night elation campaign, letting the barbarian do two full attacks with a two handed weapon, as if I was all was one handed weapon. He likes. Yes, yes, crazy, Yep, it's Leoni was pretty much one shotting everything up until always, MMM, until like three weeks ago when 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 he wanted to be able to make two attacks or whatever, but then that quickly becomes three attacks and then you're like, oh gosh, it just hurts a lot and the brainians are powerful. Now, mind you, from a game choice, with regards to like getting these getting getting our player to be like more engaged, I think it actually worked out in that sense, because it made them feel a lot stronger than there are adversaries and ended up taking choices with that knowledge in the game. So it kind of works out from one perspective, but from the game itself I was like, these encounters are fluff. Yeah, you can literally go in attack two people, down two enemies in one turn. Great. Yeah, it gets a little bit crazy that way. I don't know. I'm having trouble with this one. Braden crazy rulings. It not not because they probably haven't been made, but more because I'm bad at recalling these kinds of things. Yeah, why don't you go first and I'll think for a bit. Sure. So in my in our recent campaign that I'm playing in with a couple friends, I'm playing a neck romancy wizard and at the level that we're at, I can, using my abilities and my talents and my spells, I can essentially, for five level spell slot, animate six zombies and just card him around with us and use them for stuff. Now, the way that animated dead is written, in the way that this is usually ruled, is that I can create as many as I want, but per bonus action that I have, I can mentally command 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, something like that. But besides that, like I can do that once per turn with one of those creatures. Meanwhile the other five or just kind of acting antagonistic to anything hostile that comes near them. The way that my DM ruled it is that I can do that for all six of them. So I essentially 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 at people, 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's like, 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 both of them. I was like both of them, yes, you can use both of them. Okay, so I started using both of them and then later on I raise six of them and I was like, just to be clear, can I keep using all six of these per turn? He goes yeah, and I'm just like, oh no, that is going to go wrong so quickly. Yes, Oh, another crazy ruling, also in that campaign, I guess, which was awesome. I my character in that is a fighter with the shield master and resilient feeds, which it's enhances my dexterity saving 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's not call lightning, but it's the line attack lightning. Yes, so it was a thirty foot line and it came at a few of us and I was in the front there and I succeeded on the saving throw and used my reaction to essentially take zero damage and he ruled it that that essentially disperse the entire wine of damage that would come from this lightning and I was like so like everyone was safe behind me, which was awesome. Ridiculous, but awesome, because it's really cool and it made me feel like I was useful to more than just myself and that moment. But from now on, like I can, I can try and set it up that I can like block it for other people as well, which is really cool. But it could be really powerful because it would stop any type of damage from getting through. Kind of thing, which is going to be nice. Yeah, the problem there is more of something along the Lens of a Carlos dealt with with our with his barbarian yeahcause, like I think in the moments that was a really good ruling because we were Burnie beat up in that fight. That would have taken a lot of damage to a lot of people and that essentially cut it off. So that we didn't. We weren't in a worse situation than we were, so that was good. The problem now is that it sets the precedent that you can just do that exactly. So now I come up against a dragon or something like that and I stand right in front of its mouth and I say, okay, everyone in a line behind me, you'll be fine. Yeah, it could, just it can, it can steam roll. Potentially, we'll see. Hasn't come up again, you know, come up by and yet exactly so cool, ruling, crazy, ridiculous awesome at the same time. But yeah, could be, could be, could be fatal for sure. All right. Well, the society was unfortunately quite quiet this week. Y'All, there making me look that so we are going to leave 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 our social media. That's at Royal City Society on Instagram, at Real C social on twitter. Links to the community discord are available in both. We post these questions weekly. We post anything that we're working on weekly. We try and 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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