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Triple Advantage
Triple Advantage

Season 3, Episode 33 · 1 year ago

Ep. 56 - The One Where We Don't Agree On Anything

ABOUT THIS EPISODE

This week on Triple Advantage, we discuss Auroboros, the new 5e setting from World of Warcraft designer Chris Metzen, look at creating dungeon ecology, and resort to yelling at each other about custom rulesets.

This week on triple advantage, we look at the new setting or a Boros from world of warcraft, designer Chris Medicine, discussed the ecology of your dungeon and pretty much just resort to screaming at each other. On this week's talk of the town. As always, be sure to stay tuned to our social media to see what we have coming up next. Enjoy the show, low society. And on Today's echoes of the outlands. I'm really excited about this one, guys. There is a new dnd the setting in the horizon. It's been mass it's been teased, there's a kickstarter that's going to be started soon for or borrows coils of the serpent, and the reason I'm so excited about this new setting is that one of the lead game creators is crazy, is Chris Medicine, which is a really fun throwback for me, being a world of warcraft nerd. The setting is takes place takes place in law brand, with a bunch of trade cities that are connected to each other, that are under one general rule of law, sort of religious rule of raw rule of law that sort of governs the entire states and from what I can read, this is going to be a very sort of hunk rock style of setting where your characters are probably going to either go against that rule law in some way or another. I can keep talking a little bit more about this and what Chrismtson of has done in the past, but I want to throw to you, guys. I show you this new setting and what are you, guys initials opinions, because I am heavily biased based on who's actually behind this. I have. I have zero biased because I've never played warcraft, never played Diablo. I've gotten no basis for what else this guy has done. I'm aware of all of it, I've never played any of it, so I don't know. From the description especially, I'm not sure. Carlos, maybe you can enlighten us, like does this sounds like something that's even tangentially related to his other projects. I think in in in flavor, probably there's never going to be a way that you're going to be I mean, maybe, I mean, but like I think flavor was, you're going to have the same sort of feel, the same sort of Chris mets and style. But I think, like I mean for the most part, the the it. They've been created world work at for the last I forgot he left left blizzard a couple of years ago. But from what I understand, right like warcraft is its own little universe. So this is definitely a break away from that. But I can't say. I can't speak for the the actual gameplay and maybe art style itself. It probably will have some inspiration or some sort of splash of that warcraft magic. So I'll just have to see. I wasn't really around for to see some of smson's earlier stuff. For the most probable wow has been the largest project that I've had the pleasure of sort of like playing on that he's had the he's had the background of designing. So I'll have to see it. I mean whow is different than F E, but we have had, you know, you've seen credible role do some adaptations of some one shots right, and I can't imagine that game designers like this would essentially just create a carbon copy of like an RPG game. That can I'm a MORPG right. So I feel like by inspiration, probably some flavors will overlap, but it looks like this is a completely different world with completely different set of characters. For example, they to give a little bit of a Teaser, of too potential player races, the wild keeper and Austa, which are like water born creatures, and wild keepers are what seems to be humans with giantlandlers on top of them. There's no there's no there's no mechanics behind this. Right. This is all just a teaser. So we'll have to see until the next release. But from the looks of it it looks like an original composition right, like the team that's behind this isn't necessarily all warcraft people. Chris Betsen's just one of the lead designers and really just more there's not that much information about this right. I think in art style it...

...kind of looks a little like wow inspired, maybe a little maybe a little bit more serious magic, the gathering inspired, but I can't say too much, to be honest. But you, Jordan, sir, I like we'll get back to your pretty yeah, okay, okay, it sounds like I'm going yes, sure. So I have played a little bit of wow, I didn't make it very far, and I have watched the world of craft, world warcraft movie. Not that that has anything to do with Chris Metsin, but it is like a little bit, I guess, of a delve into a little bit of his world. So I have this small understanding, probably not very much, but like it's a little bit. So I mean, I'm excited to to see what this is going to look like in a dd like ve e setting. It could be really cool. I'm especially looking forward to they talk about sigils as a potential like new form of customization. So I want to see what they mean by that and I think it could be interesting. I think like one idea that I've been playing around with is like if you're joining like a faction, because it sounds like there's factions are a big part of this. If you're joining factions, you should get like access to special traits or abilities or something like that, and so when you join a group, then you get that ability and then if you were to switch groups, then you kind of lose one ability and exchange for this other one and that kind of thing. I'm not sure if, like that's what they mean at all by sigils or if they're just totally different, but that's kind of what I think of when I hear that. Yeah, I'll see you're echoing a lot Carlos close I'll get hard to think sometimes when that happens. Yeah, ours anyways, the to to of the designers and members of war to gaming, which is this little gaming venture are have a blizzard background and those are Chris mets and bike to Martine, Gil Martin, and I think the last person here is Ryan Collins. Here everybody here with experience behind game design. Ryan looks like he's got some experience with heartstone marvel heroes. So we'll see. I mean this is an RPG setting. It's not necessarily your mobile arena game, right. So again I think in spirit, like you have your character inspiration. It's probably going to be a little bit dipping into the world warcraft, assume, but we'll have to see. But brain, sir, you're going to say something beforehand and I cut you off. Yeah, the Tagline here on this article that you sent us about the game from Polygon it's like Dragon Lance meets Black Saths, one thousand nine hundred and seventy three US route. Yeah, cool, I'm very excited to see. They talk about it a little bit down below and especially they talk about some changes that have been made to the Bard in this world that make it very they described as punk rock and then they talk about a lot of this inspiration coming from the fact that a lot of them are musicians when they were growing up and started to play DD and how it sounds very like burning many mad maxie of a of the setting in terms of that, and that's that sounds awesome. Yeah, and it's hard. I mean this is more of like the the teaser announcement that's got gotten released or we have no idea what the contents are. Will have to wait for the kickster to come out to learn more. But in general, I think the from having a world warcraft background. I think for the most part, the the the story elements that have been created from that game and the expansions that sort of been in the lead by Chris and some others blizzards. There should highlight that this will be a very complete setting. Obviously you have people that have been playing the game, you know, for a really long time that are now, you just getting their hands on and creating something for v Right. So the adaptation, I'm sure, will be original and something to really look forward to. I'm really...

...excited at this is this is on the lines of kind of like a wild mount is in my opinion for v Right, like it's a complete third party kind of releasing an official setting. And Yeah, it's unfortunate that there's not that much information as of yet about it. Will have to wait a little bit more. So this is something that I'm definitely going to keep on the books for you guys. But in general, what would you be looking for in a new setting? You guys like something the what would be a new thing that you the you'd be that would surprise you in a V setting? I don't know, like I've like I feel like in general, like the the story background is something that would be cool, right, like you're jumping into somebody's create a mind here. But like, how do you separate from other V settings? Right? There's so many now, there's so many creators that are going to be making content for DD. So I'm hoping that to those hypothetical questions they have found an answer, whether that's maybe some sort of, you know, functional changes like you mentioned with the factions, or are there some play with the locations and how the Game World interacted itself? But I'm really excited, like I'm really curious to see how they're going to differentiate this from other releases so that not only are the unique by name, but their unique by feel, you know, and right and style. So the Black Sabbath sort of background is definitely something to be excited about, but we'll see how that actually plays into the campaign and how that actually feels when you're playing the game. But I was this was more of a hype content chill than anything, because because I this came down on my on my little news feed a couple days ago and I just had to bring it up to you guys. We'll keep tabs on this a little bit further, but if anybody in the society wants to find some of this information that we've been talking about, if you go to war chief Gamingcom, forward, slash or borrows, you'll find the current information that this war chief gaming has leased on their site. So I'm going to keep tabs on this. I'm super excited. I just want to let you because no, pretty much, let's see it, let's go to it. All right then, I guess that means is it's it's time to jump into the the Dungeon Masters Guide. HMM, all right, so everyone, we're jumping in here on page a hundred and two. I think we made it part way through the dungeon inhabitants. Last time I think I didn't quite make it to dungeon. It called ecology and encounter difficulty, so I'll do that first. Yeah, you guys can all fall along and we're going to try and learn how maps work as well. All right, so dungeon ecology. An inhabited dungeon has its own ecosystem. The creatures that live there need to eat, drink, breathe and sleep, just as creatures in the Wilderness to. Predators need to be able to seek prey, and intelligent creatures search for layers offering the best combination of air, food, water and security. Keep those factors in mind when designing a dungeon. You want the players to believe in so if a dungeon doesn't have some internal logic to it, adventures will find it difficult to make reasonable decisions within that environment. For example, a characters who find a pool of fresh water in a dungeon might make the logical assumption that many of the creatures inhabiting the Dungeon come to that spot to drink. The Adventures might set an ambush at the pool. Likewise, locked doors, or even doors that require both hands to open can restrict the movement of some creatures. If all the done doors in the dungeon are closed, the players might wonder how the carry on crawlers or sturges they repeatedly encounter managed to survive, which is super true. You know, it's not something I really think about a whole lot. But also when, I guess, when you're when you're creating a dungeon, you want to make sure that it makes sense that there's monsters there. You know, if there's something that's been sealed off for centuries and then you open it up and it's like yeah, there's all sorts of monsters in here that are all you know, things that eat plants and there's no plants in there and you're like, well, how did they survive? What's going on here? Kind of thing. You know, maybe that's part of the fun. There's like a mystery...

...to it or like, you know, something's been feeding it or like keeping them alive somehow through magic, and you know there's like some sort of device there that can do that. But like that should then be part of the dungeon. Make sure you're thinking about these kind of things. You know, I guess you got to think about how, like, you know, a giant spider can't really crawl underdoors, you know, anymore. So you got you got to make sure that they're in a an area that it makes sense for them to be in. Right. So idea for a one shot for the real city society too, has been unearthed. Legends abound about the powerful litch the lives at the bottom of it that is said to curse the town. You got to go in and investigate. You go in, the troups are still active, but all the monsters are dead. You get to the end, he's dead. To you just walk out. Yes, that could be kind of funny. Yes, really funny for the Dungeon Master. Not sure how many of the players would enjoy that so much as a one shot. I think that would fit better maybe into like a campaign setting where it would be like, you know, okay, it's just one time that we go into a dungeon and you know everything's already dead. So you know it's it's okay, we can fight another dungeon and have a fight. But I know there are a lot of players out there who enjoy the combat part of things. So you know, to take out all the monsters or even like because that takes away all the role play opportunity as well. With the DUDGEON Master, if you're just doing like traps, it's right so to be. Yeah, and there too, just but no clas zero con yeah, it would be so funny, though. Yeah, yeah, yeah, you could just keep over describing doors as a dudeon master it. You would be the golden they role play with the door. Yes, what is your name? Door Sacos, making fun of us for being afraid of doors. And then, like we were playing Tom of annihilation this last week, we go back up to this door. He's like describing this door and Christine detail. We're like, this is why, this is the only reason. Don't do this. Do you put your hands on this spot? I was going to turn now. Certain just want to know, guys, that's all. Well, you know what, it would give you a lot of like good reason to play as like a mountain dwarf type character. You know, you could really play up the whole like dwarves have names for, you know, all the things they make. So you know, you could actually learn the history of doors and the history of you know, the traps and and and rules and things like that. But are left behind in this place, and that the extent to pure role player. Yeah, I mean, like and the reason I ask, and maybe I need to like sort of finesse a better way of doing it, is because there have been situations where you go, you know, as a DM, you go, okay, you go up to put your hand on the door and trap, and the player goes, Whoa, I didn't touch the door like I have. You know what I mean. So right, it's like they you open the door. Yes, but that also insight some sort of questions from the players. It's there's already no trust. So I not already just play with it. I mean, if they're telling you they're opening a door, how are they going to open a door without touching the door? Yeah, makes sense. Well, no, I mean whenever, whenever you describe that there is, you know, a path, players will sometimes just kind of like okay, and you approach it. Oh, well, now I don't because you ask me about it. That's what I mean. Yeah, I sort combatiate that by never assuming anything. I'll just sit there, it's right silence, until my players finally say, all right, I guess we do this. Thing's okay, let's it's Redolet's fair. Well, now, your sucker, there's a trap. Yeah, you, yeah, yeah, basically, you just don't, don't, don't ask the players unless it's like okay, so what are you guys doing? You know, in general, because maybe they just want to have a conversation in the hallway first. But but you don't know. So you just kind of that. That way, they're there, they have to describe what they're doing rather than asking them a specific question. That makes the question things, although if you do that for everything, you're right. Eventually they should learn that you're just saying it out of you know, well, habit, I guess, or saying it because you're doing that for all the doors. Yeah, that all advice. Is One trap door to reset that. Yeah,...

...that's true. That is true. All right, let's keep going here, otherwise we'll get stuck, you give, and not make it to maps. So let's keep going. Encounter difficulty. So you might be inclined to increase the encounter difficulty as the adventures descended deeper into the dungeon, as a way to keep the dungeon challenging as the characters gain levels, or to ratch it up the tension. However, this approach can turn the dungeon into a grind. A better approach is to include encounters of varying difficulty throughout, so the contrast between easy and hard encounters, as well as simple and complex encounters, encourages characters to vary their tactics and keep the encounters from seeming too similar. Interesting. Interesting, yeah, because I guess everyone assumes that. You know, as you go further into the dungeon things get harder, but switching it up could add a little bit of spice to it. HMM, I don't know. I'm not a huge fan of dungeons and in the first place, I know we're playing dungeons and trackons, but right in the name, I know, I know. Next ye idrimple advantage, Jordan sits. Here it goes. You know, I'm not very particular about dragon's that's right now. I just I like to keep my dungeons short. If I want to do like combat encounters, then I will add in combat encounters mostly in like varying and unique like places, if I feel like, you know, they're they're exploring a lot and there's too much to do. Kind of thing. I like to keep the story moving and I guess dungeons are way of slowing that down for me. So it isn't like a necessary part and like there's always like cool lute and stuff like that. So I of course we'll put that in, but even the smallest dungeons can take like three or four sessions. Oh yeah, it's not reason so slow the story down, though there's tons of exposition that you can put into dungeon. Yeah, if it's connected to the to the story. If it's just like another piece of history, which like can be kind of cool, does connect it? It doesn't. It helps to flesh out your world a little bit. Yeah, yeah, for sure, if you can flesh out your world, but if it is just like this ancient ruin that isn't actually going to influence like what's going to happen in the future at all, I feel like, you know, okay, so I've learned this stuff, which is kind of cool, but it did it doesn't help me, or it doesn't like progress anything forward. It's a little bit of like looking back, you know, which is it's Nice Ish, but if it doesn't give them anything like that they can use in the future, like any information that could be useful, then it doesn't progress anything. So if you had know what I mean. But there's a certain finess I think with. Yeah, yeah, and I've definitely in the thick of it right now. Right. It's there's so many rooms to explore, so many yeah, yeahs up of an elation is big, so much stuff in there, and I am the type of person who will kick well, normally I am the type of person who wants to kick down every door. Yes, and yeah, that's a lot of trouble a lot of times. I guess you think Jordan with them. You don't? I don't. Yeah, Tim of a Nihilation, I think, was based on like an old add dungeon, wasn't it? And yes, and that was like that's that's when like the point of the game was to punish your players, just make everything boudely hard. So, and that surprised to taking us as long as it is. Yeah, still, it's crazy, so big, so much information to I don't know how you keep it all straight, Carlos, I could barely keep like twenty rooms together, what alone like for having many are and this twohops like last yeah, I have a big map, big map with annotations everywhere, seeing spasement it looks like one of those conspiracy theory boards of the lakes ground. so much string. That's every dungeon master's dream right there. Is, you know, to have straying all over the room, connecting everything together. Man. All right, moving on here. Mapping a dungeon, guys. Okay, so every dungeon needs a map showing its layout. The dungeons location, creator, purpose, history and inhabitants should give you a starting point for designing or dungeon map. If you need further inspiration, you can find maps that have been made freely available for use on the Internet,...

...because that's the thing, or even use a map of a real world location. Kind of interesting, I wonder. I wonder if I could find some room like cool ones that are like real world stuff, like real world ruins. Cool. I'll think about it later. Alternatively, you can borrow a map from a published adventure or randomly generate a dungeon complex using the tables presented in appendix a. So that's at the back of the book here, but obviously I can't show it to you, guys, so I'm just going to move on. A dungeon can range in size from a few chambers in a ruined temple to a huge complex of rooms and passages extending hundreds of feet in all directions. The adventures goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push further into the heart of the complex. Not always true, but usually true. I know. Sometimes there's like ways you can circumvent or or like like circumvent the whole like get deeper into the dungeon. That's how you find the thing you want. Or like maybe there's two paths and you know they're equal length, but you know one of them is the way you want to go. In the other ways just another way, if it's like a circle or whatever, then you know, like it's it won't end up being like deeper you don't. Just depends which way you went first. Yeah, a dungeon is most easily mapped on graph paper, with each square on paper representing an area of ten feet by ten feet. That's interesting because most people do by by five, normally on a grid. Yeah, yes, yeah, so that that that's weird to me. You might prefer a scale. Where right, if you play with miniatures on a grid? Oh, here we go. You might prefer a scale where each square represents five feet, or you can subdivide your ten foot grid into a five foot grade when you draw your maps for combat. Whoo yeah, the squares. Yeah, that's like, yeah, no, I don't, I'm not. Would you guys ever like, you know, build like a big map and then be like, okay, this is going to be on a ten foot, you know, grid type thing, and then go okay, but for combat, I'm going to throw this map, this map and this map out there. That feels like a lot of extra work that you have to do. Well, the thing is building one map for five. You would wish that a ten foot map would work as well. But like, I think, just on its own, I fear if you have tabletops and like minis on when you're playing our IPR all gaming, but it's not satisfying when it's your turn that you can only move three squares. HMM. Yeah, also right. So it's like five, the five foot squares for the standards. Since that it feels good because six squares gives your the sense of choice. You know where you can go. Yeah, with three scores you don't get that, but I definitely know that. I definitely know that feeling of like trying to draw out a big map, because I'm pretty sure, I'm pretty sure way, that go cave from fandling is a ten, ten foot square map and it's massive. Like I tried drawing it up one time and it's really big, even on those like big easel papers. Yeah, it's just really, really big. So, yeah, it gets a little bit difficult. Right, like, I don't I wouldn't know necessarily how to approach that in a real game setting unless you're using like some sort of like TV or something for the map, right, where you can kind of just pan across. Yes, the I don't know, like you think about like one inch minis right. The you need a pretty big table to hold certain maps just so your characters can actually like sit in squares. Right. So that's with ten feet. What do you do when your character can move twenty five or three now, yeah, that's the other thing. It's like yeah, H it's it doesn't work out very well. Yeah, but yeah, like my mic, my players recently are, or actually are, in the midst of crossing the river I f a no in Isle Cross and that's like a mile wide river. Normally I've reduced it to a certain point where I've been like okay, well, you know what, at one point in this river it's only five hundred feet across. But even that is ridiculous to draw. Like I've used like an entire like like map like chet it's and like made it so that like a ten foot like if they're...

...each ten feet, then it can, I can make it up to the five hundred, but barely. It's like at the edges of that. I'm like okay, but like now my players are in the midst of combat on this, you know, lava river and it's like well, you know, they're trying to like jump across on like certain platforms and things like that for the like Oh, can I make jump? And I'm like yeah, but, like you know, it's hard to like get the dimensions right and it's just it's a pain to have that that ten foot part for the for combat specifically and for for jumping. It makes it a little bit difficult to so yeah, I I'm not even sure what you do in that scenario. Like it's like okay, well, I can either like you know, just build like one half of the map and then build the next half of the map or I can have it all out at once, but it's on the wrong scale, so it's weird. Just do your best. Your players will understand. Okay, so let's keep going here. When you draw your maps, you keep the following points in mind. Asymmetrical rooms and map layouts make a dungeon less predictable. Yeah, so don't build it, you know, just straight in a line. That's how they want to do I think, in three dimensions. So stairs, ramps, platforms, ledges, balconies, pits and other changes of elevation make a dungeon more interesting and make combat encounters in those areas more challenging. I give the dungeons somewhere and tear, unless you want to stress that the dungeons builders were extraordinarily skillful. Collapse passages can be commonplace, cutting off formerly connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors. To make insert interesting obstacles. Yeah, use like big like pillars and things like that, or like a large section of rock. Is what I found, because I have a player in my campaign who has mold earth and, like I used like a rubble like there's a bunch of just rubble that covered over like a half of this door and he's just like yeah, just use like mold earth like fifty times to get past this area, and I'm like okay, Yep, you can do that. It works. And then you know the sections are connected, which was fine, like he like I thought that was kind of a cool way for them to circumvent the area. But I have to now think like if there's ever a time when I, you know, really want to cut off a section, I need to use big thing so that he can't use bold earth. I can't trip. If it was a bigger spell, you know, it wouldn't be that big of a deal, but it's a freaking can trip. Get a useful of steel, not even the strongest earth better. Can Bender? Can Mental Bend? Yes, there we dump sure she doesn't actually invent metal vending? You're good. Yeah, it's you thought. I don't know. I think that's one of those moments where it's like okay, well, you're going to spend the next eight hours doing this. Like how much you can move? How much earth with molder? Five Foot Square, right, so it's a decent amount. Like if you're if it if the like the area that it covered was really only like, I don't know, like twenty feet, maybe thirty right. So it wasn't like a major like it was a small room and then like a bunch of rocks had just kind of like collapsed in on itself and it's like part of the ruin of it. It's just crashed building. But if you're digging a tunnel with mold earth, right, I would I would think that the assumption here it is that you can move up to a five foot square, right, a cube of earth, but it has to go to an unoccupied space. It doesn't just disappear. Yeah, I moved it over to the other side of the room. Yeah, right, but then you'd just be blocking yourself into a tunnel as you're sort of passing through the earth, you know, to a certain ex and like like you're, you know, carrying it out all the way back out to no, no, no, but you can push it off to the side of the room and then like to the back of the room, and so he's able to create like this path that goes from one door to the next kind of thing. Right. I know you get me at the specifics here, mold earth. You can move a five foot square YEP, how far? It's like you you shift it another like five feet or something like that, but you just you can keep doing that. Right. It would be a couple of hours if you're...

...like moving the earth to the other side of the room, right, which is something he can do and it's not that big a deal because, you know, I guess hung a couple hours is like yeah, whatever, you know, if it's like days, maybe, but like in that particular instance it was a small enough room that it wasn't going to take that long to move that much earth. The only thing I could think of like now, retroactively, is like maybe the ceiling starts collapsing a little bit further as well, or like more rubble starts coming onto it whenever he moves stuff. But like that feels like, you know, like oh well, I'm not going to allow you to use this spell to, you know, bypass my stuff. I don't want to do that, you know. So, yeah, it's in the same like to me, it's not so much that, it's more and so it's like it's in the vein of like I want to use like firebolt to melt it's a giant sheet of ice. It's like, okay, well, you're going to be here for a day. Yes, like, yeah, a blaze of fire, this is no, well, it proof the Timey scorch mark, yes on this thing. But yeah, I get it. It would be more likely that you just break the ice with firebolts then melting at for sure. So Hmm, anyway, that's just you know, thoughts. Put big obstacles in the way if you really don't want someone to go down a particular path, like real big or like real impossible, and if they do manage to get past it, then you can just say congratulations, because they probably used a big enough spelled to get around that anyway, because it's a resource thing, right. If they get, if they get, if they use resources to get past it, I'm like, all right, that's fine, you've used resources that you have access to but can't trips are just at will things and I'm like yeah, yeah, cheating, but it's fine. All right, so I'm going to keep going here and finish the section up and then I'll hand it over to Braden. So it did it to incorporate natural features into even constructed even a construction constructed dungeon. I know how to talk, and underground stream might run through the middle of a dwarf and stronghold, causing variation in the shapes and sizes of rooms and necessitating features such as bridges and drains. HMM, yeah, so natural stuff, obviously. I mean I don't like bridges are always fun. A durrains, I don't know, like maybe if there's like a secret passage there, I might put in a drain, but otherwise, like, why would I care if there's a drain that is that a is that a big thing that I need to worry about? Of this is drain and implies the existence of some kind of a sewer system, at least some kind of a passage below right, or it just opens up into, you know, a giant waterfall. Yeah, that's something. Yeah, so I guess. So that's true, but still kind of feels weird. But oh well, if that's a thing that you want to add in, for sure should do that. So add multiple entrances and exits. So nothing gives the players a stronger sense of making real decisions than having multiple ways to enter a dungeon, it's true, but I have I'm running a one shot right now with a group where there were three entrances but they all lead to exactly the same spot, and I feel like that was just kind of like why? Why is they like this? Yeah, if you're adding an extra entrances, try and put it in other places. Yeah, that leads to different areas well. Like even in tumor there was really only in one way you can get into the dungeon. Yeah, wait, really, the hum of annihilation that has like fifty billion rooms in it doesn't have a second entrance? I mean, no, Hole. It's straight up. No. That's kind of crazy, kind of crazy. I can't recall a single point in the book where they tell you you can enter this through this or that location. It's like you have to go through that main gate. That seems so oh. Wait, no, there there was two entrances technically, but what? Ok, but one was...

...also a fake entrance with a trap that will probably kill a party member. You guys didn't trigger that. You went through the proper entrance. Yeah, not all the nines. Some multiple entrances, and I mean not all, not all the just need to have there rule. If you had like an old underground dungeon like your other entrances are either you go through the front door or you mold earth into it, apparently, until you break through the roof. There we go. Mold Earth. It's the best spell out there to ruin any dungeon. Masters, Dungeon, pick it up, make your dungeons out a stone. Get Right. Yeah, exactly. Yeah, until your player goes well, you know, stone is almost earth like. You know, how much of it can I actually move? Can I? Can I move just even a little bit of it? With the with the CAM trip, I had the player asking him that. About the lava. To Lava has earth in it. Not enough for you to move with the can trip. Or if it is, it moves them, then you realize that it's still lava. Yeah, so you like, but punt the magma. HMM. All right. So last last point here is add secret doors and secret rooms to reward players who take time to search for them. Everybody loves this. Secrets. Sometimes make those secrets bad things, I would say, because that's always fun to you know, not not always. Make sure you give them a few good rooms first and then you hit them with the Oh this is a trapped secret door. Yeah, if you need help creating a dungeon map from scratch. Then again, it says go see appendix a at the back of this book. So for now I'm going to call it there. I'm a hand it over to Braden. Next time we'll get into the features of dungeons, such as wolves and doors. So look forward to that. Oh boy, I can't wait for the doors, the yeses. Let's take a quick second to hear from our sponsors. Okay, so it's time for talk of the town, that segment where we ask you the Society of question. We discuss your answers to that question right here in this segment, right now. In this week's question is DM's out there, US included. What is a homebrew rule that you use at your table that you could not go without? For those I use any role homebrew rules? Who I've been I've been trying out Brian, Michael Mercer, the Jesus, what's name were getting? The one rule I've been trying to incorporate more is being pretty open about what DC a certain check will have if it's, you know, something reasonable to say right like if you're going like hey, I want to do is crazy acrobatic move. Okay, well, that's going to be, you know, some sort of DC eighteen, athletics check, bigt based on the difficulty of what the actual move is. The reason I've liked that rule and why I've started to incorporate that into my games is because I do like the effect that it has on you guys. When you play right like it's it gets a sort of collective oh when you roll the die, we all know whether you succeed or fail, in the same sense that you know if you jump across or try to, you know, run across a cable, you'd the party would immediately see whether you fall or not. Right. So I think it's a I think it was a really good house rule and I took that from Brandley Mulligan's dimension twenty campaigns and a really enjoyed it ever since, to be honest. So remind me again, what exactly is the rule there that you're talking about? That's so much of like a rule that I've done, but like essentially, when I tell you guys what the DC for a certain check will be openly, I see. Fair enough, I guess I would have to say that my favorite homer rule and something that I implement in all of my games is hidden death saving throws. So that is where you hide the death saving throw from at least the other players. So, you know,...

I either all have the players roll their death saving throw in a hidden fashion and then text me whether they succeeded or failed, or I will roll it for them as the DM behind the screen, so that the other players don't have a sense of, you know, whether the person is like dying or whether they really need to use their healing right now. Kind of, you know, kind of thing like or fold onto things and just be like yeah, and he's fine, he's got, you know, two saves and no fails so far. So you know, we can take our time with saving this guy who's bleeding out on the ground, you know. So I I like the extra like atmosphere and like tension that not knowing whether someone is actually dying or not brings to it. So I I know most people enjoy that, but there I'm sure there are some people who would prefer not having that tension. I don't know. How do you guys feel about that? I don't mind that. I know when you were Beta testing the rule, you tested up by having me role you're saving throw as the DM. Yeah, and I was really not a fan of that. Okay, yeah, I do. I do not like having any kind of control over the fate of players. Dice rolls like that should be elusively your own thing, like as soon as I especially like when we're not at the same table and we're talking via discord, like right, giving me control over what your character does. Pretty expect trust thing. It's because they character don't. I don't like it. I'm not comfortable with that. I don't want to be equal share. I don't want to be on the hook for I don't want to be quote unquote respond. Not Like I'm here to dying. It's not like I'm making the decision, you know, when I roll this dice. Oh, it's obviously going to be a natural twenty. You know. So I'm just going to roll that right now. Yet all look at that. It's a natural twenty. No, it's a tie roll. I. It's not like I get to decide I'm doing anything. It's just on your turn you make a death saving throat period. That's happening, whether I like it or not. There's nothing that can stop that. So, you know, other than other players who are still up and running. So it's up to them really, whether I live or die, not, not the roll of a die or the DM. So I get what you're saying, though, where you don't want to be responsible for a character deaf and in that fashion. But I don't know, for me, I'm like it whatever. It's chance. Chance is chance. It's fair and you know chance. But when it's your dice, it's your chance, it's my dice, it's my tests. Don't put that but but they're the same. It's the the probability is exactly the same whether you're rolling or I am. There's no difference unless your die are loaded. Are You dieloaded, radislee? Yes, with that logic, than why wouldn't I just roll your your Tackra on hit do that texts. Yeah, why wouldn't I just roll everything for you? I mean technically you could, and I think that Dungeon's dragon started that way. But yeah, you're right, like people like to roll dice and they like to feel like they're in like part of that. But I don't feel like dying is something that I have control over. So it to me it's not a not a big deal. So, but I like your feedback rating. So I think I'll try and stick more with having the players roll secretly and text me the the there restult just so that the other players still don't have an idea. I don't know. Did you? Did you feel like that was a good part of it, like adding that extra tension? I feel like it was kind of awkward because you dropped it on me like as the session was happening and none of the other players. I wasn't expecting dying. Yeah, I get that. It was kind of you felt it was kind of awkward because it was players completely out of nowhere, like in the moment you're just like, I need you to roll my death saying for us. I was like, okay, so if it's a going back to what we're talking about, which is a home root table rules, I think that those firmly need to be set out at session zero, Oh for sure. Yeah, which is what I did with my with my crew. But you're right, that was more of a test where I had learned about it from I think it was xpt level three, and I was like that sounds amazing, because I want to, you know, have add that extra tension in where, you know, I I really don't know. Should I use my healing word now, probably. I mean what if? What if you roll the One? We don't know. We got to get this guy back up and running. What if...

...he dies on us? I don't want to, you know, have that on my conscience kind of thing, whereas like when it's it is those you know, oh well, he's got to death saving through successes. He's fine, he's fine, we'll leave him, we can go another round. I mean, like strategy wise it makes sense, but you know, reality, why is not so much. Well, no, no, he only got seven the gun, not the chest. So that's right. It's parts. Right, he's probably fine. Chance, I might. I might allow something like, you know, you could make a medicine check to see how far along they are in the death saving throws and stuff like that. That might be something cool to like try. But but yeah, that is an interesting rule too. But then at the same time, what if they fail? All of US saving throughs O, they just gonna not roll at that point. Everybody's gonna know. Yeah, we just keep the player are rolling die even though their character already died. No, I would say like once, once they're dead, they're dead kind of thing. So already finds out that they're dead, yes, which is fine, because they it means they have to use a vivify kind of thing, like they'll see that the that the character has essentially stopped breathing, because when you're bleeding out, like you're still like coughing up blood or breathing a little bit, kind of thing, you might be like semi conscious to a certain extent, you know, going unconscious or your can you're considered unconscious, but like, you know, you'd still have like things that are happening that happened to keep you alive, such as breathing. So you'd be able to see like Oh, he's no longer breathing, he's dead. You know, if you're able to see that, then how come I'm not able to see the role? Then I don't know. I felt well see the because the role role is like how long can you stay alive? You're breathing out right now, you're bleeding, but everybody glide keeper her, you know, but everybody can just look over and be like Oh, okay, they're still coughing a blood. It's a same yeah, but no, but it's like how close is he? That's the thing that gets me is like, okay, so he's made to successes, I don't have to worry about him. Like there's a chance that the person will succeed three times and you won't have to worry about him at all, like he'll stay alive. Right. So it's not like a debt, it's not like dessating throws mean that you are gonna die for sure. It just means that there's a chance that you're going to actually bleed out, as opposed to healing up fast enough, I suppose, or stabilizing yourself somehow because magic, question rock Um, or you didn't get hit hard enough to actually kill you. I don't know really how to roll that kind of order, how to describe that situation, but the idea is they don't know whether you're going to live or die in that moment. There's a chance that they're going to live, and then you know you don't have to spend your spells or potions to keep them alive, and there's a chance they're going to die, in which case you're going to feel real dumb that you didn't use your healing spells or, you know, or potions to keep this person alive, because now you either got to spend lots more money to cast vivify or you gotta like lose the character it. So I feel like that's the that's more realistic to me. You know, is that not knowingness of it? Yeah, easily not. Again, like a lot of a lot of things within that's saying. Here's a stuff like that too. is like literally any area of effect will add on to that failure, right, like any any damn yes, that's yeah, yeah, I feel like that's a law. Like I've been bad at doing something. I've been bad at you can check US stuff, because sometimes it's like, okay, you do cast an awe spell and you are going to kill your party member even further. But then you don't know necessarily how far a little people right exactly, exactly exactly. So then you have to think twice, like Oh, should I risk hitting this person? Probably not, I said why. That's even like a but that's the thing. If someone is like, okay, well, I've got two successes on death staving throws and no failures. Okay, well, you can take the shatter that I'm going to throw out at the group there and yeah, you'll take one death staving throw failure. But who cares? You've still got you know, you still got life. You're going to be fine. You know, like you don't you don't do that. That's so that's so unrealistic. If you see someone in your party that's, you know, barely hanging on. I'm surviving like you don't throw spells like aoe's at them, because they can take it. You'd be surprised. I don't know that that's just me, anyway.

...was what does the community have to saper? Well, first off, I haven't gone yeah, what it's right to say. Come on, let's I have a voice. All of it just there. I'M gonna I'm gonna Steal One that I've been stealing from our friend Matt for a while, and that's the ability to administer potions as a bonus action. Yeah, both to yourself and to your party members. Oh, to party members. How he did action up their bonus action. I thought it was Ah, I thought for sure it was bonus actions self action. Other be able poles actually on section, and I feel like that's been a great shift in helping to speed up combat because for a lot of classes, if you use your full action to take a potion, there's not much else you can do on your turn, you take the full action. All right, well, you have a bonus action. All right. Well, no, I don't, because I'm a warlock. So next, and then all that actually does is give you more HP, turn you into the punching bag of the bad guy for an extra turn and then you're back to exactly where you were by the time the next turn rolls around. This way allows you to actually get your hp up and possibly contribute something meaningful, or at least take the disengage and get out of there. Question about that? Yeah, do you? Would you still allow of the use of potions as an action? I think that. Then then my question goes into double administering potions. I think that came up at one point and we were allowed to use it as an actions because the bonus action was something that was needed for the combat. So I think that that is fine. I don't know if a double a minister would fly. I would not allow that in my home game. You'd have to talk to that for sure, but his home game, but I wouldn't allow that. That's that's that's where you get. It's the weirdness of like when you shift something into a bonus action, is it not technically than usable as an action. Right? The answer is no, Raw, no, ring. That's a bonus action. Raw. You wouldn't be doing a potion as a bone, I know. So very homework right. More quite the resource us, not necessarily the action that you're using. Right. Like, for instance, you cannot cast healing word as an action, like it's only a bonus action. It's if you got an action, you can do cure wounds, but if you use your bonus action for something else, not, you can't cast healing word. It's kind of like. I think the idea is that bonus actions are things that you like do almost without thinking and it's just an added benefit. It's not supposed to be like like something you would think about necessarily, I guess. I don't know. It's weird, but it's you got like two actions essentially, and they got a match up. Bonus action is a bonus action. Action is an action kind of thing. So if you've changed your potions to bonus actions, I'd probably say, yeah, I know you can't use a potion as an action. Yeah, the timing of DND is something that's always kind of bothered me a little bit. I never got the six seconds for everybody thing. That's still this. Yeah, right. I kind of part of me wants to change that to six seconds every time somebody goes, so that by the time like the pro the problem there, though, is action economy and something like if, yeah, I have one minute for something, that could be one round. Yeah, if you've got like twenty enemies that they're facing off against and they they've got a spell, that's up for one minute, that's like okay, well, that did nothing. So, yeah, I don't like the pace, though. I don't know how to change it, but I don't like it far. Is some work, for sure, to do that. Yeah, the ideas it's supposed to be simultaneous, but well, it's to me that that plays into that other thing about like Jordan's mold earth, right, like that initial sort of discussion that we had, which is like, okay, so it's a fraction of you're dividing six seconds into three things, right, your movement, your action, your bonus action. Right, so what time is allocated to each of those? Right, and then that's when I'm well, that's when I start thinking of things like, okay, if you're using mold earth to dig through, you know, a space, right, like it. It's you're using too maybe two seconds out of each six seconds turn to do that, but...

...then you cannot do more of it. Yeah, no, you do, you do, you for sure. I'd say action. For sure, takes at least four out of the six. Movement is simultaneous? It doesn't. It does not. It doesn't happen before or after. It'd be like I can run and cast fire bolts at the same time kind of thing. It would. It's it's absolutely a hundred percent simultaneous, I'd say, with one either the bonus action or the action, and you just move and that's that's it. Well, that's fair, but then why can't, I'm older, you know, three times in a turn, if that's if that's the time that you're lucky for, if it's an and the actually, and I'd say it's four at a six seconds. So you can't use it more than once, right in six seconds, because you know, I guess gether is a pot section. Right. No, it is not as bonus action. Yeah, but yeah, then for a bonus action thing like it's yeah, I don't think it's time that these things are supposed to be taking. It's weird, but like that's how we think of it, but I don't know if that's it so. Well, they do say six seconds or so. They do give you a seconds for a turn. Yes, yeah, so that's the they give you a time reference. Yes, that's that's probably why we think of action and bonus action as time consuming. But that's not necessary really true, or what else? It's action consuming. It's simultaneous with so you're describing the the resource of action as consuming action. That doesn't make sense. Yes, that's right, but that's what I'm saying. That's what I'm saying. It's like. It it when when a fighter has four attacks, you know at level twenty, like to make four swings in six seconds and then still have time to move around and use a bonus action, you know, and then they use action surge twice to make, you know, another eight attacks. You know it. That's still six seconds. Twelve attacks and six seconds. Kind of thing. Like. Well, Okayh wait, what like? If you watch fights like people make multiple attacks and split seconds like that doesn't surprise me really. If you're were for watching like QFC or any like combat sport, right, like people can do punch, punch, knee strike in like the span of three, four seconds. Right then, that's not surprising to me. That's right, I guess. But also they more lunch hit. Pet's not fighter shit where I'm like, okay, I've got this giant great acts that I'm now I gotta attack you twelve times in six seconds. I mean you're a fighter, like you know, has a shit ton of strength and you can move mass rather easily. It's like it. Yeah, but like that's it's insane. It's insane if you think about it, like and like, the speeds don't really add up either. Like monks can move like significantly faster than any human would normally be able to add, you know, higher levels and like it starts to get like to the point where you're breaking sound barrier kind of thing, right and like that's not but it's magic. This is a magic world. That's at the only thing we can say rightly. And so so, yeah, biggs don't consume to, to consume action. They don't. They consume time. I mean like, because if they don't consume time, then you just a regular guy making six things at a regular interval. Then okay, what makes you special versus the guy that literally swings a great sword three times and four seconds, like a giant anime character. That feels way more badass than having everybody swinging at the same time, right, because then you're breaking the time as well. Then you're extending turn times into this sort of wishy washy like Oh, Braden took an action and a bonus action, so his turn is actually like ten seconds in game, which doesn't play well with like spells that have like time associated to it, right, because you have up time for a minute, up time for this. I'mout right. So, like I'm yeah, I'm saying it consumes no time, it just consumes action or bonus action. It's it's so a person who has extra attack means that, you know, they can make two attacks as action, and the person who only has one attack, you know it doesn't have extra attack, means that they can only swing once and you know, and then their turns over. There that's their action resource used. And yes, it takes decads, but like that's an after thing, afterthought. He's conveniently washed away for you. It can, yeah, it's, but that's like it's it's like this is a magic realm in which you...

...know things are Urpg. It's it doesn't make sense and it doesn't have to. If you start trying to implement real life physics into the world, it's not going to make sense. So I just ignore it. Odd comments for coming from the DND purist over here, I do feel like I feel like it would be easier if maybe they converted like uptime for spells to runs versus time. Yeah, lost for ten rounds. Then if you, if you do in theory do away with the time system, it can be more flexible and more gay depended that. Maybe that may be a homber Wule in of itself. Let's do that. So timing, it's just so you guys really think of like time as like six seconds in those scenarios and not like an actual round? No, that's you know, that's that's what I'm saying, like it's it's it feels like, way, way, more than six seconds. Right. Let me like, and then the thing for me is that like players take away longer than six seconds to make a decisions for it, like yeah, what's a decision is made? Like I, like, I don't see. I don't see how you can. I don't see how you can't thematically make it fit in six seconds, right, like you have a barbarian jumping across the table, hitting an undead creature a couple of times, turning like in rage mode, right, like sure, you can dash through and do that in six seconds, like if you and the next player kind of just takes up the mantle in between that time and the end of their turn, like he like a rogue firing an Arrow and then hiding. Does is not something that doesn't take six seconds, right, like you pop up, take your aim, Lucy Arrow, you jump across and you hide, right, and I just don't understand why, like. Well, then you start getting into like okay, so now this monk, which has, you know, the the basic sixty feet of movement on their turn, uses a bonus action or to Dash, so he's now going a hundred and twenty feet. He also happens to have the boots of speed, which doubles his speeds, and I can move two hundred and forty feet in six seconds. And now he uses his action and he's going to attack four times and he does this all within the same amount of time that you know, the other guy made two attacks and move thirty feet. Most yeah, monks are way faster than the other characters and that would make sense to me, but that louds like I'm trying a lot. To me, it just it starts to get to the point where like to move. You know that fast is. It's like it's it's mind blow. Guy Next to him is casting fire out of his finger tips and you have a problem with the lad acceleration. Yeah, either suspend all that belief or none of it. Don't pick and choose where you suspend your body. See, yeah, that, but like that's what I'm saying. That's why I just ignored, you know, the idea of time within combat, because it's all supposed to be happening simultaneous anyway. So you're a minute, you're minimizing the abilities of the monk to the rest of the then, Mike Carlos, you also think about it then, and you well, I do too, but then you also have to think about like, okay, so now I've moved this two hundred and forty feet in this in this you know, split six seconds and have attacked, and now the other person moves after that and it's still within that same six seconds, and then all of a sudden the mug catches up the next turn and makes more attacks but like why wasn't able to stay on top of this person and just keep making attacks, you know, if you was talking about her the like. Okay, so the other the other person that they attacked, the enemy, moves away and makes an attack at him, at the monk. Well, they can't, because if the monk moves away from him, he can get attack of opportunity. Yeah, but like you know that that's that. Maybe maybe they uses spelt to get out of there whatever, but like it's all the same. Six seconds. This is the same seconds. So it's not it doesn't actually add up, because people don't stop in the middle of things, like I mean month and move that fast. Isn't going to just like, okay, I've moved this far and now I'm going to stop and he I'm going to let him move away from me. Now he's gonna be able to catch up to this person very easily and he's just going to stay right on top of him the whole time. Yeah, but even even if you were to extend that out to like your displacement over time, that that would happen in general, right, like if you, if your mom, the other person would never be able to get away from the monk. Never, ever, a hundred percent. There's no chance of them being able to move far enough away that they could make a ranged attack straight roll. Well,...

...they would be able to when when the monks swings, you run away, you eat an attack of opportunity right the monk and still move ridiculously fast. Okay, so what you're suggesting then is the turns are like an amalgamation of just time then of what you can do same time has no relevance in this and that all things are just it's a round and everyone gets a turn because that's the closest thing that we can do to make things fair. But like, if you start to like make this try and look like, you know, you know, everything's flowing at the same time, which it is supposed to be, it just starts to look really weird to me. So I've never really had an issue with that. All right, like they're not that simultaneous. This is a big pangance. I'm gonna let Braden tell us other things. Remember fifteen minutes ago when I asked us what our favorite n the rules were? Yeah, that's good times. Yeah. Well, I mean Jordan's clearly wrong. Don't understand the society that's our next question. Is Jordan wrong? Tell US why? He yes, is just like we're so like, we're so wishywashy with the time rule, but then we're so careful with the other sets of rules. Let's let's let's look at what the society had to say. The first one that I want to bring in is something that wasn't from the society but that I saw online in a DD green text that I thought was really interesting, and that was a home rule that somebody had brought in where they don't allow inspiration for social encounters, for role play encounters. If you're trying to persuade somebody and you're making a check that you can't use your inspiration point in order to get advantage on that check. What you can do is role play it out and if you roll played out in a manner that is legitimately convincing or is legitimately in line with the check that you're trying to make, then they'll give you an advantage on that throw like I like I like that a lot too. I think that that would inspire some really interesting role play well, because it's like, I like that because it's not like I can just walk up to someone I'm trying to convince and be like hey, you're a fucking idiot. Can you give me a discount? No, exactly, JK, I'm using inspiration. He've activated my track plate. Yes, okay, I guess I am looking idiot, but that's that's the thing I wouldn't like. If that was the case, I wouldn't even say make a persuasion check, like that's the thing. The DM would not give them a persuasion check in the first place. Unless your argument makes sense. Right, am I wrong? I would totally like if it makes if you if you add like insensive in that kind of thing, like, I totally be like, okay, yeah, you're making a very solid case. You're for sure roll this check with advantage. I totally agree with that. I don't think it has anything to do with inspiration and I'd still allow them to roll and inspiration on top of the advantage. I think. I think that's what they wanted. I think there's still needs to be that sort of checked out, but that the check might not necessarily be on the player to make when it like most logically like because, like every time that you could ask the question, there is that moment of that decision making right of whether you're going to proceed with the request or not, and I think that decision is where the check comes in, right, and the check doesn't necessarily have to be because it's like, you know, just because your player is making a good argument doesn't also mean that they can wash away the check, right, because, like, okay, sure, like you're making a good argument, like yeah, we're heroes, we were, we're saving this land from this great evil. But, like, can I get a discount on all your weares? Will, like this guy's still gotta put food on the table, right, like this guy, like, ah, sure, it's a valid request, but no, good night, I can't write. So then either. So either those decisions come down to you, as a DM, going, okay, whether I am going to give him a like I am going to give them that this kin or not. Right, like ultimately become gated by the decision, the DM's choice discounts. I would almost never give advantage on the check unless, like, you had saved their daughter or something like. Well, not talking about the check here, because you were talking about getting rid of the check all together. No, I was not. No, it's literally just so, like I said, it's a compelling argument, you would you make the role for it? No, that's not what I said at all. I said, you know, like why would I take away inspiration from that? I like, he's seeing, he's saying the like. This homebrew rule is don't you don't allow them use inspiration to get advantage. But I'd say if they make a compound going argument, I'd say make that persuasion check with advantage and for heck yeah, you can use...

...that inspiration point if you want. Isn't that just group of advantage? That's right, disgusting. I hate it. Let's shelve whatever that was and move on. My Gosh, this is a lot. I think there's at folks talk of the town sec we have at World Eier. Six hundred sixty six over on twitter. Never, ever, ever, ever, ever, ever, that's five. Ever. See. Yeah, track food or ammunition or carrying capacity, because literally nobody has fun with those rules. I'll agree on a food and generally on ammunition if you can. I remember watching a talks mock enough for critical role at one point where they were talking about why Laura's character vex always had these basically an unlimited amount of arrows to use it was never seen shopping for arrows, and that was because at the beginning of the campaign they just bought a ridiculous amount of arrows, like a thousand arrows or something like that, and just put them in their bag of holding. So they, like Matt, just count of was like that's enough arrows that I don't think you reasonably need to buy any more arrows. So thank you for buying those. I'm going to keep I'm going to stop keeping track of those now, which I think is fine. If you buy like a truly staggering amount of arrows, I don't I don't think it's it's worth keeping track of those. Yeah, yeah, or like carrying around a bag of darts or bag of yeah, or darts. But and I think it would like, for example, if you'd like a gun slinger where the where it's actually like a leg hittimately steep costper bullet and you don't have a ton of bullets, I'd probably want to keep track of that, right. Yeah, and like specialty arrows and like that sort of thing, like for sure you want to keep track of that kind of thing, but like normal ammunition, if they're going into town, you know, every like after they're dominant adventure kind of thing. You could feasibly say they can easily enough find enough arrows to survive the next adventure that they're going on or whatever like, and then just say diah cost you to gold. Yeah, done. I don't know, torn on that, because part of me thinks that you should keep truck of Arrows, but I do agree with the statement. That's like. Here's where all agree with a world eater is that. That statement there is so true, because I would never, as a DM, want to have players keep track of that, right, like kee, keeping track of inventory and doing stuff like that. It's just more of a chore for a Player, which isn't necessarily enjoyable. But at the same time I don't think as a DM like I don't think like for me. I think that that's one of the those responsibilities that you should handle as the DM, right, like you keep track of that stuff for your players. I mean it's you have the character sheets and everything right, and the reasons about well ahead, you don't know about a lot. Apparently. Okay, that's a job. I'm sorry, but like all good the thing is, like I think that in the keeping track of inventory and resources is definitely important, right, because it does, it does, it does. This is a bit of a deeper conversation here, but it does add to the dimensionality of the game. With regards, tonight, survival skills and stuff like that for other characters. Right, if you have a character that has a high survival ability score, then it is reasonable to say that when they go into town, something that they do is provision themselves for long trips and get resources like that. So I think that on its own add something. And then on the opposite side, right, like if a player doesn't have that highest, like survival skill, then maybe you don't. That player doesn't even keep track of those resources at all, and it would make sense thematically as well, right, like you're going on a long adventure and you're not even thinking about getting provisions. Right, it adds to that whole like it depends what kind of game you're running, obviously, right, like if you're running a very like high survival game, then yeah, I keep track of all that stuff, right, there are plenty of resources for it. But I'm thinking in general, like an open world, like true to like life, blue, really like the like breeding, breathing living world type scenario, right, like someone with Dick's survival might not even think about getting resources for their camping trip, whereas somebody that has fifteen survival is like I have the checklist of all the things, right, and these are the things that maybe instead of getting your players to keep track of, like ammunition, for example. But these are the kinds of prompts you, as a DM can give your players, right. So to your player with high survival, you tell them, hey, you know, you notice you're running low on supplies. You don't tell them what it is, right,...

...like maybe the methodology of how they can resupply it. You make it easier, right, like you have a flat cost to get your reagent, like your regents, as a wizard and whatever. Right you have your flat cost of like restocking your arrows up to a solid amount that fits in your quiver. And these are costs that you can just be like cool, it's going to take you, you know, five goal to resupply all your things for your adventure, but that's something that you tell your player, right. And if you if you want to add that level of dimensionality to the whole like okay, well, your party never thought about getting any rations and now your day three and you reach into your bag and you find crumbs. Okay, that's an encounter. Right, we have to find food. Oh Shit, why? How did we forget? Right? Whereas it's like, I don't necessarily think it's like I agree with the sentiment, right, like it's not something that you want to keep your players tracking, and I think that that you could sort of solve by like maybe making into like a lump sum of like you you resupply when you get into town or whatever, right, so that way the player doesn't track it, but you still do, you know, in a way sort of follow along with resources are available to your party. I see, like if you can make it fun, yeah, go for it, but like, most of the time, even track of like basic ammunition like arrows and like food rations and that kind of thing isn't going to be that fun, for for characters bibles, not a Jordan. Yeah, I think. Yeah, but then you've also got like, I don't know, my party has two rangers and both of them have the outlander like stuff. So, like, did you know? The party is set for food and their survival skills are off the charts. So like it's not a huge thing. I originally I was like Hey, we should keep tracking these kind of things, and then I just realized it's just a pain. It's just a big pain to keep track of food rations and things like that. But it's really like anything else that you would add on to the game, though. Right, like a one point. We were talking about like being able to like purchase houses and stuff like that. Like who's going to manage that? Your players are going to want to do that, like the like which properties they own and how much money they're earning or whatever like that. Right, like, right, but that's like easy. Table. Happens when you go back and collect it stuff? It does also, it's like, I'm those hard so is re where? Like yeah, but like it can become a tedious when like every day, like, okay, Mark Down that you've, you know, now used another day of ration. Okay, mark down and again because, okay, well, we made the seven day trip. Mark Down seven days worth of rations. Okay, you go back to town and buy fifty more rations. Okay, you're fine. Wow, it would be really cool if you it's time, could play into this. All right, we're moving on. Before we start that. The other the other thing that I have here is from our community discord user, hext he, says that she's number one table rule is you play it where it lies. When it comes to dice rules, I don't care if you have to crawl under the table or go searching for it. It what it shows is your role. That's that. That runs pretty contrary to what most of us do, I think, because most of us are like, Oh, it's off the table, re roll it on the table. I don't care if it was in that twenty. I don't care if it wasn't. That why on the table. I like the I like the flavor of the rule in the sense that it could create some funny table situations where your die goes or Rye and you have to go underneath and you know, go find it. You know it can create some funny scenarios, but at the same time, just fucking rule the die. It's like, I don't said like the the the the edge cases where you might have like a funny moment as a player, as a party, when that happens it's like outweighed so much by just we just move on, please and please reroll. We have like this. We're already on the third combat and counter today. I don't need you to spend five minutes looking for a die? I probability is exactly the day. Just roll another one please. I like the idea of like roll link to persuade a noble and you like make your big speech, roll and it goes missing and you spend five minutes and those five minutes and, just like in game, your party like sitting there on the edge of their seat. Will the noble like moles over your offer? Hmm? Yes, well, and also, and also, that rule does not translate well into the online world of DMD that we've had to jump to add. Furthermore, that rule does not translate well if you have carpet underneath the yeable, because every day is gonna be fucking caught. Yeah, which is, yeah, I'm walking right behind exactly the situation that I was saying. But if you have flat hardwood flowers that were sure, go for it. All right. Well, that's going to pretty much do us for this episode of triple advantage. If you like what you hear, check out our community discord. It's available at any of our social links. That's at Real City Society on Instagram at Royal City social on twitter. Follow both of those while you're over there. CHECK OUT OUR...

DM skilled page, because we're constant really releasing new stuff on there and in the meantime, just keep it luck for a new triple advantage every single Monday. We'll see you next week.

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