Episode Transcript
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0:00
Today on the Lazy RPG talk
0:02
show, we're going to look at
0:04
the free 5E Kickstarter. We're also
0:07
going to look at the alien
0:09
RPG Kickstarter that's going on. Are
0:11
there new minis for Sigil? We
0:13
have a little bit of news
0:16
about the 5.2 system reference document
0:18
for D&D 2024. Memoirs of Adrockilage.
0:20
I am going to talk about
0:23
my experiences having run the CR-17
0:25
droplets from the 2025 monster manual.
0:27
What happened and what ways would
0:29
I modify it in the future?
0:32
Today's tip is going to be
0:34
slow, medium, and fast monster initiative.
0:36
And we're going to cover more
0:38
questions from the Patreon Q&A all
0:40
today on the Lazy RPG talk
0:42
show. I'm Mike Shea, your pal,
0:44
from Sly Flurge, here to talk
0:46
about all things in tabletop role-playing.
0:48
The Lazy RPG talk... is brought
0:50
to you by the patrons of
0:52
Sly Flurish. Patrons get access to
0:54
all kinds of tips, tricks, tools,
0:56
a whole bunch of scenarios, a
0:58
whole bunch of adventures, downloadable tools
1:00
that you can run yourself to
1:03
help you run your games, a
1:05
whole separate podcast, access to our
1:07
wonderful Lazy DM community overrun discord,
1:09
and patrons support me directly in
1:12
putting on shows like this to
1:14
the patrons of Sly Flurish. Thank
1:16
you so much for your outstanding
1:19
support. My pal Dale over at
1:21
Wormworks is doing free fively and
1:23
it's a wonderful a wonderful idea.
1:25
The idea here is to take
1:28
the various system reference documents that
1:30
exist for 5E, which include the 5.1
1:32
SRD published by Wizards of the Coast,
1:34
the level up advanced 5E system reference
1:36
document published by EN World Publishing, my
1:38
own lazy GM documents that I have
1:40
released under the Creative Commons, and more,
1:42
and put them together into a full
1:44
role-playing system. So if you actually look
1:46
at the system reference documents, they are
1:48
missing a lot of what you need
1:50
to actually run the game if you
1:52
were going to sit down and run
1:54
the game. They don't have any of
1:56
the instructions on how to do it.
1:59
They don't have any. advice on how
2:01
to do it. It's just the rules. It's
2:03
very very basic because it's not intended to
2:05
be a system. It's not intended to do
2:07
you take the SRT and you run games
2:10
with them. They are intended to help publishers
2:12
publish games with them. So what Dale is
2:14
doing is he's taking these, he's putting these
2:16
all together and then releasing all of it
2:19
under a Creative Commons license. In other words,
2:21
we will have a full version of 5V,
2:23
a full RPG, not a system reference document,
2:26
but a full RPG released under a Creative
2:28
Commons license. Some of the advantages of that
2:30
mean that it can be... very easily transferred
2:32
into different formats, both formats that make it
2:35
easier for people to use, but also formats
2:37
that make it far more accessible for people
2:39
with better vision impaired, you know, all different
2:41
kinds of systems to make it easier for
2:44
people who typically don't have good access to
2:46
the materials to make it easier for people
2:48
who typically don't have good access to the
2:50
materials that we do or have trouble with
2:53
the kind of format that we're using for
2:55
a lot of these material. You can grab
2:57
the text and off you go. So he
3:00
is going to be releasing it under many
3:02
of these versions, including Braille and Markdown and
3:04
EPUB and Word documents and PDFs and everything
3:06
else. And then also making versions that are
3:09
locally printable. So across the world, the economy
3:11
for individual countries can vary drastically. An example
3:13
is a player's handbook in India costs about
3:15
$500 US. That's kind of the equivalent. Imagine
3:18
you went to a game shop and you
3:20
wanted to play 5E, you want to play
3:22
D&D 2024, and it costs you $1,500. That's
3:25
sort of the way it is now in
3:27
India. But if you are able to take
3:29
the free version and print it at your
3:31
local printer, you're paying local, the local costs
3:34
for it, which could be significantly less because
3:36
you're doing it local using your local economy
3:38
rather than trying to print off of a
3:40
Western economy in a country that doesn't sit
3:43
on a Western system. So it makes the
3:45
entire 5E system more accessible. the world in
3:47
so many ways. So as a Kickstarter though,
3:50
it's a little weird because the way we're
3:52
typically used to kick starters is you go
3:54
to Kickstarter and you back the Kickstarter and
3:56
you get the product. In this case, you
3:59
are funding the development of a free product
4:01
that's going to be given to everybody. So
4:03
when you look at the actual rewards that
4:05
you're getting, the rewards are not these books,
4:08
because everyone's gonna get these books. Instead, it's
4:10
things like dice trays, bookmarks, key chains, printable
4:12
cards, pens, all different kinds of accessories that
4:14
you can get that are really there to
4:17
kind of remind you about why we love
4:19
this game and what we love about this
4:21
game. But you're already gonna be getting access
4:24
to the whole thing. So this is much
4:26
more, instead of you sort of pre-purchasing a
4:28
product, this actually gets far more like the
4:30
original Kickstarter idea of like funding an idea,
4:33
funding a human being to help them with
4:35
an idea, rather than buying a product. And
4:37
the next Kickstarter we talk about in a
4:39
minute here is definitely of the side of
4:42
like buying a product. And that's how I
4:44
do it too. I'm not bashing that that's
4:46
the way it's done, but we are kind
4:49
of used to a new model of Kickstarter,
4:51
which is essentially like a pre-order campaign. In
4:53
some cases, like in the case of the
4:55
end world, the product's already done. In my
4:58
case, like the whole book was written and
5:00
was already going, the whole book was written
5:02
and was already going, and was already going
5:04
through editing. I think we were a good
5:07
chunk through editing, but I hadn't yet funded
5:09
like art and getting everything stuff. In this
5:11
case, we're actually back in the idea. And
5:14
the idea is making 5E accessible to everybody.
5:16
You've heard me talk about 5E as a
5:18
platform. You know, that 5E is no longer
5:20
one single game system. 5E isn't just D&D.
5:23
5E is now a wide range of different
5:25
stuff. And it's all an open platform. And
5:27
this is an example of taking that and
5:29
saying here is the reference level version of
5:32
5E that still remains completely open, completely open,
5:34
and how we're using it. lot of my
5:36
material is in this book, but the material
5:38
that is in this book is material that
5:41
was taken from my system reference documents. I
5:43
have been talking to Dale for a while
5:45
about this. He convinced me to take parts
5:48
of fantastic adventures, including the first sample adventure
5:50
and the description of White Sparrow, so that
5:52
there's actual like a playable town and a
5:54
playable adventure. also released under a Creative Commons
5:57
license. So you can actually build off of
5:59
them, rather than not only can you take
6:01
those adventures and copy them and move them
6:03
wherever you want, send them to your friends
6:06
or whatever, you can expand them yourself and
6:08
you don't ever have to come to me
6:10
for permission. And those are going to be
6:13
in these books as well. So you can
6:15
see what's going on here. You can find
6:17
a link down in the show notes. This
6:19
is definitely, I think, a really good cause.
6:22
I know Dale has done a lot of
6:24
other campaigns. His heart is in the right
6:26
place. This is a fantastic way to support
6:28
the RPG hobby, I think. And I'm a
6:31
huge fan. So take a look. Link is
6:33
down in the show notes for it. And
6:35
you can take a look at the free
6:38
5E. Kickstarter going on and help support a
6:40
true open version of 5V. I mean free
6:42
in a lot of different ways. Free is
6:44
in, you can go download them for free
6:47
and use them, but free is also and
6:49
you can take that material and you can
6:51
build off of it. Other people can build
6:53
off of it. People in other countries can
6:56
build off of it and build their own
6:58
product lines. It's a really great way to
7:00
have this open so that no one group
7:02
is in control of what this system can
7:05
do. Fantastic, fantastic project. The Alien RPG certainly
7:07
doesn't need my help. It is doing very
7:09
well. 1.6 million dollars on the new Alien
7:12
RPG evolved edition. This is definitely, wow, I
7:14
just watch it and the numbers are going
7:16
up. 8,000 backers so far, 18 days to
7:18
go. I haven't backed it yet. I'm probably
7:21
going to back it and I'm probably going
7:23
to get the starter set, because the starter
7:25
set looks really cool. I like it a
7:27
lot. And I think that like, as RPGs,
7:30
like as RPGs. I think that from what
7:32
I've heard the system that they use is
7:34
a really fun system. I have not played
7:37
it myself, but I think I think it
7:39
looks really cool. And obviously lots of people
7:41
think it's really cool. So this is a
7:43
whole new version of the Alien RPG, available
7:46
from Free League. Again, they're doing very, very
7:48
well. And just in case you are interested,
7:50
look at that starter set. Yeah, I got
7:52
it. You know, look at all this stuff
7:55
in there. I got to buy that. I
7:57
got to, you know, I'm going to back
7:59
it. I'm definitely going to back it. Am
8:02
I have two different accounts for back? Okay,
8:04
okay, I'm on my backer account. I'm on
8:06
my backer account. One of the things I
8:08
don't like that Kickstarter does is Kickstarter will
8:11
let followers of yours know what things you've
8:13
backed. And I don't necessarily want to promote
8:15
everything that I back, because I back all
8:17
kinds of stuff. So I don't want to
8:20
say, if I'm going to promote it, I'm
8:22
going to do what I'm doing right now.
8:24
I'm going to talk about it on my
8:26
show. I don't want my act of... backing
8:29
a kickstarter to be promotion for that kickstarter
8:31
when I don't even know, you don't know
8:33
why I backed it. I could be back
8:36
in for a dollar just because I'm like,
8:38
want to watch the paint dry or I
8:40
want to watch trains run into buildings. I
8:42
don't know why I'm backing it, I don't
8:45
know why I'm backing it, I'm back in
8:47
the buildings. I don't know why I'm backing
8:49
it, or I don't know why I'm backing
8:51
trains, or run into buildings, or I don't
8:54
know why I'm backing why I'm backing I'm
8:56
back trains, or run into buildings, or run
8:58
into buildings, or run into buildings, or running,
9:01
why I'm backing why I'm backing why I'm
9:03
backing why I'm backing why I'm back, or
9:05
run into buildings, or running, why I'm backing
9:07
why I'm backing why I'm back, why I'm
9:10
back, why I'm back, why I'm back, why
9:12
I'm back, or run into, why I'm back,
9:14
why I'm backing, or buy a product, a
9:16
physical product, unless I'm pretty sure I'm going
9:19
to run it. But this looks really good,
9:21
and it looks like a good deal. So
9:23
I'm going to pick it up.
9:25
New miniatures for sigil? As I
9:27
mentioned, I think last week or
9:29
the week before, we found out
9:31
that it was like 90% of
9:34
the development team is like, I
9:36
think. 27 out of 30 members
9:38
of the development team that were
9:40
working on Sigil, the 3D virtual
9:42
table for D&D, were fired and,
9:44
or I'm sorry, separated from the
9:46
company, I think is how they
9:48
said it. And then like all
9:50
of a sudden we start to
9:52
see 3D miniatures like the mimic
9:54
being promoted for Sigil. Why? I
9:56
don't understand. Clearly. the
9:58
investment of that
10:00
is no longer
10:02
there. Why would you
10:04
spend, you know, I know this
10:07
kind of like, I'm running my own, my wife
10:09
and I run this life lawyer's empire and we
10:11
have a company. One the things we know about
10:13
is that you have a marketing budget. The marketing
10:15
budget isn't just money, it's sort of the how
10:17
much marketing of what kind of things you wanna
10:19
do. If I blasted you with marketing all the
10:21
time, you'd never follow me. You'd never wanna hear
10:23
anything I have to say. So we know that
10:25
like we only have so much of your attention.
10:27
And if we wanna show you a new thing
10:29
we've made, we wanna focus that on the thing
10:31
that we want you to get. Why would you
10:33
focus on the thing that you just killed? Why
10:35
would you spend your marketing
10:38
capital here, your attention economy, showing
10:40
off 3D miniatures for things that are already dead? I
10:43
guess it's because they were done and you might
10:45
as well put them out there, but do
10:47
you really want anybody investing in Sigil, including like
10:50
me, to go there and use Sigil? Would
10:52
I wanna do that? I don't understand. So that
10:54
was really confusing. And then people brought up,
10:56
hey, you now have the animal packs for Sigil.
10:58
And by the way, they are quote unquote
11:00
unpainted. Why
11:02
are they unpainted? Why do you
11:04
have unpainted miniatures? Is this
11:06
to truly capture every
11:09
aspect of your tabletop
11:11
role -playing game, including
11:13
the shame that you have of
11:15
not having yet painted your miniatures and
11:17
having to put a gray
11:19
miniature on the table, breaking the
11:21
illusion that your players have,
11:24
disappointing your players with your lack
11:26
of commitment for having not
11:28
painted your minis. We wanna capture
11:30
that and put that in
11:32
our 3D version as well so
11:35
that you are filled with
11:37
the same shame of putting a
11:39
gray unpainted miniature on your
11:41
table. And then there's the big
11:43
question. Where's my gold dragon?
11:46
If you recall during when the D
11:48
&D 2024 books were on pre -order
11:50
and D &D Beyond, one of the
11:52
pre -order exclusives that you could get
11:54
was a 3D model of the gold
11:56
dragon that would be available to
11:58
you in Sigil. I remember many
12:00
people when they heard about Sigil's demise
12:03
cried out, where's your gold dragon? To
12:05
which, I will now apply that if
12:07
Wizards of the Coast does not immediately
12:09
release the ancient gold dragon in a
12:12
downloadable, self-hostable, docker that I can then
12:14
download and put on my raspberry pie
12:16
so that I can open it up
12:19
in my own local browser window without
12:21
having to go to the man to
12:23
be able to look at my gold
12:25
dragon mini and just spin it around
12:28
and look at it. and examine, then
12:30
it will be an outrage. I'll be straight.
12:32
I have been, I missed, I forgot to do
12:34
that joke when Sigil was out, the
12:36
idea that Wizards should immediately create a
12:38
downloadable self-hostable docor installation so I can
12:40
put my Gold Dragon mini on my
12:42
raspberry pie. I forgot to do that
12:44
joke, and I was sad that I
12:46
forgot to do that joke. So I
12:48
was very happy to see them put
12:50
out advertisements. for 3D minis for a
12:52
platform that is now defunct, just so
12:54
I could do that segment, just so
12:56
I could do that joke. The answer
12:58
is I don't really care about any
13:00
of this. The answer is, I mean,
13:02
I don't know. I sit and leave it
13:05
up and running. I'm not sure. People can
13:07
do it. But I, you know, it cracked
13:09
me, it cracked me up that they were
13:11
marketing minis for a system where like literally,
13:14
like, I could see like it a little
13:16
while. The ink isn't dried dried yet on
13:18
the ink as dried yet on the news,
13:20
on the news that 27, that 27 people
13:22
lost their jobs, lost their jobs. Andy Collins
13:25
who worked there twice got fired twice. Sad,
13:27
right? These are people's lives. And then you
13:29
immediately put up like an ad for, oh,
13:31
we still have this mimic mini. You're
13:33
like, for what? Why are you
13:35
doing this? And then I love the
13:38
unpainted miniatures. That
13:40
just cracked me up. And then
13:42
I got the opportunity. So thank
13:44
you. I'm sorry you had to
13:47
listen to that. More joke about
13:49
me. by the way, then a joke
13:51
about them. I don't really want that.
13:53
I'm good. I'm good. Thank you. I thought
13:55
that was funny. So thank you
13:57
for putting up with my super. long
14:00
joke. But let's talk about something that
14:02
I do think matters. And that is
14:04
whether or not we're going to see
14:06
a 5.2 S.R.D. The good news is,
14:08
this is really the new. You want
14:11
the news? This is the news. The
14:13
news is that over on the D&D
14:15
Beyond form, you can find a link
14:17
if you want to see it, there
14:19
was a conversation about the 5.2 S.2.
14:21
The system reference document published by Wizards
14:24
of the Coast that will cover the
14:26
new rules for D&D. What it's going
14:28
to have in it, we don't know.
14:30
Is it going to be as expansive
14:32
as the original one was? We can
14:34
hope so. I would assume so, but
14:37
we'll see. But mostly, when is it
14:39
coming? And the answer is we don't
14:41
know. And the answer is it doesn't
14:43
sound like they really know either. They
14:45
had mentioned quote unquote weeks, and then
14:48
people are saying, it's been weeks. Where
14:50
is it? I said it on the
14:52
show last week. So people have been
14:54
talking about on D&D Beyond. I guess
14:56
there's been a couple of YouTube videos
14:58
where people have been talking about it
15:01
as well. But Latia, who is the
15:03
community manager for D&D, a Wizards of
15:05
the Coast employee, had this quote, which
15:07
I think is important. That being said,
15:09
and I'm taking one part of a
15:11
quote, where she was mostly talking about
15:14
what weeks, and I don't think we
15:16
need to get in the conversation of
15:18
weeks. Right? I don't think that's the
15:20
important part. The important part is this.
15:22
That being said, though we are still
15:24
on track to release within weeks of
15:27
the monster manual, there is much work
15:29
being done to make sure the SRT
15:31
is just the right for the community
15:33
and you will get to see it
15:35
soon. They are still committing to releasing
15:37
the 5.2 SRT. That to me is
15:40
the news. Do I need it like
15:42
right now? No. The only urgency for
15:44
this is Wizards Wizards has a tendency
15:46
of sometimes changing their minds and they
15:48
shift direction and I don't want them
15:50
to shift direction before they commit to
15:53
the thing that they said they were
15:55
going to do. So I am looking
15:57
forward to it and I am glad
15:59
to hear. I had heard this as
16:01
well. I had heard from other folks
16:03
that they really are interested in putting
16:06
out the five... I had mentioned this
16:08
last time too when I brought it
16:10
up that it is definitely in Wizard's
16:12
interest to put out a 5.2 S.R.D.
16:14
because they want people to develop for
16:16
D&D 2024 because they want more material,
16:19
they clearly are interested in third party
16:21
material for D&D 24 and clearly are
16:23
interested in third party material for D&D
16:25
24 and 2014 because they continue to
16:27
publish it on D&D beyond. So if
16:29
they put at the 5.2 Surd, to
16:32
D&D Beyond. That is definitely in their
16:34
best interest. In our interest, it's good
16:36
because it means another great big rule
16:38
set that's 5E compatible that will be
16:40
open in the Creative Commons that we
16:42
can use to make all different kinds
16:45
of things. So it's valuable, I think,
16:47
to everybody. How does it matter for
16:49
DEMs? I've heard some people saying, like,
16:51
I don't care, why does a 5.2SRD
16:53
matter to me, matter to me as
16:55
a DEM? It matters to you because
16:58
you are going to see more material
17:00
that you can. Essentially what this is,
17:02
when you look at what a 5.2
17:04
SRT is, and there's still people that
17:06
argue about whether you need one at
17:08
all, and it's a reasonable argument. But
17:11
the one part about it is if
17:13
they release it, you know that they
17:15
know that they've released it. So you
17:17
know that they're not going to come
17:19
after you if you use Lingo, that
17:21
sounds like something that you would have
17:24
found in DD 2024. There are a
17:26
lot of publishers, and I've talked to
17:28
many of them, who are worried about
17:30
getting smushed by Wizards of the Coast
17:32
if they go too far. Well, in
17:34
this case, if they publish this, we
17:37
are saying you can do whatever you
17:39
want with. You can build tools around
17:41
it. You can convert it into different
17:43
formats. You can send it around to
17:45
players so they have lots of material
17:47
or they haven't to buy anything. You
17:50
can build products off of it. You
17:52
can take pieces of it and use
17:54
it wherever you want. There's a lot
17:56
of advantages and a lot of those
17:58
advantages directly impact DMs because you get
18:00
tools from different providers. You get a
18:03
PDF that you can send to your
18:05
players so that they don't have to
18:07
download anything at all. get it in
18:09
different formats. You can get it in
18:11
a markdown to stick in your notes.
18:14
You can get it in all different
18:16
kinds of ways. And that comes from
18:18
the system reference documents. So it is
18:20
definitely a good thing for us. It
18:22
is also definitely a good thing for
18:24
Wizards of the Coast. I presume they're
18:27
very interested in it. And I'll be
18:29
honest, like I am in the thing
18:31
like any day I feel like we're
18:33
going to see it. And maybe I'm
18:35
wrong. There's one you can mark me
18:37
on. I'm not going to pick a
18:40
date. I think I have a bet
18:42
on those Slifler's Discord server that will
18:44
be out, I think, by June. But
18:46
I would, you know, I'm waiting around.
18:48
I expect that any one day we're
18:50
going to see a thing come up.
18:53
But it's a big deal. Think about
18:55
it from their side on this. And
18:57
one of the things is if they
18:59
released it, it's done. They had released
19:01
the old one. characters from intellectual property
19:03
that you know they didn't really want
19:06
to release and they ended up in
19:08
the system reference document by accident almost
19:10
certainly. So they want to be careful
19:12
about what they are putting in there
19:14
because once you put it and I
19:16
know this because I put out stuff
19:19
in the Creative Commons I double and
19:21
triple check this stuff that I put
19:23
out stuff in the Creative Commons I
19:25
double and triple check this stuff that
19:27
I put out this stuff that I
19:29
put out this stuff in the Creative
19:32
Commons I double and triple check this
19:34
stuff that I put in there. I
19:36
really hope to see it soon. But
19:38
I'm glad to hear the main thing
19:40
about this that I think is a
19:42
good deal, is they are still doing
19:45
it. This past week, I ran the
19:47
CR-17 Droccalich from the D&D 2025 Monster
19:49
Manual. and I wanted to offer some
19:51
notes, memoirs, I'm calling it memoirs of
19:53
a drachalich. I ran the drachalich and
19:55
I wanted to talk about it. So
19:58
the drachalich is a CR-17 monster. I
20:00
ran it against five tenth level characters.
20:02
Now according to my own encounter building
20:04
guidelines, that would be above deadly because
20:06
a single monster could potentially be deadly
20:08
if its challenge rating is higher than
20:11
150% of the average character level, according
20:13
to my... lazy encounter benchmark. I also
20:15
measured it using the encounter building guidelines
20:17
for the D&D 2024. Dungeon Master's Guide.
20:19
And what I learned from that is
20:21
that it is also above deadly. So
20:24
this was not a fair fight. The
20:26
drachalich against five 10th level characters was
20:28
not a fair fight. 12th level characters
20:30
it would have been. 11th, almost. 10th,
20:32
it's a little powerful. But I was
20:34
like, oh, the characters are powerful. These
20:37
are smart players. Everything would be fine.
20:39
Boy, was it hardcore. So I will
20:41
say this. So far, running higher challenge
20:43
rating monsters rating monsters from the DD'
20:45
2025 monster manual. Boy, do they hit
20:47
hard. I gave a lot of criticism
20:50
for many years about the D&D 2014
20:52
monster manual monsters not hitting at their
20:54
appropriate challenge rating, particularly at higher challenge
20:56
levels. I do not have that concern
20:58
anymore. And the funny thing is now
21:00
my concern kind of goes a little
21:03
bit in the other direction. And I'm
21:05
going to talk about why. There were
21:07
two things with this drochilage that made
21:09
it particularly deadly. And the first one
21:11
will surprise you. It was its initiative.
21:13
So I love that the 2025 monster
21:16
manual now includes static initiative in the
21:18
box that it tells you instead it
21:20
has initiative of plus 12 with a
21:22
parentheses that says 22. What's interesting is
21:24
why that one's plus 12 and 22
21:26
and then hit points are static but
21:29
then the dice equation is the optional.
21:31
So that's funny but whatever. But 22
21:33
for initiative is really high and when
21:35
I ran it it went before all
21:37
of the players did. And what this
21:40
meant was the players all walked into
21:42
the room. The drochlech won the initiative
21:44
and it blasted them with its necrotic
21:46
breath. The necrotic breath is a DC20
21:48
constitution saving throw for 52 necrotic damage
21:50
saved for half. Four of the five
21:53
characters failed their save and one of
21:55
the five made their save taking 26.
21:57
That was a total of 234 points
21:59
of damage on Turn 1. of round
22:01
one. The very first thing that happened
22:03
was all of the characters took 234
22:06
damage. and they had no ability to
22:08
do anything about it. There was no
22:10
opportunity to move, no opportunity to kind
22:12
of cast a spell to help protect
22:14
against it. They just immediately took 234
22:16
collective damage on turn one. that changed
22:19
the battle. And honestly, immediately upon taking
22:21
that, I went, oh my God, am
22:23
I just going to teepee them? Because
22:25
he hadn't even done his legendary actions
22:27
yet. And his legendary action is pounds
22:29
and rend, and bounce and rend, and
22:32
bounce and rend, which means he does
22:34
an additional 22, so 66 damage on
22:36
top of the 234. closing in, I
22:38
think, hitting exactly 300 damage on turn,
22:40
on round one. 300 damage at CR
22:42
17. That is, let's just do some
22:45
math here, 300 divided by 17. That's
22:47
17.6 damage per challenge rating. My benchmark
22:49
is seven per challenge rating. And now
22:51
that's circumstance. But the circuit, the drochlich
22:53
is particularly set up to inflict that
22:55
kind of circumstance, and that's because its
22:58
initiative is so high. So that's the
23:00
first lesson is I keep track of
23:02
that initiative and I honestly would change
23:04
it and I'm going to talk after
23:06
this about an idea I have for
23:08
slow medium and fast monsters for initiative
23:11
instead of using the initiative bonuses that
23:13
exist inside monsters or even static initiative
23:15
that you can instead decide when monsters
23:17
should go based on the story that
23:19
they've got or the circumstances and drop
23:21
them in at three different levels. I
23:24
would have done this for this. I
23:26
think a droch having an initiative of
23:28
15 would have been fine. But for
23:30
legendary monsters, it doesn't matter what their
23:32
initiative is, because they get legendary actions,
23:34
which means he could have started pouncing
23:37
and rending and pouncing and rending right
23:39
away anyway. He didn't need an initiative
23:41
of 22. And I would rather him
23:43
be lower in the initiative of order,
23:45
and I would rather him be lower
23:47
in the initiative of order, and do
23:50
those legendary actions first, and then set
23:52
up, and then breathe, and then the
23:54
characters have an opportunity to run around,
23:56
scramble, scramble, do stuff. or something like
23:58
that. So, you know, that blast is,
24:00
you know, that is a big deal.
24:03
Now, I was going to give you
24:05
a secret. I'm actually a pretty
24:07
bad GM in one particular area,
24:09
which is I forget to
24:11
read the stat block for
24:13
things. And I either selectively
24:16
forgot or actually forgot to
24:18
read about his life suppression
24:20
ability. Life suppression is creatures
24:22
within 60 feet of the
24:24
drachalich can't regain hit points.
24:26
60 feet. That is a huge,
24:28
as 12 squares out from the
24:30
dragon, the dragon is already four
24:32
squares. So that is a huge range
24:34
on the dragon's ability to stop
24:37
healing. If I had used that, I'd
24:39
a TP-kade those guys. Absolutely. I am confident.
24:41
If they had no ability to heal, and
24:43
it's so easy to move the droplet around
24:45
the area and make sure that no one
24:47
in it can heal, and 60 feet is
24:50
so big that it takes at least two
24:52
rounds for a character to get outside of
24:54
it to be able to heal, and your
24:56
healer needs to be outside of it. I
24:58
guess the healer can still be inside of
25:01
it and cast spells, but the person getting
25:03
healed has to be outside of it. Now
25:05
that's not a bad strategy, that's actually
25:07
kind of cool, but it's so big and
25:09
it's so much. So the second thing, the
25:11
second thing I would offer of running the
25:13
dropletch is instead of a 60-foot no heel,
25:15
I would turn it into a 30-foot half
25:17
heel. That's still tactically interesting. It still means
25:19
that characters have to move around to decide
25:21
how they're going to get healed. They still
25:24
get a little bit of healing, but they'll
25:26
get so little that the amount of damage
25:28
the drachlich does is just going to chew
25:30
right through it again anyway. So you're really
25:32
only getting enough healing till I get back
25:34
on your feet, but you're not going to
25:36
survive a hit, unless you manage to get
25:38
outside of the area, and then you can
25:40
take a big heel and actually get enough
25:42
hit points to heal. But I think that
25:44
60 foot was too big. So those are
25:46
the two immediate things that caught my attention
25:48
was the initiative, having an initiative so high
25:50
that he goes first is really not only
25:52
unfair to the players, but kind of boring
25:54
too, because they don't even get a chance
25:56
to do anything. You're really kind of taking
25:58
agency away by blasting them. with 234 points
26:00
of damage without them being able to do
26:02
anything at all. Hitting them with 234, when
26:05
they've had an opportunity to move around a
26:07
little bit and you can kind of skip,
26:09
now they're ready for it. But just hitting
26:11
them right away with 234, I know looking
26:13
across the table at them, they just felt
26:15
defeated. They were like, you know, why? Like,
26:17
it was kind of lame. So I really
26:19
think that like, even having the droch go
26:21
on a 10. and then bounce around and
26:24
pounce and do some other things, do with
26:26
terrifying presence and then hit him with a
26:28
breath, is a far more interesting pacing to
26:30
the game. I don't mind doing the 234.
26:32
I think you should do 234 after the
26:34
characters have moved around a bit. All right,
26:36
I think that changes the pacing in the
26:38
game and can make it far more interesting.
26:40
So that and the life suppression, I think
26:43
the life suppression is really, really rough. And
26:45
if you stack it with everything else it's
26:47
got, you could totally TBK a party, I
26:49
think, turning that into a 30-foot diameter, 30-foot
26:51
radius that halves the amount of healing you
26:53
can do. If you want to be hardcore,
26:55
you could still have it only not allow
26:57
people to heal within that. area, that's really
26:59
tough and you're in serious danger. Now one
27:02
other funny thing though is its hit points
27:04
is actually pretty low. 225 hit points is
27:06
CR 17 is below 15 per CR. 15
27:08
to 20 CR is my general idea for
27:10
how many hit points a monster should have.
27:12
225 is actually pretty low and I actually
27:14
beat it up to 300 but I also
27:16
put other creatures on the map that when
27:19
they were defeated did 50 damage to the
27:21
drochilage so they had ways to kind of
27:23
chew through its hit points. faster by hiding
27:25
other guys in the battle that I ran.
27:27
So of course you can sort of move
27:29
that 225. up and down depending if you
27:31
want. 225 might be good. You could say
27:33
like, is it a glass cannon? Like maybe
27:35
it's 225, but it's only going to last
27:38
a couple rounds. And it's only going to
27:40
last a couple rounds is good because no
27:42
one can heal. So everybody's getting down. So
27:44
perhaps like if you look at it as
27:46
exact design, maybe that's exactly how the design
27:48
is going to work. However, I do feel
27:50
like for me, I would rather have the
27:52
battle be a bit more epic than fast
27:54
and give it more. a lower initiative and
27:57
limit the ability of that life suppression. Otherwise,
27:59
wholly counted that thing hit hard. I just
28:01
wanted to offer up some of those thoughts
28:03
for running the drochalich. I will probably do
28:05
this with other D&D 2025 monsters, sort of
28:07
probably big monsters as I run them. Now
28:09
my my 2025 mix game where we're running
28:11
A5E, D&D 2024, and D&D 2014, and we
28:13
have all characters from all those sets in
28:16
this game, I'm running many more monsters at
28:18
higher levels and higher tier. They just hit
28:20
level 11, so they're gonna start to hit
28:22
a lot of tier three sort of monsters.
28:24
I will be more experiences like this like
28:26
this as we go as we go. I
28:28
actually think there's a new way that we
28:30
can treat initiative for monsters, that I'm going
28:32
to try out more, but I wanted to
28:35
share it here and get your thoughts on
28:37
it and see if it was something you
28:39
wanted to try at your table and we
28:41
see how it goes. And that idea is
28:43
this concept called slow medium and fast initiative.
28:45
So instead of... having monster's role for initiative,
28:47
you instead look at the monster and look
28:49
at the circumstance and decide, do they go
28:51
slowly, medium, or fast? Are they kind of
28:54
on the average? Are they slow? Are they
28:56
fast? And I treat this as 10, 15,
28:58
and 20. So a slow monster would be
29:00
an initiative of 10. A medium monster would
29:02
be an initiative of 15, and a fast
29:04
monster be initiative of 20. And you can
29:06
decide which initiative they move on. Maybe you
29:08
want to change that DC a bit. You
29:10
could go 510 and 15 if you wanted.
29:13
So, or you could even do 510, 15,
29:15
and 20 have a very fast. So slow
29:17
would be DC5, medium would be DC10, fast
29:19
would be DC15, and very fast would be
29:21
DC20. And what it lets you do is
29:23
it lets you space monsters out in the
29:25
initiative order. You don't have to roll. And
29:27
it treats it like. A difficulty class. It
29:30
actually treats it like the characters are doing
29:32
an ability check rather than rolling initiative. It's
29:34
like they're beating an initiative. If they beat
29:36
that DC, if they beat that DC, they
29:38
go ahead of it. If they don't beat
29:40
the DC, they go after it. It actually
29:42
reminds me a bit of the initiative from
29:44
Shadow of the Demon Lord. Shadow of the
29:46
Demon Lord had fast turns and slow turns.
29:49
They changed this in Shadow of the Weird
29:51
Wizard. Robert Schwab changes in shadow of the
29:53
weird wizard. But it was an interesting idea
29:55
that essentially do you want characters to do
29:57
less stuff quickly or more stuff but take
29:59
longer. And in this circumstance, you instead have
30:01
this base DC and it works. I've had
30:03
a joke for a long time, not really
30:05
a joke, I've actually done this, but my
30:08
players all knew it, that all the monsters
30:10
always went on DC12. I just picked DC12
30:12
and that was my default. I would say
30:14
DC12 and they would pick it. That works
30:16
really well. It gives a little bit of
30:18
an edge to the monsters, right? It makes
30:20
them a little bit higher. You could just
30:22
as easily say DC10 and it wouldn't be
30:24
a big deal. And if that's your medium
30:27
initiative, you say most monsters go on DC10.
30:29
Some people go before. But I have a
30:31
feeling because a lot of people take dexterity,
30:33
a lot of people have other kind of
30:35
bonuses to initiative that if you make DC10
30:37
the median, the medium, that a lot of
30:39
people are going to beat it most of
30:41
most of the most of the time. that
30:43
you're going to have players go a lot.
30:46
15 feels a little high to me, but
30:48
you could kind of probably say if you
30:50
were doing a harder game, you could have
30:52
monsters that tend to go ahead a little
30:54
bit more often by having them go on
30:56
a 15. I've kind of split the differences
30:58
go on at 15. I've kind of split
31:00
the differences to DC. But I want to
31:02
try this one a little bit more fast
31:05
initiatives and I don't know if I'm going
31:07
to do 510, I don't know if I
31:09
can default to see how it. and say
31:11
DC15 is the medium, and that means the
31:13
monsters are gonna go in the middle of
31:15
the pack most of the time, which is
31:17
really where I want them. I typically want
31:19
some characters to go, then the monsters go,
31:22
then some characters go, then some characters go.
31:24
That's sort of the pacing I want, so
31:26
I'm trying to drop it in the middle,
31:28
which is why 12 has worked out so
31:30
well for me. Maybe I'll just stick to
31:32
12. I don't know. But I wanted to
31:34
offer that up because I think it's a
31:36
really interesting way to kind of think about
31:38
monsters, look at them and say, oh, this
31:41
is a zombie, they're slow, they go on
31:43
five. Oh, this is like a quickling, a
31:45
quickling assassin, they go super fast, they go
31:47
on 20. And you can just pick that
31:49
5, 10, 15, and you can just pick
31:51
that 5, 10, 15, maybe default into 15,
31:53
maybe, you pick a number like 12, and
31:55
decide for yourself, and decide for yourself. But
31:57
I wanted to offer that for yourself. But
32:00
I wanted to offer that up. But I
32:02
wanted to offer that up. But I wanted
32:04
to offer that up. as a trick because
32:06
I think it is a really fun way
32:08
to go. Let's cover more patron questions. Every
32:10
quarter on the Sly Flurge Patreon, I post
32:12
a new thread. We have one coming up
32:14
here pretty soon. When we go to April,
32:16
we're gonna do our second quarter, Patreon, and
32:19
we go to April. We're gonna do our
32:21
second quarter, Patreon, but patrons can ask questions
32:23
all throughout the month, all throughout the quarter,
32:25
and I answer every question, every question, every,
32:27
on this show. James says, I play online
32:29
a bit as a player in one shots.
32:31
The dams are typically fine, but many times
32:33
the players drag the game, such as metagaming
32:35
or telling other players what to do. What
32:38
can I do in-game as a player or
32:40
as a DM? And when I DM a
32:42
one-shot with strangers, how do I mitigate, I'm
32:44
adding some words, how do I mitigate that
32:46
when I'm acting either as a DM or
32:48
a player? The first thing I would recommend
32:50
is that Ginny D, this is a particular
32:52
issue for online gaming that's different than in-person
32:54
gaming. And it has a lot to do
32:57
with how conversations take place online versus in-person.
32:59
In-person, we can have side conversations that don't
33:01
completely eat up. a table. If two people
33:03
are whispering to each other or pointing, that's
33:05
not going to distract from everybody else. Our
33:07
ears are able to kind of pick up
33:09
these things. Too much of it, though, too
33:11
much table chatter can be really grading for
33:14
people. And you could say, like, hey, can
33:16
you guys hold this, let's have this, let's,
33:18
let's, let's, let's, let's, let's, let's, go. But
33:20
generally, there can be, really grading for people,
33:22
and you can say, like, like, can say,
33:24
hey, can you, can you guys, can you
33:26
guys, hold this, hold this, let's, let's, let's,
33:28
let's, let's, let's, let's, let's, let's, let's, let's,
33:30
let's, let's, let's, let's, let's, let's, let's, let's,
33:33
let's, let's, let's, let's, let's, let's, let's, let's,
33:35
let's, cross chatter and things like that. But
33:37
in online games, it's a far bigger problem.
33:39
A lot of us who played over Discord
33:41
or a lot of us who had like
33:43
online meetings and stuff, we learned about like
33:45
keeping your mouth shut when other people are
33:47
talking and we learned about the lag. And
33:49
there's certain behaviors, but unfortunately one of those
33:52
big behaviors is we all tend to shut
33:54
up. That those who are paying attention don't
33:56
say anything because we know that if we
33:58
talk over somebody else, we're gonna interrupt them.
34:00
So we try to wait until we have
34:02
that opportunity to learn until we're called upon.
34:04
Ginny D has a wonderful video where she
34:06
talked about this. Her title was Online D&D
34:08
Socks. The better time was how to make
34:11
online D&D suck less. She publishes four years
34:13
ago in the, I think it was right
34:15
in the height of COVID, where she offers
34:17
very good practical tips. So I highly recommend
34:19
this video. Very good practical tips for working
34:21
with your other players, for having like physical
34:23
signals that say it's your turn to talk,
34:25
other ways to kind of, you know, make
34:27
sure that you're talking to their groups, so
34:30
they're aware of this, all this
34:32
kind of stuff. So when you're
34:34
a player in a game, you
34:36
can talk to the GM and
34:38
say, hey, I'm having a really
34:40
hard time because we have people
34:42
talking over, you know, would you
34:44
be willing to implement some suggestions
34:46
like these and offer some suggestions?
34:48
Some suggestions, like these and offer
34:50
some suggestions. Some things you can
34:52
do are like have a text
34:54
chat where if somebody needs to
34:56
talk a text chat, rather than
34:58
in the main chat, or about life
35:00
events. and things like that. So any out-of-game
35:02
talk can happen then. Taking a break during
35:04
the game, having a 10-minute break, and letting
35:06
people chat during that 10-minute break can be
35:08
very valuable as well. So giving them those
35:10
pressure valves where they want to talk, particularly
35:13
because we're doing this for social experience, we
35:15
want to be able to talk. having those
35:17
breaks can really matter. Then having other kinds
35:19
of signals or ways to like raise your
35:21
hand, a lot of people swear by being
35:23
on camera so that you can see some
35:25
kind of body language with people to know
35:27
when it's their turn. If you don't have
35:29
that or you don't, not everybody's on a camera,
35:31
having some other like a text chat where somebody
35:33
can jump in and say, hey, I have something
35:35
I want to bring up here, stuff like that.
35:37
And then I implemented like pause for a minute,
35:39
like pause for a minute. you know, I have
35:41
an issue, can we talk about this issue, and
35:43
that everybody else should be quiet where you bring
35:45
up the issue, and then you can talk about
35:47
it, after it goes on. So there's a lot
35:49
of tricks like that, but mostly I would recommend
35:51
taking a look at Ginny D's video, it's a
35:53
fantastic video, it got almost a half a million
35:55
views, and it's a really, really good source. Delaney
35:57
says now that you spent time with all three,
35:59
if you... had to pick one, knowing that all
36:01
three have their pros and cons, which would
36:03
you choose? The D&D 2014 Dungeon Master's Guide,
36:06
the D&D 2024 Dungeon Master's Guide, Level Up
36:08
Advance Fivee's Trials and Treasure, or The Tales
36:10
of the Valiant Game Master's Guide. So this
36:12
is really hard question for me, but I'm
36:14
going to answer it. And the answer is
36:16
probably the Level Up Advance Fivee Trials and
36:18
Treasure Guide. I feel like that book in
36:20
particular has the most stuff, the most table
36:22
usable stuff that I will reference over and
36:24
over again. But it is really close with
36:27
the Tales of the Valiant Game Master's Guide,
36:29
and I think that either of those books
36:31
do a good job. Each book has something
36:33
the other book doesn't have. So neither of
36:35
them are truly complete. I will say that
36:37
at this point, you're asking me, and it's
36:39
my own opinion, this is just like my
36:41
opinion, man, and just like my opinion, man,
36:43
is that both of those books are better
36:45
than the D&D 2014 and D&D 202024 Dungeon
36:48
Master's Guide. I think the D&D 2024 Dungeon
36:50
Master's Guide does an excellent job of walking
36:52
new game masters through the process of being
36:54
a game master. I like the rules references
36:56
a lot. There's a lot I like in
36:58
there. There's some advice I bristle on, but
37:00
everybody's got something they don't like. And there's
37:02
sections of the book that I think they
37:04
didn't really have to spend the time on.
37:06
It could have better spent time on other
37:09
things. But I do feel like they're missing
37:11
a lot of stuff in particular. There's no
37:13
random encounter tables in either the 2014 or
37:15
2024 Dungeon Master's Guide. The D&D 2024 Dungeon
37:17
Master's Guide lacks a lot of random dungeon
37:19
filler material and I really find that material
37:21
useful for helping me improvise locations when the
37:23
characters are traveling through like dungeons or caverns
37:25
or whatever. Tales of the Valiant Game Master's
37:27
Guide has an excellent section for that and
37:30
the Trials and Treasure Guide does not. So
37:32
when I said that like I like the
37:34
A5V Trials and Treasure Guide, I do, but
37:36
it's missing things like a random dungeon generator,
37:38
like a random dungeon, like that's like that.
37:40
a separate book and you didn't ask me
37:42
about separate books. you asked me about these
37:44
particular Game Masters guides. The Trials and Treasure
37:46
Guide has wonderful exploration, wonderful and detailed exploration
37:48
rules, lots of like cool things that the
37:51
characters might run into on their journeys, a
37:53
much better journey system than any of the
37:55
other books, and really good random encounter tables,
37:57
and a really good treasure system and random
37:59
treasure system and magic items in that book.
38:01
It is a very, very good book. The
38:03
Tales of the Valiant Game Masters Guide doesn't
38:05
have a treasure section. It doesn't have a
38:07
magic item section or it has a very
38:09
limited one because the Player's Guide has that.
38:12
So that's why I'm saying like these in
38:14
some way we're kind of comparing apples to
38:16
oranges. The Tales of the Valiant Game Master's
38:18
Guide though has much better optional rules for
38:20
lots of different circumstances guide though has much
38:22
better optional rules for lots of different circumstances.
38:24
And a lot of different circumstances guide though
38:26
has much better optional rules for the two
38:28
books and treasure. It has lots of stuff.
38:30
That said, I am running a Tales of
38:33
the Valiant game, and I use the Tales
38:35
of the Valiant Game Master's Guide, and it
38:37
works just fine. It's a very, very good
38:39
book. So it's very hard for me to
38:41
say, and I would say that two of
38:43
them are really, really close. The one thing
38:45
that sort of edges up trials and treasure
38:47
above is the very good detailed exploration system
38:49
that they have in there. And I think
38:51
a better random treasure tables, random treasure options
38:54
in trials and treasure than the Tales of
38:56
a Game Master game master's guide guide have.
38:58
But it. But it. But it hurts me
39:00
to say that. But it. Delaney, you have
39:02
brought me pain. Michael L. Mike L. says,
39:04
in combat, how do you motivate or give
39:06
options to PCs built around range weapon attacking
39:08
to do something other than stay put and
39:10
shoot? There is a carrot and stick approach
39:12
to this. The carrot is make interesting areas
39:15
for them to move to that offer them
39:17
a better spot than hugging the doorway. Hugging
39:19
the doorway is a major problem in encounters
39:21
in D20 games in general, certainly in 5E
39:23
games that I've run, where the characters open
39:25
a door and they just. in that doorway
39:27
and they just fire and they duck out
39:29
and they fire and they stay in the
39:31
hall and that way they can't. And you
39:33
have to do something. I usually, I literally
39:36
sometimes say the hallway is filling with fire.
39:38
Like you're gonna burn to death if you
39:40
stay in this hallway, you're gonna have to
39:42
run in that room. Sometimes I'll just literally
39:44
move their minis in the room, like I'll
39:46
just like shove them in, you know, and
39:48
be like you gotta move around. But there's
39:50
carrots and sticks and sticks. And the carrots
39:52
can be put positions out there put positions
39:54
out there that they put positions out there
39:57
that they want positions out there that they
39:59
want to that they want to that they
40:01
want to that they want to, that they
40:03
want to, that they want to, that they
40:05
want to. that are better than hugging the
40:07
doorway. Like high ground, where they can get
40:09
it, if they can get there, and it
40:11
might take them a round or two to
40:13
get there, but if they can get up
40:15
there, they get advantage on their attacks while
40:18
they're on the high ground above targets that
40:20
are in another area. That's a really extreme
40:22
one, because you're going to a couple of
40:24
targets that are in another area. That's a
40:26
really extreme one, because you're gonna give advantage
40:28
on another area. That's a really extreme one,
40:30
because you're gonna give advantage on, because you're
40:32
going to a couple of rounds, a couple
40:34
of rounds to a couple of rounds to
40:36
get a couple of rounds to get a
40:39
couple of rounds to get a couple of
40:41
rounds to get a couple of rounds to
40:43
get a couple of rounds to get a
40:45
couple of rounds to get a couple of
40:47
rounds, if they can. where if you're in
40:49
this arcane circle, even if you're not an
40:51
arcane class, you can do an extra D6
40:53
force damage on your ranged attacks if you
40:55
go over there. So then you kind of
40:57
move them in the room with these like,
41:00
oh, I want to get over these spots.
41:02
For rogues or rangers who are sneaking around,
41:04
cover, it works, it works really well. You
41:06
can set up positions of cover so that
41:08
like, oh, it's way better if I'm over
41:10
there. terrain elements that are advantageous to them
41:12
is a good one. And then there's the
41:14
stick, and the stick is you're all going
41:16
to get fireballed if you sit in that
41:18
corner. Right, like I'm gonna, you're gonna get
41:21
hit with area attacks, so they're all gonna
41:23
go, spread out, get away. So they all
41:25
kind of move away in order to not
41:27
get hit by big area attacks. You could
41:29
also have, like, I love Donodora's. Donodora is
41:31
a thing that I, I don't know if
41:33
I invented, I'm sure somebody else did, but
41:35
I give it the name Donodora, and I'm
41:37
pretty sure I haven't heard anybody else talk
41:39
about it. And I first figured this out
41:42
designing a officially published fourth edition monster published
41:44
by Wizards of the Coast was cryonax a
41:46
level 35 solo monster that right at the
41:48
end of of the fourth edition days. And
41:50
I gave Cryonax a donodora. And the donodora
41:52
was essentially an aura that surrounded him, where
41:54
if you were outside of the aura, you
41:56
were gonna die. You were gonna get shredded
41:58
by black ice. You know, he had this
42:00
unholy ice that was whirling around like a
42:03
storm around him. And you had to get
42:05
into the eye of the storm so as
42:07
not to get wrecked by the donodora. And
42:09
I think it had a 20 foot, or
42:11
like a, I think it was a 10
42:13
square range. So you had to be within
42:15
10 squares of him. And then when he
42:17
got bloodied, it turned into five squares. And
42:19
five squares was within the range of his
42:21
attacks, which meant by halfway through the fight,
42:24
he would be able to hit you with
42:26
melee attacks. Or you would get shredded by
42:28
his crazy donut aura. So if you can
42:30
find an in-world way to create a donut
42:32
aura, like I'm in my droplets fight this
42:34
past week, I said the whole, like the,
42:36
there were three hags that had, that had
42:38
cursed the droplets to make them a droplets.
42:40
It was a silver dragon that got conversant
42:42
to droplets, you got converted droplets by these
42:45
three hags. I'm trying to be as fast
42:47
as possible, talking into energy from other worlds,
42:49
three other worlds. before they fat the drachalich.
42:51
They were actually resurrected at the drachalich and
42:53
they had to fight him again. But the
42:55
walls were crumbling in and like tendrils from
42:57
other worlds, fiery tendrils and weird things were
42:59
coming out, which meant the hallways and everything
43:01
behind them. were impossible, like you would get
43:03
shredded and killed and grabbed by tentacles and
43:06
would be really bad. And I just had
43:08
to describe that. And the players all like
43:10
rolled their eyes at me and then ran
43:12
into the room, but they knew like, oh,
43:14
this is Mike's Donut aura, so that we
43:16
have to go into the room. So it
43:18
doesn't matter, like, they have to go into
43:20
the room. So it doesn't matter, like, you
43:22
know, they have mechanics, I have mechanics. And
43:24
you know, but I came up with a
43:27
story reason why the whole rest of the
43:29
whole rest of the realm, the realm, and
43:31
why, and the realm, and they were, and
43:33
they were, and they were, and they were,
43:35
they were, they were, they were, they were,
43:37
they were, they were, they were, they were,
43:39
they were, they were, they were, they were,
43:41
they were, they were, they were, they were,
43:43
they were, they were, they were, they were,
43:45
they were, they were, they were, So
43:48
hopefully that helps Bravo T says you
43:50
recently mentioned that you would soon be
43:52
taking the opportunity to play quite a
43:55
bit of D&D 2024 I wanted to
43:57
see if you'd run into any trouble
43:59
with a new hide action during play
44:01
I have not, but I do recognize
44:03
that people have. Merrick Blackman wrote on
44:05
his blog, Merrick's Musings, about the difficulty
44:08
of the stealth rules in D&D 2024,
44:10
and that as written, they kind of
44:12
fall apart. And the idea, a lot
44:14
of it has to do with the
44:16
use of the word invisibility, that it
44:19
kind of creates invisibility, and it has
44:21
things like. you in order to have
44:23
the invisible condition you cannot be seen
44:25
but if you're behind three quarters cover
44:27
that means you can be seen so
44:29
you know there's like contradictory guidance in
44:32
the rules for how it works just
44:34
in Alexander So if you want to
44:36
read, I'm going to link to it
44:38
in the show, because I didn't do
44:40
like a detail, I'm not like a
44:43
super rules nerd. So I would recommend
44:45
taking a look at Merrick's explanation for
44:47
exactly what's wrong with the rules in
44:49
the book. They are, he's correct, they
44:51
are wrong. They just have these weird.
44:53
you know, weird things going on. Justin
44:56
Alexander wrote an article where he offers
44:58
his house rule version of how to
45:00
deal with this, which I think works
45:02
very well. He has, you know, kind
45:04
of very straight, and this is pretty
45:07
much what I've been doing. There's a
45:09
bit of like what the intention is,
45:11
what you think the intention is, versus
45:13
like what the rules specifically say. Right?
45:15
And so, Justin Alexander's version of it
45:17
is, you take the hide action. With
45:20
the hide action, with the hide action,
45:22
you try to prevent people from knowing
45:24
where you are. This is his replacement
45:26
for the hide action. With hide action,
45:28
you try to prevent people from knowing
45:31
where you are or possibly that you're
45:33
there at all. To do so, you
45:35
must be in a conceivable location, such
45:37
as being behind heavily obscured, three quarters
45:39
cover or total cover, or otherwise out
45:41
of the observers. with a passive wisdom
45:44
score lower than your check. If any
45:46
new observers ended in the area, you
45:48
also gain the hidden condition against them
45:50
if their passive wisdom perception check is
45:52
scored or lower. When an observer takes
45:55
the search action, this is people trying
45:57
to find them, they can. attempt a
45:59
wisdom perception check against the DC set
46:01
by the hidden character's dexterity stealth check.
46:03
You lose the benefits of the hidden
46:05
condition against any creature who succeeds at
46:08
the wisdom perception check or who can
46:10
otherwise see you because they're on the
46:12
same side of the wall or you're
46:14
hiding behind due to a magical fact,
46:16
for example. Observers remain aware of where
46:19
they last saw you or detected you.
46:21
Hidden is a condition. When you have the hidden
46:23
condition, you experience the following effects. When
46:25
you're hidden from a creature, they don't
46:27
know your location. If you are no
46:29
longer in a concealable location or benefiting
46:31
from another condition that allows you to
46:33
take the hide action, you immediately lose
46:35
the hidden condition. Concealed. You can't be
46:37
affected by any effect that requires this
46:39
target to be seen if you are
46:41
hidden from the effects creator. Surprise! If
46:43
you are hidden from all enemies when
46:45
you roll initiative, you add advantage on
46:47
the roll. Combat Advantage. Attack roles against
46:49
a hidden opponent have disadvantage, and an
46:51
hidden opponent attack roles have advantage. Detectable
46:53
actions. If you make an attack or
46:56
some other loud or overt actions, such
46:58
as talking louder than a whisper, kicking
47:00
open the door, casting a spell with
47:02
a verbal component, other creatures will pinpoint
47:04
your current location, allowing them to, for
47:07
example, aim attacks at you, although you
47:09
would still have the benefit of your
47:11
combat advantage. In addition, taking a detectable
47:13
action allows any observer you're currently hidden
47:15
from to make a wisdom perception checks
47:17
to spot you, removing the benefits of
47:20
the hidden condition. Observers can use a
47:22
reaction to gain advantage on this check.
47:24
That's a little weird. Some of that is
47:26
extra stuff. That's a little weird. Some of
47:28
that is extra stuff, being able to take
47:30
the advantage on this check. That's a little
47:32
weird. Some of that is extra stuff that
47:34
being able to take the hidden condition. If.
47:36
after being revealed, you take the hide action
47:39
again, you can immediately regain the hidden condition
47:41
after losing it, but observers will remain aware
47:43
of where they lost saw you or detected
47:45
you. If you ready an action triggered by
47:47
something that would reveal your location, you lose
47:49
the hidden condition at the end of your
47:51
ready to action. For example, if you hide behind
47:53
a closed door and stab someone that come in, you lose
47:56
it after where you go. And then he has
47:58
modifications for the invisible condition as well. all
48:00
that below. There was some issue with the
48:02
2024 guidance throwing the word invisible in there
48:04
but then having conditions where invisible wouldn't work.
48:06
And I think that's where the issue goes.
48:08
The intention really is, and it's mostly like
48:10
when you think about rogues, rogues should be
48:12
able to take their cunning action which allows
48:14
them to hide and then use that to
48:16
hide from somebody in order to attack them.
48:18
Most people don't have any problem with them
48:20
being able to do so with ranged attacks,
48:22
but some people say that if you go
48:24
behind three quarter cover and you attempt to
48:26
hide and succeed, but then you leave the
48:28
cover to go stab somebody, as soon as
48:30
you step out from behind the cover, they're
48:32
going to see you. and then you won't
48:35
be hidden anymore. What Justin says is like,
48:37
if you had the hide action, you have
48:39
it until the end of your turn, even
48:41
if you leave that cover. And that's not
48:43
a bad way to go, because I don't
48:45
think we want the hide action to only
48:47
work for ranged attacks. I think you want
48:49
rogues to be able to run up and
48:51
attack. One of my little house rules has
48:53
been, if you're going in a, if you
48:55
take the hide action and then run up
48:57
behind a target that is engaged with one
48:59
of your friends, they're not gonna see you.
49:01
I've actually added facing rules and facing rules
49:03
is weird. But if there's a guy and
49:05
he's standing there as a veteran standing in
49:07
a room looking around and you're behind a
49:09
rock wall that's three quarters cover and you
49:11
hide, you should not be able to come
49:13
around that rock wall run up and stab
49:15
him while he hasn't done anything yet. He's
49:17
going to see you coming at him. Right?
49:20
Now maybe if he's sitting in a chair
49:22
with his back facing to you, it's a
49:24
different story. But if he's facing you and
49:26
he's ready, I don't think he should be
49:28
able to run up and stab him. But
49:30
if you have a friend of yours who's
49:32
attacking him, now he's distracted. So I'm adding
49:34
a distracted condition. And then he runs up
49:36
and attacks. I play a lot of it
49:38
by year and I try to play it
49:40
by intention and I try to play it
49:42
by intention and I think that we can
49:44
work with our players to come up with
49:46
how it works. I think the only main
49:48
difference in D&D 2024. It makes it a
49:50
little harder to sneak than it used to
49:52
because you have to beat that DC, that
49:54
DC 15. Anyway, if you want two articles
49:56
that tell you more about what the problem
49:58
is and a possibility. solution. Take a look
50:00
at Merrick's musings. I will link to them
50:02
in the show notes and to the Alexandrian
50:04
where they both talk about these things. And
50:07
I think they have pretty good approaches. There's
50:09
also a thread on the end world that's
50:11
got like a million posts where people talk
50:13
all about it. But I think the main
50:15
thing is talk to your players, come up
50:17
with something that works for you, don't be
50:19
the rules in the book too tightly, and
50:21
instead think about what's important and think about
50:23
what matters. and they limit it when really
50:25
if you the fact that you can hide
50:27
as a bonus action is there for a
50:29
reason and as the expectation is you should
50:31
be able to do in combat so you
50:33
don't want to necessarily take a rogue's ability
50:35
to hide in combat away because you've determined
50:37
well you left cover and therefore you're visible
50:39
again. So that's the main thing that I
50:41
would consider. Ken W. says, is there a
50:43
way to use forge a foes for Shadow
50:45
Dark? I improvise all the time and sometimes
50:47
for combat encounters. I like using forge a
50:49
foes for my D&D 5E games, but struggle
50:52
with Shadow Dark to do the same. I
50:54
usually end up reskinning five to do the
50:56
same. I usually end up reskinning five to
50:58
six regular Shadow Dark monsters I keep on
51:00
hand. I usually end up reskinning five to
51:02
six regular shadow dark monsters I keep. that
51:04
are inside Forgafos are built for 5E. So
51:06
I don't think it's going to be as
51:08
useful for a Shadowdark game. Matt Dietrich wrote
51:10
up some Shadowdark, a one-page downloadable Name Your
51:12
Price guide for building quick stats for Shadowdark
51:14
monsters. It is on itch.io. I will link
51:16
to it in the show notes. It is
51:18
an excellent. If you're looking for like a
51:20
one-page, I think you can just take level
51:22
one to 30. I don't know why the
51:24
hell you need a level 30 at Shadowdarkhatter.
51:26
It Shatter. It Shatter. It Shatter. It Shatter.
51:28
It Shatter. Shatter. It Shatter. It Shatter. Shatter.
51:30
Shatter. Shatter. It. It. It. It. It. It's.
51:32
It's. It's. It's. It's. It's. It's. It's. It's.
51:34
It's. 20 levels above the character's max level.
51:36
That's pretty crazy. And then there's of course
51:39
creating modus for Shadow Dark, which is a
51:41
Kickstarter. This was done by Michael Putlack, who
51:43
I think works for arcane library as well,
51:45
put together a mini bestiary with monster building
51:47
guidelines in it. And it was just released.
51:49
I just got the PDF for it. I
51:51
don't know if it's available. for purchase yet.
51:53
If it is I will find a link
51:55
down in the show, I will add a
51:57
link down into the show notes. But it
51:59
is a really good guide. This is really
52:01
the forge of foes for Shadow Dark. You
52:03
know, that's in my opinion, this is the
52:05
forge of foes for Shadow Dark. So I
52:07
would recommend both of those. I will link
52:09
to both of those down in the show
52:11
notes. They are both some excellent, excellent guides.
52:13
John F says, I love the concept of
52:15
the deadly encounter benchmark. I have a concern
52:17
though. That formula was created taking into consideration
52:19
pieces and monsters from D&D 5E 2014. I'm
52:21
switching to Tales of the Valiant and I
52:24
wonder if the same formula applies in this
52:26
environment. So my question is, is the benchmark
52:28
formula the same taking into consideration that Tales
52:30
of Valiant monsters hit harder and TOV characters
52:32
are a bit tougher? Yes, the answer is
52:34
it works fine and not only that, but
52:36
that is the default rules for Tales of
52:38
the Valiant because I had the very awesome
52:40
opportunity to work with the design team of
52:42
Tales of the Valiant and if you look
52:44
at the Tales of the Valiant encounter building
52:46
guidelines that are in the monster vault and
52:48
also there are versions of it that are
52:50
in the game master's guide, they are in
52:52
fact the lazy encounter benchmark. They fit the
52:54
same thing, the same design, same idea, and
52:56
that is because yes, monsters hit harder but
52:58
characters are more powerful at the same time.
53:00
of the Valiant, the answer is you can
53:02
use the Tales of the Valiant guidance because
53:04
it's the same thing as the lazy encounter
53:06
benchmark. And it's right in there in the,
53:09
it's right there in the book. Your playing
53:11
rules is written if you're using the deadly
53:13
encounter, the lazy encounter benchmark for Tales of
53:15
the Valiant. But let's talk about mixing and
53:17
matching your various 5E systems, D&D 2024, in
53:19
my opinion. And there's a little bit of
53:21
differences here and there. But generally speaking, in
53:23
my opinion, the lazy encounter benchmark works fine
53:25
for all of those systems. And it works
53:27
well against the mix. In one particular, there's
53:29
one particular thing you need to keep in
53:31
mind, though, which every time I ever talk
53:33
about the lazy encounter benchmark, every time I
53:35
ever talk about the lazy encounter benchmark, you
53:37
will see of it. Every time I ever
53:39
talk about the lazy encounter benchmark, that you
53:41
will find that in the show notes. My
53:43
friend, Teo Sabadilla, did a very similar circumstance.
53:45
And I think some other people looked at
53:47
it as well and did it. I know
53:49
Sipio, who's here in chat, has a really
53:51
good spreadsheet that talks about all the comparing
53:53
all the encounter building guidelines and stuff like
53:56
that. So the, but the main thing with
53:58
the encounter building guidelines is they are a
54:00
loose guide. They are not a hardened limit.
54:02
You should not be using those in my
54:04
opinion as a budget as a budget, kind
54:06
of. but your own experience with your own
54:08
characters are going to matter more than the
54:10
benchmark will on paper. depending on there's so
54:12
many variables. I describe this in the Tales
54:14
of the Valiant version of this, I describe
54:16
it in our forge of foes, I describe
54:18
it in the LazyDM's companion, I describe it
54:20
on my own website, everywhere that I talk
54:22
about the lazy encounter benchmark, I also include
54:24
a whole section about how your own mileage
54:26
may vary. And your mileage may vary for
54:28
a lot of different reasons. The circumstances of
54:30
the encounter can change things a lot. The
54:32
composition of the characters, the number of characters.
54:34
Are they coming in fresh or are they
54:36
coming in pretty roughed up? There are so
54:38
many different variables that are going to have
54:41
a way bigger effect on that encounter benchmark
54:43
than the benchmark can account for on its
54:45
own that you always want to squint when
54:47
you're looking at it. It is a loose
54:49
gauge, not a hard limit. That's the number
54:51
one rule about the lazy encounter benchmark is
54:53
it is not meant to be. It is
54:55
not absolute science. It is just getting you
54:57
close. Its intention is to do two things.
54:59
One, give you a rough gauge of the
55:01
difficulty of a potential encounter that you already
55:03
plan to run. And two, be easy enough
55:05
to keep in your head that you can
55:07
quickly do it without having to look up
55:09
any tables and without having to look up
55:11
at anything in a book. Those are the
55:13
intentions. Make it easy to do and give
55:15
you a rough gauge. Those are the two
55:17
things that the lazy encounter benchmark do. Friends,
55:19
I want to thank all of you for
55:21
hanging out with me today. I hope you
55:23
enjoyed today's show, if you did. the
55:26
thing you can do
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is subscribe to the
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55:48
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55:50
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55:52
You can also support
55:54
me directly through that I
55:56
do get access to
55:58
all kinds of tips,
56:00
tricks, tools, You a dedicated
56:02
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56:04
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56:06
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56:08
being a patron of
56:10
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56:13
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56:15
of my books including
56:17
Return of the Lazy
56:19
A access to our Lazy companion. for Jafos,
56:21
City of Arches, more at
56:23
the Sly Flurge bookstore. for all
56:25
of those are in
56:27
the those notes. Please
56:29
check them out. Thank
56:31
you very much. Have
56:33
a great day a get
56:35
out there and play
56:37
there and play on our PG.
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