You're Playing (these mechanics) Wrong!


In this latest installment of 'Hello Adventures', the DMs take a deep dive into commonly misunderstood or misapplied rules within Dungeons & Dragons, with the aim of enhancing gameplay for both players and game masters. They dissect a range of...
In this latest installment of 'Hello Adventures', the DMs take a deep dive into commonly misunderstood or misapplied rules within Dungeons & Dragons, with the aim of enhancing gameplay for both players and game masters. They dissect a range of topics, including inventory management, long rests, spell components, concentration, bonus actions, and more. Shedding light on specific nuances such as sunlight sensitivity for certain races, initiative tiebreakers, movement flexibility during turns, invisibility mechanics, and death saves, the hosts provide valuable insights to ensure these rules are applied accurately, thereby elevating the overall gaming experience.
Furthermore, the episode introduces the concept of 'inspiration' as a player incentive tool and explores effective strategies for overworld travel, offering practical guidance for creating engaging and dynamic gameplay scenarios. Whether you're a seasoned adventurer or just starting out, this episode promises to be a treasure trove of knowledge for navigating the intricate rules of D&D.
What rules have always confused you? Ask us at helloadventurerspodcast@gmail.com or send a voicemail at helloadventurers.com/voice
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Love the podcaster role players and game
master has to help level up your game.
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We are your dungeon Master's Jason Portiso, Joe McCall, and Jim Crocker,
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and today we want to talk about
how you're playing wrong. That's it,
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You're playing wrong. I'm playing wrong. I'm absolutely playing Rogerson. Jim.
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Are you playing wrong? Jim?
Would I mean in that I'm not
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playing an active D and D game
right now? Yes? I am.
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That's a that's that. That's the
only wrong way to play is to not
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playing completely. I don't care what
that Fred Savage movie tells you. So,
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Tody, we're talking about rules in
D and D that get often looked
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over or just straight up played incorrectly
or purposely forgotten to make the game a
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little bit easier and a little less
crunchy. So we're gonna get into a
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couple of those things today. Joe, I want to kick this right off
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with you. This this episode was
your idea. So I need to know
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what was bothering you so much that
you called me to talk about it for
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an hour. Yeah, so this
really stemmed this podcast, or this episode
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stems from a text message that I
had sent to the two of you about
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something I was becoming increasingly frustrated with
in the game. I ended up finding
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my answer mostly because we have an
episode on it, because I asked you
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to do the research exactly like cool. It turns out I may have just
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been looking in the wrong place,
so for me is pissing me off.
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You know what, you could read
a book into an episode, Oh there
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you go, yeah, or that
you can find the answers at your local
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library. By that, I mean
my my D and D shelf, my
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shelf for the D and D beyond
app or somewhere else on the internet from
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where I was looking. So what
did you need to find? All right?
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So I was trying to figure out
how much the distance a party can
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travel in a day, specifically on
horseback. So I'll pose that question to
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you. Do you know? First, do you know the answer to what
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distance can a party cover in a
day without any vehicle with just on foot?
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My answer is as much as I
need them to for narrative purposes.
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But I'm sure there's an actual number. And that's I think what I had
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been up going with. I don't
know, is it is it rough terrain?
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Do they have a road that is
as having to foreinge as they go
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along or have they brought splies?
So on average, do they have a
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ranger with them? Yeah, that's
important. The ranger is important. But
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on average your party can cover about
twenty four miles a day at a normal
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pace. You can go fast pace
and you can cover a little bit more.
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It's really not even that much.
But twenty four miles in a day.
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Do you now on horseback? Do
you know how far a party can
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travel? We have very much established
that I do not. It's the same
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distance. Oh yes, so so
so that's the thing that that's a thing
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I knew from being like a longtime
fan of westerns, right and western stuff.
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The point of being on a horse, of being on horseback is you
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can go, like you can go
a lot faster than a person on a
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sprint, not for very long,
but they get tuckered out. But like
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you're on horseback all day a so
that you can carry a lot more crap
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than you can carry yourself, and
like you don't get tired. It's the
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horse that's getting tired at the end
of the day, you know, and
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you're just riding along. So but
yeah, but it's not that much like
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you can maybe push your horses to
get a little further. Yeah, it's
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that's a good way to kill your
horse. So yeah, yeah, so
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so it's it's the same distance if
you had fresh amounts available, which is
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something you see again in westerns,
right, Like they come into town and
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they switch horses. The exhausted horse
pulls up to the to the pony express
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station and they've got a fresh one. It jumps right on and keeps going.
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Yeah yeah right, And a lot
of us think of like, no,
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it's always the same horse. It's
not. It's not the same horse
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in those movies. Right, So
yeah, to fool. Now they silver,
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they're all silver. There's like twenty
eight silvers. Are you telling me
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that old westerns had been lines me
this whole time? No? That No,
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a lot of them are telling the
truth. They show them switching horses.
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They come into town and they go, we need fresh mounts, and
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then they get fresh mounts. The
lie that John Wayne is not a grizzled
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tough guy, that he's actually just
a Hollywood actor. Are you already telling
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me that this whole thing is just
a veil that lies to me? Over
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and over again? The Witcher makes
hay out of that, you know,
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sorry so to speak, you know, like it's a running yeah, that
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that wasn't an accident. You know. In the Witcher, it's a running
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joke that all of his horses are
named roach. Regardless of whether it's the
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same horse or not. He just
calls it road. Yeah. I think
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they actually covered that. It kind
of treats this succession of horses like it's
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the same horse, even though everybody
understands it's not. So yeah, then
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they have fun with it. The
approaches always mean though it always he always
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bites if you read the Richard book, So yeah, so and then so
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I looked it up and I'm like, well, how long how far does
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an actual horse cover in a day? It turns out Gary Geigex or whoever
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came up with this rule originally,
or I don't know if it's changed,
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Jim, maybe you might know if
it's again, I only know five E.
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But it's it's about twenty five miles, you know, maybe you could
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get to forty. But I was
expecting it to be a lot more sure.
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I was thinking like, oh,
they could cover so our came you've
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been covering like fifty miles a day. No problem because narratively, we need
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it to narrative. Yeah, and
you know distance, right, and so
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it doesn't really matter, is the
end. But so I was having trouble
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finding this do you know? So
my next question is do you know where
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you can find this information in your
books and your guns and dragons? Like
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it's almost certainly like three quarters of
the way back in the dungeon Master's Guide,
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because that's where all that kind of
stuff seems to be. It's not
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some appendix place. That's the first
place I would think to look for.
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That's the first place and the only
place that I thought to look before I
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took through the internet and I was
pulling out my hair and you guys taking
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for clarify, it was the only
place you looked. We all knew it
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just got one and that one website
Www dot Google. Oh yeah, buried
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like buried in the Ranger class description
might be the other place. It's in
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the player's hand like that. Yeah, okay, it's sure, page one
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eight one in the player one of
those technically one of those chapters between character
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creation and spells that nobody ever reads. It's chapter eight Adventuring. It's the
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second page of chapter eight Adventuring on
travel, like and who knew? Who
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knew where you would find that?
Sure? And I googled enough that that's
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I'm like, why can I find
this in the Dungeon Master's Guide because that's
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where I thought it should be,
So ass the coast. If you're listening,
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please move that information to the Dungeon
Master's Guide because that's where I think
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it belongs. Yeah, I would, so, Yeah, that was that
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is my that is kind of what
kicked off this episode. That's what was
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bothering me. So so we'll freeze
call in and tell me what an idiot
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I am. So what's happening is
that we have in the game that we're
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playing with you, we have to
deal with a lot of overworll travel.
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Yeah, there's there's towns and cities
and settlements that are pretty far spread apart.
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We're in Wildmount. So if you
have the Wildmount Book or if you
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are a critical role fan, the
maps are available for the for the general
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continent that we're on, so it
is a predetermined amount of space in between
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them. So now you have to
kind of like figure out how we're going
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to travel from town to town and
some of these are hundreds of miles apart.
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In fact, we just had a
little side quest because we wanted to
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shave like two days off of our
travel, so we went instead of going
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directly to where we needed to go, we went to a completely different place
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because they have teliportation stuff, and
that's a whole different thing. So the
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part that made you start researching was
the actual number, the numerical value of
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how much we can travel in a
day, which then tells you how many
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days we need to be traveling.
So with that knowledge, how should overworld
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travel work? So exactly that right, So you can travel on horseback or
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on foot, there's no difference.
You can travel twenty four miles in a
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day. That's an average. If
it's all rough terrain, maybe it slows
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you down. Maybe your DM or
as a GM DM you can have you
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know, rolls determined. You know, you hit something and that slows your
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pace, but that's averaging that you're
going to encounter rough train, easy terrain,
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hill, flat, you know,
and all that that's your average at
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twenty four miles at a normal pace, you can go a little bit exactly.
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So we lost of these these settlements
are two hundred miles apart. That
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puts us on like a like a
seven day travel So and you know,
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I want to hear your your thoughts
on this too. So players have a
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plot point in City A, and
then their next major plot point is in
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City B. And the overworld map
that has already determined and the players have
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a copy of and like they know
how far they have to go. It's
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going to take your players seven days
of game time to get to City B.
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How do you run that? I
mean, generally the way I am
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inclined to run it is to have
a conversation sort of at the beginning of
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the campaign or maybe you know,
when they leave the city in overland travel
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starts and say, does anybody give
a crap about this? Like are you
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interested in, you know, meeting
traveling merchants on the road and having encounters
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and like law and I explicitly always
want to make sure that those encounters are
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not just like here's some cobalts in
this encounter could happen anywhere. It should
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happen somewhere where you learn a little
bit about the world by having that encounter
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in that place, whether it's because
you meet people or you know it happens
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at a particular in that's at a
crossroads that maybe you're going to come back
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to or something like that. You
know, I try to have a point
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to it if I'm going to do
it in but in general, I kind
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of like to follow the open world
video game mode of doing it, which
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is the first time you go somewhere
and you're not sure where you're going and
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where you're not sure what you might
run into. That's maybe when you have
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an encounter or two. That's when
you have the ranger actually make their roles
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if you've got a ranger in the
party, stuff like that. But once
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they've made that trip once or maybe
twice, then you effectively kind of fast
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travel that you just say, okay, three days past now sure, yeah,
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you're back at the Gold Coast or
whatever, and you can you know,
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you can catch a boat like you
like you wanted to so, and
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that that's kind of generally how I
try to do it. Oh yeah,
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I like, well you can have
the do it the long way the first
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time in the fast travel next time. I like that a lot. Yeah,
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especially if you don't if you don't
know, like like so in our
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campaign, a lot of these are
roads, So it's not like you have
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to make a roll to like figure
out what direction you're going in. But
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I do like that when when you
don't right, if you're traveling through the
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wilderness, then then there should be
right. It's going to slow your pace,
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especially if there's you have to get
here within this amount of time or
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else you know something bad is going
to happen, right, Yeah, the
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next thing I was going to say, yeah, and then you're rolling when
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see if you go in the right
direction because you're traveling through a desert and
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you know north is north, your
time, when your time on the road
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matters, then you can start to
get into like, well are you going
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to take that long rest or you
know, are you going to push through
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the level of exhaustion to get there
on time? Stuff like that, and
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you know that then that's what it
matters. And when it's interesting to actually
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play through and just while we're at
it too, the player's handbooks, so
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it actually gives you options. If
you want to travel at a fast pace,
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you know you'll be able to cover
thirty miles, so an extra six
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whole miles, which I mean can
matter again again, especially if there's a
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time constraint an additional six miles a
day, but you get a five negative
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five penalty two passive perception scores normal
bases is the twenty four miles, like
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I said, and then a slow
pace allows you gives you the ability to
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use stealth. So again to what
we're talking about, like if you need
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to go somewhere stealthily without the King's
men seeing you, know you, or
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spotting you, then you would go
eighteen miles in that day. So that's
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another that's a six six mile that's
penalty. So yeah, that's pretty stilly.
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That's that's the rule is written again. So I've seen a few different
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ways for overland travel to be done. Now, of course my answer was
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I kind of meant it to be, you know, to kind of take
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a shot at show where it's like, okay, yes it's whatever I needed
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to be for narrative purposes. But
there's I've seen three pretty interesting ways to
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handle overworld travel, depending on how
you need it to run in your game.
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So if your major plot points are
really I just want them to go
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from A to B, or if
like okay, in today's session, I
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want to do things in both cities, you can you can mix these up
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too, so like if you really
just need to get from A to B,
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you can do something along the lines
of I think this actually might be
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in the rules as well. I
forget, I can't remember what is real
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and what's made up anymore. But
you just, you know, take the
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amount of days that's going to travel, and when they rest overnight, you
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just roll on the random encounter table. You know, extra above they're safe.
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Extra below, we have a random
encounter and then you just roll on
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the random encounter table. That's fine, if a little boring, but it
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works. And if they could have
a little skirmish. If they're camping in
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the woods, they can find wolves, if they're camping off the road,
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they can find bandits. If you
want to, like Jim said, I
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use this as a little bit of
lore. They can find I know,
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a Toaln's guard from an enemy town
or something like that. You can find
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ways of making it narratively what they
should be encountering. The second way is
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to completely ignore it, which I
don't think is right, but an interesting
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one that that I saw, and
I've played this in my one shots because
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I need one shots to be I
need them to hit their their city points,
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but I didn't want to overland travel
to feel meaningless. What we did
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was I had them kind of role
play out, even just one night on
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the road that they said they're we're
gonna take a long rest. I'm like,
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cool, We're just gonna roleplay a
bit during this long rest. And
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I kind of have them there their
characters, you know, kind of get
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to know each other a little bit, comment on the things they've just done.
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And I asked them specifically around the
table, one by one, what
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are you doing to make this rest
work? You guys? Are you guys
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are putting up camp for the night. What does your character do to put
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up camp for the night. And
they'll get answers like I'm the one that's
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going to pitch to ten, I'm
one's going to hunt for food. I'm
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the one that's going to check for
edible berries. I'm the one that's going
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to check for animbal princes see if
we're safe. I'm the one that's going
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to check that. I'll stay on
watch for the first like two three hours,
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and then we'll switch. And I
kind of looked to make them think
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about, Okay, in in my
character design, what would this person do
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or thing because there's a lot of
dragon burns on my tables, and how
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would that help us survive the night? Then I had them all go to
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sleep and they all roll either.
So depending on what they're doing, that's
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going to depend on what that's going
to tell me what kind of role they're
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going to make. If they're checking
for If they're checking for food, it's
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survival, If they're checking for traps, it's going to be perception. If
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it's if they're just staying the night, and maybe it's constitutional se if they
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stay awake, something along those lines, that makes them all roll for it.
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And depending on how I'm feeling that
day or what level we're playing,
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the DC's in my head. I
don't have to tell them that. And
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if more than half of them fail
their DCS, we go straight to a
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deadly encounter. So it's it's it's
a pretty low probability. But if they
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all screw up that bad, yeah, some really big things are going to
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find them. And depending on who
fails, what could tell me what I
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want to throw at R and I
kind of make it up on the spot
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and try we try to keep it
narratively in that same vein that I just
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says, like, you know,
is it is it just a couple of
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wolves or is there some brown bears
with them too? So then and and
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that worked out pretty well. The
few times that they have failed were actually
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interesting fights. Instead of just like
okay, well you guys fall asleep and
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rolled like oh you guys encounter roll
three goblins, It's like, okay,
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let's fight some goblins for no reason. I don't know where these guys came
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from. I didn't ask them their
name. I just killed them, you
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know. But yeah, the other
the alternate, the deadly encounter route is
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one that I would absolutely recommend.
That was a lot of fun. So
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one of the other things I wanted
to bring up while you're while we're on
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the overland travel is how do we
feel about if we have to hand weave
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overland travel? How do we feel
about that? Almost invalidating most of what
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are is good at. If you
have a ranger in your party, now
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do you just not handwave of overland
travel anymore? I mean you ask the
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player, I think is what you
do. This is a situation where if
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someone is playing a ranger because they
want to do all the rangery stuff and
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they're like and they think that this
is a fun part of it. Then
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yeah, then then you know,
you pay more attention to overland travel.
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You take the time to do the
you know, to actually mechanize it and
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have it matter and have the Ranger's
actions have an impact on what's going on.
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And I think the important thing to
do when you're doing something like that
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is to make sure that it's not
just you know, can you avoid getting
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screwed, but you know the actions
of the ranger in that overland travel should
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give the party some kind of advantage. You learn something, you get some
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kind of resource, you don't have
to burn as many rations, stuff like
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this. And I think this is
I mean, some of the this is
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is baked in already just to what
the Ranger can do in terms of like
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being able to forage and stuff exactly. And that's kind of the point.
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But but there may be a Ranger
player who's like, you know, na,
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I just want to be drizzed and
use two swords, man, I
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don't care about any of that,
you know, like whatever, like like
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just you know, take us to
where there's you know, like you said,
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to where there's more goblins so I
can do my thing or they want
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they want to use that's why I'm
a Ranger. Yeah, so using the
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video games cheminology, they want the
quick travel button. Yes, exactly,
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Yeah, fast travel fact, because
this is one of the reasons why Rangers
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are often oopooed on, where like
it's like, oh you rangers. Rangers
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have a bunch of abilities that don't
matter. It's like they don't matter.
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If your DM says they don't matter, that's correct. Also, that also
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doesn't mean to like make this whole
table do you know, crunchy over world
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travel stuff, just because there's a
Ranger at the table, you can kind
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of pick and choose what works,
which is why I'm just coming back to.
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And I really like what you said
before about you know, kind of
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do it the hard way of the
first time, you know, and this
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00:19:00.240 --> 00:19:03.400
it might bog down the table a
little bit, but it lets them know
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like the reality of what their characters
are actually going through if you don't just
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handwave it. I think there's a
way to do it and be brief.
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Be brief, you know, you
don't need an encounter for every day that
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you are on the road, right, And that's where rolling comes in.
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So you can roll to see,
like like, how well did you make
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your pace today? You know,
roll to see if you hit some terrain
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up, okay, you got an
extra day or like I've seen you know,
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on critical role. I think they
do it like, oh, you're
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on a ship and you got you
got some better wins today, so you
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actually take a day off of your
travel because you went a little bit faster
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than what I think they did that
like an airship or something. It's also
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one of those things where you can
make a player feel cool about the character
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by what they don't have to do
just because their character is there. Like
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if you've got a ranger with them, every time you fast travel between villages,
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you go, well, your ranger
knows the way. He just guides
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you without any difficulty, you know, and so like they don't have to
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make a roll or something like that. But but you're reminding them that it
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is the you know, the ranger
being good at this is why this is
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not a problem for them. And
you know that's kind of a little just
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like a little bone you can throw
them even if you're not asking them to,
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00:20:17.279 --> 00:20:19.000
you know, kind of actively roll
and use their abilities that way,
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sure, And the other way to
handle it is is to not really worry
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about the overlay part of it.
If you have a party, if you
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have a long enough running game,
and it's less about the overarching, big
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00:20:30.880 --> 00:20:34.519
bad story and it's more about just
having a game every week. This is
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great for like characters that have already
kind of maxed out the level, or
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if you're already passed your main story
point and you're just continuing on with these
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00:20:41.960 --> 00:20:45.160
characters. It's like, hey,
we're going to calculate this is a this
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00:20:45.200 --> 00:20:48.680
is a ten day travel, and
then for the next like ten sessions you
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00:20:48.759 --> 00:20:52.400
get to do your little side quest
one shots and then finally pick up where
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00:20:52.440 --> 00:20:56.920
you're left off in the main story
wise, you see this all the time
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00:20:56.960 --> 00:21:00.640
in like adventure cartoons, media and
likes like SERI shows. It's like,
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00:21:00.680 --> 00:21:03.160
yeah, there's a huge over warking
point. This is the Mandalorian. Like,
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00:21:03.240 --> 00:21:06.839
yeah, there's a huge overworking thing
where he's where he's got to you
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00:21:06.880 --> 00:21:10.039
know, you know, get the
babe to the thing. But every episode
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00:21:10.119 --> 00:21:11.240
is like, oh, we have
to complete the slow side quest because my
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00:21:11.359 --> 00:21:14.799
ship broke down and I have to
go get milk or whatever it is.
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That's why basically Mandlorian in two seconds. Do you know where that happens?
326
00:21:19.440 --> 00:21:23.119
A ton is Avatar the Last Airbender. Yeah, that's all where you know,
327
00:21:23.359 --> 00:21:26.400
Aang's got this whole thing, this
whole destiny he has to fulfill.
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00:21:26.480 --> 00:21:30.079
But you know, we've got to
deal with the like you've dropped into this
329
00:21:30.160 --> 00:21:34.279
village per day and there's a there's
a you know, a face stealer there,
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00:21:34.640 --> 00:21:37.519
and you've got to deal with that
face stealer because you're not just going
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to leave those people, you know, to the victim to the face stealer,
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even though it's not part of your
overarching plot. It's you know,
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00:21:45.880 --> 00:21:49.200
that's kind of a that series just
in general, is a masterclass for how
334
00:21:49.200 --> 00:21:52.480
to do that. You know,
have an overarching plot that everybody's aware of
335
00:21:52.519 --> 00:21:56.039
all the time, but those individual
stories and the people you meet are still
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00:21:56.079 --> 00:21:59.839
important. Jokes on you, My
players would be like, we don't have
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00:22:00.160 --> 00:22:03.440
for this, We need to go
and that's your table. That's that's that's
338
00:22:03.480 --> 00:22:06.160
things you suss out to your table
too. Do we want to just go
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00:22:06.319 --> 00:22:07.799
do on a B line for the
main story role or are we just here
340
00:22:07.839 --> 00:22:11.400
to play a game every week and
you know you can throw weird things at
341
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us. Yeah, no, and
sometimes when you get encounters on the road,
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00:22:15.119 --> 00:22:18.880
it's because you're going too fast.
I ever prepared for the thing that
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00:22:18.920 --> 00:22:22.839
you're going to, and I just
there needs to be a communication where if
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00:22:22.880 --> 00:22:25.200
you make it clear to your players, if you, guys, spend a
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00:22:25.319 --> 00:22:27.920
day or two here in this town, I'm not going to hose you by
346
00:22:29.000 --> 00:22:33.240
saying you get to the capital too
late or whatever. You know. So
347
00:22:33.240 --> 00:22:34.799
so this is something if you you
know, but if you don't want to
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00:22:34.799 --> 00:22:38.359
do it, that's cool. We'll
just roll on. So so for overland
349
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travel, if you're if you want
to be exact, you can go to
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the players and book chapter eight on
adventuring. You can get all of the
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rules on travel and pace and everything
else. But you don't have to just
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because it's written in the book.
You don't have to do that. There's
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tons of options to handwave it to
to your own measurements. Let's if you
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fifty miles a day, guys,
that goes for everything in the book,
355
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by the way, Yeah okay,
yeah, yeah, So so just kind
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of put a button on this whole
thing, because we have other things you
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00:23:07.799 --> 00:23:11.559
want to get to, so ways
to make overland travel matter. I might
358
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be going to say more interesting,
just to make it like a thing,
359
00:23:15.200 --> 00:23:17.400
so that doesn't just sound like you're
going from one room to the next and
360
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sudden they're two hundred miles away.
If you are going to calculate it,
361
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it is twenty four miles in a
day, and ways to make that make
362
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ways to make that matter. You
could do something like make the time matter.
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Something's going to happen in six days, but it's an eight day travel,
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what do you do right? Or
or it's gonna happen in five days
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and it's a five day travel.
I hope nothing goes wrong. Things like
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that. You have mishaps on the
road, you can hit difficult terrain and
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things like that. If you are
if you want to do the travel part
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fast but still have encounters, you
could try the random table method or the
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deadly encounter method that I mentioned before. And if you have a range join
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your party, you find ways to
engage with that player and make the Ranger
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parts matter. Rangers have a lot
of class features that do deal with overworld
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travel, and if you're just handwaving
overworld travel, you are kind of in
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validating half of what makes a ranger
ranger and just have a chat with that
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ranger player and make sure that's okay
with them and it is not. Find
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a way to engage those parts kind
of covers it. Yeah. Cool,
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Hello Adventurers, just stepping in here
to remind you guys that we're actively looking
377
00:24:21.799 --> 00:24:25.920
for submissions for our Hello DMS episode
that gets reported every month. Send us
378
00:24:25.960 --> 00:24:30.680
your burning D and D questions the
Helloadventurers podcast at gmail dot com, or
379
00:24:30.960 --> 00:24:37.440
send us a voicemail by visiting helloadventurers
podcast dot com slash voice. Don't forget
380
00:24:37.440 --> 00:24:41.000
to begin your message with Hello DMS. You can't wait to get your questions
381
00:24:41.000 --> 00:24:44.119
to talk about them on the show. Send us your questions today. That's
382
00:24:44.200 --> 00:24:49.640
Helloadventurers podcast at gmail dot com or
a voice at helloadventurers podcast dot com slash
383
00:24:49.720 --> 00:24:59.079
voice. Now let's get back to
the show. So before we even get
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00:24:59.079 --> 00:25:00.759
into Jim's think, I want to
say that when Joe approached us with this
385
00:25:00.799 --> 00:25:03.920
episode idea, He's like, I
want to do an episode on things that
386
00:25:04.000 --> 00:25:08.519
people forget even exist. He's like
overall travel, and I knew exactly what
387
00:25:08.559 --> 00:25:11.200
I wanted to talk about. And
then Jim comes in with a whole page
388
00:25:11.240 --> 00:25:14.440
full of notes on the thing that
I wanted to talk about. So we're
389
00:25:14.480 --> 00:25:17.279
going to tackle this one kind of
together, and then I'm going to give
390
00:25:17.319 --> 00:25:18.680
this some quick stuff in the end. So, Jim, what is the
391
00:25:18.680 --> 00:25:23.880
thing that you and I want to
remind everyone exists? Well? When Joe
392
00:25:23.920 --> 00:25:27.359
sent that text message to us,
I was inspired, if you will,
393
00:25:27.559 --> 00:25:33.640
to write my own page full of
a notes on inspiration. Which is a
394
00:25:33.920 --> 00:25:37.640
thing that is to be fair.
It's a little loosey goosey in the way
395
00:25:37.680 --> 00:25:41.200
they handle it in the actual rules, which I like, which I think
396
00:25:41.279 --> 00:25:47.400
is which I think. I think
of all the things that could be exact
397
00:25:47.480 --> 00:25:51.680
and written now in granular little rules, I like that this is not one
398
00:25:51.759 --> 00:25:55.480
of them. Mm hmmmm hmm.
But it's one of the things they added
399
00:25:55.519 --> 00:25:57.400
to fifth edition that I really really
liked. That I think is just,
400
00:25:57.559 --> 00:26:03.039
you know, unquestionable, a good, you know, a good and wonderful
401
00:26:03.079 --> 00:26:07.960
thing, especially for new players.
It gives you a little bit of control
402
00:26:08.119 --> 00:26:14.000
over which roles you think are important. The constant struggle that we face in
403
00:26:14.079 --> 00:26:18.359
D and D is the fact that
that D twenty is totally linear. Right,
404
00:26:18.480 --> 00:26:21.519
you have a five percent chance of
rolling this you know, any given
405
00:26:21.599 --> 00:26:23.799
number at any time, and there's
not a lot that you can do.
406
00:26:25.480 --> 00:26:29.359
You know, if you roll a
three to make that not a three,
407
00:26:29.759 --> 00:26:33.799
you know, no matter how important
that is. And inspiration is one of
408
00:26:33.799 --> 00:26:37.799
those things that puts some tools to
maybe mitigate that a little into the hands
409
00:26:37.799 --> 00:26:40.920
of players. And I think that's
fittastic. So what exactly is inspiration let's
410
00:26:40.920 --> 00:26:42.640
start Let's start there and kind of
make sure that everyone's on the same page.
411
00:26:44.359 --> 00:26:48.240
So inspiration as a mechanic they have
added to fifth edition that allows a
412
00:26:48.279 --> 00:26:55.359
player to essentially bank an instance of
advantage that they can use at the time
413
00:26:55.400 --> 00:27:00.720
of their choosing, and you can
use it to mitigate disadvantage because as we
414
00:27:00.839 --> 00:27:04.640
know, no matter how many instances
of advantage you have and how many instances
415
00:27:04.680 --> 00:27:07.720
of disadvantage you have, those will
cancel each other out, so that you're
416
00:27:07.759 --> 00:27:11.519
making just aread with flat role.
So if there's a time where you've got
417
00:27:11.559 --> 00:27:15.720
disadvantage and you really really don't want
to have that disadvantage, you can spend
418
00:27:15.839 --> 00:27:18.519
inspiration to give yourself advantage to cancel
that out. If there's a time where
419
00:27:18.519 --> 00:27:22.000
it's really important to make that role, you can decide you're going to spend
420
00:27:22.039 --> 00:27:26.599
your inspiration to give your self advantage, which of course means you roll two
421
00:27:26.720 --> 00:27:30.799
D twenty for whatever check it is
you're going to make, and you take
422
00:27:30.839 --> 00:27:33.480
the higher of the two, and
we start to get into the slightly loosey
423
00:27:33.519 --> 00:27:37.519
goosey part of it that we talked
about, and the thing but that I
424
00:27:37.559 --> 00:27:40.680
think Jason, I think you and
I would both frame it as you have
425
00:27:40.799 --> 00:27:45.440
some freedom to say how it works
in your campaign, which I think is
426
00:27:45.480 --> 00:27:49.920
great for what you want it to
be, because it is a wonderful tool
427
00:27:51.400 --> 00:27:56.079
to reinforce the kinds of behavior that
you want to reward at your table,
428
00:27:56.119 --> 00:27:59.640
the kind of stuff you want to
see players doing. And I mean,
429
00:27:59.759 --> 00:28:03.680
you know, I've got the text
from the Player's Handbook right here which says
430
00:28:03.160 --> 00:28:08.200
your DM will tell you how you
can earn inspiration in the game, you
431
00:28:08.240 --> 00:28:11.559
know, kind of one of the
one of the other things that's cool about
432
00:28:11.559 --> 00:28:17.519
it that's actually canon that's written into
the rules is that if you see another
433
00:28:17.599 --> 00:28:22.160
player do something that you think is
super cool, you can hand them your
434
00:28:22.200 --> 00:28:27.519
inspiration if they don't have inspiration currently. And so that also for tables where
435
00:28:29.799 --> 00:28:33.799
the system might be you know,
whoever makes the DM laugh gets inspiration,
436
00:28:33.519 --> 00:28:37.079
and there's one player that's just a
cut up and that is just constantly cracking
437
00:28:37.079 --> 00:28:41.319
the DM up. And so they
tend to get inspiration more than the other
438
00:28:41.359 --> 00:28:45.640
players do. That gives them a
chance to divvy it out to other people
439
00:28:45.279 --> 00:28:49.920
so that they can you know,
so you can even that out, which
440
00:28:49.920 --> 00:28:55.480
I really like. Yeah, that
also encourages like player to player interaction.
441
00:28:55.559 --> 00:29:00.279
That's great. Can I hoard my
inspiration as a GM that does not currently
442
00:29:00.440 --> 00:29:04.240
use inspiration because the person that I
learned from didn't didn't use it our late
443
00:29:04.279 --> 00:29:10.759
great friend Walter Wilson. You cannot
hoard it. It's it's not something that
444
00:29:10.839 --> 00:29:15.640
accumulates, Okay, So I can
keep either have it or you don't.
445
00:29:15.559 --> 00:29:19.880
And and the way that you kind
of the control over it that you have
446
00:29:21.000 --> 00:29:26.279
as the DM is to determine how
easy it is to recharge it. Right,
447
00:29:26.920 --> 00:29:30.839
if you're inclined to like kind of
let players be a little more you
448
00:29:30.880 --> 00:29:33.079
know, active with it, and
to kind of let them put the thumb
449
00:29:33.119 --> 00:29:37.000
on the scale a little, you
can have a thing where you know,
450
00:29:37.119 --> 00:29:41.279
you can use inspiration and then two
rounds later you do something that recharges it
451
00:29:41.319 --> 00:29:44.640
and use it again in the same
encounter. I tend to try to keep
452
00:29:44.680 --> 00:29:48.200
it to be a you know,
kind of a one encounter thing and then
453
00:29:48.359 --> 00:29:55.680
have it be behavior that happens sort
of like between encounters that that allows you
454
00:29:55.720 --> 00:29:57.960
to recharge it. But you can
kind of set up whatever system you want
455
00:29:59.480 --> 00:30:03.400
that you that makes it as you
know, you can be as generous or
456
00:30:03.400 --> 00:30:06.640
a stingy with it as you like. I have to start using this.
457
00:30:06.839 --> 00:30:08.519
So this, this is something I've
been using a lot recently because I mostly
458
00:30:08.559 --> 00:30:12.599
forgot it is even a thing that
exists because my DM doesn't use it.
459
00:30:12.599 --> 00:30:17.200
Thanks show. But it lets me, like you said, set the expectation
460
00:30:17.319 --> 00:30:18.880
of the type of behavior that I
want to see and have a way to
461
00:30:19.039 --> 00:30:22.759
directly reward it. And then the
players can see as being rewarded, and
462
00:30:22.920 --> 00:30:26.359
just like children and dogs, I
get to train them. You don't use
463
00:30:26.400 --> 00:30:30.079
a stick, right. I actually
made for because I run so many public
464
00:30:30.119 --> 00:30:36.400
games now. I made laminated cards
with cool little designs on them as say
465
00:30:36.480 --> 00:30:40.720
DM inspiration. You know, use
this for one reroll and I get to
466
00:30:40.720 --> 00:30:44.039
actually hand them a physical thing that
says here you earned this, as to
467
00:30:44.160 --> 00:30:48.799
say this inspiration sponsored by Hello Adventurers
podcast. The next patch I make will
468
00:30:49.039 --> 00:30:55.960
the little QR code on them.
So in my pregame talk, I tell
469
00:30:56.000 --> 00:30:57.960
players, so let's use for example, I run games at a at a
470
00:30:59.000 --> 00:31:02.400
game store, and I games at
breweries, which allows me a couple of
471
00:31:02.440 --> 00:31:04.559
different freedoms that I don't have at
the game store that does not that does
472
00:31:04.599 --> 00:31:08.000
not sell alcohol. But the breweries, the age of the players is probably
473
00:31:08.000 --> 00:31:12.119
a little bit, not that different, a little bit I get. I
474
00:31:12.119 --> 00:31:15.160
get a lot more at twelve or
fourteen year olds at the game tables than
475
00:31:15.200 --> 00:31:18.920
I do with the breweries. But
my little pregame spiel is I, you
476
00:31:18.960 --> 00:31:22.599
know, kind of tell them what
we're expecting today, how long we're expecting
477
00:31:22.599 --> 00:31:25.079
to do it, you know,
some general game stuff. So then we
478
00:31:25.119 --> 00:31:29.000
are using inspiration today. This gives
you advantage. You want this, you
479
00:31:29.079 --> 00:31:32.960
want to get these? How do
you get these? If you character does
480
00:31:33.000 --> 00:31:36.279
something that I think is just awesome
and out of the box and something that
481
00:31:36.359 --> 00:31:40.640
I genuinely did not expect you to
do, I'll give you inspiration for it.
482
00:31:40.680 --> 00:31:44.160
In fact, just this past Monday, my players had an encounter with
483
00:31:44.279 --> 00:31:48.319
a pack of bully rugs, and
the ranger can't speak with animals, love
484
00:31:48.359 --> 00:31:52.960
bullyugs, human earth fun. She
can't speak with animals and talked her way
485
00:31:52.960 --> 00:31:56.880
out of the fight, and that
wasn't supposed to happen. I was ready
486
00:31:56.920 --> 00:32:00.440
to have this fight. I had
miniatures printed for this thing. And and
487
00:32:00.440 --> 00:32:04.240
as she completely just like goes through
it, rolls super high on her persuasion
488
00:32:04.720 --> 00:32:07.400
and I even set it at like
like an eighteen in my head for level
489
00:32:07.440 --> 00:32:10.480
three and she nails they she nails
the role, and I'm like, yeah,
490
00:32:10.480 --> 00:32:14.079
they kind of back off. I
guess I let her have it.
491
00:32:14.079 --> 00:32:15.680
And I'm like, you know what, you take inspiration for that too,
492
00:32:15.680 --> 00:32:19.200
because I would not have ever thought
of that. And then the classic example
493
00:32:19.240 --> 00:32:22.119
is if you make me genuinely laugh, if you're if you're that type of
494
00:32:22.119 --> 00:32:24.559
player, this is that kind of
game of fortune. We were playing a
495
00:32:24.559 --> 00:32:28.559
horror game and there wasn't a lot
of room for that this week. But
496
00:32:28.839 --> 00:32:30.799
made me genuinely laugh, then then
yeah, I would absolutely give you inspiration.
497
00:32:31.039 --> 00:32:36.680
I want to encourage that behavior.
And the group that I'm dming for
498
00:32:36.799 --> 00:32:39.839
is called Dungeons and Drafts. Then
their whole point is to run D and
499
00:32:39.920 --> 00:32:45.000
D games at breweries on slow nights. We are there to drive sales,
500
00:32:46.359 --> 00:32:50.079
yep. And we're and we're not
shy about saying it is like, listen,
501
00:32:50.119 --> 00:32:52.079
we're here to support the brewery today, So if they buy me a
502
00:32:52.160 --> 00:32:57.119
drink, I can absolutely be bribed
as a DM on that particular day,
503
00:32:57.160 --> 00:33:00.000
you buy me a drink, I'm
gonna give you advantage. And some players
504
00:33:00.359 --> 00:33:04.839
take advantage of that. Yeah,
yes you do. Guy. I got
505
00:33:04.960 --> 00:33:07.640
fourth and just games and I wasn't
driving all that yet. I wasn't driving
506
00:33:07.640 --> 00:33:10.079
that day, so that was great. I was driving this week, so
507
00:33:10.200 --> 00:33:14.559
I capped at it two or three. And that's one of the things I
508
00:33:14.599 --> 00:33:16.079
love about it is that, like
like you say, you can be as
509
00:33:16.160 --> 00:33:22.000
loose about it. You can be
if you do something quote cool unquote,
510
00:33:22.559 --> 00:33:27.279
we'll give you inspiration or it can
be you know, one of the things
511
00:33:27.319 --> 00:33:30.000
we talked about when we're talking about
with overland travel was one of the things
512
00:33:30.160 --> 00:33:34.759
like where you have everybody at the
campsite and you say, what do you
513
00:33:34.799 --> 00:33:36.839
do? What do you do?
What do you do? One of the
514
00:33:36.839 --> 00:33:39.480
ways you can kind of reframe that
is, okay, how do you use
515
00:33:39.519 --> 00:33:44.680
your class abilities to help set the
campsite up? And you know, you
516
00:33:44.720 --> 00:33:46.559
give a good description of a couple
of sentences when you get them, you
517
00:33:46.920 --> 00:33:52.359
give them inspiration and to maybe take
a moment every now and then to do
518
00:33:52.440 --> 00:33:55.640
those scenes that otherwise might be you
know what we might think of as like
519
00:33:55.759 --> 00:34:00.000
free role play or something like that. That's when you can set up inspiration,
520
00:34:00.400 --> 00:34:06.559
and you can also offer inspiration to
have people go out on a limb
521
00:34:06.799 --> 00:34:08.960
or put their character at risk a
little bit or something like that. You
522
00:34:09.000 --> 00:34:13.280
know, you know, you can
say, well, I know that you're
523
00:34:13.320 --> 00:34:17.320
inclined to just hunker down and stay
in tonight, but if you go walking
524
00:34:17.400 --> 00:34:21.320
around town, I'll give you a
point of inspiration so that you've got it,
525
00:34:21.760 --> 00:34:23.119
you know, while you're walking around, in case you get jumped or
526
00:34:23.119 --> 00:34:27.199
something like that. Yeah. I
think this is something that needs to be
527
00:34:27.599 --> 00:34:31.639
and your level of generosity with it
is is going to differ from table to
528
00:34:31.679 --> 00:34:36.079
table and from from game to game, especially with and I'm just gonna use
529
00:34:36.119 --> 00:34:40.920
my example again because I'm running very
different games as one offs when with mostly
530
00:34:42.000 --> 00:34:45.719
new players. And this week I
happened to run a horror game and I
531
00:34:45.199 --> 00:34:49.159
had to reward it for different things, and I was a little stingier with
532
00:34:49.199 --> 00:34:52.440
it than I would have been on
a cillier game. The next game I'm
533
00:34:52.480 --> 00:34:57.480
running is designed for first time players, and I'm going to just hand these
534
00:34:57.519 --> 00:35:01.880
things out like their f I almost
envision it again as somebody that doesn't use
535
00:35:01.920 --> 00:35:07.360
it, but it is considering it
as say, you have a party that
536
00:35:07.519 --> 00:35:12.840
just wants to fight and kill everything, but you kind of want as a
537
00:35:13.079 --> 00:35:15.840
GM, you want a little bit
more role play involved in it because it
538
00:35:15.880 --> 00:35:20.079
helps stretch out the sessions and everything
else. You don't have a million enemies
539
00:35:20.119 --> 00:35:22.719
just ready to go. So if
you want to encourage more role playing,
540
00:35:23.000 --> 00:35:25.880
if they give you a good role
play scene or something like that, then
541
00:35:25.920 --> 00:35:30.000
you can award inspiration for that.
Hey, that was that was really great.
542
00:35:30.079 --> 00:35:32.480
Heause role play kind of thing.
Or you can go the opposite way
543
00:35:32.480 --> 00:35:37.159
too, for those for those groups
that talk their way out of every combat.
544
00:35:37.320 --> 00:35:42.320
Sorry, you can almost aage for
not doing that. Yeah, you
545
00:35:42.400 --> 00:35:45.800
guys. You guys go back and
forth between the two extremes a little bit,
546
00:35:45.000 --> 00:35:51.679
and it always it Actually, it's
really funny. It's one friend and
547
00:35:51.719 --> 00:35:54.800
it's depending on whether he's there or
not, because he's very good at being
548
00:35:54.840 --> 00:36:00.239
like, well, hold on,
we're gonna we're gonna talk our way out
549
00:36:00.280 --> 00:36:02.400
of this becomes by really three four
months, so I we're good. So
550
00:36:02.440 --> 00:36:07.840
it's a good balance. So I
don't need to use this no, but
551
00:36:07.079 --> 00:36:10.760
yeah, okay, that's the thing. You don't and you know you absolutely
552
00:36:10.760 --> 00:36:13.760
don't. You can still have.
But one of the one of the first
553
00:36:13.760 --> 00:36:15.920
things you said in that in just
what you were just saying there is that
554
00:36:16.000 --> 00:36:21.079
I want to see these players role
playing more. And Jim and I just
555
00:36:21.320 --> 00:36:23.679
know I'm gonna I know you guys
rack up me for for using dog metaphors,
556
00:36:23.679 --> 00:36:27.960
but this is this is the this
is the high value treat that you
557
00:36:28.039 --> 00:36:30.760
use to train your dog and to
you into the behavior you want to see.
558
00:36:30.960 --> 00:36:34.199
So's not just dog. You can
do that with children as well.
559
00:36:34.360 --> 00:36:37.400
When I have company come over and
Davy puts himself into his little dog bed
560
00:36:37.920 --> 00:36:39.360
or you know, dog, he
puts hi stuff into his little dog bed
561
00:36:39.559 --> 00:36:44.119
that I assume he has. It
just doesn't bite gel yes, which is
562
00:36:44.199 --> 00:36:46.280
even funnier that my dog's name is
Davie. When you have a dog with
563
00:36:46.320 --> 00:36:50.679
a human name, things can get
really confusing when you're when you're saying you're
564
00:36:50.679 --> 00:36:53.280
training them. So but yeah,
when I when he starts doing the behaviors
565
00:36:53.280 --> 00:36:55.840
that I want to see him do, he puts himself in his bed and
566
00:36:55.880 --> 00:37:00.159
doesn't jump on people. You know, we give him the treat that he
567
00:37:00.360 --> 00:37:05.840
likes the most. We save those
for my special occasions and giving out advantage.
568
00:37:05.920 --> 00:37:07.840
The only thing you can do that
is more enticing than that just handing
569
00:37:07.840 --> 00:37:12.840
out free magic items, Right,
We're not doing that. Yeah, that's
570
00:37:12.840 --> 00:37:15.599
just not going to happen. One
of the other things that's and it's I
571
00:37:15.639 --> 00:37:22.000
also wanted to just kind of interject
because before you refer to inspiration as a
572
00:37:22.119 --> 00:37:24.519
reroll, and there may be people
going, wait a minute, it's advantage,
573
00:37:24.679 --> 00:37:31.719
but the DMG is actually pretty specific
about saying spending inspiration after the role
574
00:37:32.559 --> 00:37:36.599
is a viable way to use it. It is written into the rules that
575
00:37:36.679 --> 00:37:39.679
if you want to allow that at
your table to have it effectively be a
576
00:37:39.760 --> 00:37:44.320
rerole essentially, you know, if
that second role is higher you can take
577
00:37:44.360 --> 00:37:49.480
it. Then that is totally valid. It's canon. It's you know,
578
00:37:49.519 --> 00:37:52.159
written into the rules, and that's
the way I always play it because then
579
00:37:52.280 --> 00:37:59.760
that nothing feels better for players than
turning a whiff into a hit. Yes,
580
00:38:00.079 --> 00:38:05.119
every now and then, like once
or twice. In my decade of
581
00:38:05.199 --> 00:38:08.719
running Fifth Edition, I ran hundreds
of Fifth Edition games. When I owned
582
00:38:08.760 --> 00:38:15.719
my game store, and a few
times someone would roll that one on the
583
00:38:15.760 --> 00:38:19.559
first roll, right, and then
they go, oh man, yeah,
584
00:38:19.639 --> 00:38:22.360
no, I gotta spend inspiration,
and then they'd get that twenty and there's
585
00:38:22.440 --> 00:38:29.960
like nothing that is more so good
awesome. Play table just freaks out when
586
00:38:29.960 --> 00:38:35.159
that happened. I feel that feels
great. Yeah, fearing that, you're
587
00:38:35.480 --> 00:38:37.719
like, you get a little like
like you start to you know, you
588
00:38:37.119 --> 00:38:42.639
tear up a little at the thought
of h yeah, that's just something similar
589
00:38:42.880 --> 00:38:45.920
happened at our table. The last
time we played was our our rogues a
590
00:38:45.960 --> 00:38:51.719
halfling and forgot about halfling luck,
Like, hey, you're halfling, right,
591
00:38:52.320 --> 00:38:53.880
yeah, but it's that kind of
halfling luck. So if you roll
592
00:38:53.880 --> 00:38:57.119
it one, you can reroll it. He's like, I do right,
593
00:38:57.440 --> 00:39:00.960
Yeah, he was about to spend
a luck pointing to the lucky That's right,
594
00:39:00.000 --> 00:39:04.639
that's he was going to waste.
You don't need to do that,
595
00:39:05.000 --> 00:39:09.320
Yeah, And I'm happy to let
that player spend inspiration to reroll a third
596
00:39:09.400 --> 00:39:15.360
time. You know, that's if
you want to, you know, you
597
00:39:15.360 --> 00:39:16.199
know you want to, you know, use it, but you know,
598
00:39:16.360 --> 00:39:20.280
burn burn it right up. The
other thing that I love about it is
599
00:39:20.320 --> 00:39:22.639
that kind of Jason, like to
sort of spin off from you talking about
600
00:39:22.920 --> 00:39:27.239
using it to buy, like giving
inspiration for buying drinks or something like that,
601
00:39:27.599 --> 00:39:30.599
is that it's not just role playing
or being cool about your character.
602
00:39:31.199 --> 00:39:37.559
You can also use it for like
whoever does the recap of the last session
603
00:39:37.559 --> 00:39:39.400
at the beginning of the game,
they get a point of inspiration. You
604
00:39:45.519 --> 00:39:49.599
I'm the keeper, you know,
But like like whoever fills out the whoever
605
00:39:49.840 --> 00:39:54.360
fills out your your whiteboard for the
order of initiative or something like that,
606
00:39:54.519 --> 00:40:00.440
they get a point of just a
great, great purpose reward for in character
607
00:40:00.599 --> 00:40:07.000
and you know, good player,
behave. That's called social engineering, Jim.
608
00:40:07.079 --> 00:40:10.360
If we do it out of the
game, that makes it sound not
609
00:40:10.480 --> 00:40:20.320
exactly, but you know, the
good kind. This is a social engineer.
610
00:40:20.679 --> 00:40:24.239
No, no, don't like that. Don't like that. But it's
611
00:40:24.320 --> 00:40:29.679
it's a little positive reinforcement. So
yeah, so to put a button on
612
00:40:29.679 --> 00:40:31.719
this one too, so DM inspiration. The very fast version is you can
613
00:40:31.760 --> 00:40:35.880
just give advantage or reroles however you
want to play it to your players for
614
00:40:35.960 --> 00:40:37.760
doing the things that you want them
to do. So be as creative as
615
00:40:37.760 --> 00:40:40.320
you need to be with that.
Maybe start with whoever can make you laugh
616
00:40:40.400 --> 00:40:45.159
or whoever does something just in the
in the very subjective realm of just doing
617
00:40:45.239 --> 00:40:49.920
something cool, and you can be
as generous or as stingy as you want,
618
00:40:49.920 --> 00:40:52.119
and you can make you can make
them feel like something they really have
619
00:40:52.199 --> 00:40:53.239
to go earn, or you can
make them feel like, hey, this
620
00:40:53.559 --> 00:40:57.679
is a loose table. We can
just you know, just just keep being
621
00:40:57.719 --> 00:41:00.800
cool. We can keep getting these. Don't don't yourself in the foot by
622
00:41:00.840 --> 00:41:05.679
giving out too much. That don't
be a jerk about it either. Yeah,
623
00:41:05.800 --> 00:41:07.440
go back a three episodes to our
last horror story and you'll see what
624
00:41:07.480 --> 00:41:14.599
we're talking about. But that's that
inspiration is supposed to work. So this
625
00:41:14.719 --> 00:41:16.679
episode is almost long enough for me
for me to call it. But I'm
626
00:41:16.719 --> 00:41:20.679
gonna throw a couple of extra ones
out there. These are some some bonus
627
00:41:20.719 --> 00:41:24.320
things that often get misplayed. I'm
taking this from an article from the gamer
628
00:41:24.360 --> 00:41:29.039
dot com. This is from an
article called twelve Dungeon and Dragons Rules Everyone
629
00:41:29.079 --> 00:41:32.320
Forgets And while I was searching for
things to talk about other than inspiration,
630
00:41:32.760 --> 00:41:37.400
those are the ones that I think
deserve the most discussion, with the exception
631
00:41:37.440 --> 00:41:39.280
of maybe one of these, and
we'll get to that in a second,
632
00:41:39.639 --> 00:41:43.679
but we'll have a whole different episode
on that one. But just in the
633
00:41:44.159 --> 00:41:46.400
air, twelve D and D rules
that are often forgotten. So we'll do
634
00:41:46.760 --> 00:41:50.760
just a quick blurb on each one
of these and just encourage you to go
635
00:41:50.880 --> 00:41:52.920
look these up and make sure that
you're playing these correctly. Yeah, the
636
00:41:52.960 --> 00:41:58.000
Gamer, the gamer dot com or
TheGamer Yes, they're not sure how yes
637
00:41:58.119 --> 00:42:01.519
them of course to this article be
in the show notes as well as well
638
00:42:01.559 --> 00:42:07.400
as a much longer one that is
called the Forgotten Rules Index. And this
639
00:42:07.480 --> 00:42:12.320
is other forgotten rules with links to
the actual rules themselves. I'm having a
640
00:42:12.320 --> 00:42:14.360
link to that one too. But
the one we're going to talk about is
641
00:42:14.599 --> 00:42:17.760
this our article from the Gamer.
So coming in number twelve is inventory management,
642
00:42:19.119 --> 00:42:21.320
making sure you actould have a place
to put all your stuff because it's
643
00:42:21.360 --> 00:42:23.519
kind of weird to be carrying seventeen
swords. Make sure you sell your old
644
00:42:23.559 --> 00:42:28.039
inventory or get rid of it somehow. Bag of holdings should be a cool
645
00:42:28.079 --> 00:42:32.000
item to be sought after, not
an automatic conclusion. That is inventory management.
646
00:42:32.400 --> 00:42:37.039
Long rests. Everyone forgets that you
can only long rest once every twenty
647
00:42:37.039 --> 00:42:40.400
four hours, and abusing long rest
is a way to completely destroy. You
648
00:42:40.440 --> 00:42:45.039
don't need to sleep for eight hours
very long rest. Yeah, it's one
649
00:42:45.039 --> 00:42:46.559
of those it's only supposed to be
like six. Well, but you also
650
00:42:46.599 --> 00:42:50.679
don't you don't need to actually sleep. It just needs to be like downtime,
651
00:42:50.880 --> 00:42:52.199
like you can you know, sleep
with some of it, but it
652
00:42:52.239 --> 00:42:54.079
doesn't have to be the full.
Yeah, it's supposed to be the other
653
00:42:54.079 --> 00:42:58.480
you're bandaging your wounds and prepping your
spells and that kind of stuff. That's
654
00:42:58.480 --> 00:43:00.719
why all that happens during that time. The other thing people forget about long
655
00:43:00.760 --> 00:43:06.639
rests is that as the DM,
you are always allowed to say there is
656
00:43:06.719 --> 00:43:10.519
not conditions that allow you to take
a long rest here. So if people
657
00:43:10.599 --> 00:43:15.840
are trying to do the like one
encounter a day thing, you can just
658
00:43:15.000 --> 00:43:17.920
say no, no, no,
no. It's going to be at least
659
00:43:17.960 --> 00:43:23.039
four encounters before you find another place
that will be suitable for a long rest.
660
00:43:23.119 --> 00:43:28.079
And you should not feel any guilt
or you know, let anybody buffalo
661
00:43:28.159 --> 00:43:31.159
you in the rocks. Yeah,
well I spent all my spells thoughts on
662
00:43:31.199 --> 00:43:36.119
that first encounter. Sucks to suck
you. You do want to communicate that
663
00:43:36.159 --> 00:43:37.880
you're going to do that, you
know, don't count on having a long
664
00:43:37.960 --> 00:43:40.840
rest until at least four encounters.
Here, guys, I'll tell them that
665
00:43:40.960 --> 00:43:45.159
the wait res dungeon's going to work. Yeah, so I'll let them find
666
00:43:45.199 --> 00:43:47.840
out number ten of spell components.
So a couple of things that with spell
667
00:43:47.880 --> 00:43:52.440
components. This just came up.
Yeah, So a your verbal and somatic
668
00:43:52.480 --> 00:43:55.840
components can be taken away from you, whether by being gagged or muted or
669
00:43:55.880 --> 00:44:00.000
having your hands tied or removed,
depending on the type of game you're play.
670
00:44:00.599 --> 00:44:05.360
But the for the idea, yes, the material components are things that
671
00:44:05.519 --> 00:44:08.320
you really should be forging for if
you if that's the type that you need.
672
00:44:08.599 --> 00:44:12.159
So, like when we've been coming
across some loot, like with with
673
00:44:12.280 --> 00:44:15.199
gems and stuff, I always tell
those I'm a barbarian, so what do
674
00:44:15.280 --> 00:44:17.000
I care? But I tell the
casters like, hey, guys, take
675
00:44:17.039 --> 00:44:21.079
look your spells, see what you
need. Grab the things that you need,
676
00:44:21.239 --> 00:44:22.159
and if we don't need them,
then we can sell them. Especially
677
00:44:22.159 --> 00:44:27.440
at higher levels, your spellcasters are
going to need like diamonds worth a certain
678
00:44:27.480 --> 00:44:34.079
amount of gold or certain gems and
a lot of a lot of the components
679
00:44:34.119 --> 00:44:37.519
you can not exactly handwave, but
like something spellcasters should do at every town
680
00:44:37.599 --> 00:44:42.199
is hey, I'm going to go
shop for components, and you know you
681
00:44:42.199 --> 00:44:44.880
can kind of be like, yeah, you spend ten gold and you get,
682
00:44:44.960 --> 00:44:46.360
you know, all the components.
So you spend a couple of gold
683
00:44:46.360 --> 00:44:51.119
and get for wizards and artificers and
the ones that are getting stuff that you
684
00:44:51.159 --> 00:44:53.480
can buy druids and rangers. They
need a lot of nature stuff. So
685
00:44:53.639 --> 00:44:58.840
yeah, so they send during a
long rest that that's something that they'd be
686
00:44:58.880 --> 00:45:04.519
doing during the long rest. Now
that is good for spell components that are
687
00:45:05.360 --> 00:45:09.400
not consumed or even consumed and are
not really worth much of anything. So
688
00:45:09.440 --> 00:45:12.639
like we're not gonna we're not going
to say, okay, you four drownd
689
00:45:12.639 --> 00:45:15.280
and you find diamond dust worth three
and your goals. You're not going to
690
00:45:15.320 --> 00:45:20.400
do that. And also that was
a really good survival. Also, your
691
00:45:20.440 --> 00:45:24.800
material components that are not consumed and
do not have a cost attached to them
692
00:45:25.039 --> 00:45:30.480
can all be replaced by your spell
casting focus. So that's another one that
693
00:45:30.519 --> 00:45:32.519
gets that gets that's that's that's kind
of what wan't get in here by putting
694
00:45:32.559 --> 00:45:36.440
this on the list. Wizards can
have their their wand or even their book
695
00:45:36.440 --> 00:45:38.559
itself, or like we're just something
that is is there. There are Arecaine
696
00:45:38.599 --> 00:45:44.000
focus Clarity usually have their holy symbol, you know, artificers have their gun
697
00:45:44.119 --> 00:45:47.719
or whatever they have. I think
certain certain warlocks to like Warlock of the
698
00:45:47.800 --> 00:45:53.440
Tome. I think they the Tome. I think that their tone acts of
699
00:45:53.519 --> 00:45:57.719
book itself. Yet as there,
I'm fairly certain that's right. But I've
700
00:45:57.760 --> 00:46:02.639
not played one. But then spell
components that are consumed or have a cost
701
00:46:02.960 --> 00:46:08.840
attached to them, it's usually both
those cannot be substituted by a spell casting
702
00:46:08.840 --> 00:46:13.840
focus, so you are going to
need that diamond dust for revivified that spell
703
00:46:13.840 --> 00:46:17.559
components. Number nine is concentration.
Not so much of this one gets forgotten,
704
00:46:17.639 --> 00:46:22.360
but it often gets misplayed. A
couple key things with concentration number one,
705
00:46:22.400 --> 00:46:27.280
if you take damage, make sure
you're taking that concentration role and seeing
706
00:46:27.320 --> 00:46:30.599
if you keep concentration. That's a
big one that gets It's not so much
707
00:46:30.639 --> 00:46:32.880
that I forget that you have to
do it. I forget that they have
708
00:46:34.000 --> 00:46:37.000
concentration up and I need players to
be like, oh right, I need
709
00:46:37.039 --> 00:46:40.679
to do that. I have had
DMS in one shot that I played in
710
00:46:40.920 --> 00:46:45.719
If I'm keeping up a concentration spell, they hand me a rubber band to
711
00:46:45.760 --> 00:46:50.239
put on my wrist, yeah sure, or a little table tent or something,
712
00:46:50.320 --> 00:46:52.199
yeah yeah, something that. But
putting you on the player reminds you
713
00:46:52.239 --> 00:46:55.039
a little bit more than putting it
in front of them. So they there's
714
00:46:55.079 --> 00:47:00.480
ways to remind people of concentration,
and a really interesting one. And I
715
00:47:00.599 --> 00:47:02.920
never even considered this as even being
a thing. It's not that I didn't
716
00:47:02.920 --> 00:47:07.360
think it wasn't true. I just
never even thought of it. If you
717
00:47:07.480 --> 00:47:13.360
hold your action to cast a spell, you need to hold concentration until you
718
00:47:13.440 --> 00:47:17.639
actually get to pull it off.
So if you're acting first in combat and
719
00:47:17.679 --> 00:47:21.199
you say, okay, well I
want to hold my action to cast this
720
00:47:21.360 --> 00:47:25.079
spell after the barbarian goes, and
that's totally fine, but I have to
721
00:47:25.079 --> 00:47:30.960
maintain concentration that whole time. So
if you have already cast a concentration spell
722
00:47:30.000 --> 00:47:34.719
that you're holding until you banish somebody
else, and then you're going to hold
723
00:47:34.760 --> 00:47:37.440
your action because there's another group of
enemies that are coming down into the cave,
724
00:47:37.480 --> 00:47:40.760
there's concentration on one or the other. You couldn't you couldn't hold your
725
00:47:40.800 --> 00:47:45.280
action. Didn't realize you can hold
your action to cast a spell to cast
726
00:47:45.639 --> 00:47:47.239
cap, I can hold my action
to do it something else, do anything
727
00:47:47.280 --> 00:47:50.079
else. But yeah, so like
if you're at the top of the order
728
00:47:50.079 --> 00:47:53.519
the barbarians at the bottom, and
you really want to give them I can't
729
00:47:53.639 --> 00:47:55.800
think an example, tom My head. But you want to cast something on
730
00:47:55.840 --> 00:48:00.840
someone else that's way down in the
order, and you you got to maintain
731
00:48:00.880 --> 00:48:02.760
concentration that whole time, so like
you know, all the goblins around you,
732
00:48:02.760 --> 00:48:05.960
we'll see you muttering into yourself.
I didn't know that. Yeah,
733
00:48:06.320 --> 00:48:08.320
that's a really good exactly, Yeah, that's a really really good missed a
734
00:48:08.400 --> 00:48:12.320
lot and all of these lists because
I googled a bunch of these lists and
735
00:48:12.320 --> 00:48:14.800
I just happened to like this one
the most. That was a huge one
736
00:48:14.800 --> 00:48:17.599
that came up is maintaining concentration while
you're holding your action to cast. This
737
00:48:17.840 --> 00:48:22.519
surprised there's not more Reddit threads on
that. I found several. Actually,
738
00:48:23.039 --> 00:48:27.000
this one, I think we I'm
going to bring it up because I thought
739
00:48:27.000 --> 00:48:30.639
it was super obvious, but maybe
two newer players. Is not a bonus
740
00:48:30.639 --> 00:48:32.320
action is like a little extra thing
that you can do that does not take
741
00:48:32.400 --> 00:48:36.599
up the time of an action.
We still only get one one bonus action
742
00:48:36.679 --> 00:48:38.920
per turn apparently other tables, so
that that's not ever been something that I
743
00:48:39.039 --> 00:48:43.559
have come across being a problem.
But is reactions on your list? Reaction
744
00:48:43.679 --> 00:48:46.159
is not on my life? That
should I think reactions should be on the
745
00:48:46.159 --> 00:48:51.159
list instead of a bonus action.
Yeah, no, I know because even
746
00:48:51.199 --> 00:48:54.760
again citing from memory, we had
some we have some newer players at our
747
00:48:54.800 --> 00:48:59.199
table, and and there was some
confusion on bonus actually okay, yeah,
748
00:48:59.199 --> 00:49:04.039
you're right, you're definitely yeah,
But reactions, that's the one that it's
749
00:49:04.079 --> 00:49:06.800
like, oh, you get your
attack of opportunity, Yeah, you go
750
00:49:06.800 --> 00:49:07.559
ahead and swing that. It's like, well, what do you mean I
751
00:49:07.559 --> 00:49:12.679
can't counter spell now right? Right? Or how come I can't use what
752
00:49:13.000 --> 00:49:15.119
hellish rebuke? Yeah? Yeah,
yeah, because it's a reaction yep.
753
00:49:15.159 --> 00:49:20.639
Yeah, and you already took atactive
opportunity And that comes up with with sports
754
00:49:20.719 --> 00:49:24.519
druids too, because they get to
use their reaction actively and use that of
755
00:49:24.559 --> 00:49:28.639
that halo of spores effect. Yeah. That was a weird one too,
756
00:49:28.639 --> 00:49:30.480
because the first time that that one
of our players used it, like hey,
757
00:49:30.519 --> 00:49:32.599
yeah, it takes my reaction and
we're like, what are you reacting
758
00:49:32.639 --> 00:49:37.599
to? And it just it just
takes. It just basically uses they get
759
00:49:37.639 --> 00:49:39.719
to use their reaction to do this
thing on their turn. I don't,
760
00:49:39.760 --> 00:49:44.719
but then they don't get a reaction. Number seven is one spell per turn,
761
00:49:45.000 --> 00:49:47.760
one leveled spell per turn. Cantrips
do not count towards this, So
762
00:49:47.800 --> 00:49:52.239
if you cast something as bonus action, you cannot cast a leveled spell as
763
00:49:52.239 --> 00:49:54.559
an action, but you can't cast
a cantrip. Isn't there some exceptions to
764
00:49:54.599 --> 00:50:00.400
that to that rule, Like the
entire point of d D is that what
765
00:50:00.440 --> 00:50:05.599
the what your class abilities do is
allow you to break the rules that everybody
766
00:50:05.599 --> 00:50:10.239
else has to follow. So almost
certainly there is some high level caster abilities
767
00:50:10.239 --> 00:50:16.320
that let you make around that specific
circumstances of sorcers we may have covered.
768
00:50:16.880 --> 00:50:23.000
General is one leveled spell perturn and
that should be your you know, the
769
00:50:23.039 --> 00:50:27.119
thing you have in mind as a
spell caster. Yeah, so like you
770
00:50:27.119 --> 00:50:30.199
know, misty stepping and then fire
bolt totally fine, Misty stepping in the
771
00:50:30.239 --> 00:50:37.960
fire ball no good. Number six
creatures provide cover and this is great if
772
00:50:37.000 --> 00:50:39.280
you're playing with miniatures, because then
you have a little bit more of a
773
00:50:39.480 --> 00:50:44.519
of a tactile view of where things
are actually standing. If you're standing in
774
00:50:44.519 --> 00:50:46.920
a line. And that doesn't mean
allies, that means any creature. So
775
00:50:46.960 --> 00:50:52.079
if you're in melee combat with anything, and then the archer, you know,
776
00:50:52.519 --> 00:50:53.559
you have a goblin in front of
you, and then the goblin archer
777
00:50:53.559 --> 00:50:58.000
wants to shoot you, they have
to shoot around their friend, right And
778
00:50:58.079 --> 00:51:01.119
the fact that's going to provide you
with cover. That also means if you
779
00:51:01.119 --> 00:51:06.880
were next to an ally, you
can have cover behind that. And that
780
00:51:07.000 --> 00:51:10.039
actually I thought that was only if
you are a size smaller, but that's
781
00:51:10.039 --> 00:51:14.280
actually for anybody, No, for
anybody, So even I got that wrong.
782
00:51:14.840 --> 00:51:17.960
Number five sun like sensitivity. This
is the reason why some classes seem
783
00:51:19.039 --> 00:51:21.679
really really really good on paper,
right, and then you get them into
784
00:51:21.760 --> 00:51:24.320
practicality. It's like, oh,
I need to carry an umbrella everywhere I
785
00:51:24.320 --> 00:51:29.199
go. Or yeah, it's like
drought, you want to play drought drows
786
00:51:29.239 --> 00:51:31.480
awesome. I you know, I
have some backup ideas just in case my
787
00:51:31.480 --> 00:51:36.119
my barbarian dies and I kind of
I wanted to try a cobalt. They
788
00:51:36.119 --> 00:51:39.119
have some like sensitivity. Also.
I'm sure there's some kind of sunglasses.
789
00:51:40.079 --> 00:51:46.239
I feel that there are goggles of
night of dark vision, goggles of skin,
790
00:51:47.199 --> 00:51:50.320
so you know, the you have
sp F two hundred on. Yeah,
791
00:51:50.559 --> 00:51:52.280
what do we got covered? Yeah, well that's something you know,
792
00:51:52.360 --> 00:51:55.559
talk to your DM. But but
that is there that in mind. Yeah,
793
00:51:55.639 --> 00:51:59.239
that is there to kind of balance
out some of these classes that have
794
00:51:59.280 --> 00:52:02.199
a lot of advantage because Drawur awesome. Yeah, Droughur is so cool that
795
00:52:02.199 --> 00:52:07.880
they're probably the best elf to that
alfinest. Yeah, I was gonna say,
796
00:52:07.880 --> 00:52:13.079
except maybe Aladrimad is a droughtist,
but mechanically they're they're one of the
797
00:52:13.079 --> 00:52:16.239
better elf classes. Shut up,
Joe. So number four, this one
798
00:52:16.280 --> 00:52:19.440
comes up a lot, a lot, a lot, and we think we
799
00:52:19.480 --> 00:52:22.280
all know the answer to this,
and the actual answer was so surprising to
800
00:52:22.320 --> 00:52:28.039
me. Number four is an initiative
tie. If you tie for initiative,
801
00:52:28.440 --> 00:52:31.320
Joe, what happens? So I
always go by decks, But it's actually
802
00:52:31.400 --> 00:52:36.599
between the up to the players,
isn't it. Yeah. So if there's
803
00:52:36.599 --> 00:52:39.079
a tie among players and the players
decide who goes first, that's the two
804
00:52:39.280 --> 00:52:42.960
that's the two of you walking into
the door at the same time realizing you
805
00:52:43.000 --> 00:52:45.760
can't go abreast. That's after you
start no, no, no, I
806
00:52:45.800 --> 00:52:47.840
insist after you, sir. That's
if it's among players, if it's if
807
00:52:47.880 --> 00:52:52.199
there is an enemy in there as
well, the DM decides. But it's
808
00:52:52.199 --> 00:52:55.480
really just like, uh, who's
probably gonna go by deck score and then
809
00:52:55.480 --> 00:53:00.239
if that doesn't happen that you do
die do it? I do it by
810
00:53:00.280 --> 00:53:07.800
initiative bonus, I do it buy. Whoever has the highest initiative bonus goes
811
00:53:07.400 --> 00:53:14.519
before the decide situation. That's usually
what I default. Okay, it was
812
00:53:14.559 --> 00:53:16.320
a DM decized thing. Yeah,
I like going by something I can measure
813
00:53:16.400 --> 00:53:19.239
this way. It's not just like
it's like, oh, I'm going to
814
00:53:19.320 --> 00:53:22.480
go first. Obviously I like there
to be a reason behind it. But
815
00:53:22.639 --> 00:53:27.119
the players can can start planning their
attack. They could be a tactical thing.
816
00:53:27.559 --> 00:53:30.440
Well, who's going to go first? So time for advantage. The
817
00:53:30.519 --> 00:53:32.559
rules are, it's up to you. You don't have to go by decks.
818
00:53:34.079 --> 00:53:36.880
Three is movement. This is This
is something that gets mixed up with
819
00:53:37.000 --> 00:53:38.760
new new players a lot. You
don't have to move all in one shot.
820
00:53:39.159 --> 00:53:43.159
You can you can move attack,
move back to where you were,
821
00:53:43.679 --> 00:53:45.719
you can move to your action,
move somewhere else to your bonus action,
822
00:53:45.760 --> 00:53:49.159
and move somewhere else again, as
long as it stays within your total.
823
00:53:49.599 --> 00:53:52.280
And this is something that the Balder's
Gate game handles really really well. Two
824
00:53:52.320 --> 00:53:58.360
is invisibility. It doesn't just hand
you your stealth. It doesn't just hand
825
00:53:58.440 --> 00:54:00.480
you the fact that then one can
proceed you. You can still be heard,
826
00:54:00.559 --> 00:54:04.920
you can still be used to be
smelled by creatures with you know,
827
00:54:05.360 --> 00:54:09.039
particularly keen sense of smelling wolves.
That's actually a part of the wolf stat
828
00:54:09.039 --> 00:54:14.920
blocks. They have advantage on perception
checks involving smell. But it really just
829
00:54:14.960 --> 00:54:19.760
gives you advantage and your enemy's disadvantage
on perceiving you. You can still be
830
00:54:19.880 --> 00:54:22.480
really kind of seen. It's just
really hard. Yeah. Yeah, And
831
00:54:22.559 --> 00:54:27.519
again while we're at it, stealth
and the past with that a trace is
832
00:54:27.559 --> 00:54:30.320
that is that on your list?
Because it is not. That's one again.
833
00:54:30.320 --> 00:54:31.360
They were like, I'm just gonna
stealth, Like, well, I'm
834
00:54:31.360 --> 00:54:35.719
gonna hide like way behind what right, Like you're in there, You're in
835
00:54:35.760 --> 00:54:37.599
a room, there's nothing. Yes, and this is something actually this is
836
00:54:37.639 --> 00:54:40.079
on this list, but let's let's
just get into that real quick. So
837
00:54:40.280 --> 00:54:45.440
again, in my in my store
level one shots, one of my characters
838
00:54:45.480 --> 00:54:50.039
that I have as a pregen is
a thief, and the bonus action high
839
00:54:50.280 --> 00:54:54.079
was something that was getting abused just
entirely too much. Those they never got
840
00:54:54.119 --> 00:54:58.119
hit because I wasn't. I just
wasn't gonna bother with them. And then
841
00:54:58.239 --> 00:55:01.800
you know, then the question became
okay, hide behind what, and I
842
00:55:01.840 --> 00:55:05.800
just started giving them places they couldn't
hide it. Yeah, just keep in
843
00:55:05.840 --> 00:55:08.320
mind that this is a like if
we're talking about dungeons and dragons. This
844
00:55:08.480 --> 00:55:14.920
is a storytelling game. So it's
important to have that. Have that ready
845
00:55:14.960 --> 00:55:17.039
because you will run into players who
say, like, oh, bonus ac
846
00:55:17.039 --> 00:55:21.199
can hide, like okay, hide
behind what, like describe them at least
847
00:55:21.280 --> 00:55:22.880
right like, well, Okay,
I'm gonna do this. I'm gonna one
848
00:55:22.960 --> 00:55:28.920
of the slain enemies. I'm gonna
lay down under. Yeah, and that
849
00:55:29.000 --> 00:55:30.800
might be a good reason to give
an aileration, but yeah, yeah,
850
00:55:30.800 --> 00:55:34.320
and you know, and the feast
whole thing is to stick and move.
851
00:55:34.360 --> 00:55:37.000
But you know, I don't want
to validate half of what makes the thief
852
00:55:37.000 --> 00:55:39.079
a thief. But yeah, sometimes
we get it's so caught up and though
853
00:55:39.119 --> 00:55:43.000
I think in playing and winning that
we forget that this is a narrative driven
854
00:55:44.039 --> 00:55:45.880
I love I want that on a
T shirt and the number one on here
855
00:55:45.960 --> 00:55:50.239
is death seaves a couple of things
that new players may not always know,
856
00:55:50.800 --> 00:55:54.440
and we may even get backwards.
Sometimes once the character goes unconscious as you're
857
00:55:54.800 --> 00:55:59.960
HP, they have to roll dead
seas on their turns. Three failures,
858
00:56:00.159 --> 00:56:04.119
dead, three successes, and you
stabilize, you're still unconscious. You get
859
00:56:04.159 --> 00:56:06.800
one hid point right, No,
no, you won't get them on that
860
00:56:06.840 --> 00:56:10.400
twenty not twenty. You come back
at one HP, but three successes,
861
00:56:10.440 --> 00:56:13.719
you're still at zero. You're still
unconscious. You're just not in danger of
862
00:56:13.800 --> 00:56:16.039
dying. Now. One is two
failures. That one is two failures.
863
00:56:16.280 --> 00:56:20.639
That's not instant death as some people
think you which you would think like if
864
00:56:20.760 --> 00:56:24.239
that twenty is an instant backup and
then a natural one would be instant death,
865
00:56:24.239 --> 00:56:27.039
and it's just not. This just
not the case. So it is
866
00:56:27.159 --> 00:56:30.400
you pop back up at one or
it's two death fails. Right. Also,
867
00:56:30.480 --> 00:56:37.239
if you get hit while you're while
you're conscious critical, being prone while
868
00:56:37.599 --> 00:56:42.000
prone and unconscious is an auto crit
which is which would be two death fails.
869
00:56:43.199 --> 00:56:45.000
So those the twelve D and D
rules everyone forgets. According to the
870
00:56:45.000 --> 00:56:47.880
gamer dot com And again the link
will be in the show notes. But
871
00:56:49.000 --> 00:56:52.039
I hope you guys learned, like
a lot today. I learned all bunch.
872
00:56:52.280 --> 00:56:54.840
I learned way more than I thought
I would. You know, there's
873
00:56:54.840 --> 00:56:58.519
some crazy stuff from that in that
player's handbook. We got to start reading
874
00:56:58.559 --> 00:57:05.159
it. It's a This thing's full
of real page turner, is what it
875
00:57:05.199 --> 00:57:09.159
is. Yeh. But but Jim, thanks so much for for bringing up
876
00:57:09.239 --> 00:57:13.679
inspiration as well. Joe, thanks
for bringing up over world travel. We're
877
00:57:13.719 --> 00:57:15.239
going to drop some fun things in
the show notes. I don't really know
878
00:57:15.320 --> 00:57:20.599
where we're gonna drop yet. But
what is a rule that you never really
879
00:57:20.679 --> 00:57:23.519
knew how to get around or really
or what's the rule that you were playing
880
00:57:23.559 --> 00:57:28.760
wrong for longer than you probably should
have and then have you epiphany one day
881
00:57:28.800 --> 00:57:30.679
to start playing it right. I
want to know, like I want to
882
00:57:30.679 --> 00:57:32.239
know what took you the longest to
learn? What? What do we learned
883
00:57:32.239 --> 00:57:35.920
by doing wrong? So you can
send your stories about that too, Hello
884
00:57:35.960 --> 00:57:39.159
Adventures Podcast at gmail dot com,
or tell us your story yourself at helloadventures
885
00:57:39.159 --> 00:57:44.800
podcast dot com, slash voice and
leave us a voicemail like the If you
886
00:57:44.920 --> 00:57:46.840
like what you say, it is
putting them on the show. But I
887
00:57:46.880 --> 00:57:50.719
think that's all we got today.
I think that's plenty of plenty. That's
888
00:57:50.719 --> 00:57:53.840
st on think of a studying about
Jim Joe. Thanks so much, Thank
889
00:57:53.880 --> 00:57:59.119
you and thank you for listening to
Hello Adventures. We're your host Jason Portiso,
890
00:57:59.199 --> 00:58:01.679
Jim Crocker and Joe a Call producer, editor and engineer Jason Portiso and
891
00:58:01.800 --> 00:58:05.960
music by Nick Spurrier, artwork by
Kristen Broderick. You can reach out to
892
00:58:06.039 --> 00:58:09.320
us with any feedback for suggestions by
emailing Hello Adventurers podcast at gmail dot com.
893
00:58:09.360 --> 00:58:15.159
Hello Adventures is a JTV audio production. Goodbybe Adventure

















