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Even if you DON'T like 5E, these rules are GREAT! This is an emergency upload. The video airs tomorrow on YouTube. 


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Comments

Rook

Intro music groovin

MrGunn

FANTASTIC VIDEO PDM, this hits all the notes. Great hook, interesting and useful and game tips, integrated shills, and an awesome burn by DB at the end. Really really good! Hair and makeup were also great, but we need you in a Deathbringer or DungeonCraft T-Shirt next time. Did I mention the sound and video are great too!

MrGunn

An interesting video idea would be to review D&D Hardmode & D&D Hardcore mode, combined with other hacks. I own both books, and there is also a D&D Hardcore Mode for free over on 5eSRD.com.

MrGunn

DB is a welcher! Still not seeing you in that dress DB, Mercer wimped out!

Chuck Thorin

Is that a new copy of Basic? I seem to remember it as being more dogeared in earlier vids.

Bagel-Man

Always a good day when PDM posts a new video.

Graham Kane

I use the “damage follow through” rule all the time for fighters only to set them apart from other classes.

Kevin Kelleher

Wow, just look at all those sponsorships! Lol Also the background lighting looks a little more mysterious too. I like it.

Kevin Kelleher

I'm already using Double Strike, where a killing blow triggers a bonus attack, and this carry-over damage sounds a little too close to that.

Graham Kane

I think the double attack could be a tad to over powered in some situations….

Flash Gorgon

Great rules to use, however, I'm not liking the average damage thing. I think the damage roll is another element of suspense. I mean, who doesn't love it when the great big giant blows his damage roll and ends up only doing like 4 points of damage?

lars madsen

I like average damage for "no-name" monsters, but I think rolling damage for bosses and character-type enemies keeps them scary. My players are math nerds and they're GOING to figure out how much DPS they can take during a given fight.

baldrage

Roll for initiative, roll for luck, roll for proficiency, on top of regular attack and damage rolls. Seems like an awful lot of rolling. Doesn't this drag out combat and slow things down? I can only imagine my players: "what dice do I roll for luck? Is my proficiency bonus a d4 or d6? What do I need to roll to win initiative?"

ViggenCA

I'd consider average damage for the mooks and minions, but retain the randomness for bosses or big-arsed beasties, like in your example.

samurguybri

I the following through rule brings a smile to my face! I remember Advanced Hero’s Quest or Warhammer Quest having a rule like this. Carry on or something like that. You felt like such a badass when you did this.

Nicholas Phariss

My 5e rule I'm never turning back from when I run the system is Slow Natural Healing. Really changes the dynamic of the game and helps curb a lot of the hit-point bloat.

Jay

Great advice PDM. Anything that helps keep the game fun and moving along is a good thing. Maybe use some of these suggestion, a few, or all depending upon circumstances. It's always good to have options.

Daniel Defazio

Lol. That was just taping at 5pm. It ended up too dark and my skin orange, so I toned down the colors in iMovie. I was going to retake it, then I said, "f-this." I want to work on Deathbringer.

Daniel Defazio

I get you. But it slows the game. I've going to do more videos about this topic. Hopefully I can win you to my side.

Herman Besel

I agree, and I actually use this method. For ordinary monsters it's just the average. For bosses I roll one dice only: if the average damage is, say, 14: I roll 1d6+10. If it's around 12, I roll 1d4+10.

Flash Gorgon

It goes faster if you use something like the ole Mordheim or Confrontation injury charts. Heck, even TSR's old Boot Hill had a really fast and deadly mechanic for dealing with wounds! I can't post them here but anyone can search the interwebs to see what I'm talking about.

Kevin Kelleher

It's a Warrior Class ability that applies only to Melee Attacks, I should point out, and enables another Melee Attack.

Andrew

The bonus content initiative system is an interesting way of . Lately, I've been doing group initiative on a d6 because it's simple and fast. But man, the party had terrible luck last game, and we almost had a TPK in their first major combat against some ghouls. I am toying with a different idea that this kind of fits into, which is doing initiative by weapon reach. For some back ground on this, I also watch a lot of historic European martial arts videos too. One thing you see in spear vs. long sword match ups is how heavily the spear is favored because of it's reach. I think this would be pretty simple, and would eliminate die rolls. What I'm currently thinking, and will try is a missiles, magic, melee (where the longer weapon always strikes first) order of combat. Moving and maneuvering for a better position, closing distance, looking for ways to get around the enemy, would probably come last. A swords master from the 1500s observed the time of the foot is always slower than the time of the hand.

Eduardo Portas

Let it scale a little. High roll on D20, raise the damage by 1-2 points. Low roll, decrease it.

John Murphy Akins

I hope a non-related question to this video is ok: I just re-watched your video about the best size for a D&D group. For years now, the groups I have played with have only been 3 to 4 people(this number includes the DM) and we have always played 2 characters each. I am beginning to think this is an odd situation. Have you or has anyone played more than one character at a time during a game?

Andrew

I used to do this long ago, and what usually happens is that one character becomes dominant and gets real development, while the other is almost always back up without much personality. In the end, neither character gets the attention they deserve from my perspective.

Jose Perez (Bromos Sunstar)

I like the monster 10 plus dexterity sounds really good fast idea I'm going to start using it

Joel A.

Moar! Moar!

Leland Wilson

What a nerd! Lol! I am so envious! I threw some money down on the boxed Greyhawk Campaign a while back because I was dumb enough to sell mine for next to nothing.

Leland Wilson

I'm considering using a d6 for initiative to speed things up. 25 to 1 just seems like a slog. Opinions?