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The Coach and I have been talking about collaborating for some time. This is the footage I'm sending him. He will make the final video. Enjoy!

--PDM

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Dungeon Coach

Comments

Bagel-Man

It’s always a good day when PDM uploads two videos

Graham Kane

Looking forward to the collab! Just a quick question on your idea for initiative, do you still roll to see which SIDE goes first in the combat?

Frank Martinez

Excellent job Professor DM. Those gen Z DMs won’t know what hit them. Right between the eyes with D&D logic and 30+ years of a 20+ DND Wisdom. I loved all your tips.

JoePest

I’ll give this video a watch, but I’m not a big fan of the Coach. I admire his enthusiasm, but I’ve always found that his ideas are over-complicated and/or add unnecessary steps to a game.

William

Solution to the fighter problem: Use the new black hack fighter idea. Extra attack doesn't cause extra attack rolls just damage. Before the fighter makes their attack roll they decide who they're going to attack. The fighter uses one roll to decide if all the attacks hit. Combine this with roll to cast spells and all the characters (who make an attack or try a stunt) have a 1 in 20 of critical failure.

William

I feel I may be preaching to the choir here but I starting using average damage and side based initiative about four years ago. Absolute game changers, thanks PDM for the insight as always!

Rufus Lynks

In war.... hell in training exercises in the military something always goes wrong. If by some miracle of divine intervention "something" doesn't go wrong, a good Observer-Controller will identify something wrong. Comms go out, antennas get stripped off vehicles, a water bladder drains out, a vehicle ramp fails is a free-fall hazard, a rucksack strap blows out, or a boot sole gets torn loose. The entire Battle of Mogadishu is the result of such a mishap - a soldier missed the rope on during the fast roping. Something ALWAYS goes wrong. I would expect in a dungeon crawl that a fleeing party will leave a trail akin to a yard sale behind.

Jay

My group does initiative the same way. I also like the complication idea rather than typical critical failures which I don't use. I'm a fan of the idea of failing forward usually at a cost. The idea of average damage is one I've seen before in the Ubiquity System specifically The Hollow Earth Expedition and Leagues of Adventure. The rules allow the GM to use the average on many rolls to speed things up. The players are also allowed to choose between average damage or roll and attempt to do better yet accepting the results even if they are worse. Anyway, great video and looking forward to Dungeon Coaches response. Collaboration videos are usually fun if not interesting.

Daniel Defazio

The idea of doing average damage unless the player WANTS to roll is a really good one. That will find its way into the Deathbringer Rules.

Benjamin Marra

One hack I think is great is from XD20 and Space Aces that could be used across most games: Roll two d20s or a d20 and a d6. The first d20 is to determine success, the second die is to determine the value of effectiveness of that success or failure.

MrGunn

@Benjamin Marra Thanks for sharing this tip, could you also use a Fate die too?

Benjamin Marra

I don't see why not. A Fate die might not give the granular level of success/failure degrees, however. But you might not need too much detail.