The Problem with D&D Combat (and how to fix it)

the DM Lair
11 Jun 202417:42

Summary

TLDRThis video script discusses a new combat skill system for Dungeons and Dragons to enhance gameplay and reduce repetitive combat scenarios. It introduces 'tactical actions' replacing movement, allowing characters to use skills like Acrobatics, Athletics, and Insight in combat. The system categorizes tactics into six types, including attack enhancements and area control, offering players and monsters more dynamic options. The script also provides advice for Dungeon Masters on maintaining game pace and balancing the new mechanics.

Takeaways

  • πŸ”ͺ The fighter charges into the room to face the pit fiend, followed by the Barbarian, Rogue, Cleric, and Wizard, each taking their typical combat roles.
  • 🎲 Combat in Dungeons and Dragons can become repetitive with characters using the same actions repeatedly.
  • βš”οΈ Introducing a combat skill system can provide players with more options, making battles more dynamic and interesting.
  • πŸƒβ€β™‚οΈ Movement actions are often underused in combat; the new system allows characters to use their movement for tactical actions.
  • 🎭 Skills such as animal handling, deception, intimidation, and others can be integrated into combat to add variety and strategy.
  • πŸ”„ The new system includes 32 different tactical actions that players can use, enhancing the variety of combat strategies.
  • πŸ’₯ Monsters also benefit from the new system, gaining proficiency and expertise in skills related to their highest ability scores.
  • πŸ“‹ To keep combat moving smoothly, game masters should prepare optimal tactics for each monster and encourage players to decide their actions in advance.
  • πŸ§™β€β™‚οΈ The new combat system replaces the movement action with a tactical action, offering attack enhancements, penalties, area control, concealment, information, and movement options.
  • πŸ—‘οΈ The system allows for creative and customized combat tactics, which can be developed by both game masters and players to fit their specific needs.

Q & A

  • What is the main issue discussed in the video script regarding Dungeons and Dragons combat?

    -The main issue discussed is the repetitive and static nature of combat in Dungeons and Dragons, where characters tend to perform the same actions round after round, leading to a lack of variety and engagement.

  • What is the proposed solution to make combat more interesting in the script?

    -The proposed solution is the introduction of a combat skill system that allows players to use their character skills in combat in meaningful ways, providing more options and tactical depth to their turns.

  • How does the new combat skill system change the standard turn structure in D&D?

    -The new system replaces the movement action with a tactical action, giving characters the choice to either move or use a combat tactic based on their skills, thus adding more choices and complexity to the game.

  • What are the six categories of combat tactics mentioned in the script?

    -The six categories are attack enhancements, attack penalties, area control, concealment, information, and movement.

  • How can monsters benefit from the new combat skill system?

    -Monsters can also use combat tactics, giving them more abilities during combat and making them more challenging and engaging for players. This helps balance the power curve and keeps combat interesting.

  • What advice is given to Dungeon Masters to keep combat moving smoothly with the new system?

    -Dungeon Masters are advised to prepare by noting down the most likely tactics for each monster based on their role and skills, and encourage players to choose their combat tactics while others are taking their turns to avoid slowing down the game.

  • How does the script suggest enhancing monsters' skills for the combat skill system?

    -The script suggests giving monsters proficiency and possibly expertise in skills related to their highest and second-highest ability scores, making them more effective when using combat tactics.

  • What is the trade-off mentioned when introducing the new combat skill system?

    -The trade-off is a reduction in the speed of combat due to the added complexity and the need for players and Dungeon Masters to make more choices, in exchange for an increase in fun and engagement.

  • How can players create their own combat tactics within the system?

    -Players can use their creativity to come up with their own combat tactics, as long as they are reviewed for game balance, allowing for a personalized and engaging combat experience.

  • What additional resources are mentioned for Dungeon Masters to enhance their games?

    -The script mentions the DM Layer store, where the complete combat skills system is available, and Patreon benefits for DMs, which include access to additional resources like the Layer magazine and Foundry VTT modules.

Outlines

00:00

πŸ›‘οΈ Enhancing D&D Combat Dynamics

This paragraph discusses the repetitive nature of combat in Dungeons and Dragons and introduces a new combat skill system to diversify player actions. The speaker critiques the standard combat routine and suggests that the game often becomes a dice-rolling and math exercise. To address this, the paragraph proposes giving players more options on their turns by utilizing their movement and skills in creative ways, thus making combat more engaging and strategic.

05:00

🎲 Introducing Tactical Actions in D&D

The speaker elaborates on the combat skill system, explaining how it works by integrating skills into combat as 'tactical actions'. The standard D&D turn structure is modified by replacing movement with a 'tactical action', allowing characters to either move or execute a skill-based tactic. The tactics are categorized into six types, including attack enhancements, attack penalties, area control, concealment, information gathering, and movement. The paragraph also encourages players and game masters to create their own combat tactics for a more personalized experience.

10:02

πŸ‰ Balancing Combat with Monster Skills

This paragraph addresses the concern of how to make the new combat system work for monsters, which traditionally have limited skill applications. The speaker suggests enhancing monsters' skills based on their highest ability scores, granting them proficiency or even expertise in related skills. This approach aims to balance the game by giving monsters more combat options and making them more formidable and engaging adversaries for players.

15:04

βš”οΈ Implementing the Combat Skill System

The final paragraph provides advice on how to implement the new combat skill system to maintain the pace of the game. It recommends that game masters prepare by noting down the most likely tactics for each monster in an encounter. Additionally, it encourages players to choose their combat tactics during other players' turns to streamline gameplay. The speaker also mentions the availability of a complete set of 32 tactical actions on the DMs Guild store and highlights the benefits of becoming a patron, including access to additional resources and the new combat skill system.

Mindmap

Keywords

πŸ’‘Combat

Combat in the context of the video refers to the gameplay element in Dungeons and Dragons where characters engage in battles. It is central to the video's theme as it discusses ways to enhance and diversify combat scenarios to avoid repetitive gameplay. For instance, the script mentions 'combat begins characters rushing forward against their hated Foe' and 'round after round of combat' to illustrate the repetitive nature of standard combat encounters.

πŸ’‘Tactical Actions

Tactical actions are new gameplay mechanics introduced in the video to add depth to combat in Dungeons and Dragons. They are alternatives to the standard action, bonus action, and movement, providing players with more options during their turns. The script explains that 'characters get an action, a bonus action, and a tactical action' and that these actions can be used for various purposes like enhancing attacks or controlling areas, making combat more dynamic.

πŸ’‘Skills

Skills in the video pertain to the abilities of characters in Dungeons and Dragons, such as Acrobatics, Arcana, Athletics, Insight, and Intimidation. The script emphasizes that these skills are underused in combat, and the new combat skill system aims to incorporate them into the gameplay. For example, 'skills such as animal handling, deception, intimidation, investigation, perception, and survival' are mentioned as being primarily used out of combat but are proposed to be used in combat as well.

πŸ’‘Dungeons and Dragons

Dungeons and Dragons (D&D) is the role-playing game that the video is discussing. It is a tabletop game where players create characters and embark on adventures in a fantasy world. The script uses the game as the basis for discussing combat mechanics, such as 'in Dungeons and Dragons now, there are lots of different things we can do as game Masters to make our combats better'.

πŸ’‘Game Master (GM)

A Game Master in the context of Dungeons and Dragons is the individual who guides the story and controls the game world, including non-player characters and the environment. The video script discusses the Game Master's role in enhancing combat by 'making our combats better in other videos I've talked about tactics and environment' and creating a combat skill system.

πŸ’‘Character Classes

Character classes in Dungeons and Dragons represent the roles and abilities of player characters, such as Fighters, Barbarians, Rogues, Clerics, and Wizards. The video script mentions these classes to illustrate the typical actions they take in combat, like 'the fighter swings his sword' and 'the Rogue stabs with her dagger', and how the new system can diversify their options.

πŸ’‘Monsters

Monsters in the video refer to the non-player characters controlled by the Game Master in Dungeons and Dragons. The script discusses the potential for monsters to also use the new combat skill system, thus making them more formidable and engaging in combat. It is noted that 'monsters get to do all those cool things, too', ensuring balance in gameplay.

πŸ’‘Complexity

Complexity in the video refers to the additional rules and options introduced by the combat skill system. While it makes the game more interesting, it also slows down gameplay due to the increased number of choices and actions available to players and Game Masters. The script acknowledges this trade-off, stating 'this does add complexity to the game' and 'the added complexity will probably result in slightly slower combat'.

πŸ’‘Balance

Balance in the context of the video pertains to maintaining a fair and enjoyable gameplay experience in Dungeons and Dragons. The script discusses the importance of balancing the new combat skill system to ensure that it enhances the game without making it overly complicated or unmanageable. It mentions 'it is always wise to review everything for game balance' and the need to avoid giving players and monsters abilities that could disrupt the game's balance.

πŸ’‘Dungeon Master's Guide

The Dungeon Master's Guide is a reference book for Game Masters in Dungeons and Dragons, providing advice on creating and running the game. While not explicitly mentioned in the script, the term is implied when discussing the creation and implementation of new gameplay mechanics like the combat skill system, which a Dungeon Master would use to enhance their game.

Highlights

Introduction of a combat skill system to enhance player options during turns in Dungeons and Dragons.

The system addresses the issue of repetitive combat by offering more than just swinging weapons or casting spells.

Players can now use their skills in combat in meaningful ways, adding depth to character abilities.

The combat skill system includes tactics categorized into six different types: attack enhancements, attack penalties, area control, concealment, information, and movement.

Tactical actions replace the standard movement action, allowing for more dynamic use of character skills.

The system introduces complexity but aims to increase the fun of the game by offering a variety of new abilities.

Players are encouraged to choose their combat tactics during other players' turns to maintain game pace.

Monsters can also use combat tactics, balancing the game and giving them more engaging abilities.

Monsters' skills are enhanced based on their highest and second-highest ability scores, making them more formidable.

The system provides a base for Dungeon Masters and players to create their own combat tactics, fostering creativity.

Examples of combat tactics are provided, such as 'Prepare' using Acrobatics for evasive maneuvers.

The 'Disguise of Spell' tactic allows spellcasters to confuse enemies about the nature of their spell using Arcana.

The 'Strengthen Strike' tactic uses Athletics to increase damage output for melee attackers.

The 'Determined Intent' tactic uses Insight to reveal an enemy's plans or intentions.

The 'Area Denial' tactic uses Intimidation to control space and restrict enemy movement.

Strategies for maintaining combat pace, such as pre-selecting tactics for monsters and encouraging players to prepare in advance.

The combat skill system is available on the DMs Guild store for those interested in enhancing their D&D gameplay.

Transcripts

play00:00

the fighter grips his sword in knuckle

play00:02

whitened hands and charges into the room

play00:06

he spies his hated foe a terrible Wicked

play00:09

pit fiend before him and rushes forward

play00:12

the Barbarian slightly upset that he

play00:14

wasn't first into the room follows suit

play00:17

and the Rogue skirts around the corners

play00:19

remaining hidden looking for that

play00:20

backstab and the cleric tentatively

play00:23

steps into the room preparing healing

play00:24

spells they will most assuredly be

play00:26

needed and The Wizard stays out in the

play00:29

hallway peeking around the door jam

play00:31

knowing that the best way to not die is

play00:33

to stay out of that kill zone and thus

play00:36

the combat begins characters rushing

play00:38

forward against their hated Foe and

play00:40

players readying their dice in character

play00:42

sheets the fighter swings his sword and

play00:44

hits the pit fiend with all his might

play00:47

the Barbarian swings his axe the Rogue

play00:49

stabs with her dagger the bit fiend

play00:50

slashes and whips with all of its Fury

play00:52

Flames sprouting up around it the cleric

play00:55

calls down healing upon her friends and

play00:58

The Wizard nearly casts Fireball but

play01:00

then goes with magic Missile instead and

play01:02

that was just the first round of combat

play01:05

in the next round of combat the fighter

play01:07

swings his sword the Barbarian swings

play01:09

his axe the Rogue stabs with her dagger

play01:12

the pit fiend slashes and whips the

play01:13

cleric heals and the wizard doesn't even

play01:15

think about Fireball because he knows

play01:18

better and goes with magic Missile

play01:20

instead and that was just the second

play01:22

round of combat we now move on to the

play01:24

third round of combat and I know you

play01:27

know exactly what's coming next because

play01:29

every single one of us has been in

play01:32

combats like this haven't we round after

play01:35

round after round of the characters

play01:37

doing the exact same thing they swing

play01:39

with their swords stab with their

play01:41

daggers and cast mostly the same spells

play01:43

that they're accustomed to Casting every

play01:45

single combat because that's what works

play01:48

right and thus the combat essentially

play01:50

comes down to chucking Dice and doing

play01:51

math and I submit to you that this is

play01:54

perhaps the worst sort of combat that we

play01:57

can have in Dungeons and Dragons now

play01:59

there are lots of different things we

play02:00

can do as game Masters to make our

play02:02

combats better in other videos I've

play02:04

talked about tactics and environment and

play02:06

lots of other things that will spice

play02:07

things up however today we're going to

play02:09

talk about something that is perhaps

play02:11

under addressed in the game and that's

play02:13

what characters can actually do on their

play02:15

turns today we're going to be looking at

play02:17

a way to give players more options on

play02:19

their turns so that they aren't always

play02:22

having to do the same thing over and

play02:24

over again and what exactly do I mean by

play02:26

this well we know that the fighter can

play02:28

swing their Sword and the Barbarian can

play02:30

hack with their axes right and the Rogue

play02:32

hides and then backstabs the

play02:34

spellcasters well they cast spells but

play02:37

what if there were something else you

play02:39

could do on your turns for instance if

play02:41

you analyze the average D andd Combat

play02:43

Characters don't use their movement a

play02:45

whole lot a lot of times once You' have

play02:46

settled into your position you kind of

play02:48

stay put there are certain classes such

play02:50

as Rogues and spellcasters to a certain

play02:53

degree that are behooved when they move

play02:54

around but a lot of times we find that

play02:56

positioning is rather static for most of

play02:58

our turns so what would happen if there

play03:02

was something else you could do with

play03:04

your movement action in other words you

play03:06

could hack with your sword and then

play03:07

instead of not using your movement and

play03:09

just kind of standing there what if you

play03:11

could use your movement action to do

play03:13

something else and another thing that is

play03:14

underused in the game specifically in

play03:17

combats are skills skills such as animal

play03:20

handling deception intimidation

play03:22

investigation perception and survival

play03:24

get a lot of views out of combat but

play03:26

they're really underrepresented in

play03:29

combat now yes I know that you can shove

play03:31

somebody or trip them with your

play03:33

Athletics and Rogues are going to do a

play03:34

lot of sneaking with stealth for sure

play03:36

but the options are very limited and

play03:38

they don't get used a whole lot so what

play03:40

my team and I have done is create a

play03:42

combat skill system that allows you to

play03:45

use your different skills from your

play03:46

character sheet in combat in meaningful

play03:49

ways and in our new combat skills system

play03:51

we have every single skill from the

play03:53

character sheet represented that means

play03:55

no matter what class you're playing you

play03:57

will be able to do things with your

play03:58

skills and com

play04:00

and you will have more options now the

play04:02

immediate benefit of having more options

play04:04

during combat is that combat gets more

play04:07

interesting you now have a whole wide

play04:08

new array of abilities that are open to

play04:10

your character you can do more than just

play04:12

swing your sword or cast the same spells

play04:15

and it's not an either or you can swing

play04:17

your sword and use a combat skill or you

play04:20

can cast your Fireball and use a combat

play04:22

skill now of course this does add

play04:24

complexity to the game players are now

play04:25

going to have to choose from an array of

play04:27

different combat skills they can use and

play04:29

in the game system we actually call them

play04:32

tactical actions so there are more

play04:34

choices to be made and the added

play04:36

complexity will probably result in

play04:38

slightly slower combat and frankly this

play04:40

is a tradeoff that you make anytime you

play04:42

introduce something new to the game

play04:44

there is a reduction in speed in

play04:46

exchange for an increase in fund and as

play04:48

I've said before when you introduce

play04:50

added complexity to your game you want

play04:52

to make sure that the resulting fund is

play04:54

increased at least three times over in

play04:56

other words you want the added

play04:58

complexity to be worth it

play05:00

and a lot of times the only way you're

play05:01

going to know if it's worth it or not is

play05:03

to try it out and when we were play

play05:05

testing these new combat skill options

play05:08

players really seemed to enjoy them how

play05:10

the combat skill system works okay so

play05:12

you're probably saying that all sounds

play05:15

wonderful but how does your stupid

play05:17

combat skill system work Luke first of

play05:19

all it's not stupid so stop calling

play05:21

myself stupid and I'm going to explain

play05:23

to you how the system works right now so

play05:25

just calm down maybe I'm the one that

play05:28

needs to calm down I I don't know I can

play05:29

never tell the standard Dungeons and

play05:31

Dragons turn consists of three different

play05:33

types of actions a character can take

play05:36

they have an action a bonus action and

play05:38

movement and they get one of each in our

play05:41

combat skill system characters get an

play05:43

action a bonus action and a tactical

play05:46

action so the big change is that

play05:47

movement has been replaced by a tactical

play05:50

action and with their tactical action a

play05:52

character can do one of two things they

play05:54

can either use their movement or they

play05:57

can use a tactic and the tactics are are

play05:59

the really cool things that you can use

play06:01

that are based upon your skills they

play06:03

open up a wide array of possibilities in

play06:06

combat they allow you to do new and

play06:08

different things to affect and change

play06:10

the course of battle and this

play06:12

intrinsically makes combat more

play06:14

interesting and fun because instead of

play06:16

just standing around and Swinging your

play06:18

weapons you now have a ton of new

play06:19

different things you can do on your

play06:21

turns now the tactics that we made fall

play06:23

into one of six different categories

play06:26

first you have attack enhancements these

play06:29

different tactics give you a bonus to

play06:31

your next attack and a few of them allow

play06:33

a character to follow up with a bonus

play06:34

action to get a bonus to all their

play06:37

attacks next you have attack penalties

play06:39

these tactics cause a targeted creature

play06:42

to suffer a penalty to their attacks

play06:44

against you then we have area control

play06:46

these tactics allow you to control a

play06:48

larger area than you normally would be

play06:50

able to sometimes this refers to Direct

play06:52

Control and area denial but other times

play06:55

it's manipulating the terrain to make

play06:57

traversal more difficult then we have

play06:59

concealment these tactics allow you to

play07:01

conceal your actions they make it harder

play07:04

for creatures to discern what you're

play07:06

doing or you can modify an action with

play07:08

the intent of deceiving other creatures

play07:10

next up is information these tactics

play07:13

allow you to gather or convey

play07:15

information that information may include

play07:17

a battle strategy current strengths and

play07:19

weaknesses of enemies or general

play07:21

information about the Battle environment

play07:22

finally we have movement these combat

play07:26

tactics affect the way a creature moves

play07:28

about the battlefield unlike all the

play07:30

other tactic categories these combat

play07:32

tactics always allow you to move up to

play07:35

your movement speed while using the

play07:37

tactic now the really cool thing about

play07:39

this system is that it creates a base

play07:41

upon which you can build your own combat

play07:44

tactics now I'm going to give you

play07:45

several examples of the combat tactics

play07:47

that we have made in the system but they

play07:50

don't need to stop there you can

play07:51

literally just make up your own and it

play07:53

doesn't have to just be the game master

play07:55

who's creating the combat tactics

play07:57

players can pitch in with their

play07:58

creativity and their ideas and help come

play08:01

up with more things that can be done

play08:03

with their skills during combat of

play08:05

course it is always wise to review

play08:07

everything for game balance by the way

play08:09

if you're finding this information

play08:10

useful please give me a thumbs up and

play08:11

leave a comment about how delicious

play08:13

bacon is and share this video with a

play08:16

fellow game master and if you're not

play08:18

already subscribed to my channel and you

play08:19

think I don't completely suck why not

play08:22

subscribe while you're at it the combat

play08:24

tactics okay now I'm going to give you

play08:26

some examples of specific combat tactics

play08:29

from our system the first one uses your

play08:30

acrobatics skill and is called prepare

play08:33

you must be proficient with acrobatics

play08:34

to use this and its duration is

play08:36

instantaneous essentially you anticipate

play08:39

an attack coming your way from an enemy

play08:41

and you can Dodge out of the way you

play08:43

roll an acrobatics check and the result

play08:45

determines the bonus you receive if you

play08:47

hit a dc20 you get a plus one bonus to

play08:50

the next dexterity saving throw you make

play08:52

before the start of your next turn and

play08:54

if you hit a dc30 you get a plus two

play08:57

bonus then we have the disguise of spell

play08:59

spell tactic which uses the Arcana skill

play09:02

essentially you can attempt to disguise

play09:03

a spell you're going to cast befuddling

play09:06

attempts to identify it you make an

play09:08

intelligence Arcana check and the DC

play09:10

required to identify a spell that you

play09:12

cast is increased based on the result of

play09:15

the role if you hit a dc20 the

play09:17

difficulty class to identify the spell

play09:19

has a plus one bonus a dc25 gets you a

play09:22

plus two bonus and a dc30 gets you a

play09:24

plus three bonus so essentially you're

play09:26

trying to trick an enemy into thinking

play09:28

that you're casting a different spell it

play09:30

does not alter the spell component

play09:31

requirements it only makes it seem like

play09:34

the spell being cast is something

play09:36

different okay here's one that's really

play09:37

useful if basic one that melee types

play09:39

will probably love it uses the athletic

play09:42

skill this tactic is called strengthen

play09:44

strike basically you make an Athletics

play09:46

check and then your next attack deals

play09:48

extra damage based on the result of your

play09:50

role a dc20 gets you a plus one to your

play09:53

damage rolles a dc25 gets you a plus two

play09:55

and a dc30 gets you a plus three and

play09:57

then we have the determined intent

play10:00

tactic which uses your Insight skill you

play10:02

see we're giving useful things you can

play10:04

do with some of these skills that almost

play10:06

never get used in the game and

play10:07

especially not in combat anyway this

play10:09

combat tactic allows you to attempt to

play10:11

discern a creature's intent by observing

play10:14

the subtleties of Its Behavior you can

play10:16

make an Insight check contested by the

play10:18

target's Charisma saving throw on a

play10:20

success you learn one of the following

play10:22

the target of the creature is next

play10:23

attack spell or other action it intends

play10:26

to use on its turn whether the creature

play10:28

intends to make a melee attack ranged

play10:30

attack or cast a spell its loyalty to

play10:33

its allies or whoever it's working for

play10:35

or its degree of personal hostility to

play10:37

you for this tactic the information you

play10:39

learn is random but you may attempt to

play10:41

learn a specific piece of information by

play10:43

taking a negative five penalty to your

play10:45

check and this next tactic is called

play10:47

area denial and it uses your

play10:49

intimidation skill essentially it allows

play10:51

you to attempt to control an area larger

play10:54

than you could normally control using

play10:56

your threats and stance to keep enemies

play10:58

away this doesn't expand the range of

play11:00

your attack or your attack of

play11:02

opportunity but it does prevent enemy

play11:04

creatures from moving through the space

play11:06

and then you're going to roll an

play11:07

intimidation check and if you hit

play11:08

certain thresholds of difficulty classes

play11:10

you control additional 5T squares

play11:12

adjacent to the one that you're standing

play11:14

on now in our combat skill system we

play11:16

literally have 32 different tactical

play11:18

actions characters can take on their

play11:20

turn so I'm not going to talk our way

play11:22

through every single one of them that

play11:24

would just take a crazy amount of time

play11:26

and I'm not sure how extremely valuable

play11:27

you would find it in a video format but

play11:30

what about monsters now I imagine that

play11:33

my fellow dungeon Masters out there have

play11:35

been asking themselves a particular

play11:37

question do monsters get to do this too

play11:40

because if players now get to do all

play11:42

these cool things am I as the game

play11:44

master going to get to do them as well

play11:46

and the long and short of it is that yes

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monsters get to do all those cool things

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too otherwise we would have a rather

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unbalanced system wouldn't we and the

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very next follow-up question or

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complaint or concern that I know my

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fellow dungeon Masters are going to

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bring up is that the skills of monsters

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in D and D fifth edition generally suck

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and you are 100% right like you have big

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huge massive larger huge creatures that

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are like CR 58 and 10 that have no

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Athletics modifiers many monsters just

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simply don't have the skills on their

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stap lock or the skills are very limited

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and frankly this is kind of

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understandable because in the base

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system monsters don't really have much

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use for many of their skills however if

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you're implementing our combat skill

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system monsters now suddenly have

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something they can do with those skills

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and this could be pretty cool and fun

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and exciting for Dungeon Masters I

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imagine well the question then is what

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is the game master going to do with

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these monsters who have sucky skills and

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of course we address that in our system

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otherwise having monsters use skill

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checks based on their ability scores

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with no modifiers would be well pathetic

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the basic rule of thumb is that you take

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a monster identify its highest and

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second highest ability scores and then

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you give that monster proficiency and

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perhaps even expertise in all skills

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associated with those ability scores in

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fact I would recommend taking its

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highest ability score and giving the

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monster expertise in all related skills

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this means the monster would add double

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its proficiency bonus to those skills

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and then for its second highest ability

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score you give the monster basic

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proficiency with all related skills and

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once you've done this you're pretty much

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good to go your monster is going to have

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a variety of skills that they can use

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and the modify s to use those skills are

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going to be pretty darn good now

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something else that I want to mention

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here is that giving your monsters

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additional abilities that they can use

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during combat is going to help solve one

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of the problems that has plagued

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Dungeons and Dragons fifth edition from

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its conception essentially what we have

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seen over the last decade is that

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players and their characters continue to

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get Buffs and receive more options and

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more power but monsters have not theyve

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basically lagged behind on the power

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curve and for many groups this is undes

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desirable because it makes combat less

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challenging and unengaging which means

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that if game Masters want to correct for

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that they need to tweak things in their

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games and giving Monsters the ability to

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use these combat tactics is one such

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tweak that a dungeon master could do

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especially if as the dungeon master you

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start using all these combat skills to

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buff your monsters that your players

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don't get to use them but that would

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just be devious I'm not sure that I

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would recommend that how to keep combat

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moving okay now something that I alluded

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to toward the beginning of the video

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that I want to address in more depth now

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is the idea that introducing this new

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added complexity these new combat

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tactics are going to slow the game down

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a bit so I have a few pieces of advice

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for ways that game Masters can keep

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combat moving along when using this new

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system the first one is that when you're

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preparing for the session and setting up

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the encounters consider each creature's

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role in the encounter that is your

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monsters some will be attackers others

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will be Defenders and some will focus on

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support and then based on the creatures

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role role and which skills it can best

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use make quick notes about which tactic

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it is most likely to use and which

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tactic it is second most likely to use

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that way you have these notes on the

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stap lock and during combat you can

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quickly choose from a couple options you

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might even jot down two additional

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tactics as backups but the last thing

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that you want to do when you're in

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combat is for every single Monster be

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flipping through and choosing from 32

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different abilities because that's how

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many we've published our rule system

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that is going to bog things down like

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crazy you you need to have a few optimal

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choices ready to go for each monster

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that you can quickly choose from and

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that is going to speed things up

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incredibly now as far as players go I

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suggest strongly encouraging them to

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choose out their combat tactic while

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everyone else is taking their turns I

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mean they got like 10 or 15 minutes at

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least to figure it out right and then if

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on their turn they're not ready to go

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they should have a backup tactic this is

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basically a combat tactic that they will

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take if they have a hard time choosing

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what to do if they're a fighter for

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instance they might always use the

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strengthened strike tactic which

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increases their damage obviously this

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kind of goes without saying the more

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everyone is familiar with the different

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combat tactics and reads up on them

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before the game Begins the smoother

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gameplay is going to be now I think I've

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given you enough information in this

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video to be able to use our new combat

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skill system though you will of course

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have to make up your own Tactical

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actions however if you'd like to get our

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entire combat skills system along with

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all 32 tactical actions that we created

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it's available right now on the DM lay

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store at the link below also during this

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month all DM L patrons at the $25 level

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and above will get it as part of their

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monthly patreon benefits and by the way

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our DM layer patrons get tons of other

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monthly benefits as well for instance

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you get a new issue of layer magazine

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every month which includes roughly 60

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pages of fifth edition game master

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resources such as Adventures monsters

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traps puzzles and more and it also comes

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in Pathfinder 2 as well patrons also get

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adventures and monsters in Foundry vtt

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which makes prepping for your online

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game a breeze so if you're thinking of

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picking up the combat skill system but

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you'd also like to get a taste of all

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the other cool things that we publish at

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the DM layer becoming a $25 Patron is

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definitely the way to go let me know

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down in the comments what you do to

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spice up your combat so they aren't

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boring and repetitive and if you'd like

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to learn how to implement a reputation

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system in your games that gives

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characters benefits and drawbacks based

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on their reputation with groups and NPCs

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in the world watch this video right here

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and until next time happy game mastering

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Related Tags
D&D CombatTactical ActionsGameplay EnhancementSkill SystemRoleplaying TipsDungeon MasterCombat StrategiesPlayer OptionsGame MechanicsAdventure Tactics