Middle-earthian bards regale Brian Murphy, Amy Vorpahl, and Matt Mercer, plus a lesson in THAC0. Sign up for DROPOUT.tv to get new episodes of Um Actually and access to tons more exclusive content: www.dropout.tv
Um, actually: Silvered weapons are the only type of non-magical weapon that can harm a pit fiend. Matt was in fact mistaken here EDIT: Whoops, non-magical CAN harm them too actually. They're just resistant to non-silvered.
Also, hes wrong because the prompt mentioned that you werent supposed to take items and gear into account unless otherwise stated, plus, considering the level the characters would be at to take on a fucking pit fiend and demilich and win in one round, OFC that would be a magical axe.
Um, actually his first skit was the first Tide CEO video and that was 4 years ago, 3 years from when you wrote your comment. He was DMing Fantasy High on Dimension 20 3 years ago, and 2 years before your comment. So by the time this video came out he was already let out of the basement a long time ago. But just because someone does skits in front of a camera doesn't mean they automatically no longer do any writing. Or provide backup as a fact checker.
@@LordMooshroom Matt was wrong about the initiative, which should have made the count higher. The Pit Fiend didn't roll initiative late, it was the only one to do so, so it was the only one acting correctly.
Um, Actually, the pit fiend still did the initiative at the wrong time in the combat, since it should be rolled at the start of combat hence before anyone attacks, but fair point that the others didn't roll for it. I would also say that he missed that a barbarian taking the dodge "reaction" should be an action and as such should have no action left to attack with. @@GrayvesX
@@GrayvesX He was also wrong about sneak attack not working on Lich. Not being able to sneak attack undead is a rule from older editions. 5e removed most of the monster-type related differences. You can sneak attack a Lich in 5e.
Um, actually: Murph's description of General Grievous' internal organs as "human parts" implies that General Grievous is a human, when he's actually a Kaleesh.
@@torkusqerdoon1062 he had a collection of lightsabers. sometimes they were destroyed and sometimes he added more to his collection. he could only wield 4 at once because he had 4 arms.
@@chaotic4453 And there were still some things that were wrong. For example, while Matt called out that you can't use a reaction without a trigger and you can't get an opportunity attack for moving towards something, Dodge also was the incorrect move when compared to Disengage for avoiding opp attacks. There were likely a few others that weren't mentioned.
@@claytonmyers9739 Also, hold monster is not used for humanoids like Goliaths, the pit fiend does not have access to hold monster(or hold person), and the Pit Fiend still only has one action, which means it could only multi attack or cast a spell, not both. Also, Goliaths cannot grow hair. I do believe that because the Rogue was invisible, they still would have been able to do a sneak attack, assuming that the lich didn't detect them.
I believe Brennan has said that this episode and the panels correction was when he and Matt started to bond about DMing, and this eventually led to EXU: Calamity, possibly the best short campaign of actual play ever made.
@@Glmorrs1 Hey bud sorry I'm out of the loop, but I'm playing Bg3 and I want to get in to DND. Can you tell me if you guys are referring to the Critical Role RU-vid series that starts with a video entitled: "Excelsior | Exandria Unlimited: Calamity | Episode 1"? Thank you and also lemme know if there are any other short campaigns I can watch to get more in to the tabletop version!
@@Pathoslogicalthat’s awesome! That should be the first episode of calamity. Fantasy high is also a great series from dimension 20 and the first season is all on RU-vid. Also the universe that calamity is in has a few other longer series associated with them. That makes up the whole critical role series. Best of luck. DnD content can get real fun.
Charisma for Warlocks suggest to me how charisma represents how your force of will and presence allows you to demand power from patrons. From this, i feel that sorcerer's charisma allows them to demand reality and the arcane to do them a solid. Like the forces of nature bends to their will
Exactly. It's a function of the force of personality. Like if someone just commands attention by exuding an incredible presence when they walk into a room.
Also I just wanna put this out: Brennan, Matt, and Murph are the three types of amazing DMs. Matt- Pure D&D nerd in his element. Brennan- theater kid learns rules and absolutely loves it. Murph- nerd dad decides to help his kids.
1000% agree with you. Naddpod got me into D&D when within the first 5 minutes they broke Murph with dragon genitalia. I fell in love with it so much I am currently running a campaign set in Bahumia about 70 years after the Band of Boobs. They have Denny as their vacation tour guide and they cast charm person to make him actually fight rather than run away and he got the killing blow on a blood elemental boss Deadeye got me into dimension 20 and I love how chaotic Emily is in general and how that entire group lives to womp Murph or Brennan depending on who's running it
@@katiewhaley3278 a man who needs to introduction haha. even people who dont watch CR know him. if you know dnd and go out looking for dnd stuff, youll know who he is
Uhm, actually: the Pit Fiend is actually resistant to slashing, piercing and bludgeoning damage from nonmagical attacks THAT AREN'T SILVERED, so a silvered axe would, indeed, damage the fiend.
What's more, a Pit Fiend is only *resistant* to that damage, so even if it were a normal nonsilvered, nonmagical weapon, the pit fiend would still take half damage.
They were mixing up 3rd and 5th edition. In 3rd edition, pit fiends had damage reduction 30/+3 ignoring the first 30 points of damage from weapons with a lower than +3 bonus. 3rd and 5th are very similar in a lot of ways but are very different when you get down to the details. For someone like Matt who's played since high school, I'm not surprised he gets it mixed up occasionally.
@@HarukaLPs To you, maybe... Our DM still packing his campaigns so much details, that we had once a session, where half of the entire meeting gone for the "simple" decision, which way we should go at a crossoad. You see, he doesn't make one campaign, but a World, where he decided what will happen, if we doesn't interact with the peoples or creatures - or just being there on different places. You could call it, that he "wrote the Book of Fates". It's just "We", the players are NOT in this "book", so we can do - by our mere presence - a lot of changes. If we decide to act as well, then even more so...
Except the one thing extra he accounted for was wrong. Silvered weapons do overcome it's resistance and also it's resistance to non magical not immunity.
Um, actually, I'm pretty sure Brennan writes MOST of the question for this show. It was mentioned like two episodes back (on this channel). You can also see his name in the credits. He's not writing questions when he's contestant, of course.
@@gemsdirtykitchen3658 Um Actually, most is a subset of at least some, so technically I'm still completely correct with saying that he writes at least some of them
@@trans_foxgirl Um Actually, "Some" refers to an unspecified amount or number, and since "Most" specifies that the amount is a majority, you are technically incorrect. The best kind of incorrect.
He's right. There IS something VERY satisfying about watching someone be just REALLY damn good at something, holy moly. Not just here, but in general. Hell, a lot of Anime out there are surprisingly fun to watch just cause there's the "power fantasy" aspect, where the character you've been waiting for to show up is finally here, and just wow-ing everyone around him, and you just go like "HAHA, THAT'S MY BOY/GIRL, LOOK AT 'EM GO".
Brennan showed up as a in the podcast Rude Tales of Magic, and it was my first experience with him as a D&D-anything. He blew me away. Just a hilarious and somehow still incredibly affecting episode.
yea but his attempt to explain THACO was not very clear, I don't think her remembers how the mechanic worked that well. You take the base thaco from your level and subtract the AC to get the "to hit number" the problem of course is that some DMs would rarely tell you the opponent or monster AC because they preferred the players to figure it out on their own. In that case you could sleuth it out with this formula= THACO- die roll= AC hit. A first level character with a THACO of 20 (assuming no other modifiers) rolls a 15 trying to hit a monster with AC of 5. 20-15= 5 so if the monster's AC is 5 or higher he scores a hit!
Matt was so glorious in the Rules Lawyer game. It was so satisfying watching him correct things not even the people who thought they knew everything that was wrong knew they got wrong.
Except he wasn't right sadly. Silvered weapons do bypass nonmagical resistance and put fiends only have resistance not immunity so technically he didn't catch anything extra.
@@brycegolie5786 Um, actually, silvered weapons do not bypass nonmagical resistance, they just bypass resistance for monsters that are specifically susceptible to silver, so Matt would be correct in saying that Pit Fiends would be LESS affected by silvered weapons, though they wouldn't be immune to them as Matt said.
Matt as rules lawyer felt like the moment when you actually get to use something you learned in school in real life, or something you learned in your studies in your job
Correct. He created an elixir to transform himself to go undercover and didn’t get back to his lab and the antidote in time and the changes were permanent
Wan't the serum meant to activate latent mutant genes? So presumably the cause of the blue fur is still his mutation, it just becomes more fully expressed witb tbe serum. That said, he expressed some of his mutant characteristics pre-puberty so his intelligence may well also be due to his mutation.
Um Actually, according to the Monster Manual pg. 78, silvered weapons do in fact overcome a Pit Fiends normal weapon resistances. Also additionally they aren’t immune to non-magical damage just resistant.
I've been binge-watching these episodes and I got excited when a creature from the Philippines was finally featured. Mike's initial hardship on pronunciation is quite adorable!
It's my understanding that Brennan writes most of the D&D questions, the real question is if both of them were in the game, who could write something that could stump them?
Having seen a ton of these at this point, this episode is still one of my favorites. The contestants all seem like they're having a total blast, and Trap is in his element.
They missed an "um, actually" opportunity on Kurt Wagner: his ability to teleport and his fangs and tail aren't mutations *original to him* but rather mutations he inherited from his father Azazel. Kurt's original mutation is actually his superhuman agility and reflexes, traits his father does not possess (as well as his hand and foot structure, which in addition to have two finger and an opposable thumb, and two toes and an opposable rear "thumb" toe, have pores adapted to create suction to adhere to surfaces). His blue skin is inherited from his mother Mystique. Also, Hank McCoy acquired the blue fur by dosing himself with a compound he was working on to amplify latent mutations (in the movie version, it's intended to suppress active mutations, but backfires). Comics version Beast drank the whole concoction and destroyed his notes to prevent a colleague from stealing it and submitting it to his employers, Roxxon Corporation. He didn't realize that in the dosage he took, the amplification would be permanent. So it could technically be said to be part of his mutation, but it's a part that never would have been expressed without his formula.
Um, actually, Beasts blue fur secondary mutation was not permanent as his old colleague later kidnapped him and surgically removed the mutation as an experiment as he was trying to cure his son Artie's mutation. The blue fur did later come back when Hank was dying after being infected by the Morlock/Horseman of Apocalypse Plague and kissed by an energy vampire.
Also, Mystique doesn't have scales in the comics. It wasn't until the movies that she was portrayed as having scales. For a brief moment they adopted that in the comics as well, but it since seems to have been abandoned and she's back to her non-scaly appearance.
Mystique’s blue appearance is also, in some continuities a choice and a political statement. She does not so to speak have a default form but she assumes her blue form as her normal form to demonstrate her allegiance to mutants.
Matt's and Murph's reactions to the points given during the monster origin question perfectly reflects their personality. Matt, "I will respectfully leave it up to you." Murph "I cant believe I was rewarded for my behavior." I laughed for so long when I heard that!
Seriously haha that was such a fun game, and such a bullshit result, too! Murph just went "fuck it, this area probably has the most" (but to be fair, he only got 1 point out of all those 10 monsters he smushed up there, the other ones were from different areas, but still)
The idea behind Vancian casting was that spell was a living thing that resided within you mind and that was released upon the casting, hence fading until you had time to refocus and bring forth another embodiment of that power. The level scaling was like you ability to contain only so much power, anything constructed of too much power would spill forth before taking form within you.
I like the way Brennan explains it in Exandria Unlimited: Calamity (slight not quite a spoiler if you haven’t watched EXU: Calamity) where someone has to work up to certain levels of knowledge and that if one were to bestow powers greater than a weirder could comprehend it would drive them mad and destroy their bodies.
"Um actually he's not a droid" Great, one point. "The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this section, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control. The Order of Combat A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP 1. Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised. 2. Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are--how far away and in what direction. 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns. 4. Take turns. Each participant in the battle takes a turn in initiative order. 5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter. If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is noted on your character sheet." Great, one point.
@@robinsuj Yes Shiny questions are usually in the form of "point to the wrong thing" or "put these things in the right order", whereas regular questions are "here is a statement, you must correct me". Um, Actually... is for corrections to statements, not answers to questions posed.
@@marp32 I mean theres a strategic advantage to cutting them off because it prevents the other two from catching on. Clearly this worked because she was the most correct and Matt and Murph were pretty visibly thrown by how quickly Amy was swapping through them.
um, actually I did figure out the correct placement of the bards, although the roads go ever on seems more like a rankin-bass contribution than a tolkein one.
@@houngandave Roads go ever ever on is the poem Bilbo recites at the end of the journey. It's definitely Tolkien. Also don't forget Tolkien wrote the absolute doggerel 'tra-la-la-lally down here in the valley', which I assume wasn't featured here because they couldn't get anyone to sing it without tormenting their families in front of them.
@@SavageGreywolf exactly. tolkien wrote it as a poem, not a song. rankin-bass had a habit of adding music where tolkien didn't. case in point - where there's a whip, there's a way.
Do you think that sometime, behind the scenes of this episode, Matt and Murph just started swapping stories about all the insane things their wives have pulled off during D&D? Because I do.
I was able to identify about 10 of the things wrong with the action panels that Matt mentioned, just from watching Dimension 20, without ever having played D&D before. Very pleased
Um, actually: The Pit Fiend would not have been able to both cast Hold Monster and make it's attacks, as both the spell and the spell casting are an action. (Yay, I noticed something Matt didn't notice!)
@@catsquad I thought so to, but Hold Monster works on any creature (including humanoids) - it's a more general version of Hold Person that also covers how Hold Person is used
Also can't dodge only be used as an action? Fighters can parry, but that's not the same mechanics as the dodge action. Which also means they couldn't dodge and attack with the silvered weapon in the first place.
8:40 Um, actually, the first game with “Mario” in it is Mario Bros, an arcade title which came before Super Mario Bro’s for the NES. In that game, the first enemy you encounter is a “shellcreeper,” an earlier version of a Koopa Troopa.
Um actually, Hank McCoy was also not originally blue and furry, it wasn't until he tried to cure himself that this "cure" made him become the furball we all know today
Um actually he didn't try to 'cure' himself if you can even call it that, he was just testing a serum intended to suppress the mutant X-factor gene with the intention of reversing the process.
@@TimdeVisser86 UM ACTUALLY, reversing the process of the X gene is literally what they consider and specifically refer to as a "cure" in the X-Men universe. You're trying to argue semantics from a universe that doesnt exist.
As someone who just recently got into Dropout TV stuff and is working through the older D&D campaigns, I want to say that Matt seems like such a nice guy lol and also I love this hair style on Amy and I had no idea she was so knowledgeable about D&D. It’s like everybody that works for or with dropout is awesome lol
Um Actually, being the leader of something doesn't make you that. I could be a leader of the Fowl Army, and called the Duck General. That doesn't make me a duck.
@@DwarfyDoodad You literally proved OP's point. You are the Duck General, that is, in charge of the Fowl Army. Even if you yourself are not one of them.
Um actually: The Wizard's Benign Transposition ability is not an ability that allows them to cast Invisibility, it instead allows the wizard to choose a willing creature and magically teleports himself and the willing creature, swapping positions on the map.
Um, actually: To build off this, Benign Transposition is an arcane tradition feature for conjuration wizards that allows them to use an action to teleport 30ft or swap places with a willing creature that is within 30ft not cast invisibility on a target. Also Invisibility is a touch spell and the wizard is not touching the target.
I might be wrong, but wouldn't the pit fiend need to have cast hold person on the Goliath, and if it had, it wouldn't still be able to make all of its attacks, since hold X is an Action?
@@blackmoon8459 Hold Monster is just Hold Person's upgraded form. It still works on humans. Hold Person is limited to humanoid creatures, Hold Monster's only restriction is not working on undead.
I think I found two rules Matt missed - even with a 20 strength, the rogue would not be able to jump 30 feet without magical assistance, and athletics and acrobatics are skills, but jump is not as it is simply part of your movement.
@@eveescastle5866 Well, you can hate, and it's certainly presented to be unnecessarily complicated, but if you think it's dumb, then you must think AC and to-hit rolls are dumb (which is fine if you do), because the modern system is actually exactly the same. It's just streamlined so it doesn't look backwards as hell.
@@mestre12 There were several additional mistakes that could've been called out. I didn't tally, but I found at least five more Matt didn't get. Also, the Cleric casting Fireball isn't a mistake, as Light Clerics have access to the spell and the Cleric's subclass was never mentioned. And pit fiends are not immune to non-magical weapons.
@@CaptainDCap I think it’s strongly suggested that the cleric is either a war cleric as they are worshipping Gruumsh but technically I suppose you’re right, it wasn’t specified since that was part of a separate error, although I think that the cleric being a light cleric probably fits into their stipulation that they won’t have any hidden information
Um-Actually: No one rolled against the pit fiend's fear aura, and more importantly, it can't cast hold monster on the goliath woman AND do its multi attack action in the same turn.
Um actually, hold monster works on any creature except undead. Player races are humanoid which count as a creature (so says Jeremy crawford) But fear aura is Indeed in effect and should of been rolled. 1/2 point
@@LiqwdE True But UM-Actually, I was referring to the pit fiend using its spell casting while ALSO using its multi-attack action. I understand that it "CAN" use hold monster on a humanoid. but does it have the power to do so, and also make its 4 attacks?
@@omagafox123 um actually, ... yep, ok I see it lol. Sentence structure threw me off. "Cast hold monster on Goliath woman"... why can't you hold monster a Goliath?... tunnel vision
If I may continue this um-actually Um actually, howl is a radius based saving throw. So it isn't an attack and would also likely affect other characters besides just the rogue Vile Curse takes 3 legendary actions, not 1. Which would also mean they wouldn't be able to use their final LA to fly upwards, and even if they could, their fly ability only lets them move 15 feet, which is half their fly speed. Also, even with the jump spell, a rogue wouldn't be able to jump 30 feet into the air without additional help from magic items, spells, etc And this is an "eh" point, but the fighter made one attack against the pit fiend. Assuming this party should be higher level, the fighter should be able to make more attacks
@@crowfee2910 : Um, actually, if the Fighter is at least 5th level, then he would have not just his first Extra Attack, but I believe he also gets Action Surge at 2nd level. Which means, going by action economy and efficiency, the Fighter should have 4 attacks: 2 for his normal turn, and 2 for his Action Surge, presuming he is at least 5th level.
I love this show! It's my first time watching, but it's really fun! Also, you should have Matt back again. Would definitely watch that level of skill again! Amy and Murph were great too! Thanks for a delightful 23 minutes!
Um actually, The Thunderbird is actually present in many indigenous/American Indian/First Nations lore, most famously though in Algonquian and Ojibwee peoples lore who mostly reside in Ontario, Quebec and northeastern parts of the United States, not the south west.
I actually thought his mutation WAS being smart and the blue fur and extra strenght was consequence of his experiments on himself... Like, the opposite of the answer lol
@@JwanCortez Nope. Hank's original mutation, and the reason for him being a part of the original five X-Men, was strength and agility - making him look something like a human/ape hybrid in appearance. His intelligence has never been mentioned as being part of his intelligence. In fact, once he makes the serum that turns him blue and boosts his strength and agility, there are comics that reference his intelligence decreasing due to his amplification of his mutation.
@@BrobinsProductions Just to butt in with more info: um, actually, It's true that the furriness is indeed self-induced, the blueness is not. Hank used a serum to "disguise" himself but failed to take the antidote in time, making him faster, stronger, with heightened senses, healing factor, and originally ---gray---fur. Blue came later when they fought some guy who took Beast's healing factor away, turning him blue in the process.
Um, actually, searing red meat (i.e. a steak) isn’t just for flavor-most of the harmful bacteria live on the surface of the steak rather than inside (unlike chicken, per se, where salmonella and shit can lie within). It’s also why you have to be more careful with ground beef because that surface is now INSIDE the patty-just searing it is no good.
@@alijoc When you get a rare burger or a steak tartare etc at a restaurant, this has (if the restaurant is following food health codes and you live in the UK/US/lots of other countries but not france) been made from a steak seared to remove the bacteria first, then the seared part either cut off or left in, and then passed through a clean grinder. Then it's fine to eat however it's cooked
@@abijo5052 not true. The rare burger is true, but the steal tartare is still raw. Tartare in of itself is a raw dish. So if it is cooked it can't be considered a tartare. Most of the times the tartare meat is frozen to kill bacteria and brough to room temperature to serve. But tartare is raw
@@mestre12 wow. That’s right charisma is as much intimidation as diplomacy as charisma. Now I’m envisioning a scarlet witch type of thing. Power responds to Strong emotions front the user
I went and checked the 5e PHB, and it claims (p12) that Charisma measures "confidence, eloquence, [and] leadership" of a character. I think that's just straight up Sorcerer, Bard, and Paladin qualities respectively.
I fully agree that the current system for figuring out if you hit is better, but people act like THAC0 was so crazy. It's just subtraction instead of addition. It's not hard. Like if I roll 15 and my THAC0 is 17 I hit AC 2. 17-15=2. That said I agree it's better now, mainly because higher numbers are now better for AC instead of lower numbers being better. In a game where you get magic "bonuses" it feels better if they make your number higher instead of lower.
@@parkerdoole7029 you totally should. In my opinion Brennan is right up there with Matt in terms of DMs. And Matt gets to play a PC in two of the shorter campaigns. Marisha is in one of the campaigns as well.
So I've listen to the Hobbit on audio book 32 times, so the songs I remember really well. I recognized them in the first line and I think the order is 43512. Excited to see if I'm right. Edit: Thank you Rob Inglis you haven't failed me yet.
@@meganharrison2853 English Lit major, Religious Studies minor to be honest, but since my particular interests were mythology and folklore that's what it became.
was organizing my room while this was playing in the background when i suddenly heard Brennan's voice, i ain't never whipped my head around so fast istg!
13:55 Um Actually, one thing that was missed was the Pit Fiend shouldn't be able to both cast Hold Monster, and then make its four attack actions. Hold Monster is an action, so is attacking, it has to pick one or the other.
Um, actually, the Demilich also made two consecutive Legendary actions, and monsters have to wait for another creature's turn to go by before using another Legendary Action.
Matt's an impressive as hell DM and caught a crap-ton of mistakes in the Rules Lawyer game, many of which I would've never known. Um, actually, here's a couple things he missed that I noticed (and subsequently fact-checked): - The Pit Fiend would have needed two actions to cast Hold Monster and attack. - Benign Transposition cannot be used to cast spells and does not make people invisible. - Howl is not an attack and does not miss or hit. - The halfling would have 25 feet of speed, which would not allow her to jump 30 feet, even with a running start and 20 strength or an impossible 60 strength to make the jump without a run-up. Also, the demilich is immune to Turn Undead regardless of its CR, as it has a feature preventing it from having any effect at all, but come on, who caught that without checking the stat block? Not me, I never faced or ran a demilich. Lastly, I'm not sure he missed this, but Dodge is not usable as a reaction, except when readied with the Ready action, in which case the barbarian would have no action left to attack. ... OH! And there are no "attacks of opportunity", if this is 5th edition. They're called Opportunity Attacks. Just caught that, would've missed it in the moment. Any more things he missed that I overlooked?
@@xxpnchl0rd75xx2 Wait, how did I miss that? Holy crap, that isn't just a rule break, that's against the C O D E ! ! ! Lol. Yasha wasn't bald, Idk how common of a trope it is.
@@threes_leaves Oh, right. I somehow missed the fact we were talking about a goliath fighter and not barbarians. No clue how, I must have been asleep when I wrote that.
The Wright brothers are called that becasue of their surname, the coen brothers surnames are Coen, ergo the Mario Brothers are Mario Mario and Luigi Mario, QED
Also the halfling rogue couldn’t jump 30 ft. Halflings have a movement speed of 25 ft so the maximum distance they can jump without bonuses to their movement speed is 25ft
@@jacobreichert6239 They couldn't jump 30 feet, but for a whole different reason. It is possible to move 30 feet for a rogue with the correct feats, in theory. Except there's no way for a rogue to get 30 strength. You can only long-jump a number of feet equal to your strength score, after a 10 foot running start, or half as much without one. High jumps are shorter, still.
@@CaptainDCap Technically a 30 foot vertical leap is not strictly against the rules, but only because the jumping rules are so open-ended. Characters can jump 3+ their strength mod feet vertically (so max of 8 feet without magic) without having to roll, however "your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can", with no further clarification of what kind of DC that Athletics check should be. It's completely unreasonable to expect your DM to let you roll to jump almost 4 times the maximum height a character could normally reach, but it wouldn't be against the rules if for some reason they did.
That 'link link' response..... I pulled that one once. My first D&D character, Having picked a name out of the 'suggested' list: a human bard named bart. So the DM wrote 'bart the bard' in the 'name' field....... That character is known as 'bart the bard the bard' ever since.
Um actually, in the rules lawyer section, benign transposition is an ability available to conjuration wizards which lets them swap places with a willing creature, not cast invisibility on them.
I know its probably to late to "Um, actually" this, but Vancian magic was originally even more restrictive than it is now in dnd. I think in the books people could cast a spell once after they prepared it, after that the spell just left their brain and needed to be rememorized. Also, a fun extra tid bit, one of the classic villians from dnd canon that matt also used on critical role is Vecna, whose name is an anagram of Vance.
This is also how Vancian magic used to work in D&D. You didn't prepare spells and then choose which slots to use. Each spell was prepared and linked to a slot. You didn't, say, prepare fireball and fly, and then later decide how many slots to spend on one or the other. You prepared fireball in four of your slots, and fly in two others, and those slots could only be used for those spells. And yep, once you fired, you forgot. That's actually why they're called "slots." You literally slotted spells into them. Now the name really doesn't make much sense, it would make more sense to call them spell charges.
@@paradoxxis8612 Interesting! so when you wanted to throw more than one fireball you also had to prepare multiple casts of the same spell? Did that take the same amount of ingame time as prepareing all different spells? I gotta be honest, I started in 5e and all my knowledge of prior editions is either archiological in nature or comes from listening to older nerds, mainly matt colville. Hearing about the beginnings of our wonderfull hobby is endlessly fascinating to me! :D
@@ni1ix Going by 3.5e rules (the last edition that had Vancian magic), it worked sort of like this: Basically, you had prepared casters (wizards, clerics, paladins, druids, rangers) and spontaneous casters (bards, sorcerers). Prepared casters learned proportionally more spells, but spontaneous casters were able to use them more flexibly. If you were a prepared caster, you used Vancian magic. You spent between 15 minutes and an hour preparing spells (an hour if you were preparing as many as possible, and a proportional amount of time if you were preparing less, but always at least 15 minutes). Wizards had to complete a long rest each day before they were allowed to prepare; the others had to pray at a specific time in the day. These rituals cleared their minds of the previous day's spells. Once a prepared caster had cleared their mind, they could spend time preparing spells. You prepared each spell to a specific slot; if you wanted to cast a spell twice, you had to prepare it twice, to two different slots. Like in 5e, wizards prepared from their spellbook, while the others all got access to the entire spell list for preparing. You could also choose to leave some slots empty and spend time preparing later in the day - however, if you do that, you can't replace any spells you've already prepared. To replace spells you've already prepared, you'd need to clear your mind again (long rest for wizards, prayer for others). Unlike in 5e, prepared casters didn't get their spell slots back after completing a long rest. Until they spent time preparing new spells, they'd only have access to the spells they prepared the previous day and hadn't cast yet. Once they spent time preparing for the first time that day, they got all their spell slots back and could replace any unused spells. Spontaneous casters worked more like how casters do in 5e. They had a list of spells they knew, and after completing a long rest, they spent 15 minutes refreshing their minds. Once they did that, they could use any spell slot for any spell they knew (as long as it was the proper level). In 5e, the whole system was streamlined and prepared casters worked this way too, but still prepared which spells were on their list each day.
@@paradoxxis8612 I can see why they changed it for later editions. Casters in 5e are complicated enough for a new player, but still easier to wrap your head around than this. xD
@@ni1ix Oh yeah, it was definitely a good change to make the game more accessible. I think Pathfinder 2e, despite being very streamlined compared to the original, still uses it. But they've also simplified it a lot - in PF2e, preparing spells is always done after you complete a long rest, as part of your 1 hour daily preparation (which is when everyone regains class resources). Still uses the Vancian rules, but with a lot less extra stuff bolted on.
Shockingly, I got the Hobbit songs immediately. But I really LOVED the Monsters of the World sequence. You should do that again. And I remember THAC0...