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Running a Chase Scene in D&D - Simple, Easy-to-Use Rules 

the DM Lair
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So, there's nothing wrong per se with the rules in the Dungeon Master Guide about running chases in D&D. However, they are rather complicated. And the deal with complicated rules for chases is that since chases don't happen so often in Dungeons & Dragons, when you do have one, you have to dig out the DMG and figure out the rules again. And that's a pain in the butt.
In this video, I discuss an alternative way of running chase scenes in D&D using skill challenges. By using a basic skill challenge, we can reduce the complexity of chase scenes by leaps and bounds and make them much more fun.
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20 май 2019

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Комментарии : 282   
@theDMLair
@theDMLair 5 лет назад
📣How do you run chase scenes in your games? ⏩Join us on Patreon: www.patreon.com/thedmlair
@atomman13
@atomman13 5 лет назад
the DM Lair for my first chase I did something kind of similar, instead I gave the party options for their skill checks. Like “you see your target hop over some boxes just as a cart begins to pull into your path, choose x or y.”
@theDMLair
@theDMLair 5 лет назад
Yeah that's a good idea too especially if you have players who struggle to think about what they might do in a given situation.
@Goatzilla117
@Goatzilla117 5 лет назад
I plan out chase obstacles for each area, both the people fleeing and chasing have to make a dc based on the obstacle every 100ft they travel maintaining the close RAW for chase seen rules. I only like rules as written for this because it is realistic though love speeds in dnd are far from that unless a player is moving at 3x there walk speed I make a new sprinting rule so that players and enemies move 3x the speed and use far greater stamina while also running into more obstacles because they cover more ground. Though it’s fair because the npc running away must also succeed on the same dc. Example of obstacles is a crowd of people, guards that join the chase to stop the commotion, and the chase lead takes a turn into an ally trying to escape jumps a fence if he passes his dc. It makes it fun and keeps it realistic so that players can still cast haste or fly to close gaps very fast.
@GlynHarrison
@GlynHarrison 5 лет назад
Check out the 'Angry GM's guide to encounters'... theangrygm.com/how-to-build-awesome-encounters/ So much good good stuff on his site. It's basically decades of GM experience bottled into words on webpages.
@vikingraven4758
@vikingraven4758 5 лет назад
+the DM Lair The system you have proposed is quite frankly bad. The reason for this is because it ignores and nullifies player customisation. A fast player is punished, because suddenly their speed is irrelevant. A Spellcaster who focuses on utility spells is punished, because suddenly a fireball is just as effective as their levitate, spider climb, feather fall, or freedom of movement would have been. Did you take the mobile feat, or invest into acrobatics? Suddenly it doesn't matter. I have experienced acrobatics expertise being the difference between catching a foe and loosing it, because the PC had the skillset to jump down a place the NPC had to climb. Due to this the PC could jump on top of them, and impale them to the ground. Don't know about you, but to me forcing the players to make smart builds that can do cool things is a loot more fun than; "you delayed them with your fireball"....
@Joseph125
@Joseph125 5 лет назад
Ah yes, Locate Big Bad Evil Guy, the brilliant 8th level spell that most DMs have banned due to the fact that it can just skip the lategame story
@theDMLair
@theDMLair 5 лет назад
I've definitley banned it. Lol
@nutregina
@nutregina 5 лет назад
What spell?
@theDMLair
@theDMLair 5 лет назад
nutregina, I don't think it's an actual spell. I'm pretty sure Joefish was joking about my reference to it in the intro. :)
@nutregina
@nutregina 5 лет назад
@@theDMLair, yes. I was going to say "Why couldn't your Big Bad Guy go and buy a brand new lead-foil cap for himself. btw Have you made a video about dealing with all those players' detect and charm spells?
@theDMLair
@theDMLair 5 лет назад
What do you mean by detect and charm spells?
@Vivo-ux9vz
@Vivo-ux9vz 5 лет назад
Man, I wish more people were experiencing the true enjoyment of D&D
@theDMLair
@theDMLair 5 лет назад
Amen! So much fun stuff to love about this game!
@jeanrushmer8192
@jeanrushmer8192 5 лет назад
I would just tell the players the fireball blows up a nearby wagon temporarily slowing the rogue down
@theDMLair
@theDMLair 5 лет назад
Yes! That's exactly the sort of flavor and narration that would make a chase scene exciting.
@OminousPinapple
@OminousPinapple 4 года назад
A wagon of cabbages, and an NPC runs out and screams for his poor cabbages, grabbing the rogue to sob on
@mithril1584
@mithril1584 4 года назад
@@OminousPinapple MY CABBAGES!!!!!!
@schemage2210
@schemage2210 5 лет назад
The last time I did a chase, I dug out the rules from pathfinder which turned out to be even more clunky then what is first described there. Your variant rules are awesome and I hope to remember next time a chase is called for.
@theDMLair
@theDMLair 5 лет назад
Thanks! Pathfinder tends to be rules heavy, right?
@aksel864
@aksel864 5 лет назад
This is actually a good way to do it, i will probably use this in one of my comming sessions! Great advice bro
@theDMLair
@theDMLair 5 лет назад
Thanks, dude!
@CatOnACell
@CatOnACell 5 лет назад
Personally I like skill and challenge setups. Particularly for rooftop chases where you may be swinging around chimneys or mage handing rags into their face to make their next jump harder.
@sea_triscuit7980
@sea_triscuit7980 3 года назад
Throwing in a few Acrobatics checks and such are always a fun way to keep the chase interesting
@christywatt1042
@christywatt1042 2 года назад
I'm running a one shot in a few weeks and there's a chase scene in it and I've been stressing for ages over it. I'm just starting out as a GM and finding the mechanics very overwhelming, but this was broken down in a way that made me feel comfortable and confident. Thank you!
@SteveSwannJr
@SteveSwannJr 5 лет назад
Agreed! Colville mentioned this as well. I love it!
@empatheticrambo4890
@empatheticrambo4890 7 месяцев назад
1:40 advice; 4:25 is abridged, the whole party challenge one roll per member. OR skill challenge, my idea is that spending a spell or ability like misty step, vines, or rogue dashing twice can give you advantage on the roll! Characters with three failures is out, three successes is caught up. SO make a short chase rule, or long chase scene
@guswoodgate6670
@guswoodgate6670 5 лет назад
Thanks man. This is probably the best set of rules I've found for Chase scenes. I'm definitely going to use this
@theDMLair
@theDMLair 5 лет назад
Awesome! Happy to help. Let me know how it works for you.
@michaelminugh5357
@michaelminugh5357 5 лет назад
This is a pretty simple and sweet way to run it for 5e, for those wanting a little more meat I'd recommend checking out the Savage Worlds adventure edition chase rules. It's got a word or two you might need to look up but the basic idea is pretty simple and useful.
@Mark-ih2wr
@Mark-ih2wr 5 лет назад
I was running a campaign that called for me to use the Chase deck, and at the end of running this scenario the players felt confused and annoyed so I definitely think this version could be something I'll try in the future! Thanks for the pointers! :)
@theDMLair
@theDMLair 5 лет назад
You are very welcome! Yes, sometimes simple rules are so much better than complex rules, even if some realism is lost.
@Matt-md5yt
@Matt-md5yt 5 лет назад
Flinging fireballs and other projectiles can lead to bad things.
@theDMLair
@theDMLair 5 лет назад
Totally agree! More tension and drama... Lol
@HungryHungryShoggoth
@HungryHungryShoggoth 5 лет назад
I LOVE using skill challenges on my players in 5e, 4e introduced a lot of interesting mechanics and I feel doesnt get enough credit for innovating. I steal a lot of 4e stuff for 5e
@kontrarien5721
@kontrarien5721 5 лет назад
Ugh. My GMs would alway just run chases using combat rounds, with the end result being that no one and no thing could ever get away - unless of course they had higher move values. For typical humanoids it went something like this: They try to run and move away. Next, the pursuer moves right up next to them and attacks again. Then, they move away again. Next, the pursuer again moves up next to them and attacks again. Finally, the one fleeing realizes that this only ends one way and makes a last stand. Total lack of imagination.
@theDMLair
@theDMLair 5 лет назад
Yep, totally. Fleeing using combat rules just doesn't work.
@fardreamer1576
@fardreamer1576 5 лет назад
I made the opposite experience. The fleeing one used movement+dash and everyone chasing could either do the same and thus not shorten the distance at all.. or take an action instead of dashing and fall behind significantly on each turn. So there was no way at all to catch someone using combat rules. And I completely agree that combat rules for chasing are pretty useless, I really like the here presented skill challenge.
@Celebrintal
@Celebrintal 4 года назад
@@fardreamer1576 This is exactly the experience that a player is having at my table. And I would like to attend this need of my player, so I investigate alternative rules for chasing.
@jordanmorack9122
@jordanmorack9122 2 года назад
Using this system in my game tonight! Very flowing easy to run system. Thank you for sharing!
@HowtoRPG
@HowtoRPG 5 лет назад
You have covered a sensible way to run a chase scene. Great video.
@FuriousFurg
@FuriousFurg 5 лет назад
Great video! keep them coming and ill keep watching!
@marcussawyer4751
@marcussawyer4751 5 лет назад
If the mage would use a fireball during the chase, not only he would kill/injure the guy that he is trying to hit... but also all the civilians, so he would be closer sure... but only to death sentence.
@theDMLair
@theDMLair 5 лет назад
Yes, good point!
@jiancosta9042
@jiancosta9042 5 лет назад
What if you used a fire ball (or any spell really) to create a obstical that your quarry must get past, allowing you to get closer
@marcussawyer4751
@marcussawyer4751 5 лет назад
@@jiancosta9042 it works only if you are chasing but there is noone else, cause it is an aoe spell it doesn't say "you are a civilian... i won't burn your ass" you can't choose who it hits. While spells that have a single target, can work that way.
@ACDSdude
@ACDSdude 5 лет назад
Perfect timing for this video! I've been wanting to implement a chase in my game. Also, great use of the intro/skit characters.
@theDMLair
@theDMLair 5 лет назад
Thanks a lot! :) Always happy to help.
@moritzwinkler7352
@moritzwinkler7352 5 лет назад
I came up with a similar set of rules myself, but I didn't have a chance to implement them into my campaign yet. This video encourages me to try it out. Thanks
@theDMLair
@theDMLair 5 лет назад
No problem! Happy to help. What are your chase rules?
@moritzwinkler7352
@moritzwinkler7352 5 лет назад
I designed them for a spaceship chase, so it is a group effort. Each of the characters can choose what they want to do according to the job they are doing on the Spaceship. There are no turns for the individuals players but there are turns for the spaceships. So the players have to decide simultaneously what their actions will be. There will be checks for their actions and if the group has the needed amount of successes they can catch up or get ahead, depending on the situation.
@theDMLair
@theDMLair 5 лет назад
That's cool. Do you play a Star Wars or Star Trek RPG?
@moritzwinkler7352
@moritzwinkler7352 5 лет назад
I homebrew the rules, but I took the players handbook as a guideline. My intention was to make an easy set of rules for my players to understand and for me to remember, because we are all knew to pen and paper in general.
@DonaldSimsProduction
@DonaldSimsProduction 5 лет назад
Interesting thoughts. Thanks for sharing them.
@blazetheplaneswalker
@blazetheplaneswalker 5 лет назад
would definitely give this a try
@MetisRose95
@MetisRose95 2 года назад
I know this is an old video but gonna be trying out these rules in my session today for something a little different. Can't wait!
@Sedr1s
@Sedr1s 5 лет назад
Love the voices, and this is really good advice, I intend to use these rules when I run Out of the Abyss and the drow catch up to the players while they're traveling.
@theDMLair
@theDMLair 5 лет назад
Cool, thanks! I just used these rules twice last Saturday (the 2nd set of simple ones, though). Went really well. We were playing Dragon Heist.
@luismagarinos3012
@luismagarinos3012 6 месяцев назад
Im definetly stealing this for my Next one shot. Great idea and video 👍
@minecraftkid2136
@minecraftkid2136 Год назад
thanks for making this cool video man, i'll try some of this out
@starrmont4981
@starrmont4981 3 года назад
This is a much better approach than the default chase rules. Thanks!
@pinkskin1998
@pinkskin1998 5 лет назад
Oh my god I've been waiting ages for this kind of house rule. Man, your channel is a gem!
@theDMLair
@theDMLair 5 лет назад
Wow, thank you. Always happy to help! 😁
@toml1652
@toml1652 4 года назад
I think it is very interesting how many 4th edition features seep into 5th edition, when spicing up combat (tactical challenge) or in this case doing a skill challenge (for narrative benefit)
@DramakilzU
@DramakilzU 3 года назад
I like what Dragon Heist did, which is have the DM roll for possible obstacles that can get in the player’s way during a chase, such as a moving fruit cart or a large fence. These obstacles can create interesting situations for players to use different skill checks and make it feel like a real chase scene.
@ZebraOutpost
@ZebraOutpost 5 лет назад
Well with the end of the video I can say it's an easy explanation. With the Wizard shooting firebolt as he runs it can (if in a town) for something to break, giving something quickly climb up but then slide down this rubble, making him be a bit in the lead. Just the DM explaining and etc. I say go crazy with the explanations to make it fun
@theDMLair
@theDMLair 5 лет назад
good point! :)
@QKtronix
@QKtronix 3 года назад
thanks, it's my first time DMing and I'm totally disoriented on how to run a chase, but this is an easy way, thanks
@chloeburge5353
@chloeburge5353 3 года назад
Oh this is great! How fun for something different to add into a game! Thanks!
@P4D3LL05
@P4D3LL05 5 лет назад
That's a pretty interesting mechanic... I'll try it for sure! Also maybe the quarry could be more interactive and make it harder for the players to maintain the chase
@theDMLair
@theDMLair 5 лет назад
Yes, for sure. The quarry could also be attempting things that could slow the PCs down or make it easier to get away. Maybe the quarry is making skill checks, too!
@poetry3652
@poetry3652 4 года назад
I was thinking that maybe if the quarry succeeds then the chasers get disadvantage maybe on their next roll? I really like this mechanic so I am going to be thinking about it alot! For example, the classic move of pushing stacked boxes into the way of your pursuers, hence giving them disadvantage.
@colinoneill3659
@colinoneill3659 4 года назад
Round 1: thief heads down a crowded street. Advantage for the halfling. Round 2: the thief drops down into the sewers and slogs through the the wet filthy darkness DC 12Con save or disadvantage. Adv for the elf’s dark vision. Round 3: the thief has slithered through a small gap in the sewer grate....
@jonathanhollenbeak9047
@jonathanhollenbeak9047 5 лет назад
I like this but I would want to work it both ways. If the wizard is trying to slow him down then the party advances, and if one character wants to surge ahead the move up individually. In the same way you can’t get the crowd to help very easily if they see explosions so you will have to keep that in mind. I suppose it lends to more situational thinking to your very good chase structure.
@kallofkthuluz5922
@kallofkthuluz5922 2 года назад
Great suggestion. Thanks
@sillyjellyfish2421
@sillyjellyfish2421 3 года назад
Sorry for being late, just wanted to say, that at my table the DM did pretty much the same thing with one exception - the running person was also rolling and those rolls determined the DC for the round. If they got a low number, they tripped and it was easier for us to close on them. If they got a high number, they knocked out some obstacles for us to get through. That way we really weren't sure what would happen next. But as for what happened after one of us got to the target, we basically entered the fight but instead of initiative, the order of our actions was determined by who failed less/more often and thus got there sooner or later
@azzTwild
@azzTwild 5 лет назад
I love this. Thank you
@theDMLair
@theDMLair 5 лет назад
You are very welcome, Space Monk! 😁
@andreaferrini99
@andreaferrini99 5 лет назад
I was thinking about writing some chase scenes for a campaign I will be running in the future, and this video arrived just in time. I took the notebook I use to jolt down notes on worldbuilding and rules I should be using and I never lifted the pencil from the notebook while I was listening to the video!
@theDMLair
@theDMLair 5 лет назад
That's awesome dude! Let me know how your chase scenes turn out!
@jillianh7565
@jillianh7565 2 года назад
My group did a drive by shooting on castle Ravenloft at level 3. The fighters spent time gathering weapons and hiring the best driver they could find. We took Van Richten’s carriage up to castle Ravenloft and the fighters shot fire arrows (flaming arrows) into the wine cellar. A few minutes later Strahd sent a bunch of wolves and other creatures after our carriage. Combat ensued and we were using whatever we could to fight off the creatures while the carriage was moving down the road. A few enemies flanked the carriage but we defeated them. It was awesome!
@SyverReborn
@SyverReborn 3 года назад
I going try this out with my players and see how we feel about it as a group, thanks mate
@emraldboof8244
@emraldboof8244 3 года назад
I am running a sci-fi fantasy mixed campaign and we have an encounter coming up where a player and Nov are racing vehichles and the winner takes the losers vehichle. I had very little idea how I would make this work but this video has helped a lot
@lawaern3474
@lawaern3474 5 лет назад
My party's cleric (A Tempus worshipping Tiefling) would like nothing more than to gut his enemy (A grazztian Cambion). But he would also be perfectly satisfied with dying in battle against this guy or his minions. The Cambion knows this, and refuses to give him the satisfaction. Therefore chase scenes are kind of inevitable, and something I have been dreading. Especially considering this is my first campaign. I wanted to thank you for making this video, you have saved me a great deal of head-aches, and the reliance on skill checks allows the cleric's supportive abilities to shine, in the pursuit of his hated enemy.
@wnabhro
@wnabhro 5 лет назад
I was actually planning on using a chase scene in my first game that I will be DMing, I like this way, THANKS!
@theDMLair
@theDMLair 5 лет назад
You're welcome! 😁👊
@CharleswoodSpudzyofficial
@CharleswoodSpudzyofficial 3 года назад
I ran a chase scene once and I really liked how I did it. It was similar to your method, but it involved the players having to get creative to catch the thief. For example, the thief decided to climb a building, one of the players did the same passing a DC, then the thief ran across a line bridging the two buildings together. the player fails the DC and falls down. FInally a second line to the city wall. The gate was closed so the players decided to climb the wall. Passed the DC and the thief tries to do the same but fails. The thief laying on the ground gets ambushed by the players and is unable to escape. I can imagine this as being a more cinematic and interactive approach to a skill check. Try it out sometime!
@mihaisereanu9455
@mihaisereanu9455 5 лет назад
Pretty easy way to make sense of the Firebolt: give advantage on further checks made by people actually closing in on the target. The wizard would still be out after 3 failures like everybody else, but doesn't move any "closer" to the target. That way, they can still contribute, just that they probably won't catch the target themselves.
@themanwithnoplan9707
@themanwithnoplan9707 5 лет назад
Thank you DmLair I have been trying to figure out how to run chase scenes as a DM!
@theDMLair
@theDMLair 5 лет назад
Happy to help! 😁
@vodostar9134
@vodostar9134 2 года назад
I normally wouldn't comment on a video this old, but this just came up in our game yesterday. Our second level party was fleeing a hag with an army of ghouls and zombies. The DM ran it as a group skill challenge as Luke describes here and it worked brilliantly. What could easily either taken three sessions to play out or ended in a quick TPK turned into a fun 2 hours - yeah it was a long chase. We only lost our NPC guide right at the end.
@xMEanimations
@xMEanimations 5 лет назад
With two rogues and a monk in the party this will make chase scenes way more interesting! Will definately deploy this!
@theDMLair
@theDMLair 5 лет назад
It definitely makes things more interesting.
@Voduchyld
@Voduchyld 3 года назад
To me this is kinda like a homebrewed skill challenge. And i like it!
@jakubb6094
@jakubb6094 8 месяцев назад
This is brilliant. The only thing I wish it did is incorporate movement speed. So I'm thinking that movement speed can factor into the skill check's DC. As a DM, here's what I will attempt at my session tomorrow: Subtract the pursuer's movement speed from the quarry's speed, multiply that by .3, and add the result to 10. This is your DC. So, for example, a gnome (movement speed 25) is pursing a Hill Giant (movement speed 40). 40 - 25 = 15 15 x .3 = 4.5 10 + 4 (rounded down) = 14 DC = 14 If the gnome happened to be pursing a Rat (movement speed 20) the DC would be 9. 20 - 25 = -5 -5 X .3 = -1.5 10 + (-1)= 9 DC = 9 I realize that I am introducing another layer of complexity, but I want movement speed to count for something and I figure it might as well factor into the DC check. I'm not sure whether multiplying the difference in movement speeds by .3 is the right metric, but that can be fine tuned as we play. Thanks for an awesome approach to chases!
@Jpteryx
@Jpteryx 5 лет назад
I think I'd just run a chase exactly like combat, only instead of keeping track of positions, we'd just have to keep track of each character's distance from the fleeing quarry. Plus maybe a complication at the start of each round after the first that causes you to start falling behind if you fail (The rogue runs straight into the crowds of the market street, how are you going to keep up with him?). That way it would reward both characters with fast movement and creative use of skills.
@MartinTraXAA
@MartinTraXAA 5 лет назад
If running it like combat, add in that the chaser has to not just catch up to but have enough movement to get PAST their quarry before they can try to grapple\attack him. If not you'll just have several tedious rounds of combat where you catch up to the quarry and hit him, he runs away. You catch up to the quarry and hit him, he runs away. Ad nauseam. This way your characters will still need to do some thinking on how to finally catch up to the guy they're chasing.
@solosmoke7330
@solosmoke7330 3 года назад
For that fireball, I'd have them actually roll a ranged attack against the BBEG with an increased AC (explaining briefly that it's going to play out like this so are they sure they want to risk the spell slot) - the fireball would either miss (so describe the destruction) or hit (causing the damage to the BBEG's hit points AND destruction) but either way, I'd have them do the Arcana check to gain/lose ground on them. If they loose an arrow, ranged attack against increased AC to hit/miss and sleight of hand to see if they can shoot and still gain ground. A failed tackle/grapple declaration would be followed a DEX save of 15+ to stay on their feet otherwise they fall out of the chase until someone catches up or they escape.
@polvotierno
@polvotierno 2 года назад
Here is an idea for chases... First establish how many rounds it would take the quarry to reach safe haven (hideout, cave, church, etc.) Let's say 8 rounds. So the PCs have 8 rounds to catch the quarry. As you say in the video, set a fixed DC like 12 for low tier players. So the base DC for each pursuer to catch the quarry is 8x12=96. This base DC is adjusted for speed for each pursuer. Each 5 foot of speed difference adjusts the DC. So if the quarry has speed 25, and the PC has speed 30, the base DC to catch the quarry is 96-5=91. Now if anything during the chase would slow the quarry down like a spell or ranged damage, each time the base DC is lowered by 5. Any natural 1 rolled would raise the base DC by 5. Any natural 20 rolled would lower the base DC by 5. Any PC chasing the quarry begins to roll each round, adding together the rolls to reach the adjusted DC within 8 rounds. To physically chase the quarry, PC rolls a a combination of endurance, athletics and acrobatics, maybe even animal handing if on a mount or Perception to not lose the quarry around corners or through bushes. This system works really well and the roleplay dialogue follows the success of the rolls.
@davesloopyboopy6741
@davesloopyboopy6741 5 лет назад
Don’t know why you have such few views; your content is great!
@theDMLair
@theDMLair 5 лет назад
Thanks a lot! Feel free to share on social media -- Twitter, Reddit, and whatnot -- to spread awareness. :D
@thiagoneves9165
@thiagoneves9165 5 лет назад
Great Rules, Great
@nealpeterson9714
@nealpeterson9714 5 лет назад
Terrible DM here, I have never seen the rules for chase scenes and never considered it really. I love your method of doing it. As we are about to do an urban campaign, this will be great introduction. When I implement it I will declare that we are now in a chase and here are the rules so when they do things like throw things or cast spells that they are checks, not so much damage/kill actions. Thank you! Also, unpopular opinion, I liked 4th addition and this sounds like it was inspired by it ;)
@theDMLair
@theDMLair 5 лет назад
Well I can tell you that you're not missing much by not reading the actual chase rules. 😁 Yes, it's inspired by 4e's skill challenges, I believe, though I never played 4e myself.
@MartinTraXAA
@MartinTraXAA 5 лет назад
Tip: If you want to avoid the party just fireballing the poor sod who is fleeing, give them a good reason for not wanting to do that. Perhaps they *need* him alive and unharmed. Perhaps throwing fireballs around in a city is a quick way to get locked up in jail.
@AAAuser1
@AAAuser1 4 года назад
That’s much simpler than what the Dm guide says, thanks!
@theDMLair
@theDMLair 4 года назад
No problem. The DMG chase rules are practically unusable IMO and make what should be an exciting adrenaline filled chase into a slow rules heavy bore fest.
@raffaelecolombi6524
@raffaelecolombi6524 2 года назад
Thanks for the alternative idea for a chase! I think I will merge the concept with some of the random stuff proposed in the DMG to spice things up. My only question is: what if a player just attacks the quarry? like ranged weapon or spell... do you actually apply roll for damage etc, or use that as a skill check as well?
@TheHushedsilence
@TheHushedsilence 4 года назад
What I like to do is put down sticky notes in a pyramid, each sticky note has underneath it a specific trigger, I let the player tell me how they're handling it, a successful check lets them get closer, a failure lags them behind, the players try to get to the top of the pyramid within a set number (I usually do best 3 out of 5)
@eliasvernieri
@eliasvernieri 4 года назад
The best chase mechanic i had. i ruled like a secuence of scenes with oposite checks . (more like a cinematographic scene) the party was chasing an assesine, thru a city. the asesine had the advantaje so he was 2 "chase rounds" away at the start. the assesine made a check each turn, and that was the "DC" for al the others. the first scene was just a "run", so every one in the party make an atletic check against the "rogue check". the second one, the rogue was making havock in the city to hinder the chase. he made an acrobatic check and that was the dificulty, the third he tryed to stealth with bonus for each "chase round" he had. against perception or investigation. this time he ended with a check stealth +15 and then the party losed him... the same guy atempted that again but the wizard casted haste on a paladin. and the chase ended in the first scene.
@levimadison8087
@levimadison8087 3 года назад
cool idea!
@dumbghost3109
@dumbghost3109 2 года назад
my party had a chase scene where we were the runners. the dm had allowed us to use athetics or acrobatics (our choice) depending on our individual tactic, in addition to any abilities we had, but we could only use the dash action so many times each. We were running across rooftops to get over the city wall towards the end of the chase, and we were all level 9. our land druid had turned herself into a hawk and flew ahead with my inkling familiar to prepare a safe way to jump over the wall (none of us had feather fall) our bloodhunter and barbarian were a bit ahead because of their athetics proficiency our ranger was using her drake mount to bound across the rooftops our owlin lunar sorcerer was flying above us and casting cantrips to try and slow the guards chasing us down (he was almost out of spellslots) and our kobold Artilerist was falling behind because he recently had gotten a minor leg injury from nearly falling off the roof tops because of my unreasonably high dex (i had rolled well on stats and had 17 dex as my second highest) I, the parties most versate spellcaster( i was playtesting my own homebrew class, a magister using a shadow magic subclass) stopped running to let everyone pass me and cast telekinesis on a fabric awning and used it to engulf the guards, before using one of my subclass features to step into the shadow from a chimney nearby and teleport back to catch up. our druid casted plant growth on 2 trees near the wall, allowing me and the sorcerer to both cast web to make a double layered net between us and the ground to catch us.
@MonsteroftheMW
@MonsteroftheMW 5 лет назад
0:40 "Doo doo". (Thanks for the vids, man! They're are a tremendous help!)
@theDMLair
@theDMLair 5 лет назад
You're very welcome! 👊
@MonsteroftheMW
@MonsteroftheMW 5 лет назад
@@theDMLair Inversely, would you use this same mechanic if your party is being chased?
@theDMLair
@theDMLair 5 лет назад
I would probably have the PCs make skill checks to ESCAPE. So basically just the same rules in reverse.
@alsitte
@alsitte 3 года назад
this is exactly what ive been looking for some great flavor and you can determine how long the chase is for be it 3 checks or 5 checks to make the chase seem longer more difficult.
@theDMLair
@theDMLair 3 года назад
Happy to help! :-)
@marvinhubregtse5776
@marvinhubregtse5776 5 лет назад
huh thats actually an intresting way to do it ... ill suggest this to my dm next week
@marvinhubregtse5776
@marvinhubregtse5776 5 лет назад
also i think a similar thing to this was used on critical role a while back ( to be fair the pc's were the ones being chased but they also implemented RP and skill checks(harder checks for the people with lower speed))
@theDMLair
@theDMLair 5 лет назад
Interesting... So CR is taking my ideas, are they? LOL
@yogsothoth7594
@yogsothoth7594 3 года назад
I'm pretty late to the video and all but i do feel like the relative movement speeds should probably play something into this? Like i feel even if the chase isn't about speed alone it should factor in. Particularly if the players combine their abilities and buffs so maybe a totem barbarian level 5 uses the elk buff and then the bard castes long strider and wizard hastes haste on them. They might still have to weave through the crowd but it seems right to reward the players for giving the characters the speed for said barbarian to sprint down down the open stretches and be able to come rushing in and rugby tacking the target.
@Fangoros
@Fangoros 5 лет назад
From a roleplay perspective: I don't see how succesfully slowing down the Rogue would make it so that you catch up as just ONE player and not the whole party. I mean the wizard could/ should technically stand still while casting, slowing the rogue, so the barbarian would catch up even more, but not necessary the wizard...
@99sonder
@99sonder 5 лет назад
I guess there's nothing stopping characters from casting spells while walking or running in the rules of D&D, maybe you'd get disadvantage as it's more difficult to speak the invocation for the verbal component while you're breathing more heavily since you're running. But yes, I agree, if a character does something that slows the target down, it only makes sense that the rest of the party gets a stage closer
@RoninRaconteur
@RoninRaconteur 5 лет назад
I do my chase scenes as roll vs roll. If a wizard was attempting to chase someone down It would be the same skill, but if they tried to shoot on the run it would be an attack roll with disadvantage. With every 100ft...if it goes that long, they would do Con checks to see if they were tired. Anything is possible though. If the rogue started knocking things over the monk may parkour easily over it with a acrobatics check while the barbarian runs through it with a nasty straight Strength or Athletics check. The ranger may choose not to run but track a better route and get ahead so there's other options, but in a straight chase its roll vs roll...works for mounted chases as well
@syrupchugger421
@syrupchugger421 7 месяцев назад
Group snill check to make rhe chase more efficient and action based soinds like a great idea. Thank you
@Mr_Maiq_The_Liar
@Mr_Maiq_The_Liar 5 лет назад
Put figurines on a table, do skill checks to move figurines in each direction from both all the players and the person. To simulate moving forward occasionally put something you can interact with like a wagon that moves behind you in a turn. Or have corners to round. Rulers are pretty on fly, you can make athletics checks with disadvantaged every turn to move forward the amount rolled relative to the person you’re chasing. And you can forgo disadvantage to sprint if you’re doing nothing else. When he rolls everyone moves back instead to represent him getting away. It’s pretty on spot ruling “roll a 15 move 15 feet forward. He got a 20 so you’re all 20 feet further away” It’s like combat if the speed you moved was an athletics check with disadvantage.
@aeoneternal5193
@aeoneternal5193 4 года назад
Hey, long time watcher of the channel, how do you deal with characters with obscene range, like the sorcerer/warlock combo with spell sniper and eldritch spear, our group has one of these characters, and it had this range at level 5. when does the combat change to chase? or if the intention is a chase scene, what is to stop the character engaging like a normal combat? also, do you have any segments on dealing with extreme ranged characters?
@inkognitonoori9486
@inkognitonoori9486 2 года назад
The fireball action can easily let the mage catch up, either by doing a so called fireball jump, where the wizards uses the explosion to propel himself forward or let the rogue evade/change course. Thats easily narrated. The rest depend on the enviroment, cant really persuade people to stop your quarry in the wilderness but maybe you can motivate your teammates (which would speak for a team check system) However, its way easier to get three sucesses as a group in comparison to a specific player, as the group of players will have more boni to their rolls (as everyone will start with their strong roles, they profit from bless easier etc) so you would need to increase the dc or the amount of sucesses needed.
@LichfiendRazool
@LichfiendRazool 5 лет назад
I had something similar when I was doing a chase scene where I kept a mark of how close to the runner they were not by feet but just by marking them in a score of 1 to 5 for myself. 1 being way behind, 5 being right on their tail *literally cause it was a tabaxi*. However whilst I allowed them to approach in their own ways, I also enjoyed adding things to throw them off. The runner throws a bead from his necklace of fireballs at a crowd of civilians. The players on their next checks could continue chasing & ignore the threat or attempt to save them which put the ones who help back. In the end one of my players ended up stopping to take a quick shot with a high AC to try and at least shoot the bead away from the crowd or set it off before it reached them. It hit a shop but saved a lot of people.
@jordanbeard6687
@jordanbeard6687 5 лет назад
I like how you did this, but offer the way I have done chase scenes in the past as an alternative. The DC is flexible, but only known the the DM. All modifiers are applied to the DC, not the skill side of things to speed up play (only the DM is doing the weird math). Start the chase by explaining to all the players, this delays the start of the scene but speeds the play during it. I always start the target (the thing they are chasing) at about 4 spaces away (using minis like shown in your video) and have the players select their "move skill" (acrobatics, or just their Dex stat bonus, whatever they choose) and have them use it every round. I then make the scene fluid like a crowd in the way increases the DC, a clear path decreases it, but throw in description to what is happening (The apple cart vendor pulling out into your path, a little old woman turns and slowly crosses the road, suddenly an opening appears, etc). Based on their successes they close distance, failures increase it like you showed. Once within 5 ft they may attempt to attack, grab, push their target and make them stop. My goal in a chase is to create tension. Make it move fast. Don't let the players step out of character at all. And put them on a timer (I just count off on my fingers) to make them select an action quickly. This builds a rapid fire chase with everyone rolling rapidly and I find the players even start to try to talk faster during it as they get caught up in the accelerated play. Afterwards there is the normal combat scene or maybe they caught their target and interrogate them or whatever they choose to do. But this burst of rapid action can make a big difference in the tone of the game session that carries over into other parts of play.
@theDMLair
@theDMLair 5 лет назад
That sounds cool. I especially like how you keep it moving fast to create an atmosphere of tension. A slow chase scene is ho-hum boring, IMO.
@jordanbeard6687
@jordanbeard6687 5 лет назад
@@theDMLair 100% agree. The two ways you mentioned, or mine, or really anything that keeps it moving faster are all better systems than the ones in the rule books. I've been using this system since 2e and it works great for me. Find something that moves the action along, allows you to craft a narrative and make it interesting and more fun. The rules are a guideline in this case I think.
@lucasisofdarkness5423
@lucasisofdarkness5423 5 лет назад
Love ur vids
@theDMLair
@theDMLair 5 лет назад
Thanks dude! 😁👊
@Volvandese
@Volvandese 4 года назад
On Saturday I have a session opening with a chase, and I'm going to try this approach. (Update) It went really well, the players had fun, and we got some good memes in our group Discord out of it. I'm definitely going to use this again.
@skyguy713
@skyguy713 5 лет назад
Do I roll for the quarry, to see if they can fiddle with modifiers for certain tasks the players can do? Like a stealth check to fall into a crowd for a small time, gaining some ground, or failing a strength check to knock over some barrels, losing him some valuable time. Also, would moving the number of consecutive successful moves be good for making faster characters, letting every, say 10ft of movespeed them have faster than the target give them an less needed, and every 10ft less an extra check they need to complete? That way the shifter human in no armor can catch up faster than the heavy armor dwarf paladin. Loved the video, and I'm glad this popped up for me to see.
@alanthomasgramont
@alanthomasgramont 2 года назад
As someone who has been playing roleplay games since 1984, I still find useful information from watching videos like this. Thanks for sharing your thoughts. I'm not certain why, but for some reason Seth can get away with dropping into characters but yours come across as jarring. I think your videos would play better without them. This is great advice in a chase scene. I'm going to give it a try.
@brycerichardson3687
@brycerichardson3687 4 года назад
Oooh I just did one of these with my group last Sunday. . . . in reverse. They were running from this swarm of magic Morganite bees with a psychic connection and were trying all sorts of things to get them off their trail before realizing the bee they'd captured was transmitting it's location to the others. They eventually got back to the village that hired them by going through an underground aqueduct system that an NPC had told them about earlier lead all around the villages various locations. They had to collapse the entrances, but they kept failing to so some of them had to "sacrifice" themselves to the swarm (Since the entrance wasn't huge only a few could get through they had to fight off as they were collapsing the entrance.)
@jm-nf8xf
@jm-nf8xf 5 лет назад
Great video, very interesting idea defiently want to try it out sometime. Also a quick question: one of my pcs only cares about gold and treasure and is not willing to do anything that doesn't pay him well. How do I make interesting plothooks with a pc like him?
@theDMLair
@theDMLair 5 лет назад
Thanks a lot! I had at least a couple players like that myself. Basically what I did was motivate them according to what motivates them. That means I had the NTC Quest givers offering them monetary Rewards. Or telling them that X dungeon is full of treasure and that anything they find is Theirs to keep. There's some characters who are a mercenary type and so I don't think it's unreasonable for NPC's in the world to appeal to those mercenaries on terms that they will understand. I would just try doing that and see how it goes.
@RobKinneySouthpaw
@RobKinneySouthpaw 2 года назад
I've had good success with the three or four chases that I've run with the basic chase rules. I might try one that's a skill challenge like this and use the chase complication roll once per side. Like roll a complication at the start of the round for something that might affect the party, And after their turns roll one that might affect the chasee.
@darbizzlebacon
@darbizzlebacon 5 лет назад
I'm not sure if you have listened to the podcast, "Critical Hit" (not critical role), but they were playing 4E in the beginning of the series, and they had pretty interesting rules for skills challenges, that I would like to implement into 5E. They would go as normal, for the most part, where the player would choose a skill on their turn, but could not choose the same skill twice in a row, however, the next player would also not be allowed to choose the same skill as the previous player. It created a lot of moments that would force the players to get creative, and I think could work quite well in 5E.
@theDMLair
@theDMLair 5 лет назад
Sounds similar to what I do. I think it works fairly well.
@fullmetaldovahkiin
@fullmetaldovahkiin 3 года назад
I started a campaign with a chase scene once and it was one of the most exciting encounters I think I have ever done. The players were framed for a crime they didn't do and were thrown in jail. They had a choice to fight in a combat arena for their freedom or try to escape and find out who framed them or seek aid from another town. They decided to try to break out and make a run for the next town over. Starting as a stealth mission and eventually failing upon reaching the city streets, I then did my best to have a mental image of the map of the city as a whole. Taking into consideration that the entire legion of guards were after them AND commoners that got in their way with out meaning too. Basically to some it up I set an average group speed for the party and this determined how many rounds/how many successful checks they needed to escape. Then with every round I thought "anything that can go wrong will go wrong" from there I just determined on the fly where these 3rd party factors were coming from. What helped the most was thinking of this as a STORY FIRST and a GAME SECOND. Tell what problems are happening in the story and the players will tell you how they want to interact. Sorry for the novel of a post.
@iannicklavoie
@iannicklavoie 4 года назад
That's a cool concept. Maybe we could make a open world quest by using the mr.x boardgame concept
@jamesrizza2640
@jamesrizza2640 Год назад
I play pathfinder 1e and I noticed that your chase rules are very similar to the pathfinder 1e rules with some minor but meaningful changes. The most important being making the players decide which skill and/or action they will use in order to catch up with the culprit. One important thing that you forgot to mention to your audience is that, this can also work in reverse, when the player characters are being chased. Here is an example of how I run my chase scenes, keep in mind the only difference is that, I as DM, dictate the kind of rolls and skill checks to make. [This is primarily for expediency's sake] 1. YOU ENTER A CROWDED STREET. A. MAKE AN ESCAPE ARTIST CHECK, DC: 15 TO MOVE THROUGH THE CROWD B. MAKE A KNOWLEDGE [LOCAL] CHECK, DC: 10 TO FIND ANOTHER WAY AROUND THE CROWD. 2. JUST AS YOU ARE ABOUT TO CROSS THE STREET, A HORSE AND WAGON MOVE INTO YOUR PATH. A. MAKE AN ACROBATICS CHECK, DC: 12 TO ROLL UNDER THE WAGON TO THE OTHERSIDE. TAKE 2D6 DAMAGE IF YOU FAIL, FROM BEING RUN OVER BY THE WAGON. B. MAKE A HANDLE ANIMAL CHECK, DC: 14 TO STOP THE WAGON AND CONTINUE ON. TAKE 1D8 DAMAGE IF YOU FAIL, FROM BEING SIDESWIPED BY THE WAGON. 3. YOU ARE MAKING GREAT PROGRESS, WHEN SUDDENLY YOU NOTICE A UNATTATIVE MAID ABOUT TO EMPTY A CHAMBER POT DIRECTLY ON YOU FROM ABOVE. A. MAKE A DIPLOMACY CHECK DC: 15 TO GET HER ATTENTION BEFORE SHE EMPTIES THE POT ONTO YOU. FAILURE MEANS YOUR COVERED IN WASTE. HAVE A GREAT DAY! B. YOU CAN MAKE A STRENGTH CHECK DC: 20 TO PUSH SOMEONE ELSE INTO THE ONCOMING PATH OF WASTE. HOW RUDE! FAILURE MEANS YOU ARE WEARING IT. YOUR SHOES ARE MAKING SQUISHING NOISES NOW AS WELL SO FORGET ABOUT STEALTH FOR A WHILE. players can choose between two choices. Also I have about twenty of these chase cards so roll randomly, even I don't know whats going to happen. It does require some work but once its done you can rinse and repeat. I do like your idea on making the pc's do the work, that can work very well when you haven't planned one out. Also this chase is strictly for urban adventures, you can also make some for all kinds of terrains and dungeon settings. Love your ideas keep up the great work. Sincerely.
@Cxdfc
@Cxdfc 5 лет назад
I like your individual chase better than the team chase. I’d combine yours and the DMG, have an initiative, and in init. Count 20, still roll on those nice lists of hazards.
@ALJessica
@ALJessica 2 года назад
I like this method and reminds of my own method. But how does this work if it is either a pc chasing a pc or an npc trying to catch a pc? Wouldn’t it be much more fair to run opposed checks? Have the rogue say what he does to escape, like he jumps through an apple stand or turn over a barrel full of fish to slow the chasers down.
@richardgarcia5646
@richardgarcia5646 5 лет назад
hi I just subscribed and I have an alternative way when the wizard cast Fireball he has to see if he casted in front or behind where at good person during the chase if it's from in front the person will be forced to turn around if it's a success if it's from behind it will call the person who trip and fall and if it's the direct it will knock the person down or slow them down allowing others to pursue them easier you can grab an item from the environment and throw it at them and if it hits it will damaged then or they can trip on it which will slow them down calling passerbys for help if succeeds they will Corner the person if they can or trying to grab that person but if it fails then the person who called out would be slowed down for stopped and depending on the environment that you're in can change how the chase goes if you're on the road then it depends on how many people carts or patrols are around if you're in a populated town then the person can turn around any corner and hide if you're in the forest they can climb tree tots or hide underneath bushes in case they will hide in the shadows and in heavily populated areas that will go into crowds you losing counter if they get away if they are able to get into a crowd and you're unable to find them in under the four turns or they managed to Blindside you and get away you win by catching up to them scaring them to the point where they willingly stop out of fear or someone in the crowd stops them
@aeoneternal5193
@aeoneternal5193 4 года назад
also, how do you deal with characters that can dash more than once?, like rogues and monks? do they get more chances for success/failure?
@CPL.van7
@CPL.van7 2 года назад
I did something like this not too long ago, but it was the opposite, NPC's were chasing a PC from a rival gang. They chased him out of the city with gunfire & musket fire & into the nearby forest.
@wither475
@wither475 Год назад
I assume you use the same system if the players are being chased, just that they gain distance away from their opponents instead of closing it.
@derpderpington8331
@derpderpington8331 5 лет назад
You see I’m a Tabaxi rogue, how would you implement people with enhanced movement speed such as feline agility and double dash or a mounted character?
@InShortSight
@InShortSight 5 лет назад
On a case by case basis hand out advantage or reduce the target dc. In certain situations it is also perfectly fine to just let the players bypass the skill challenge. The beauty of skill challenges, and ability checks in general, is that once you understand how they work you can basically just do what makes sense and feels right. There's no need to ask a player to roll a check to climb a cliff if their character can fly.
@patheronaetherson2860
@patheronaetherson2860 5 лет назад
Okay, but Halfling Monk (for Halfling Nimbleness so that they can run through the space(s) of medium or larger sized creatures with the Mobile and Squat Nimbleness feats as well as Longstrider and Haste cast on them with ki to burn on Step of the Wind for an insanely high movement speed. If Boots of Speed are added into the mix then it becomes even higher.
@skow7620
@skow7620 5 лет назад
When something affects a PC that gives an advantage in the chase, give them additional checks in a turn and count multiple successes or 1 failure. If it is disadvantageous, use additional checks and count 1 failure if the PC fails any check or 1 success if the checks all succeed. If something (like a fireball or the longstrider spell) affects the pursued, raise or lower the number of successes the PC's need to succeed. If a PC uses a way to completely avoid challenges (flight, teleportation, etc.), reward them with an automatic success. For Dash, the DMG's method uses a saving throw that increases with each use to succeed. So you could just raise the dc on the check for dash each time it is used and treat it as an advantage for the PC.
@lauriestewart2044
@lauriestewart2044 3 года назад
1:04 Wouldn't want to break mersion!
@CosyMatt
@CosyMatt 20 дней назад
Hey boss, I tried to do this with my group I’m DM’ing for Monday, well one of the players was very not about it, everyone else was, however that player just cast vortex warp and I was just annoyed at his attitude of not wanting to try anything new and I honestly didn’t have a single way to counter that so the encounter could still go on. What would you do in that situation?
@IHateTheBandsYouLike
@IHateTheBandsYouLike 5 лет назад
Really like the videos, how often for 5e do you let players use home brew or other out of book rules?
@theDMLair
@theDMLair 5 лет назад
I'm usually open to most things my players want to try. For homebrew -- and shoot, anything not in the PHB, tbh -- I always review the race, class, whatever before just allowing it. With homebrew especially, I've found things to quite frequently be unbalanced and OP. So I double check to make sure things are inline with core races, classes, etc.
@Draeckon
@Draeckon 5 лет назад
@@theDMLair Could you maybe make a video offering advice on the balance of 5E and how to keep homebrew content in line with it? Granted, 5E is probably the easiest edition to homebrew for in my limited experience (3.5, PF/3.75, a dash of 4E, and now 5E), but still. I haven't gotten to play much of it just yet, so I'm a little nervous about homebrewing things from the ground-up - mainly because I like to make magical enemies, and magic does all kinds of screwy things to encounter balance.
@theDMLair
@theDMLair 5 лет назад
So that I think there are two answers to your request. First I plan on doing a video about how to Homebrew monsters. We're probably going to do this as a livestream just because it's probably a little bit beefier will take a while to explain things and working through examples will be much more beneficial than just explaining the rule mechanics which honestly a rather complicated. Homebrewing other things like races and classes is a comparison game. You just come up with ideas and then you compare them to the existing core classes and races and you just things to make sure that they're more lesson balance. As far as the monster creation I think I got you covered we're planning on doing a livestream on that sometime in the future.
@lucasbarker3664
@lucasbarker3664 3 года назад
This is a great method would it be the same on horseback?
@geoffreydevereaux3272
@geoffreydevereaux3272 5 лет назад
What about chase scenes where the players are the ones fleeing? Looking to do that in an adventure I’m starting. Any tweaks to this video you’d recommend?
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