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Beef Cereal
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Registrace 30. 06. 2020
The #1 channel called Beef Cereal that has always made D&D videos
Combat in D&D is TOO SLOW
It's been a while, but I'm still making videos.
Better Combat in D&D: czcams.com/video/fEw9PS9zsWI/video.htmlsi=4PoExArFTuY1NSeO
Better Combat in D&D: czcams.com/video/fEw9PS9zsWI/video.htmlsi=4PoExArFTuY1NSeO
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Video
Dungeons and Dragons is coming to Dead by Daylight!
zhlédnutí 160Před 3 měsíci
Dead by Daylight homebrew monsters and magic items: homebrewery.naturalcrit.com/share/H2eNfZWGzppw
The Problem with Gold in D&D
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Have your players gotten bored of finding treasure? Try these easy tips! Music by miraduel. czcams.com/channels/kYUBu4Aty5CaTtZdqVELAw.html
Get started roleplaying with this easy trick!
zhlédnutí 1,4KPřed 6 měsíci
Get started roleplaying with this easy trick!
Why Lord of the Rings doesn't work in 5e D&D (and how to fix that)
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Why Lord of the Rings doesn't work in 5e D&D (and how to fix that)
Swapping Underwear in Baldur's Gate 3
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Swapping Underwear in Baldur's Gate 3
On a Quest to Show Genitals in Baldur's Gate 3
zhlédnutí 863Před 11 měsíci
On a Quest to Show Genitals in Baldur's Gate 3
Getting Lobotomized in Super Bunny Man
zhlédnutí 40Před 11 měsíci
Getting Lobotomized in Super Bunny Man
Money saving tips and tricks in Baldur's Gate 3
zhlédnutí 427Před rokem
Money saving tips and tricks in Baldur's Gate 3
We Experience True Despair in Super Bunny Man
zhlédnutí 61Před rokem
We Experience True Despair in Super Bunny Man
I deepened the meeting in the tavern a little. they ALREADY know each other because they have been in the tavern for more than one day, waiting for a customer or whatever. And they tell what their new acquaintances have learned about them during this time
Lack of travelling rules is not first on a list of why 5e doesn't work for Middle Earth. 5e doesn't work for most things, it only works ok for one thing and that is super hero bland fantasy melting pot. Many other systems do that better though. Don't try to fix 5e, start from a better system. There are already official rules out for this sort of thing and they're not great. The best TTRPG for this is Middle-Earth Role Playing (MERP). Use that.
My dm made one of my favorite openings where we just slayed a gang of goblins, stole their loot, and celebrated at a nearby tavern only to wake up the next morning with a heavy hangover only to find out that all the loot we had was gone, our memories of each other and what happened last night are gone (so we have to reintroduce ourselves), and the leader of our party is missing. And yes, our dm stole that idea from The Hangover lol
My first campaign i started them boarding a ship the rogue was returning to her home town after a job so she knew she was gonna get paid soon. The fighter and barb were hired body guard for a wizard and his apprentice which was the pc, the bard was going to join a bards college and a druid was on a pilgrimage and needed to cross the sea to continue. Yeah my first group was six player characters
Isn't this what happens in The Lord of the Rings Role-playing 5E conversion of the The One Ring RPG? It was specifically made for travel.
i love meeting in a tarven, classic, but yeah he's right on the fact there has to be a reason to suddenly become life partners with complete strangers
I had one where the party awoke in a corpse pile
Love me a good corpse pile
🥳🫂👍🏿
I once had all my party living in the same village, then a litteraly immortal enemy shows up and destroys the village. So they fought it together and lost (because immortal), and they all wake up in the same hospital room. They were bound instantly by they desire for vengeance
Hey i wanted to try to play a bloodborne dnd campaign. I wonder, do you know how i could do online and if theres any maps for DND based in bloodborne?
Very late to the video, but worth pointing out, the 6-8 encounters between long rests includes skill challenges not just combat. So anything where you can expend resources to complete a task. It covers this in the section talking about how many encounters a party should have, but people seem to over look this so I assume most people know this rule by word of mouth rather than first hand reading.
Why limiting to treasure? Every other aspect, exploration, combat, interactions, etc. Should be made more interesting and cool.
Not DnD, but a different ttrpg called Kids on Bikes. Our DM started us off in a variant of this--we met at the grand opening of an arcade. But, to bring us together, we one by one began to disappear and reappear in this viscera-filled void...and that's why we ended up becoming a party, for survival. I though it was a cool twist on a typical meeting.
As a dm i use the funeral introduction and it was great
Bro what is that gay ass art
I had described my characters daily lives plagued by nightmares and reams about a set of ruins they seemed drawn to. On the same night they found themselves all there, drawn by a mystical force and then were attacked by wolves. They felt a mutual ‘what the heck am u doing here’ and went to consult an oracle together. Honestly without an NPC that traveled with them the party wouldn’t have been held together for so long. It was a bounty hunter barbarian, a noble wizard (who promptly changed her character), and a literal child rouge. It worked out in the end but having a common lack of information helped them work together.
I love that ending "I'm gonna steal them" haha a dnd system that my table tried out was "Nimble" it changes some core mechanics of dnd but in a good way. If you want a faster and more engaging session, give that system a shot.
I'll check it out
You just gave me a place to start my book
One word, roleplay. But gamers never want to buy a cool new house. Never want to go out and eat fine foods. No reason to get cool clothing. Like in the real world. No chance to go on great vacations. Nothing to buy like games and stereos. And that's sad.
Insert the critical gold horizon (I think that was what it was called) once someone has amassed too much gold a dragon will decend upon them to take it for their hoard. And this isn’t just a problem for the players, have cities be very carefull about how much gold is within its walls 😂
I know it's not exactly the same, but my first dnd experience was online, and VTTs can make life for both DM and player easier once you've gone past the initial learning curve of the VTT. (eg. Foundry, Roll20, ...) And nobody says you can't use a VTT to keep track of some stuff and do other stuff more traditionally (e.g. the map, character sheets, dice rolling, ...). This won't be for everyone of course. For turn order specifically, nowadays there are plenty free online and mobile combat trackers if you feel like a VTT isn't for you, but still want to loosen the cognitive stress of having to track the order. That being said... for in-person DnD I certainly see the advantage of seeing your turn coming up as a player. To avoid always having the same order you could figure something out with your group so you sit at random spots at the table every session, instead of always sitting in the same spot out of habit/convenience/preference (looking at my own irl dnd group I play with 😅) Finaly, at the end of the day, everyone has their own preferences. I might personally prefer to keep track of things digitally, while others prefer to stick to pen(cil) and paper. Nothing wrong with that 😀 PS: subbed :)
I would like to mention regarding the initiative rule: that is very much a situation where you should let your players know before your game starts, just so they don't build around initiative. For example, I play a harengon Chronurgy Wizard in my brother's game, which means that the minimum I can roll is 11, and the maximum I can roll is over 35. He has a homebrew rule, to where natural twenties always go first regardless of what the highest score is. For example, if I get a natural 19 on initiative and then add my +9 +1D8, and Mr. Martial Man with -17 gets a natural 20, he will go first - regardless of the 20 point initiative bonus lead on him. It's a frustrating rule for me, but only because I built specifically around initiative. So the point of this comment is just to say, communicate with your players beforehand.
Bringing it up before characters have been made is definitely ideal. You're right, I should have mentioned that.
My group has been doing this for a while and its really helped me. Sometimes i space out during combat when it isnt my turn, going clockwise arouns the table has really helped me. Its easier to keep track of when im going and give me time to prepare. Its a little hard to fully explain whats going on in my head but it has made my turn faster ans others in our group as well.
Normal initiative takes me about 20 seconds to set up. To help speed things up, I group larger sets together in groups of 4 or 5. I use average damage, and estimate HP with a d6 for unimportant combatants. I will also narrate the end of combat when it is clear what's going to happen (except important fights). Don't roll if you are just going to go around the table. Just go around the table. Getting second place and going last feels really bad. Everything here can be resolved by a player that pays attention. On your first turn, note who you follow. Pay attention when it's not your turn. Roll damage and to hit together. And by god, be familiar with your abilities! No D&D is not better than bad D&D. D&D is awesome and fun to play even when it's not a table you plan to stick with. You should always give a bad D&D game a chance to improve by communicating with your other players about what you find fun, rather than quitting.
I think it'd be interesting if hexs with roads or paths are moved through the guide rolls with advantage
Hey Beef (can I call you beef?)! I don't typically comment on videos, but you make quality stuff and I'm sure the algorithm will enjoy the added engagement! I know our community can be really hostile when defending their opinion so please see these comments as just me, talking about a topic I like, and not someone that thinks he's got everything figured out and everyone should do the same :P I don't love the first rule, I think that with preparation the DM can have the fight set up to start quickly (and can use little cards on his dm screen so that players can track initiative, so they know when they play next. these would take time to set up on the spot, but that's where the dm's prep comes in. have the sheets ready, initiative rolled before the game, and sheets stacked in order). My biggest problem with clockwise turns is that for big encounters, monsters play all at the same time and can burst down several players with no option to retreat, heal, down damage dealers, etc. I don't hate the rule, but for me it's not worth the downsides. Maybe split the monsters' turn in 2? half at the DM's turn, half when half the players have played? Ending the battle when the battle is decided is pure gold though. Like you said, they can surrender/flee. Alternatively, finishing off low threat, damaged monsters in a "cutscene" (describing, no rolling) can save a few round that have no tension. As long as you let the players describe a cool way to finish the enemy, they'll still have fun in my experience.
Yesss, i need more beef in my cereal
🥳🫂👍🏿
I’ve been doing around the table for a bit now and really like it - I just have the player who initiates / is attacked roll against what they’re calling static initiative now - then we go around the table with me inserting monsters or doing legendary actions between some of the players
I don’t see the link in the description you mention at the beginning - would you mind linking it?
Whoops! Thanks for point that out.. Here's the link: czcams.com/video/fEw9PS9zsWI/video.htmlsi=4PoExArFTuY1NSeO
@@beefcereal no worries 😉 and thank you very much 🙏🏿
Hooty hoo
Good advice.
I joined a group after they started, the way they met my character was that they saved her from being a human sacrifice of a cult in the sewers. I loved that game and I wish it could continue, but we got the boss of all games. The scheduling boss.
I seeded the players way to the Tavern. All have different reasons to be there. Something happens while they are there, now everyone has a motif
Don't forget about taxes
I usually solve this problem for my DMs. A "base" is not nearly enough for me, so instead of a mansion, castle or tower, I will spend ludicrous amounts of gold to build actual settlements around my base. You can customize access to certain resources that way. One of my characters accidentally became a king like this
The 100GP x Level doesn't work after level 5, because at the level 5, level 11, level 17 tier of play changes, things become exponentially more expensive and the amount of gold ends up not affording much. Treasure tables account for this already. What I do for gold is bring back the rule of getting XP for each equivalent GP retrieved and split evenly amongst the party of old school D&D, while cutting monster XP in half. This incentivizes earning treasure and exploring over killing monsters, making the treasure objectives for dungeons as well as treasure encumbrance a little more fun as players try to retrieve as much as they can while assessing risks and challenges. Originally this was 1XP per GP, but because of how much XP is needed on a level up in comparison to treasure table I switched it to 2XP per GP. Now Gold is exciting because it can represent their experience in dungeoneering and their ability to level up. When they have enough to level up they also have to spend an amount of gold and a week of downtime, which scales by tier of play, representing all their training, studying, carousing, and component expenses for the next level of features and spells as well as spreading renown of their adventuring deeds. This built in downtime training to level up also paces the campaign automatically to allow other downtime activities which all are good expenditures of treasure.
My method of stocking treasure is a budget to give out through a single dungeon level based on the total XP needed to level up. - 1-2: 1/2 Total XP Needed for Party Level Up to next level (before division) + 25% of that in headroom (to accommodate not finding it). The other 1/2 is spent on total monster XP. - 3-4: 1/4 Total XP Needed for Party Level Up to next level + 25% headroom + 1/4 Total XP spent on total monster XP - 5-8: 1/5 Total XP Needed for Party Level Up to next level + 25% headroom + 1/5 Total XP spent on total monster XP - 9-10: 1/6 Total XP Needed for Party Level Up to Next Level + 25% headroom + 1/6 Total XP spent on total monster XP - 11-16: 1/7 Total XP Needed for Party Level Up to Next Level + 25% headroom + 1/7 Total XP spent on total monster XP - 17-20: 1/8 Total XP Needed for Party Level Up to Next Level + 25% headroom + 1/8 Total XP spent on total monster XP I typically make dungeon levels 12-20 rooms (20-40 if it's a megadungeon), 1/3 of them being monsters (1/2 with treasure), 1/3 being empty (1/6 with treasure), 1/6 being traps (1/3 with treasure), 1/6 being special. I still use treasure tables to generate what is in the treasure using the above guidelines for my total budget. If the monster budget XP makes the dungeon level too difficult for the number of rooms it has, I just turn the remainder to treasure or use it as a budget for restocking monsters on multiple visits. It maps roughly to session-based advancement but to dungeon levels, rewarding those that explore more with faster level up.
"You all meet in a prison cell," is the best go to starting point for a campaign when a more bespoke option isn't on the table.
Have you tried, like, not asking for a roll then? Because the issue with your advice is that it changes the world based on the capacities of the pcs, instead of leaving the world intact and checking the capacities of the pcs. Let's say that a pc with average athletics climbs a cliff succesfully and then the athelic pc tries to climb it and fails. It's the same cliff, nothing has changed, so what sense it makes that the 2nd pc failed due to the "imposible odds" of the cliff? Why did the 1st pc climb the cliff if they are not as good as the 2nd pc? The answer is a combination of external factions (represented with the dice) and their capacities (stats). You can't make it make sense otherwise. EDIT: Another thing that comes to mind. In the first example of the barb bashing down the door, what should be done is not ask for a roll (make it succeed automatically). And then ask for a low dc acrobatics roll as to not fall prone. And if the intended consecuence for falling in the first example was the goblins, then it doesn't make sense that if someone else (with less str) were to bash the door, that they wouldn't had encountered said goblins. There's many contradictions that renders player agency out of the equation.
by doing that you are increasing the average damage of crits. what should be done instead is to take the max result posible of the normal dice. EG: instead of 2d8 (as in 5e) or 8+d8 (as in this short), do 8 dmg.
In my campaign (I'm the DM) my players are pirates. Although they didn't start as pirates. Two of my members grew up in a small town (appropriately named Zero) and didn't even really know eachother. They eventually met eachother both having the dream of becoming pirates. One of my characters ran away from home and needed a musician for his crew. Their true teambuilding inciting incident was when a pirate crew raided the village and they had to fight them off. My third member was a captive on the pirates ship and was able to escape and help them fight.
I like the idea but 14 lbs. for a long sword or a bow is nonsensical - an entire greatsword would weigh around 1/3 to 1/2 of that. I would consider abstracting the system even further to units of "bulk" which would account for both weight and size (ie, awkwardness to carry) without necessarily producing crazy results like the above.
For my Deadlands campaign, I've got all of my players' characters broke and on the run, and what do you know they're distant relatives of an old lady who just died and left them an inheritance. Turns out once they start playing and keet at a Chicago train station that they're all related to the same old lady somehow, and they need to share the inheritance, which they also don't know will turn out to be a farm. Now they are all broke and underlevelled, and their train ticket was a scam... how to get to Kansas now? Oh look, a mysterious gentleman is headed that way and needs a couple bodyguards.
You never even covered spending gold on property, a home base. be it a tavern or a castle. anything works. Let the players spend all thier money into having the most awesome tavern and have it generate a little gold over time, not more than they spend on it but it gives the players the idea that their characters are set for life with that income.
it's a preference thing and fine however your group does it, I for my part don't do it in my group
I, personally, provide more things for my players to spend gold on. Houses, businesses, vacations, servants, airships, planar travel, information/services... at the end of the day, gold is a utility just like spell slots or hit points. They are there to be spent on something, you just need to provide things for it to be spent on that make sense in the game. Just like with hit points and spell slots, the thing it's used on doesn't have to last forever. Did they buy a mansion? Have a BBEG destroy it in a revenge plot against the players. Have them need to travel to a plane that doesn't technically exist and need a bunch of expensive things that are consumed in the ritual to open the portal. Even have a temporary army able to be purchased for your players to use against the BBEGs army. Their amount of gold should be a thing that constantly increases and decreases and it's up to you, the DM, to make sure that happens. The other thing I'd like to do, but haven't done because my players are against it, is decrease the value of money so that 100 copper makes up a silver piece and 100 silver makes up a gold piece, etc.
Love these videos. Would love to see one on enemies if you haven't made it yet. If you have, I'm sure I'll find it. Keep up the great content
At some point there will be an enemies video
@@beefcereal I'm planning on hosting an out of the abyss modified campaign soonish and I found your advice about using gold to complete background goals as well as combat tips to be very helpful
Excellent idea about the goals, will be implementing it in the next campaign I run
My next campaign starts with scenes of each of the characters’ death beds before death gently brings them to his realm, and they all find themselves having to pilot a boat together to make it through the seas of limbo.
The thing about Frodo and Sam (and Gollum) and the hardship of their journey is that they aren’t great heroes and survivalists, Sam is a gardener and Frodo isn’t even that. That’s why their journey was as hard as it was. They don’t have survival skills, they aren’t prepared for their journey and they also happen to be trekking through a particularly blasted hellscape. Players in DnD 5e are heroes. They’re supposed to be exceptional and highly capable. So it’s probably not appropriate to be trying to recreate the feel of Sam and Frodo’s journey within the context of DnD 5e.