加快D&D速度的7种方法



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31 comments
  1. Though the 5th edition is so much better than past editions, a new Hitpoints system would be nice for a "5.5" edition or revised edition. For example, around level 10, HP could stop being total hit dice and only gain +1 +2 or +3 depending on the class. This reduces the big discrepancies at high levels, which has always been an issue in all D&D-like game including video games.

  2. I Use post it notes in module pages for anything i need to know. Don't flip through pages at all. Also i don't use a DMs screen and roll all rolls on the table so all the players can see. If you kill a character everyone knows it's legit and also you can't save a character. I will just use my judgment on morale. If enemy's are getting there asses kicked I just have them run. I always award group exp points for any enemy that runs because they still defeated it. And if they heal the wounds of a enemy they will also gain exp. I award exp for many things not just killing. I play AD&D by the way. Good video bro

  3. some of these suggestions are the rules as written in other ganes.
    other things to speed it up
    don't roll for everything just give the players the stuff or information ect. Especially when failure is boring or stops the game.

  4. I care how long it takes to move the puck around the table, when players have to sit on their hands for 10, 15, 20 minutes at a time, you lose them.

  5. This list just seems to be ways to battle ADHD. I don't think much of this advice is useful. Basically you're saying unbalance encounters, fudge dice, and change the way everything works to "hurry up" the game. I would say if you're changing the game this much, why are you playing. Play something else.

  6. The unbalanced encounters was the single most missed part of playing and running 1st ed AD&D for me compared to the latest editions. The only thing that 'balanced encounters' are good for is creating a party of murder hobos.

  7. Lowering HP of monsters will fundamentally shift how the game is balanced. Anything that isn't front loaded with instant damage becomes far less valuable. What is the point of using a wall spell to divide and conquer when everything just dies in 1 or 2 rounds? All utility, buffs, debuffs, crowd control, and environment control spells/abilities lose their value. If you are using simultaneous initiative as well you lose another round of effect in that as well. RD1: I cast Bane/Slow/turn undead, RD2: I get 1 round of effect, thats it though because at the end of this round combat is most likely over. At the same time Fireball and Divine smite are getting even more effective than they already are.

    It's already insanely fast if you think about it. The average combat lasts 3 rounds which is about 18 seconds. Aragorn fighting the orc that killed Boromir takes about 45 sec and that's a pretty quick fight.

    I'm all for speeding up ways to complete a round in real time. But reducing the average amount of rounds to less than 3 is not only going to be unrealistic it is going to upend the balance of spells and abilities a lot.

  8. Professor Dungeon Master of Dungeon Craft sent me here, and I'm so glad he did!

    – 100% agree with the need for unbalanced encounters, though I find it to be a good idea to remind the players of this regularly. Films, books, and video games tend to reinforce the idea of the auto-win hero, but the world seems so much more realistic when the threats are disproportionate.

    – I've been standing while I DM for years,and never seem anyone else do it. I've even had players get upset at me for moving around so much, but I agree that it helps me stay engaged. Recently I started sitting during conversations/roleplay, and I find this to be a good compromise.

  9. I feel really tired of this theme, I have DMed for decades. I can only talk by using words and I can only talk to one or more players at a time. Initiative simply removes chaos and speeds up game play for me. Dungeon Craft isn't explaining a Counter argument, He is running a campaign to get initiative removed and that's different. It is repeated so many times now, it is getting irritating. Look, if you want all of these changes, just play another role playing game. There are hundreds of different systems out there.

  10. Christopher from California here. I just discovered your channel via Pro DMs Dungeon Craft video. I really like your video content and will be looking forward to seeing more of your videos. Thanks

  11. 8:32 Im running a modern firearm campaign Gungeons and dragons. And the firearms are doing double or triple dice. It’s been fun having both players and enemies in fear of getting one shot so they are more aware of cover or use more planning because one crit is death.

    The monsters HP is unchanged witg exceptions of dragons, and things intended to be boss battles.

    It’s really fun to walk up to the 27 HP bugbear with a double barrel shotgun (the greatsword of the game) and point blank him for 8d6+4 and watch it blast him across the room. Or walk into a room of kobolds and empty your whole mag in one action to sweep death across them! Spellcasters are simply encouraged to use their slots for utility, hold persons, hypnotic patterns, hastes, jamming enemy weapons, healing providing cover etc.

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