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Post by theevilyeti on Feb 2, 2017 23:49:58 GMT
Hi guys im pretty new to dnd, having started with 5th edition. I dm in our game and we are playing through the tyranny of dragons campaign.
I just have a few quistions and wondered if anyone could help ? Thanks alot
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Post by dmgenisisect on Feb 3, 2017 4:46:06 GMT
Sure, what's the issue?
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Post by friartook on Feb 3, 2017 16:04:25 GMT
If you post your questions, folks will answer them. Guaranteed. Its why we are all here.
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Post by theevilyeti on Feb 3, 2017 16:59:54 GMT
Ok awesome thanks so much, My first question is about resting.? I understand the mechanics of short and long rests in 5th edition perfectly. How ever when shouldni allow the party to rest during dungeons? How many times do you interupt the sleep before its annoying!?
Mainly my quistion is..... what stops the party leaving the dungeon and returning back to the safeness of the town/camp and long resting? Like they could fight a room, leave, march back and fully rest so the dungeons are easier because they fresh to fight. I know they can only long rest once every 24 hours but they could wait out time in a tavern for example and long rest and return to the fight!?
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Post by friartook on Feb 3, 2017 18:28:59 GMT
So, that question is not actually a rules question and its not specific to 5e. That's a general tabletop gaming issue that comes up in almost all systems. The real question is: How do I keep my players from metagaming? Because "metagaming" is really what they are doing; breaking the compact of the game table by working the game's rules.
There are two general approaches you can use: 1. DM fiat. Collapse the tunnel behind them. A magic door slams shut! Looks like you'll need a special key to open it. That key is probably at the very end of the whole dungeon, in the pocket of the Goblin King. Whatever. If they want to break the game story by gaming the system, then break it right back. You have that power.
However, I do not recommend using this approach. It can breed resentment and can spark a cold war with your players in which you all keep upping the metagame ante until the game is broken and no fun.
I recommend:
2. Talk to your players about what I think of as "the covenant of the table". This is the unspoken contract you all make when you sit down to play any TTRPG. The players agree to immerse themselves in the world the DM provides, and to make decisions based on what their characters would do, rather than what would be best to "win" the game. On the flip side you, the GM, agree to offer them a challenging but fair game and interesting story hooks and options for them to react to.
Essentially, your players aren't holding up their end of the bargain. They are playing a different game; they are trying to game the system of the game, rather than using that system as a vehicle to determine outcomes and simulate actions. They are trying to win the game. But D&D can't be won. Its not that type of game.
I had to speak with my group about this many times before they understood. Finally, I just asked them to try it my way; to go with the story and let the rules take a back seat. To not be afraid of failure. I convinced them that if they tried playing the game without trying to WIN the game, they'd have more fun. They tried it, and in the end, all got on board. Since then the metagaming has not been a real problem.
Good luck!
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Post by theevilyeti on Feb 3, 2017 19:52:38 GMT
Yeah man i guess they are more just dm noob general quaries, Thanks alot!
They havnt exploited it yet i was just wondering what to do if they tried. I actually like the idea of locking em in hahah
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Post by theevilyeti on Feb 3, 2017 20:03:59 GMT
As a begginer dm id like to continue to pick youre brains please.?
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Post by friartook on Feb 3, 2017 20:34:22 GMT
As a begginer dm id like to continue to pick youre brains please.? Please do! That's what these forums are for!
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Post by theevilyeti on Feb 3, 2017 20:58:28 GMT
Ok cool. So this one might be a simple one. How many times can you let a player take a skill check? Or other players take it too? For example a player tries to smash open a crate, fails, can he try again and again? Can other players keep trying to break it? Do they all get one artempt an thats it?
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Post by lasersniper on Feb 3, 2017 21:41:56 GMT
As a begginer dm id like to continue to pick youre brains please.? That is what the forums are for friend. We even have a discord setup where a decent amount of us hangout if you are looking for some instant feedback or help. Though, it looks like the forums are treating you well in speed right now xD. Discord is linked in my signature if you are interested
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Post by lasersniper on Feb 3, 2017 21:52:24 GMT
Ok cool. So this one might be a simple one. How many times can you let a player take a skill check? Or other players take it too? For example a player tries to smash open a crate, fails, can he try again and again? Can other players keep trying to break it? Do they all get one artempt an thats it? Several ways you can look at this. One way would to rule that if they fail the first time then it is assumed the task is to difficult to be completed by the PC. However, if it is something like breaking a crate, something most normal people can do given enough time, then I would say the roll result would indicated how LONG it would take them to succeed and not IF they succeed.
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Post by Jesse Ross on Feb 3, 2017 23:07:14 GMT
Ok cool. So this one might be a simple one. How many times can you let a player take a skill check? Or other players take it too? For example a player tries to smash open a crate, fails, can he try again and again? Can other players keep trying to break it? Do they all get one artempt an thats it? Several ways you can look at this. One way would to rule that if they fail the first time then it is assumed the task is to difficult to be completed by the PC. However, if it is something like breaking a crate, something most normal people can do given enough time, then I would say the roll result would indicated how LONG it would take them to succeed and not IF they succeed. Another nice way to treat this—if you're trying to strike that balance between rules and story—is only require a roll if the task is time-dependent OR has a real risk of terrible failure. If your PC is trying to break a crate and has all the time in the world, then anyone can do that. Skill (and therefore a roll) isn't strictly necessary. If, however, they are trying to break a crate before they get attacked by a horde of monsters (time-dependent), then require the roll. Or, if they're trying to break the crate, but need to do it with finesse or else they'll release some deadly poison in the crate (risk of terrible failure), then require the roll.
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Post by dmgenisisect on Feb 4, 2017 2:29:31 GMT
I agree with Jesse Ross and Lasersniper. I'll only ask for a roll when there is uncertainty. It isn't at all uncertain that someone would open a crate, but the question might be how fast, or how gently, etc...
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Post by friartook on Feb 5, 2017 17:41:53 GMT
I'm on the same page as the responses above, but I'd like to add a more general bit of advice: Don't require a roll if you can't be happy with the result.
For example, if the key to the only door in the room is in that crate, and the players can't advance without obtaining it, then what happens if they all fail the check to open the crate? Nothing. And "nothing" is boring. In that circumstance, just let them bust the crate open without a roll.
On the flip side, don't allow a roll if you can't be ok with a successful result. Say a PC wants to convince an NPC that they are his brother. But this NPC has no brothers or knows his brothers. As the GM, you say, "Ok, roll yoru Deception check," all cocky and confident because you have mentally set the DC to 30, and their's no way...then the player rolls a natural 20...
(Yes, for you rules lawyers out there, I know natural 20s aren't critical successes on skill checks according to RAW. But players expect some kind of reward for a natural 20, no matter what the context.)
If a thing is impossible, or if you are just unwilling to allow success or failure due to story reasons, just don't allow a roll. Say, "Yeah, you can just do that, no need for a roll," or "No, sorry, that action is just impossible. Don't bother rolling." Some may call this railroading, but I've had too many experiences where I allowed a roll on an impossible task and had to do some real quick thinking when my player miraculously succeeded. There are limits to the "Yes, and..." philosophy.
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Post by theevilyeti on Feb 6, 2017 13:25:54 GMT
Ok awesome, i appreciate it alot everyone.
What about looting bodies? Can the players always loot the equipment the monsters had? If a goblin has a dagger, can the players take the dagger as loot, ect!?
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