Ideas to Steal from Video Games || D&D with Dael Kingsmill

Ойындар

This time on MonarchsFactory we're looking at mechanics from video games that you could use in your dungeons and dragons or other TTRPG game.
Here's those links I mentioned:
Travel VS Exploration - • Travel VS Exploration ...
Knights with Squires - • Knights with Squires |...
Adventuring Academy on Dimension20 - • You've Been Called (wi...
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Пікірлер: 474

  • @razbuten
    @razbuten3 жыл бұрын

    This is a small take from video games, but for when I run games with XP, I try to award players it for all sorts of things. Use a stealth skill well? XP! Discover a new place? XP! Have an interesting RP interaction? XP! Finish a lengthy quest? XP! Help a cat? XPPPP!!! I find that letting players associate everything they do with being awarded XP, it incentivizes all sorts of playstyles and approaches instead of just Kill Everything!

  • @GreenThingonTV

    @GreenThingonTV

    3 жыл бұрын

    Ironically, video games got this from D&D. According to the Rules Cyclopedia: "In the game, there are five normal ways for player characters to acquire experience: 1. By Role-Playing Well. 2. By Achieving Party Goals. 3. By Defeating Monsters and Opponents. 4. By Acquiring Treasure. 5. By Performing Exceptional Actions."

  • @falsenames

    @falsenames

    3 жыл бұрын

    @@GreenThingonTV Yeah, good call. Those rules have been in D&D since it branched off of being a Chainmail expansion into its own thing. Back in AD&D 2e days (the version I played the longest so far), they had class specific bonus xp for doing what your class does. Warrior classes for defeating opponents, wizards for researching spells, etc. And that version has a built in punishment for players being jerks. "Third, experience points should not be awarded when a player is being abusive to others in the group or attempting to use his abilities at the expense of others. Player characters should cooperate to succeed. " That rule came up a lot in high school games.

  • @razbuten

    @razbuten

    3 жыл бұрын

    @@GreenThingonTV Interesting. I have only run 5e and played some 3.5, so that is something I did not know!

  • @jjkthebest

    @jjkthebest

    3 жыл бұрын

    I tend to use the opposite approach. You only get xp for doing special things. No xp for killing random wolves or grunts.

  • @falsenames

    @falsenames

    3 жыл бұрын

    @@jjkthebest Also covered by 2e. "Second, there must be significant danger. No character should get experience for using his powers on a helpless victim. A fighter does not gain experience for clubbing a shackled orc. A mage does not gain experience for casting a house-cleaning cantrip. A thief does gain experience for opening the lock on a merchant's counting house, since it might be trapped or magical alarms might be triggered. "

  • @cyberbrunk
    @cyberbrunk3 жыл бұрын

    there better be a fishing minigame in here

  • @ianomalley6100

    @ianomalley6100

    3 жыл бұрын

    DUDE MY PARTY WALKED RIGHT BY MY FISHING MINIGAME!

  • @kytownsend8295

    @kytownsend8295

    3 жыл бұрын

    A wise man once said "a campaign is only as good as its fishing minigame"

  • @alpharius7216

    @alpharius7216

    3 жыл бұрын

    farcry 5 was a great fishing game, it also had a really good open world fps mini game

  • @gabrielandradeferraz386

    @gabrielandradeferraz386

    3 жыл бұрын

    @@alpharius7216 red dead redemption 2 was also a great fishing game... not sure why the western setting though.

  • @Kronslew

    @Kronslew

    3 жыл бұрын

    Never made a mini game of it but my last Cleric would go fishing in downtime/when making camp so he could cook stew and make sandwiches for the party (yes removal of sandwich privileges was used as a teaching tool for wayward allies).

  • @gauracappelletti3893
    @gauracappelletti38933 жыл бұрын

    The relationship scale bit is funny because the DMG has that but no one remembers to use it

  • @edoardospagnolo6252
    @edoardospagnolo62523 жыл бұрын

    "How many paesant punches can you take?" could be a pitch for a great side quest

  • @emessar

    @emessar

    3 жыл бұрын

    I think that "peasant punch" needs to be a card in a tavern brawl card game.

  • @Keyce0013

    @Keyce0013

    3 жыл бұрын

    Peasant Punch is a favourite among the boys when the carnival rolls around - the Strong Man of the Carnival offers a cash reward for anyone who can punch him so hard that he gets winded.

  • @Natopithecus
    @Natopithecus3 жыл бұрын

    Enemies telegraphing big attacks! Specifically, enemies using the "ready" action, waiting for the players to do an action like entering melee range or using magic, then they attack Or the enemy can plan to attack a certain area that the players are in and if they don't move they get hit If your players are engaged in the fight and figure out what trigger the enemy is looking for they can avoid some damage

  • @SkarmoryThePG

    @SkarmoryThePG

    3 жыл бұрын

    Lovely idea, doesn't work as well in practice due to the turn based nature. Players catch on too fast. Can still be useful!

  • @nanowasabi4421

    @nanowasabi4421

    3 жыл бұрын

    @@SkarmoryThePG The new Fire Emblem game has enemies that telegraph big aoe attacks. It works partly because the area is usually where your units will be damaging the enemy from, so you have to decide if it’s worth it to stay in and keep dealing damage or pull back to prevent casualties. So it could work in D&D as long as you make a reason why your players might not want to go to the trouble of avoiding the attack. It’d make it super satisfying for your players to make the decision to go all in with damage and successfully kill the big bad before the spell goes off too.

  • @jaycromer

    @jaycromer

    3 жыл бұрын

    The Nivxm Cyclops uses its reaction to counter attack a magical attack. You could homered such an attack into any monster. You could also telegraph powerful magical attacks, give hints like "you feel the air around you warm " before a fireball.

  • @metallsnubben

    @metallsnubben

    3 жыл бұрын

    Into the Breach and Slay the Spire are turn based games built completely around this concept, showing exactly what the enemies are gonna do next turn (damage-wise at least) unless you can put a wrench in the works It's a really cool feeling when these enemies are straight up "unfair" in terms of pure numbers, but just with that knowledge you're able to puzzle your way into winning anyway Honourable mention to Druidstone, it does something very similar with having basically no RNG, but doesn't _technically_ show exactly which thing enemies are gonna attack... you just know the exact damage and range the attack has and that they're utter bastards who will always focus the most inconvenient target for you

  • @SkarmoryThePG

    @SkarmoryThePG

    3 жыл бұрын

    @@metallsnubben They're also built -completely- around the concept, and single player games - there the gameplay is to prioritize multiple telegraphs with your limited options.

  • @Aaronlune
    @Aaronlune3 жыл бұрын

    Feel like the Assassin's Creed franchise has stabbed you in the back? Is this ironic? I can't tell.

  • @Edathor718
    @Edathor7183 жыл бұрын

    06:15 "I'm hacking it! It's what I do in my free time. I can't be stopped!" Sombra?

  • @VaSoapman
    @VaSoapman3 жыл бұрын

    On the relationship scale, it could also be fun to have an NPC like you less if you are always just agreeing with them. They really like arguing and if you disagree with them then they go up on the scale.

  • @Endoptic

    @Endoptic

    3 жыл бұрын

    Yeah, was thinking. Some like arguing or competition or even someone easier to push around.

  • @JWK1101

    @JWK1101

    3 жыл бұрын

    IIRC Sten was a bit like that in Dragon Age Origins, hew wanted you to have an actual conversation with him, not just agree.

  • @SpookyGhostIsHere
    @SpookyGhostIsHere3 жыл бұрын

    Video game music is actually great for D&D. The music is built with the player’s actions being the focus in mind rather than driving a specific scene like in a movie. That means that usually there isn’t some major complicated melody going on, but something that sets a tone instead :)

  • @Madhattersinjeans

    @Madhattersinjeans

    3 жыл бұрын

    Also helps telegraph when a more emotional moment is coming up and they don't need to be super on guard. Easy to end up with people checking for traps just before their own wedding and stuff. lol

  • @DaBezzzz
    @DaBezzzz3 жыл бұрын

    "How am I already sweating?" a question I ask myself every day.

  • @harjutapa
    @harjutapa3 жыл бұрын

    Dael: we should take stuff from video games! everyone: *cheers* D&D 4e: "well, EXCUUUUUSE ME"

  • @alextrollip7707

    @alextrollip7707

    3 жыл бұрын

    Link reference? That voice lives rent free in my memory

  • @GoblinLord

    @GoblinLord

    2 жыл бұрын

    @@alextrollip7707 can't give a link but it's from the animated legend of Zelda cartoon from I think the 80s-90s?

  • @alextrollip7707

    @alextrollip7707

    2 жыл бұрын

    @@GoblinLord thanks man. I did know that I re read my comment and got the co fusion though. I meant to ask. " Is that a reference of something Link said?"

  • @petercaron7023

    @petercaron7023

    11 ай бұрын

    I believe "well, EXCUUUUUUUSE ME" was part of Steve Martin's stand-up routine back in the 70's.

  • @heinrichkornelius
    @heinrichkornelius3 жыл бұрын

    I steal them from classic Western movies from before 1960, since no-one watches them anymore. And there's a wealth of plots and situations there.

  • @TheKnoxydude

    @TheKnoxydude

    3 жыл бұрын

    That sounds like a really cool perspective on it, not a source of inspiration for D&D I've ever seen done before. What are some examples you've used?

  • @heinrichkornelius

    @heinrichkornelius

    3 жыл бұрын

    @@TheKnoxydude The situation I used the most is the one in the movies Rio Bravo/El Dorado. The PCs come to the help of a friend who is some sort of lawman (sheriff, chief constable...) in a town and he's fallen to hard times (he's a drunk, cursed, addicted, was severely wounded) in the middle of a thorny situation (two families fighting, a high profile prisoner that someone important wants freed and others want killed)... I don't give a solution to the PCs, just an evolving situation and let them deal with it.

  • @Pyre001
    @Pyre0013 жыл бұрын

    Fun thing about the Halo energy shields, I'm pretty sure Combat Evolved was the first video game to implement a recharging 'health bar' in that vein.

  • @MonarchsFactory

    @MonarchsFactory

    3 жыл бұрын

    Combat Evolved changed so much about the video game industry, it's honestly the goat

  • @SpookyGhostIsHere
    @SpookyGhostIsHere3 жыл бұрын

    I really like the idea of the “shield” (pillars of eternity used “endurance”) being the first line of defense. Maybe some classes could call it luck, others call it will, etc., but maybe that is what can be restored on a short rest or a long rest, whereas the actual health takes longer or more resources to recuperate

  • @shadesofgray9

    @shadesofgray9

    3 жыл бұрын

    I can see the healing implementation being fitted in, but how to retrofit the damage side into dnd 5e?

  • @SpookyGhostIsHere

    @SpookyGhostIsHere

    3 жыл бұрын

    @@shadesofgray9 if it were me, I would just say that a person has 1/4 of their health as “shield” or “endurance” (round down). Those become health pools basically, so if the “endurance” runs out, then health points start being taken. The endurance points can be healed in a long rest or healed with hit dice on a short rest, but healing health requires a full day rest with medical care, a week without medical care (at least one person with medical training available). That’s off the top of my head, but I would be willing to try it out.

  • @SpookyGhostIsHere

    @SpookyGhostIsHere

    3 жыл бұрын

    @@shadesofgray9 just to make it interesting (in addition to the previous post), the “medical care” person might have to have expertise in medical knowledge, requiring a doctor or a party member with expertise. No rolls needed though.

  • @Zombu47

    @Zombu47

    3 жыл бұрын

    I created something similar that is by no means perfected that I called Combat Stamina. The idea was simple; replace HP with combat stamina (CS) and when your character got "hit" you would spend an amount of CS equal to the damage the attack would deal to avoid the damage. This would help narrate the combat a bit more, as spending the CS meant you have to explain how you avoid the attack. It goes much deeper than that but is too long to explain here.

  • @FuuLain

    @FuuLain

    3 жыл бұрын

    Wasent there something in modern d20 ? your HP get depleted as you narrowly dodge an attack and if you run out you take the damage on your Con stat as you take the hit this time

  • @kaelhound
    @kaelhound3 жыл бұрын

    Opens with "Hello Humans!". That's rather presumptuous of you xD

  • @BeCurieUs
    @BeCurieUs3 жыл бұрын

    We just started our first DnD campaign! The recruit idea is pretty amazing. We are running a prebuilt campaign, the Lost Mine of Phandelver and, no spoilers, we ended up recruiting a goblin we likely should have just questioned and killed. We bought him armor, some cloths and some musical equipment cause he was staring longingly at a flute. He is now a pseudo party member, the DM is just controlling him as a low level and semieffective bard banging on his wittle goblin drum. But having him be one of our agents out in the world would be super interesting!

  • @bbqwhaaat
    @bbqwhaaat3 жыл бұрын

    2:02 Fast Travel 3:35 Carrying Capacity 6:18 Relationship Scale 8:41 Shields then Health 11:05 Recruit and Influence Missions

  • @Miscast
    @Miscast3 жыл бұрын

    Great video Dael! So many of the struggles I've had with different player types and what they each find fun has been solved from stealing ideas or taking lessons from video game development talks/keynotes/postmortems. There is so much to learn from that world of games and vice versa.

  • @martyn3009
    @martyn30093 жыл бұрын

    Getting a bit of Banner Saga vibe from the Armour/HP section, which is always a good thing!

  • @williamcanavan3318
    @williamcanavan33183 жыл бұрын

    "I can't be stopped." Nor should you be!

  • @StevenBryceWroten
    @StevenBryceWroten3 жыл бұрын

    Regarding your “shields and HP” idea, I know that Starfinder has a Stamina, then HP system that works in much the same way you described, with the Stamina being easier and faster to recover and going away before the actual damage to hit points.

  • @alarin612

    @alarin612

    3 жыл бұрын

    You know I JUST got done writing a comment about the d20 star wars rpg having something similar.

  • @kwagmeijer26

    @kwagmeijer26

    3 жыл бұрын

    It's really good at empowering groups without healers too.

  • @cristotheranger4263

    @cristotheranger4263

    3 жыл бұрын

    In the world I'm designing, I'm going to be using charisma as a source for the "stamina." Less borrowing from a video game, and more drawing from RWBY's idea that the power of the soul working to protect/heal you. Still trying to figure out how to break that down, mechanically, but it should be fun once I test it out.

  • @alarin612

    @alarin612

    3 жыл бұрын

    @@cristotheranger4263 That's pretty cool. You could make it an option to use your CHA bonus adding to your hit die when you roll for hit points. Maybe not the dpeth you're looking for but an easy fix.

  • @cristotheranger4263

    @cristotheranger4263

    3 жыл бұрын

    @@alarin612 Maybe. Perhaps with a bonus based on total character level?

  • @PhoenixAgent003
    @PhoenixAgent0033 жыл бұрын

    I love the relationship scale and actually implemented it in my games a while ago, but I did not use one based off dragon age. I took a cue from Fire Emblem instead. F = enemies D = dislike C = neutral B = friendly A = close S = oh, they banging. And instead of math, which I have neither the attention span nor time for, I just tick it up or down whenever they have a bonding moment or get into a fight.

  • @Ellohir
    @Ellohir3 жыл бұрын

    Watching this video: Grid inventory! That's on Mausritter. Retainers, that's hirelings from Mausritter. Factions! Of course they're on Mausritter hex maps. HP is hit avoidance and then damage is applied to your stats, that's Mausritter! That little free game is an RPG design masterpiece 🥰

  • @CountsDigGraves
    @CountsDigGraves3 жыл бұрын

    Watched this video with my brother who is our current DM, friday afternoon here in Europe, and he enthousiastically began taking notes halfway through for our new sky-pirate campaign. Cool!

  • @Varis78
    @Varis783 жыл бұрын

    The retainer missions thing reminds me of the errands you can send characters on in Final Fantasy Tactics. Definitely a neat suggestion for retainers.

  • @fatcatsgoneblack

    @fatcatsgoneblack

    3 жыл бұрын

    Great example! I love FFTA

  • @persephonehades7547
    @persephonehades75473 жыл бұрын

    I like the idea that comes waaay back in the original Legend of Zelda. Basically it'd be so neat if every class had a thing they can only do at max HP that scales as they level up. It's really help keep players from only healing when people are at 0.

  • @GreenDM
    @GreenDM3 жыл бұрын

    I stole so much from the mass effect trilogy for my campaigns. Having a bunch of culture and secret history to pull from is really helpful for building a homebrew world.

  • @chrisschuber9149
    @chrisschuber91493 жыл бұрын

    Veins of the Earth had a grid inventory system that gave you more item slots for positive modifiers in your STR, CON... even INT (smarter so you pack things better)

  • @greysonjones5429
    @greysonjones54293 жыл бұрын

    This was actually really cool, I hadn't thought to use any of this. A system that really uses a lot of these concepts (relationship scale, and then the shields (called vitality)). I really liked the AC apprentice thing, as well as the abstract carrying capacity. If I build an RPG I will definitely look back at this

  • @TheSonicShoe
    @TheSonicShoe3 жыл бұрын

    the shields vs. health thing actually *is* something that I'm putting in my own game, funnily enough, though I sort of stole it from a bunch of TTRPGs that already exists. basically once you run out "HP," any further damage is done directly to your ability scores, and directly lowers the probability of success on your rolls. not an original idea, but an effect one to be sure.

  • @mechanussunrise
    @mechanussunrise3 жыл бұрын

    I just realized that Kingsmill and Monarch Factory are different words for the same thing

  • @Hazel-xl8in

    @Hazel-xl8in

    3 жыл бұрын

    that’s... amazing

  • @Dinuial
    @Dinuial2 жыл бұрын

    Love the relationship scale! I remember an incident in Critical Role campaign 1, Vox Machina was talking to someone who, from Matt's description was second or third in rank in the Ashari village and Marisha, in character, dismissed them like a servant in the middle of the conversation. That sort of shit should absolutely have consequences for the players.

  • @nathanielsoule8067
    @nathanielsoule80673 жыл бұрын

    Regarding HP, I've actually been exploring a new system that I'll be trying out in my next game to help the feeling of health in combat. Basically, a character's health is just 5 + ConMod; your hit dice are something you spend to reduce incoming damage by dodging/parrying/getting lucky, and only the damage that actually gets through to your health is a true hit. You no longer know your max HP in advance, but it averages out to roughly the same - for example, a Lv. 5 Fighter with +1Con would normally have an average of 37 HP (10+4d10+5). With this system, that fighter would have 6 health and five [1d10+1] rolls (average 32.5) for a total average of 38.5 points of damage they can take. The best benefit of this, though, is that it can give the players the feeling that they're reacting to an attack. Normally, the enemy either hits you or misses you, and there's nothing you can do about it (you can narrate as if you parried or dodged, but it's not the same). With this, the enemy can either totally miss or "potentially hit", and then the player can decide how they're reducing the damage -- maybe they'll parry it all aside, or maybe they'll mostly dodge but let it graze them for 1 point of health. The main balance change will come with healing, and I'll have to play with these to figure them out for sure. Short rests normally regain hit points based on hit dice, so I'm thinking for ease a short rest will simply replenish half your hit dice and no health. Cure Wounds will now replenish one hit die and 1 health per spell level - so it can only HEAL you a little bit, but it does help give you a second wind (it's also now a bit weaker for d6 classes and stronger for d10 classes, which I think is good). I'm thinking a long rest would replenish all hit dice and 1 health - this also can help with the idea that if you're *injured*, a long rest may not fully heal that wound.

  • @kailastnam9793
    @kailastnam97933 жыл бұрын

    Your idea for NPC relationships is actually how social encounters are supposed to be run. No one uses those rules though.

  • @Adam-cq2yo

    @Adam-cq2yo

    3 жыл бұрын

    In what edition(s) of D&D?

  • @OkamiG15

    @OkamiG15

    3 жыл бұрын

    @@Adam-cq2yo 5e, DMG page 244

  • @digitaljanus

    @digitaljanus

    3 жыл бұрын

    @@Adam-cq2yo Most of them, but they usually apply to specific NPC encounters (e.g. this NPC is initially Unfriendly, but a successful Charisma/Persuasion check could make them Neutral), not long-term relationships.

  • @MonarchsFactory

    @MonarchsFactory

    3 жыл бұрын

    In terms of the different states of the relationship, yes, but what I was trying to highlight was the mechanism of how they slip between those states. RAW, you mostly just make checks and they magically like you more or less, in this version it's made numerical based on ordinary conversation and the topics you flag as important to them.

  • @kailastnam9793

    @kailastnam9793

    3 жыл бұрын

    @@MonarchsFactory Neat! This video was really good. I think I'll use the grid-based encumbrance in my game!

  • @brothertaddeus
    @brothertaddeus3 жыл бұрын

    PF2 kinda has that inventory/backpack system. Not exactly how you described, but your character can carry X much "Bulk" based on their Strength, and items are each a certain amount of Bulk based on how big/heavy they are. Works really well in my experience.

  • @CharlesStacyII
    @CharlesStacyII3 жыл бұрын

    Your idea for sending out on missions is great. My group had to investigate a village that was sacked by marauding orcs. They sort of took the survivors, all teenagers, under their wing and are slowly rebuilding the village. They plan to retire there when they are too old or tired to adventure any more.

  • @scottmcdivitt2187
    @scottmcdivitt21873 жыл бұрын

    The Middle-Earth RPG she mentioned is called "The One Ring"

  • @alextrollip7707

    @alextrollip7707

    3 жыл бұрын

    I got it off humble bundle at one point. It waa super interesting. Haven't been able to play it yet though.

  • @ingridplata2411

    @ingridplata2411

    3 жыл бұрын

    Cheers

  • @Dragonfrooot
    @Dragonfrooot3 жыл бұрын

    Audibly cheered when I saw a new vid!!

  • @torifelten9066

    @torifelten9066

    3 жыл бұрын

    Me to

  • @pastanoodles635

    @pastanoodles635

    3 жыл бұрын

    Same

  • @PyroMancer2k
    @PyroMancer2k3 жыл бұрын

    On inventory I like the Pathfinder 2E way of doing it. Items have a Bulk value to represent their weight and size with default carrying capacity being 5 Bulk. So you end up with jump a few bulky items as it's whole numbers only, no fractions or decimals. However lots of smaller things like torches are considered Light and it takes 10 light items to equal 1 bulk. So you don't bother unless you have more than 10/20/etc to add them. Then there are items like chalk which are negligible which means you don't track them at all. It makes things so much easier as you just quickly look at the big ticket items then a quick check of if you got a lot of light items and view your total. None of that spreadsheet math of weights in D&D.

  • @carsonm7292
    @carsonm72923 жыл бұрын

    A modern setting 5e adaptation game I run has "armor first, then health" in a way. Contemporary kevlar/ceramic body armor isn't meant to be re-used; when it absorbs a bullet or what-have-you you're meant to have to replace it. In my game, taking significant damage typically represents your body armor absorbing hits, although you might be suffering minor narrative injuries like bruising and fractured ribs underneath it. If you go down, your body armor is rendered damaged and after the scene is over won't provide armor protection anymore until it is replaced. At that point, you are obviously much more likely to be hit and the hits are narrated much more dangerously. We also have major injuries when you go down by more than -10 HP, so being more likely to go down and suffer injuries reinforces the idea that you've "depleted" your armor's protection.

  • @MajorHickE

    @MajorHickE

    3 жыл бұрын

    Do your players all having Mending or do you have a way to keep them from cheesing the broken armor?

  • @carsonm7292

    @carsonm7292

    3 жыл бұрын

    @@MajorHickE None of them have access to mending, but even if they did, it wouldn't matter because we're talking contemporary ballistic weave and ceramic body armor. The fibers in ballistic weave stretch and deform when they absorb a bullet, and ceramic plates spall and splinter when penetrated. Both are well outside the capacity of mending to repair.

  • @thebakerofbananabread3237
    @thebakerofbananabread32373 жыл бұрын

    One thing that I love to use that I got from Fallout: New Vegas, and adapted from Stars without Numbers, is the factions game and the PCs places in it. Each of the factions in the world has their own agendas and relationships with one another, and take actions each month or so, causing the tide of power and influence to change. It really helped make my world feel more alive and give me easier hooks to dangle for my players. It also had them take some consideration when it came to taking on certain quests that they may curry favor from one faction or another. My favorite moment is when the players went to visit a library far off, but found the city engulfed in civil war and the library destroyed, something that I had alluded to for a little while, but which had completely shocked the players who had taken their sweet time getting there. Time yields to none.

  • @TheQrstOne
    @TheQrstOne3 жыл бұрын

    I really like the recruits/squires idea! Not only does this mean that the party can take care of more things because of their influence, but it also allows for far reaching name recognition. "Those guys are the bosses of the team that saved us from the gelatinous cube!" Instant superstar status.

  • @papercurse2162
    @papercurse21623 жыл бұрын

    I've tried abstracting carrying capacity for so long, might try using the grid!

  • @ed-chivers

    @ed-chivers

    3 жыл бұрын

    I really liked the grid idea, because encumbrance is normally just measured by weight and the grid gives you a way to handle items that aren't heavy but might be difficult to carry because they're bulky or a weird shape.

  • @EugeneYunak

    @EugeneYunak

    3 жыл бұрын

    have a look at mausritter, it has a system for that.

  • @ts25679
    @ts256793 жыл бұрын

    I like the idea of using the "factions" system, in Waterdeep dragon heist I think, to track pious PC's relationship with their deities and their followers. The better you are at holding to their tenants the more likely they are to intercede on your behalf. I think warhammer fantasy also has rules and repercussions guiding these relationships.

  • @MagusAgrippa8

    @MagusAgrippa8

    3 жыл бұрын

    I’ve been applying that to one of my games, along with a reputation system to track how each of the players deal in the four factions.

  • @giovannishepard653
    @giovannishepard6533 жыл бұрын

    Hey Dael, this has probably already been said but your "shields/health" idea was an optional rule in Pathfinder called "Wounds and Vigor" that I was a big fan of. I used it in my dungeon delving/survivalist game (where I also used the Gritty Realism rules and tracked carrying capacity) to great effect.

  • @trace9021
    @trace90213 жыл бұрын

    I've been trying to steal boss ideas from World of Warcraft. The fights are designed for a party of players and there's a bunch of boss fight tropes they like to use: The Don't Stand in the Fire boss: The safe places to stand in the arena changes at the start of every turn, forcing players to keep on the move (and risk taking Opportunity Attacks) to avoid taking damage. The Romeo and Juliet boss: Two bosses have to be killed on the same turn, because if one dies before the other, the other one heals them. Make it a Lair Action and maybe have them heal for less each time if the party keeps not managing to kill both of them. The Ornstein and Smough boss: Two bosses fought simultaneously, but when one dies, the other becomes stronger and gets more abilities. The Achilles Heel Armory boss: A boss that can only be damaged significantly by a certain spell/weapon/catapult that also happens to be kept nearby. This lets your players get their hands on super powerful abilities that can only be used for the one fight. The Enrage Timer boss: A boss that gets stronger every turn until it becomes unmanageable, forcing players to burn resources quickly or die. The Kill the Healer boss: The boss has flunkies that heal or otherwise buff the boss' abilities. The party needs to prioritize killing the minions before the boss. The Tank Swap boss: The boss puts a stacking debuff on whatever player they're attacking (maybe -1AC per attack), and after so many stacks, the player needs to fall back and let another player take over. The Hot Potato boss: The fight has some kind of ~Thing~ that needs to be passed from player to player and kept out of the hands of the enemy, but holding onto it for too long has detrimental effects on the player, so one player can't hoard it the whole time. You could really keep this up all day, there's so many good Boss Fight design ideas.

  • @khayyin359

    @khayyin359

    3 жыл бұрын

    This is me, learning I can't copy text from the KZread app. Screenshots it is! 😅 Thank you for this write-up, seriously!

  • @dreddbolt
    @dreddbolt3 жыл бұрын

    Dude, Secret of Evermore, albeit limited, can be a DM's goldmine with references to Greek and Egyptian myth, among other things. I really dig the alchemy system.

  • @03dashk64
    @03dashk643 жыл бұрын

    Torchbearer has a cool mechanic for inventory management. The order of items on the sheet is the order they are in your backpack. So it takes longer to grab items at the bottom, and you can get injured and lose items if your bag tears

  • @MagusAgrippa8
    @MagusAgrippa83 жыл бұрын

    I like the idea of major towns having teleportation circles. And the way the magic works, you have to have gone to that place to be able to use a circle to get there. So that takes care of the requirement to go there first.

  • @MonarchsFactory

    @MonarchsFactory

    3 жыл бұрын

    Ooh, it's also a little star gate-y! Like you now how to teleport but you need the address

  • @MagusAgrippa8

    @MagusAgrippa8

    3 жыл бұрын

    @@MonarchsFactory Never realized that connection, but all the better! A fast travel system like that also, I think, gets the party wanting to travel to new places so they can add it to their list of menus options. Or heck, getting the party wizard to learn the spell so he or she can make their own circles to add to the network.

  • @AdamZollo
    @AdamZollo3 жыл бұрын

    This is why I watch game maker's toolkit despite not owning or playing video games. Watch their video on stealth mechanics! Or on randomness. Both are very applicable for DMs.

  • @TeranceCrosby
    @TeranceCrosby3 жыл бұрын

    I'm gonna use those underling ideas for an evil campaign I'm starting. I need a structured way to use henchmen.

  • @kentcecilia
    @kentcecilia3 жыл бұрын

    SO COOL DAEL. here's an interpretation of "overshield" hp mechanic that could work with d&d as is: level 1 hp is "CORE" hp. on level up, core hp raises by your con mod, the other hp gains (from your class) go into "TEMP/OVERSHIELD/MORALE" hp. so then, "temp hp" (which is not actually temporary) now represents all your combat willpower, your superficial wounds, and your tiring. all "damage" is drained first from your temp hp. it can be replenished by all standard means (magical healing and hit dice now represent bolstering your will, heartening you to continue). any damage beyond temp hp that dips into CORE hp represents actual physical, lasting damage that you have sustained, it can only be healed by a "gritty realism" long rest of 7 days, or by other extreme methods of healing (perhaps involving quests). a reduction to 0 CORE hp could represent a lingering injury based on the damage or attack that brought you there, with in-game consequences. normal healing at 0 CORE hp would restore only 1 CORE and the overflow would be temp. i look at all of this provoking flavorful roleplay, so that a strike that damages CORE hp would be a significant thing and could lend flavor to combat descriptions, as the PCs try to struggle on through their wounds, rather than the "fighting with full power until suddenly unconscious" that the current system implies. THANKS FOR THE INSPIRATION DAEL!!

  • @blakethompson-dodd9874
    @blakethompson-dodd98743 жыл бұрын

    Huh, Revelations was one of my favourites. The recruitment as you mentioned. Constantinople is gorgeous. Old Ezio is great, and I liked seeing old Altair. And back then there was still hope for an interesting present-day plot.

  • @MonarchsFactory

    @MonarchsFactory

    3 жыл бұрын

    It's funny, because you like a lot of the same elements as me, but those are the things that let me down! They let you play as Altair again but he's so old that basically all you get to do is hobble around; they introduce gorgeous locations like Cappadocia but don't let you get the most out of it; the modern day plot was PRIMED to take off at the end of Brotherhood and the Revelations dropped the ball! They basically killed it for me when it was one of my favourite aspects of the series. Subject 16 in particular suffered in AC:R and I can't forgive them for that, his AC2 storyline was an exquisite tragedy that should have been left alone.

  • @Kijinn

    @Kijinn

    3 жыл бұрын

    @@MonarchsFactory Thanks for claryfying here what your problem with AC Revelations was! I was searching the comments section for your reply to exactly that question. It's a little puzzling that you mentioned the game without explaining that, at least for the people who haven't played AC. =)

  • @sethsybrandy3218
    @sethsybrandy32183 жыл бұрын

    "I'm hacking it. I CAN'T BE STOPPED." Also, the Halo analogy I think could be attained with replenishing temporary hit point to a small degree. I believe some classes get abilities like this, and a Paladin or two just regenerates HP when under half of their max. And the recruit system you love a lot was also done quite well in Mass Effect 2, and Mass Effect Andromeda, in differing ways. ME:2 has you recruiting allies old and new, and then later you get to have a loyalty mission where you prove you have their best interests in mind, which gives them extra abilities, and makes them MUCH more likely to survive the final mission. This could be represented by perhaps a new ability like a spell or action surge for your retainer, as well as a choice to reroll or just straight up succeed on a save. ME:A had you command strike teams that would level up after missions to gain new perks like "+5% success rating when the mission is against aliens," and they also would bring in crafting materials and cash. Which could be represented in a Matthew Colville Stronghold setup where your units, are instead more like your fledgling adventurers(or retainers) that work for you, and your cleric team gets a holy weapon so they have +1 on their mission against undead and fiends. I like the concepts and hope to try them on my players at some point.

  • @Partimehero36
    @Partimehero363 жыл бұрын

    I JUST got done with a session long "conversation" with an NPC where they, in kind of the reverse of Dragon Age or Bioware type games, my NPC asked a bunch of questions of the PC's about their God and and the meaning of life (the NPC is the teenage daughter of the town blacksmith), anyway, the answers to the questions helped to guide her one way or another towards a Sidekick class so now they have a little homebrewed paladin sidekick.

  • @SoloStudiosOfficial
    @SoloStudiosOfficial2 жыл бұрын

    I just noticed that Skulduggery Pleasant book behind you - I loved that series growing up, and I've never encountered anyone else who knew about it!

  • @DMPelu
    @DMPelu Жыл бұрын

    02:02 Fast Travel 03:36 Abstract Carrying Capacity 06:00 Relationship Scale 08:43 Shields, then Health 11:06 Recruit and Influence Missions

  • @darshvia
    @darshvia3 жыл бұрын

    An excellent explanation of "health/HP" came from one of the Uncharted devs. Nathan Drake can't take 30-40 bullets. He dies after a couple. The screen going red (health) shows depletion of his "luck". Grazes, near misses, etc... but the last couple of round actually connect and he dies like any other person, or like the enemies he murder-strafes. In the case of the video game, hiding behind the chest high wall let's him take quick looks around, process what's happening and, essentially, replenish his luck/awareness. Always stay for the post credits scenes in Dael videos. Always.

  • @ingridplata2411
    @ingridplata24113 жыл бұрын

    For the abstract carrying capacity, you could even have rules like 1) if your Strength score is very high or low you lose or get a column of the grid; 2) if you buy a very costly backpack it might expand your grid; 3)you can have smaller grids (even 1 or 2 squares) representing pouches or bags

  • @RyanWBL
    @RyanWBL Жыл бұрын

    Was great seeing two of my favorite RPG personalities chat on dimension 20. As a DM with a love a literature and mythology, it makes sense that both Brennon and you appeal to me so much. Didn't realize until that interview that you both have such similar backgrounds.

  • @thamer213
    @thamer2133 жыл бұрын

    heck yea!, another Dael video so soon since the last one!

  • @BetterMonsters
    @BetterMonsters3 жыл бұрын

    Always great to see a new Dael video

  • @BigMitchyD
    @BigMitchyD3 жыл бұрын

    Dael your recruit idea sounds perfect for the students of my party's monk & the crew of their ship okay thank you

  • @Lvl99BlackMage
    @Lvl99BlackMage3 жыл бұрын

    Hacking TTRPGs is my default state when I'm not doing anything else, so this was a very relatable video. Lots of cool ideas, I'll have to rewatch later and take notes!

  • @caribourange81
    @caribourange813 жыл бұрын

    For translating the grid system to irl - I imagine pulling out an old set of legos, and using pieces or creations to physically represent your items and stuff them into a bag. This is a more cumbersome option and treads into the realm of LARPing but I think it could be a cool little option. For anyone who loves their models and tokens, they could give beads and tokens to represent currency.

  • @wickerbotterthewizard707
    @wickerbotterthewizard7073 жыл бұрын

    10:00 I like the talk about hit points, and the inspiration from videogames when talking about them. Some TTRPGS like Lancer and an element called "structure" where a player has a number of structure points that is like a number of health bars. So long as a player is within the first health bar their mech's (it's a mech game) ability to function is the same as if it was at full health, but once a mech takes structure damage by depleting the first health bar it goes to another health bar and the mech is in worse shape and cannot function as well. If this were but into DnD terms what you could do is instead of going unconscious when you go below one hit point you roll a saving throw, a success means that the player is at one hit point and functions normally but a failure means that the player goes to full health (minus any extra damage carried over) but loses some functionality until they get healed from their crippling condition. When applying this to players it creates a greater emphasis on strategy other than "make sure the damaging player always has at least one hit point and make sure a designated healer player stays away from danger". When you give your villains structure points it means your villains will be at full strength at the start of a fight so players will want to have something to weaken them before the fight starts, instead of just "how do I make the villain die as quickly as possible?". This is all options to make the game more tactical and get players and DMs to think about more status effect other than just damage but if you prefer to think of hit-points as they are in vanilla dnd that's totally valid too.

  • @xbox7052
    @xbox70523 жыл бұрын

    I'm pretty sure you are my favorite d&d channel

  • @MPonygirl
    @MPonygirl3 жыл бұрын

    Great video as always. I've been doing the NPC reputation mechanic in my games for a while now. One thing that's really important in the TTRPG setting (vs. the game) is that when you piss off Anders, you get instant feedback that your reputation with Anders has suffered by 5. There's no reason that a player HAS to know that unless the character they're dealing with is the sort of person who will immediately prosecute a grievance. I made a little character tracker handout for people to make them start thinking "this person I met who is a named NPC... what do they think of me? Would they put themselves in harm's way to help me, or would they warn other people away from assisting me? But like so many things -- what the PC thinks they know might not be reality! They might think an NPC is totally on their side when in actuality they are letting that revenge dish get nice and cold before serving it.

  • @bernardoguzman-blanco8999
    @bernardoguzman-blanco89993 жыл бұрын

    I came for the video game tropes being re-assimilated into TTRPGs, I stayed for the "in our tabletop games!" shimmy. :D

  • @CountDravda
    @CountDravda3 жыл бұрын

    I've been stealing magic item ideas from video games like crazy lately. There's a whole world of inspiration there if you go looking for it!

  • @notsureicare488
    @notsureicare4883 жыл бұрын

    I like the recruit idea. About to run an evil campaign, and itd be cool to give the players the option to build the cult theyre a part of. Thanks👍

  • @imladrik3538
    @imladrik35383 жыл бұрын

    The first edition of star wars d20 had a health/shield paradigm. you had a number of wound points equal to your Constitution and if you lost one wound you were wounded (and you could be knocked out by failling a con save), while vitality points worked like traditional dnd hit points, and were described as your ability to turn hits into glancing hits. Might adopt it for my next dnd campaign.

  • @LikeMadCops
    @LikeMadCops3 жыл бұрын

    Always love your content! Thankful for your creativity and encouragement.

  • @gbelacel
    @gbelacel3 жыл бұрын

    As the game designer who worked on the Assassin's Recruit gameplay (among other things, some less popular :o) It made me really happy that it was something that stands out for you in Assassin's Creed: Revelation. Funnily enough, I am working on some homebrew rules for one of my DnD campaigns where my players, as part of a group of mercenaries, can recruit new members and, eventually, send them on missions to further increase the power and influence of their group. I used some of the rules from Stronghold and Followers as the base, but I am changing and adding a lot of new things. It isn't fully tested yet, but my players are pretty excited to have that little game during their downtime. They also like the opportunities to find and convince people to join their Mercenary group.

  • @tobistein6639
    @tobistein66393 жыл бұрын

    I like the inventory idea! If I were running it I'd give people a baseline amount of inventory space and reward high STR players (since it's often dumped) by giving them an extra row or column of inventory space for each point over ten. Calling attention to the inventory and engaging with it as a minigame also encourages players to collect and use items. Once you create a barrier to hoarding, players have to be more mindful of what they bring with them. Adds an interesting dimension to gameplay without getting bogged down in numbers.

  • @xllvr
    @xllvr3 жыл бұрын

    I love the relationship thing and the travel once fast travel from thenceforth

  • @jeffsmith40
    @jeffsmith403 жыл бұрын

    The NPC's feelings towards you reminds me of the friendship graph from Flight of the Conchords

  • @stefanandrews5098
    @stefanandrews50983 жыл бұрын

    Turns out game designers are good at game design! I absolutely love stealing ideas and systems from video games for my table - interesting random encounters, dungeon elements like traps/puzzles/riddles/mechanics, monsters and powers - so much excellent content.

  • @3nertia
    @3nertia3 жыл бұрын

    This is GREAT stuff! I've thought about a lot of this stuff already but you just gave me A LOT more ideas! ^_^

  • @oldmanofthemountains3388
    @oldmanofthemountains33883 жыл бұрын

    The "recruits" system sounds similar to what was attempted in 2ed after characters hit level 9+. Had one group of players get to that stage and it was pretty fun! Especially when one player started a cult!

  • @MonarchsFactory

    @MonarchsFactory

    3 жыл бұрын

    Love that for them!

  • @jasonscarborough94

    @jasonscarborough94

    3 жыл бұрын

    By the time my group finished playing Kingmaker, they had a catapult based kobold parachute regiment, a clan of giant bug taming faerie creatures, a dwarf general that just fell in love with their chief bug wrangler, five Ettercaps (one was convinced he was a living rock thanks to the party tiefling), a small tribe of Hobgoblins living in a former elven temple they cleared out and turned into a casino, so many varieties of giant I don't even remember them all, a Chuul the kitsune gunslinger literally intimidated into working for them, and an awakened Tyrannosaur that the Dwarven war priest accidentally brought out of the dream realm

  • @huhloween
    @huhloween3 жыл бұрын

    Was made aware of your channel because of the 'Adventuring Academy' podcast -- been on a binge ever since! Great stuff here!

  • @FaeFemboi
    @FaeFemboi3 жыл бұрын

    I really loved Payday, Left 4 Dead, and Vermintide. They are great examples of a co-op group going around completing objectives, and I learn a lot from the objective examples. If everything was just "these things want to kill you but if you kill them first then they win" it would get dull fast. Have the players carry a large cumbersome object to the altar while skeletons raise around them. Have them break their way through a barrier only to unleash a barrage of enemies onto themselves. Ask them to complete any kind of task under any kind of extra stress can feasibly be a great encounter!

  • @kwagmeijer26
    @kwagmeijer263 жыл бұрын

    That health system has been "oficially" done before in Starfinder (and as an optional rule in Pathfinder 2E) with the stamina system, and it turns out to be a great way to empower adventuring parties without healers. Those games also use the "bulk" system for carrying capacity, which isn't quite the grid system, but much easier to get a handle on and track for players and DMs.

  • @FablesD20
    @FablesD203 жыл бұрын

    Awesome video as always!! Modding TTRPGs to be our person "perfect" experience with our friends and parties is the best example of our the GM/DM can use mechanics as a form of creative expression. It also helps more games be different experiences. I really like Five Torches Deep's Load and Durability system. It abstracts weight based on str score, its are 1-5 Loads, and makes over carrying interesting. Durability is a great way to add to Load. Similar, it has a 1-5 point system, and basically is the health of your armor, shields, and weapons. And if they hit zero, they break, and lose their protection or damage mods, but still are weighing you down. I got super deep into it on our channel -but a major thing about Durability and Shields, is that as a reaction, you can choose to use a shield to block an attack, and you can choose to have it sacrifice 1 Dur, 2 Dur, or break out right. But the only way your weapons and armor lose Durability points if they receive or cause damage from a Critical Success or Failure. "HP = how many peasant punches you can take" best soundbite -Cmike

  • @ashtonnorthrip6164
    @ashtonnorthrip61643 жыл бұрын

    i have a system where the party can start an adventuring guild and send other adventurers on missions and the party can get items from it as well as gold

  • @VosperCDN
    @VosperCDN3 жыл бұрын

    This was cool. I'd just finished writing out my own take on fast travel, and I can see adding the bit about what trouble occurred & how they overcome it.

  • @bearpawdgamr2785
    @bearpawdgamr27853 жыл бұрын

    I was just talking to a friend about some homebrew as a first time DM. I have several encounters planned around using the mechanics from WoW dungeons and raids because they were so visually entertaining!

  • @BenDeHart
    @BenDeHart3 жыл бұрын

    Awesome video. The relationship/retainer system is something I've been implementing in my Rime of the Frostmaiden game, I love this!

  • @BenDeHart

    @BenDeHart

    3 жыл бұрын

    Also: Why do you hate AC Revelations? It's one of the only ones I haven't played so I'm curious

  • @stephenfriedrich8551
    @stephenfriedrich85513 жыл бұрын

    I find that it's usually possible to convey what hit points "actually" are narratively, and I do that in a similar way to how people often use "bloodied". Any damage that someone (NPC or PC) takes up to half of their max hit points are near misses, desperate evasions, or only very incidental damage, e.g. "You swing your broadsword down at the orc and he only barely lunges out of the way, causing you to just barely miss cleaving him in two." An outright miss I will make more explicit: "You take a swing at the orc but misjudge the angle and he deflects the blow with his axe, letting out a rough laugh." Once someone gets under that 1/2 threshold, however, they start taking "Real" damage. Blows start connecting, blood is drawn, and they are visibly beaten down and injured. "The orc tries to parry but you slip under his guard, burying your sword in his hip." This way, you preserve some cinematic tension, filling an encounter with dodges, parries, gaining and losing ground, and finally, a few decisive killing strikes. But again it's more a narrative patch than a mechanical one, and the exact threshold is totally up to you as a DM.

  • @novastuxk
    @novastuxk3 жыл бұрын

    Damnnnn every dael video gives me sooo many ideas for games its crazy! Thanks for all the great contentt

  • @T.BG822
    @T.BG8223 жыл бұрын

    Thank you for correcting people on HP being hit points rather than health points. Personal pet peeve of mine - losing HP is you being worn down *before* the injury, getting worn to the point you take that *real* damage.

  • @teeny_ducken
    @teeny_ducken3 жыл бұрын

    amazing as always

  • @Apollo9898LP
    @Apollo9898LP3 жыл бұрын

    The abstracting of carrying capacity is a big one I've also been puzzling out. To be fair I haven't had a chance to test it out on my players, but basically my idea of it would be that all their starting equipment and any reasonable adventuring equipment is a freebie, but any special equipment or (more importantly) treasure has a certain size point value associated with it. Sort of like you said, small is 1, medium is 2, large is 3. So a treasure hoard of gold pieces might be a large hoard, but they could split it up and only take a small piece of it. I don't know if I'd use an actual grid, though the tetris aspect of that is appealing. I think the only other thing I'd add to the idea is that I think characters with more strength should still get at least a little more space to carry stuff, since they can lift a lot more. Also, just in general, excellent video! I really liked this one!

  • @mollywantshugs5944
    @mollywantshugs594411 ай бұрын

    The main example I know of the carrying capacity thing is Resident Evil, particularly 7. Those games also make everything a tight fit so you have to think carefully about what you’ll need (RE uses resource management in general as the primary form of tension).

  • @diego-dias
    @diego-dias3 жыл бұрын

    re: the Assassin's Creed organization minigame. I've ran a space pirate campaign where the player's crew got to the size of a small fleet, and we did that sort of delegating organization-running thing a lot... also inspired directly by Assassin's Creed Revelations!!! Black Flag has a ship-centric variant as well. It was a great way to catch up with the NPCs from session to session, get the fleet some resources, and *specially* do some worldbuilding at corners the main party hadn't yet been into, maybe activating a plot hook or another via NPC that the players would go check out for themselves later, or having these operations cause unintended ripples in the setting (which I guess you could do with a more Dragon Age Inquisition war table type thing, but that's way less fun than all the pirate recruiting and having each deckhand have a name and a suggestion of a personality). It's a great mid- to late- game addition imo

  • @aidenpruitt1256
    @aidenpruitt12563 жыл бұрын

    I love this video. I often apply videogame concepts to my games narratively or to create a structure for the session. I also have many beloved rpgs that I have found inspiration for.

  • @xelacremant7396
    @xelacremant73963 жыл бұрын

    This outro was one of the best so far :D

  • @samchafin4623
    @samchafin46233 жыл бұрын

    One of the old D20 versions of Star Wars RPG definitely used that shields/health thing, only I think it was called vigor - which worked like normal HP, and then your health was what really put you in the dead book.

  • @garygoucher4739
    @garygoucher47393 жыл бұрын

    Loved the discussion about retainers, passing off gear and sending them off on missions. I play an evil cleric in a Pathfinder game and my character is working on establishing an Assassin's Guild. He just took the Leadership feat and level 1 followers started showing up. His two favorites, a brother and sister (fighter 1 and rogue 1) are both going to become clerics as the gain levels and with be getting most of my characters hand-me-downs. Also, I mentioned to the GM that I would like them to do little missions, like in the ACKS rpg, and he was cool with the concept. In order to help him with ideas, I am going to buy him Waiting for the Raven videogame. It puts you in charge of a cell of a secret society that is infiltrating a city. Might give you some more ideas for those little missions, Dael. Thanks for all of the creative thoughts. Always a pleasure to watch your videos.

  • @danielcopper932
    @danielcopper9323 жыл бұрын

    Loving the content, have recently started DMing having never played the game before, and as a gamer prior to a tabletop player, I love a lot of these ideas.

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