Today we're going to look at some of the the Dungeon Master's Guide' hidden gems.The Introduction is, for the most part, what youd expect if youve played D&D for a while a brief explanation of what a Dungeon Master is.10 posts So, I have been given a reason to read this in-depth, rather than simply use it to look things. The Dungeon Master's Guide is an under-appreciated and undervalued tome of useful information and tools for D&D Dungeon Masters. In our previous post, DnD 5e Damage Types Explained, we discussed the different types of damage that show up in a typical D&D world.We also mentioned sources of the different types. So let's return to our OCR calculation.In this post, DnD 5e Necrotic Damage Explained, we’ll have a look at what way necrotic damage can show up in your games.We’ll look at some specific examples of creatures and spells that inflict necrotic damage. Nik Collection Full 1.2 11 Dmg Download Does Lightning Dmg Help Thigns Shatter Poe How Does The Arcane Dmg Work On Berial Blade Download Os X 10.11.6 Setup Installer Dmg Dmg Mori Dmc 1450 V Price What Does Dmg S Dmg M Pathfinder How To Make Bootable Usb Mac Os X From Dmg Dnd Is Anything Resistant To Psychic DmgNew to Sly Flourish? Start Here! Gems of the D&D Dungeon Master's GuideThe DMG tells us that if the monster relies more on effects with saving throws than on attacks to do its damage, we should use its save DC to figure the OCR instead of its attack bonus.This section actually offers excellent advice for running pointcrawls without ever using the term. The imagery and iconography of the planes can teach the players a lot about what lurks outside of their known world.Mapping a Wilderness (Chapter 5, pg 108). While not directly practical in most D&D campaigns, the flavor of the multiverse can fill in the details of many ancient tombs or wizard towers. Good advice buried in a worldbuilding section this section helps DMs recognize that the most important parts of a campaign are the parts surrounding the characters.Chapter 2: Creating a Multiverse (pg 43-68). Your own world may vary from this but it's useful to understand what a default world looks like in D&D and how it works with the default mechanics, spells, and magic items of the rest of the game.Start Small (Chapter 1, "Creating a Campaign", pg 25).
Mix it with the random trap generator on page 297.Downtime Activities (Chapter 6, pg 127-131). The core rules for building your own traps. Are the characters looking to buy a sailing ship or airship? This section has the basics covered.Traps and damage (Chapter 5, "Traps", pg 121). Brown molds, green slime, and webs all help fill dungeons with interesting terrain we might otherwise forget.Airborne and Waterborne Vehicles (Chapter 5, "Unusual Environments", "The Sea", pg 118). How much gold should characters have if they start at a higher level? How many magic items in a high-magic campaign? This table has you covered.Dungeon Hazards (Chapter 5, "Mapping a Dungeon", pg 105). Dmg Dnd How To Use TheseThis section offers many different ways you can handle giving out inspiration, some of which you can use together.Tracking Initiative (Chapter 8, "Combat", pg 247). I often hear complaints about inspiration. Instead it shows DMs how to use these powerful tools to improvise situations in any given scene.Inspiration (Chapter 8, "Using Ability Scores", pg 240-241). A great section that goes beyond the basics of advantage and disadvantage. Looking to give your characters a nice powerful boost without a physical item? Epic boons are your answer.Advantage and Disadvantage (Chapter 8, "Using Ability Scores", pg 239). You can expand these further with the downtime activities in Xanathar's Guide to Everything.Epic boons (Chapter 7, 231-232). One of my favorite sections. Guidelines for running areas of effect using the "theater of the mind". An excellent set of tables to help you improvise damage from a falling bookcase to tumbling into a vortex into the elemental plane of fire.Adjudicating Areas of Effect (Chapter 8, "Combat", pg 249). Describes how to handle a monster's critical hit when using average damage a common question.Improvising Damage (Chapter 8, "Combat", pg 249). Yes, "bloodied" exists in 5e! While it isn't a mechanical condition anymore, you can still describe a creature being bloodied and this section tells you how.Monsters and Critical Hits (Chapter 8, "Combat", pg 248). Includes my favorite method of assigning an interesting in-world physical characteristic to monsters to help identify them.Bloodied rule (Chapter 8, "Combat", "Tracking Monster Hit Points", pg 248). Looking to simplify D&D's skill system? This section has lots of options including background or class based proficiency bonuses. See horde rules for more.Ability Options (Chapter 9, pg 263-264). It's missing a discussion on pooling damage across a large number of monsters but it still gets us close to being able to fight an unlimited number of monsters. A table to determine how many monsters might successfully hit (or make a saving throw) given the monster's attack bonus (or save bonus) and the target's armor class (or save DC). Citrix for mac uisLots of neat options a DM might use given the circumstances of a battle.Cleaving Through Creatures (Chapter 9, "Combat Options", pg 272). A favorite of many this section describes optional combat actions characters might take including disarming, tumbling, or climbing up on monsters. Lots of alternative methods for running initiative.Acton Options (Chapter 9, "Combat Options", pg 271). If you want another way to boost characters, here's an answer.Initiative Variants (Chapter 9, "Combat Options", pg 270). A mechanic used in the Eberron Oracle of War campaign that stacks on top of inspiration. Goes hand-in-hand with the Monster Statistics by Challenge Rating table on page 274.NPC Features (Chapter 9, "Creating a Monster", pg 282). A huge list of monster features you can apply to custom monsters of your choice. A great circumstantial rule when fighting lots of monsters.Monster Features (Chapter 9, "Creating a Monster", pg 280-281). Awesome Random Tables to Inspire Your GameThe DMG is also packed with great tables to inspire your game. A wonderful selection of about ten maps including one I designed myself for Vault of the Dracolich! If you ever need a town, cave, or dungeon map, this section has what you need. Want to give a fire giant a few classes of barbarian? This section tells you how to add character class features to your monsters to shake things up.Maps (Appendix C, pg 310-315). A few more of them would have really helped.Monsters with Classes (Chapter 9, "Creating a Monster", pg 283). Mix these with the race-less NPCs in the Monster Manual. The skeleton and zombie ones in particular give you a huge range of undead versions of existing monsters. Villain Schemes and Methods (Chapter 4, "Villains", pg 94-95) Framing Events (Chapter 3, "Adventure Types", pg 79) Event-based Goals (Chapter 3, "Adventure Types", pg 76) International rules of chess in hindi pdfMagic item special features (Chapter 7, "Magic Items", pg 142-143) Carousing (Chapter 6, "Downtime Activities", pg 128) Tavern Name Generator (Chapter 5, "Settlement", pg 113) Current Calamity (Chapter 5, "Settlement", pg 112) Monuments & Weird Locales (Chapter 5, "Mapping a Wilderness", pg 108-109) Dungeon Origin Details (Chapter 5, "Dungeons", pg 100-101) Random traps (Appendix A, "Stocking a Dungeon", pg 297) Chamber Purpose (Appendix A, "Stocking a Dungeon", pg 292-295) Madness Effects (short term) (Chapter 8, "Madness", pg 259) Inside you'll find limitless inspiration for your own fantastic adventures. Every six months or so, pull it out and skim it page by page to remind yourself what you can find within its pages.
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