Ideas to Steal from Video Games || D&D with Dael Kingsmill
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Channel: MonarchsFactory
Views: 49,481
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Keywords: MonarchsFactory, Dael Kingsmill, Geek and Sundry, Geek, nerd, australian, Greek mythology, myths, mythology, Dale Kingsmill, story, storyteller, story teller, funny, dnd, d&d, dungeons and dragons, dungeons, dragons, pathfinder, 5e, rpg, ttrpg, fairytales, grimm, dungeon master, dm, video games, gaming, gamer
Id: 2J4XFZdTfS0
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Length: 16min 25sec (985 seconds)
Published: Fri Jan 29 2021
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Man, that inventory management sounds like a pain in the butt. Like, it's just easier if you give things and number and let your roll20 (or whatever) say TOO MUCH at some point.
The Shields / Health thing has been around for quite a while in the Palladium RPG line.
Armor as a second health pool is how Palladium has worked since the 80s from what I recall. Any strike above or equal to the Armor Rating hits you, any strike below the AR but above the miss rating hits your armor. Once your armor has had its hit points depleted it's destroyed.
SDC vs Hit Points also had a similar function. SDC is your "it's just a flesh wound" damage pool. It's a minor scrape or bruise but it's fine. Hit points is your "that look serious" damage pool.
MDC is a different beast that I won't go into here.
Now I'm not saying "ditch that 5E game and play this!" Oh, heck no. It's a train wreck into a dumpster fire overall. I just thought it was an interesting bit of trivia plus a sample implementation we can look at.
Okay, that implementation is pretty crunchy for 5E but a simplified and perhaps pure flavor approach might work fine. Ignoring armor health and putting more serious injuries at 4 + Con Mod might be fine. Whatever works for you and your table of course will always be the rule.
The idea of Shields/Health could be cool. Instead of Shields it could be stamina, and one could flesh out a "wound" system for when the actual health dropped. I guess it would require some fleshing out, though.
Hit points as peasant punches is gold.
Some ideas Iβm interested in adapting from video games:
Loot discovery in Diablo. I think a really fun thing is finding new loot and weighing trade offs between different pieces of gear. Iβm not quite sure how to replicate this in D&D, which usually has much less gear, and fewer degrees of freedom for numeric tweaks. Still I think itβs worth trying out.
As mentioned in the YouTube comments, bosses telegraphing actions. Eg a wizard might have the walls in their room start to turn into giant hands, then their next turn the hands punch out. Players can easily avoid this, but forcing them to move keeps combat less static and might force them to clump for AOE attacks
Puzzle bosses, like Zelda style ones where you need to figure out some trick before you can hurt the boss.
Adapting certain game genres into encounters. I think a tower defense style could be applied to preparing a towns defenses, holding out for X rounds would carry over well, and escort missions (like for a caravan) would be cool.
(Iβm sure all this stuff has been done plenty in d&d, but I just havenβt experienced it yet)