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[Path: Master of Rules > Running the Game > Social Interaction ] rs make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with. Changing Attitude. The attitude of a creature might change over the course of a conversation. If the adventurers say or d...
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[Path: Master of Rules > Running the Game > Social Interaction ] creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or tu...
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[Path: Master of Rules > Running the Game > Social Interaction ] eature's attitude is up to you. You decide whether the adventurer have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether t...
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[Path: Master of Rules > Running the Game > Social Interaction ] flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction ...
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[Path: Master of Rules > Running the Game > Social Interaction ] ristics through conversation, an adventurer can attempt a Wisdom (Insight) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false cha...
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[Path: Master of Rules > Running the Game > Social Interaction ] the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden. Given time, adventurers can also learn about a creature's characteristics from other sources, including...
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[Path: Master of Rules > Running the Game > Social Interaction ] personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions. 3. CHARISMA CHECK When the adventurers get to the point o( their request, demand, or suggestion- or if yo...
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[Path: Master of Rules > Running the Game > Social Interaction ] e the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in...
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[Path: Master of Rules > Running the Game > Social Interaction ] ices. 10 The creature accepts a minor risk or sacrifice to do as asked. 20 The creature accepts a significant risk or sacrifice to do as asked. DC Indifferent Creature's Reaction 0 The creature offers no help but does no harm . 10 The creatur...
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[Path: Master of Rules > Running the Game > Social Interaction ] 's Reaction 0 The creature opposes the adventu rers' actions and might take risks to do so. 10 20 The creature offers no help but does no harm. The creature does as asked as long as no risks or sacrifices are involved. Aiding the Check. Other ch...
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[Path: Master of Rules > Running the Game > Social Interaction ] r says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counterproductive or offensive, the character maki...
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[Path: Master of Rules > Running the Game > Social Interaction ] e Checks. Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals. 4. REPEAT? Once a Charisma check has been made, further attempts to influence the target of the interacti...
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[Path: Master of Rules > Running the Game > Social Interaction ] ruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from ...
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[Path: Master of Rules > Running the Game > Social Interaction ] successful Charisma (Persuasion) check. RoLEPLAYING For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in t...
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[Path: Master of Rules > Running the Game > Social Interaction ] ory elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying. BEING THE NPC Imagine how a character or monster you bring to life would react to the adventurers. Co...
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[Path: Master of Rules > Running the Game > Social Interaction ] but you also enhance the sense that the adventurers are in a living world. Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party...
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[Path: Master of Rules > Running the Game > Social Interaction ] ther than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdote...
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[Path: Master of Rules > Running the Game > Objects ] onsistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper. CHAPTER 8 / RUNNING THE GAME 245 . Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borr...
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[Path: Master of Rules > Running the Game > Objects ] different voices and impersonations of famous people, then use those voices to bring your NPCs to life. Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could spea...
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[Path: Master of Rules > Running the Game > Objects ] miliar with Common stumble along with awkward grammar. Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, n...
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[Path: Master of Rules > Running the Game > Objects ] ive them distinct voices so the players know who's who. UsiNG YouR FAcE AND ARMS Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable ...
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[Path: Master of Rules > Running the Game > Objects ] e, a character truly comes to life. Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express he...
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[Path: Master of Rules > Running the Game > Objects ] olling her eyes and massaging her temples with her fingers. ENGAGING THE PLAYERS Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as muc...
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[Path: Master of Rules > Running the Game > Objects ] have depth. To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches. Appeal to Player Preferences. There are in-game activities that players enjoy more than others, as discussed in th...
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[Path: Master of Rules > Running the Game > Objects ] rs take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun. Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaig...
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[Path: Master of Rules > Running the Game > Objects ] an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively. CHAPTER 8 I RUNNING THE GAME Players who like to optimize their characters and slay monsters also like to argue,...
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[Path: Master of Rules > Running the Game > Objects ] corrupt vizier sending assassins to kill the adventurers) is often the best way r keep action-focused players engaged. Target Specific Characters. Create situations where characters who might not otherwise be engaged with a social interaction have to do at lea...
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[Path: Master of Rules > Running the Game > Objects ] ular adventurer and talks only to that character. An NPC of a certain race or class mighr listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to ge- specific players engaged, but don't shut out players who ...
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[Path: Master of Rules > Running the Game > Objects ] out players who are already roleplaying. If a couple of players are dominating the conversation take a moment now and then to involve the others. You can do this in character if you like: "And what about you;- hulking friend? Speak, barbarian! What will you ple...
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[Path: Master of Rules > Running the Game > Objects ] ian! What will you pledge in exchange for my favor?" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices The sec...
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[Path: Master of Rules > Running the Game > Objects ] ash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's succe at damaging an object. Can a fighter cut through a section...
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[Path: Master of Rules > Running the Game > Objects ] rete. inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. STATISTICS FOR OBJECTS When time is a factor, you can assign an Armor Class and hit points to a destructible obj...
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[Path: Master of Rules > Running the Game > Objects ] ss is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. OBJECT ARMOR CLASS Substance ...
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[Path: Master of Rules > Running the Game > Combat ] ect's hir points measure how much damage it can take before lo ina i srrucrural integrity. Resilient objects have more hir pain than fragile ones. Large objects also tend to ha\·e more hir points than small ones, unless breaking a small part of rhe object is j...
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[Path: Master of Rules > Running the Game > Combat ] are Large or smaller. OBJECT HIT POINTS Size Tiny (bottle, lock) Small (chest, lute) Medium (barrel, chandelier) Large (cart, 10-ft.·by-10-ft. window) Fragile 2 (1d4) 3 (1d6) 4 (1d8) 5 (1d10) Resilient 5 (2d4) 10 (3d6) 18 (4d8) 27 (5d10) Huge and Ga...
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[Path: Master of Rules > Running the Game > Combat ] ering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object c...
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[Path: Master of Rules > Running the Game > Combat ] e it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit point...
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[Path: Master of Rules > Running the Game > Combat ] icular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effe...
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[Path: Master of Rules > Running the Game > Combat ] always, use your best judgment. Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single atta...
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[Path: Master of Rules > Running the Game > Combat ] normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points. COMBAT This section builds on the combat rules in the Player's Handbook and offers tips for keeping the game runn...
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[Path: Master of Rules > Running the Game > Combat ] ny DMs keep track of initiative on a list the players can't see: usually a piece of paper behind a DM screen or a spreadsheet on a tablet computer. This method allows you to keep track of combatants who haven't been revealed yet, and you can use the initiative l...
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[Path: Master of Rules > Running the Game > Combat ] oach is that you have to remind the players round after round when their turns come up. VISIBLE LIST You can use a whiteboard to track initiative. As the players tell you their initiative numbers, write them on the whiteboard in order from highest to lowest, le...
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[Path: Master of Rules > Running the Game > Combat ] space between each name. Either write the monsters' initiatives on the list at the same time or add them to the list on each monster's first turn. As a further improvement, use magnets that you can attach to a metal-based whiteboard with characters' and monster...
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[Path: Master of Rules > Running the Game > Combat ] , and they can start planning their actions in advance. A visible list also removes any uncertainty about when the monsters will act in the fight. A variation on the visible list is to give one player responsibility for keeping track of initiative, either on a...
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[Path: Master of Rules > Running the Game > Combat ] gs you need to keep track of yourself. INDEX CARDS In this approach, each character gets an index card, as does each group of identical monsters. When the players tell you their initiative numbers, write the numbers on their characters' index cards. Do the sam...
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[Path: Master of Rules > Running the Game > Combat ] gh the stack. When you call out the name of the character whose turn it is, also mention who's next, prompting that player to start thinking ahead. After each character or group of monsters acts, the top card is moved to the bottom of the stack. At first, playe...
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[Path: Master of Rules > Running the Game > Combat ] nto the order until the monsters act. TRACKING MONSTER HIT POINTS During a combat encounter, you need to track how much damage each monster takes. Most DMs track damage in secret so that their players don't know how many hit points a monster has remaining. Whet...
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[Path: Master of Rules > Running the Game > Combat ] oints be tracked individually. Tracking damage for one or two monsters isn't onerous, but it helps to have a system for larger groups of monsters. If you aren't using miniatures or other visual aids, the easiest way to keep track of your monsters is to assign t...
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[Path: Master of Rules > Running the Game > Combat ] le, imagine that you're running an encounter with three CHAPTER 8 I RUNNING THE GAME 247 . 25 2o to 5 ogres, each of which has 59 hit points. Once initiative is rolled, jot down each ogre's hit points and add notes (and even a name, if you like) to differe...
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[Path: Master of Rules > Running the Game > Combat ] e who smells like poo): 59 If you use miniatures to represent monsters, one easy way to differentiate them is to give each one a unique miniature. If you use identical miniatures to represent multiple monsters, you can tag the miniatures with small stickers of ...
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[Path: Master of Rules > Running the Game > Combat ] ample, in a combat encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C, respectively. To track the ogres' hit points, you can sort them by letter, then subtract damage from their hit points as they ta...
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[Path: Master of Rules > Running the Game > Combat ] hing like this after a few rounds of combat: Ogre A: 59~ 45 ~ t4 9 dead Ogre B: 59 5t 30 Ogre C: 59 Players often ask how hurt a monster looks. Don't ever feel as though you need to reveal exact hit points, but if a monster is below half its hit point maximu...
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[Path: Master of Rules > Running the Game > Combat ] g the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities. TtNY SMALL USING AND TRACKING CONDITIONS Various rules and features in the game are clear abour when they apply...
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[Path: Master of Rules > Running the Game > Combat ] sleep, that lacks consciousness, you can say the character is unconscious. Or did a character just stumble onto the ground? He or she is now prone. Keeping track of conditions can become tricky. For monsters, it's often easiest to track conditions on combat car...
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[Path: Master of Rules > Running the Game > Combat ] Because players have incentive to forget or overlook hampering conditions, character conditions can also be marked on combat cards or a whiteboard. You might also try keeping a supply of index cards on hand, marked with conditions and their effects. Then hand t...
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[Path: Master of Rules > Running the Game > Combat ] r the effects of being charmed or frightened. MONSTERS AND CRITICAL HITS A monster follows the same rule for critical hits as a player, character. That said, if you use a monster's average damage, rather than rolling, you might wonder how to handle a critical h...
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[Path: Master of Rules > Running the Game > Combat ] if a goblin normally deals 5 (ld6 + 2) slashing damage on a hit and scores a critical hit, it deals 5 + l d6 slashing damage. GARGANTUAN iiUGE . CREATURE SIZE ON SQUARES AND HEXES T i NY SMALL OR MEDIUM L ARG E IMPROVISING DAMAGE A monster or effect typica...
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[Path: Master of Rules > Running the Game > Combat ] ge it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so. IMPROVISING DAMAGE Dice 1d10 2d10 4d10 10d10 Examples Burned by coals, hit by a falling bookcase, pricked b...
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[Path: Master of Rules > Running the Game > Combat ] re or a moon-sized monster The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.
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[Path: Master of Rules > Running the Game > Combat ] numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage. DAMAGE SEVERITY AND LEVEL Character level Setback Dangerous Deadly 1st-4th 1d10 2d10 4d10 5th- 10th 2d10 ...
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[Path: Master of Rules > Running the Game > Combat ] cause a setback rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage. liuGE GARGANTUAN In contrast, dangerous damage values pose a significant threat to weaker characters and could ...
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[Path: Master of Rules > Running the Game > Combat ] o drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded. ADJUDICATING AREAS OF EFFECT Many spells and other game features create areas of effect, such as the cone and the...
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[Path: Master of Rules > Running the Game > Combat ] ess such uncertainty is to go with your gut and make a call. If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the nu...
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[Path: Master of Rules > Running the Game > Combat ] ffect. Add or subtract targets based on how bunched up the potential targets are. Consider rolling 1d3 to determine the amount to add or subtract. TARGETS IN AREAS OF EFFECT Area Cone Cube or square Cyl inder line Sphere or circle Number ofTargets Size-;...
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[Path: Master of Rules > Running the Game > Combat ] ing hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 + 10 = 1.5, rounded up to 2). Similarly, a sorcerer could CHAPTER 8 I RUNN lNG THE GAME 249 . launch a lightning bolt (100-foot line) at some o...
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[Path: Master of Rules > Running the Game > Combat ] , rounded up to 4). This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures. HANDLING MOBS Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters invo...
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[Path: Master of Rules > Running the Game > Combat ] can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target. Instead of rolling an attack roll, determine the minimum d20 roll a creature needs in order to hit a target by sub...
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[Path: Master of Rules > Running the Game > Combat ] Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target. For exa...
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[Path: Master of Rules > Running the Game > Combat ] hree orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter. If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage ...
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[Path: Master of Rules > Running the Game > Combat ] bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately. This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number o...
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[Path: Master of Rules > Running the Game > Combat ] . As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other. MOB ATTACKS d20 Roll Attackers Needed Needed for One to Hit 1-5 6-12 2 13-14 3 15-16 4 17-18 5 19 10...
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[Path: Master of Rules > Running the Game > Combat ] roundings and their enemies. Some complex battles, however, are easier to run with visual aids, the most common of which are miniatures and a grid. If y like to construct model terrain, build three-dimension dungeons, or draw maps on large vinyl mats, you sho - ...
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[Path: Master of Rules > Running the Game > Combat ] niatures. The Player's Handbook offers simple rules for depicting combat using miniature figures on a grid. T'- - section expands on that material. TACTICAL MAPS You can draw tactical maps with colored markers on a wet-erase vinyl mat with l-inch squares, on a ...
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[Path: Master of Rules > Running the Game > Combat ] or resin are also fun. The most common unit for tactical maps is the 5-foo:: square, and maps with grids are readily available and easy to create. However, you don't have to use a grid a all. You can track distances with a tape measure, string craft sticks, or ...
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[Path: Master of Rules > Running the Game > Combat ] grid with the more flexible movement of using no grid. Dungeon corridors with straight walls and right angles don't map easily onto hexes, though. fLANK! NG (5Q.UARES) liALF CovER (SQ.uARES) THREE-QUARTERS CovER (5Q.UARES CHAPTER 8 I RUNNI NG THE GAME . CREAT...
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[Path: Master of Rules > Running the Game > Combat ] ON SQUARES A D HEXES A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine,...
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[Path: Master of Rules > Running the Game > Combat ] uge giant. That giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling. CREATURE SIZE AND SPACE Size Space: Squares Space: Hexes Tiny 4 per square 4 per hex Small 1 square 1 hex ...
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[Path: Master of Rules > Running the Game > Combat ] monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't. Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as n...
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[Path: Master of Rules > Running the Game > Combat ] r there is line of sight between two spaces, pick a corner of one space and rrace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision- such as a stone wal...
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[Path: Master of Rules > Running the Game > Combat ] a target has cover against an attack or other effect on a grid, choose a corner of the anacker's space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two ...
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[Path: Master of Rules > Running the Game > Combat ] lines are blocked but the attack can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover. On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has hal...
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[Path: Master of Rules > Running the Game > Combat ] RULE : FLANKING If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large ...
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[Path: Master of Rules > Running the Game > Combat ] apacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking. Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the en...
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[Path: Master of Rules > Running the Game > Combat ] t enemy. When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked. Flanking on Hexe...
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[Path: Master of Rules > Running the Game > Combat ] ank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature...
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[Path: Master of Rules > Running the Game > Chases ] t have at least 6 hexes between them. FLANKING (f-lEXES) 11ALF CovER ( 11EXES) THREE · QUARTERS Co v ER (11EXES) CHAPTER 8 I RUNNlNG THE GAME . OPTIONAL RULE: DIAGONALS The Player's Handbook presents a simple method for counting movement and measuring range ...
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[Path: Master of Rules > Running the Game > Chases ] s the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat. When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second d...
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[Path: Master of Rules > Running the Game > Chases ] hen 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and th...
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[Path: Master of Rules > Running the Game > Chases ] ecision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can a...
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[Path: Master of Rules > Running the Game > Chases ] front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage. Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For e...
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[Path: Master of Rules > Running the Game > Chases ] f arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward f...
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[Path: Master of Rules > Running the Game > Chases ] e remaining spaces to either side of the creature form its side arcs. On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and ano...
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[Path: Master of Rules > Running the Game > Chases ] han one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If h...
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252
[Path: Master of Rules > Running the Game > Chases ] GAME ADJUDICATING REACTION TIMING Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reacti - can be dif...
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dmg
252
[Path: Master of Rules > Running the Game > Chases ] reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as...
dmg_2395
dmg
252
[Path: Master of Rules > Running the Game > Chases ] dictable affair. Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chase more exciting by introducing random elements. BEGINNING A CHASE A chase requires...
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dmg
252
[Path: Master of Rules > Running the Game > Chases ] As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance betw...
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dmg
252
[Path: Master of Rules > Running the Game > Chases ] pursuer migh· change from round to round. RUNNING THE CHASE Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to casr spells and make attacks run the risk of losing their quarry, and a quarry that does so is...
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252
[Path: Master of Rules > Running the Game > Chases ] n it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one !eve. of exhaustion. A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can...
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252
[Path: Master of Rules > Running the Game > Chases ] make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells. Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be m...