https://www.youtube.com/watch?v=jT3FRzEJDp8
Dungeon Master
- sets the scene
- creates obstacles/adventures
- adapts to player actions
Set the scene
- You are ...
- Your obective
Roll
- Roll die and add modifier
Difficulty Check
All checks have a Difficulty Checks which must be exceeded to pass.
When the DM decides on a DC, we may use this table as a reference.
Skill | DC |
---|---|
Very Easy | 5 |
Easy | 10 |
Moderate | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
Skill Check
- Insight - Decide if someone is speaking the truth
- Stealth
- Intimidation
Saving Throws
- Dexterity saving throw - quickness and agility
Attack
- Must get higher than AC (Armour Class)
- Die roll plus attack bonus
- Calculate damage using weapon stats
Range Attacks
- Make sure you are within range (ie. short bow has a range of 120')
Combat Round Sequence
- Is anyone surprised?
- Everyone rolls initiative (1d20 + initiative total [based on dexterity modifier] )
- DM puts everyone in initiative order
- In initiative order, everyone takes a turn. Surprised creatures can't take any action for the first round.
Turn consists of
- movement
- action
- additional actions based on class features