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

Movement/Attacks


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.

SkillDC
Very Easy5
Easy10
Moderate15
Hard20
Very Hard25
Nearly Impossible30


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 (attack, cast a spell, dash, disengage, dodge, help, hide, ready, search, use an object)
  • additional actions based on class features


Critical Hit

  • Roll 20
  • Some may have lower die roll for critical hit
  • always hits
  • double base damage + modifier  (normal 1d6+2, roll 4 - damage 4x2+2 = 10)


When HP =0 

  • monster is dead
  • Ask player how you kill this monster

Death Saves

  • Players who loose all hit points would not necessarily die. They would be knocked down...
  • See death saves


Spells

Players with spell casting abilities will have a known number of spells and will have to prepare a number of spells every day.



Known Spells

ClassKnow Spells
ClericAll
WizardAll Spells in spell book



Prepared spells:

Example:

ClassLevelAttribute BonusTotal Prepare Spells
Wizard336
Cleric--All

Ritual Spells do not have to be prepared.

Cantrip spells can be cast at any time without being prepared.

References

ReferenceURL
D&D Starter Kit Videoshttps://www.youtube.com/watch?v=-oIIZJeVGpc


  • No labels