I've read the Player's handbook from front to back and I've read the Dungeon Master's guide from front to back.
I understand the basics (I think) and I've watched only two episodes of a campaign, I also plan on watching some youtube videos but I wouldn't mind talking to a professional or seasoned player because I understand one on one conversation better than just researching.
I am also new to this forum and website. If anyone is interested in helping me, comment on the thread or message me.
There are plenty who will be happy to respond. What questions do you have?
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Hit Points - I really couldn't find anything that made sense to me for the creatures of the realm. So -
Example: A Zombie has HP 22 (3d8 +9) >>> what does this mean? does it mean I times 22 to whatever number I get after rolling 3 8sided die + 9 or do I add it to what's in the parathesis? Basically how do you calculate hit points for a creature?
(I have other questions but lets start off with one at a time LOL)
Hit Points - I really couldn't find anything that made sense to me for the creatures of the realm. So -
Example: A Zombie has HP 22 (3d8 +9) >>> what does this mean? does it mean I times 22 to whatever number I get after rolling 3 8sided die + 9 or do I add it to what's in the parathesis? Basically how do you calculate hit points for a creature?
(I have other questions but lets start off with one at a time LOL)
Hit points are an abstraction of a creatures will and ability to keep fighting, loosely representing a combination of physical health, stamina, willpower, fortitude and even luck.
A creature having 22 (3d8 + 9) hit points means if you want to determine their hit points at random (to add some variation), you roll 3 eight-sided dice and add 9 to the result. The 22 is the average of that, to save you time; the average result on a d8 is 4.5, multiplied by 3 that's 13.5. Add 9 to that and you get 22.5, which you round down to 22.
With monsters (and NPCs I think), you'll frequently come across that format for health and attacks. The bit in brackets tells you how to calculate the value. As Davyd showed, 3d8+9 means rolling three d8s then adding 9. The DM has a lot to manage so if you have an impromptu encounter that you weren't planning on, you didn't have time to prep an encounter or you just don't want to do it, they give the average value instead outside of the brackets. So you could take 22 OR 3d8+9. Whichever works for you. Actually rolling gives a nice edge of unpredictability for the players and a bit of individuality to the monsters, but takes longer to do because you have to roll them, record them and then pull them up as needed. Alternatively, you can take the average, and then just do a 20% spread and pick random values. So if I had 5 Zombies, the average is 22, so +/-20% is 18-24, so I might do 18, 21, 22, 24, 24 for their healths. It's quicker than rolling but still gives variety.
For loads of enemies (7+), I'd just take the flat average (22 in this case). With that many, any individuality is lost anyway. For a few (3-6), I'd do the manual spread. It gives variety, but doesn't take too long. For a couple (1-2), I'd roll it or I might fudge the HP to adapt to how the party is doing. If they're strolling through the minions and still at full strength, I might just give the boss max HP. If they're on their last legs, I might give them minimum HP, etc.
Just a note, the average of a die is (for even sided dice, which all standard dice are in D&D) half the number of sides plus 0.5. Thus:
d4 - 2.5.
d6 - 3.5.
d8 - 4.5.
d10 - 5.5.
d12 - 6.5.
d20 - 10.5.
You always round down unless told otherwise. That's useful for working out what the best course of action is at times and how the dice affect stats.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Hit Points - I really couldn't find anything that made sense to me for the creatures of the realm. So -
Example: A Zombie has HP 22 (3d8 +9) >>> what does this mean? does it mean I times 22 to whatever number I get after rolling 3 8sided die + 9 or do I add it to what's in the parathesis? Basically how do you calculate hit points for a creature?
(I have other questions but lets start off with one at a time LOL)
ha! this is funny because from a totally logical mindset, it does read as: roll 3d8+9 and then multiply by 22 :)
the stat block is just giving you a shortcut. you can roll for the hit points, or just take what the system deems as the average, which is the number listed in parenthesis. for encounters with a lot of monsters, sometimes it's easier to just take the quick average rather than roll tons of dice
With monsters (and NPCs I think), you'll frequently come across that format for health and attacks. The bit in brackets tells you how to calculate the value. As Davyd showed, 3d8+9 means rolling three d8s then adding 9. The DM has a lot to manage so if you have an impromptu encounter that you weren't planning on, you didn't have time to prep an encounter or you just don't want to do it, they give the average value instead outside of the brackets. So you could take 22 OR 3d8+9. Whichever works for you. Actually rolling gives a nice edge of unpredictability for the players and a bit of individuality to the monsters, but takes longer to do because you have to roll them, record them and then pull them up as needed. Alternatively, you can take the average, and then just do a 20% spread and pick random values. So if I had 5 Zombies, the average is 22, so +/-20% is 18-24, so I might do 18, 21, 22, 24, 24 for their healths. It's quicker than rolling but still gives variety.
For loads of enemies (7+), I'd just take the flat average (22 in this case). With that many, any individuality is lost anyway. For a few (3-6), I'd do the manual spread. It gives variety, but doesn't take too long. For a couple (1-2), I'd roll it or I might fudge the HP to adapt to how the party is doing. If they're strolling through the minions and still at full strength, I might just give the boss max HP. If they're on their last legs, I might give them minimum HP, etc.
Just a note, the average of a die is (for even sided dice, which all standard dice are in D&D) half the number of sides plus 0.5. Thus:
d4 - 2.5.
d6 - 3.5.
d8 - 4.5.
d10 - 5.5.
d12 - 6.5.
d20 - 10.5.
You always round down unless told otherwise. That's useful for working out what the best course of action is at times and how the dice affect stats.
Hit Points - I really couldn't find anything that made sense to me for the creatures of the realm. So -
Example: A Zombie has HP 22 (3d8 +9) >>> what does this mean? does it mean I times 22 to whatever number I get after rolling 3 8sided die + 9 or do I add it to what's in the parathesis? Basically how do you calculate hit points for a creature?
(I have other questions but lets start off with one at a time LOL)
ha! this is funny because from a totally logical mindset, it does read as: roll 3d8+9 and then multiply by 22 :)
the stat block is just giving you a shortcut. you can roll for the hit points, or just take what the system deems as the average, which is the number listed in parenthesis. for encounters with a lot of monsters, sometimes it's easier to just take the quick average rather than roll tons of dice
Next Question,
Combat. Can anyone give me an example of how this works? Like I've said, I read the handbook about combat but I'm more of an example reader and the example from the book (to me) isn't very helpful. I've seen a few encounters in the campaigns I've been watching and I think I have a grasp of the situation. So the Strength stat isn't what you actually hit with... Lets say you have a base stat of strength of 13 with that' modifier of +1.... however when you enter combat you roll a 1d20 to make sure it hits. and most of the time it seems 11 and up is allowed to high then you roll again with a 1d20 for damage? is that plus the Strength of modifier or are the character card stats just used to interacting with everything outside of combat? Also.. If a character has HP of 9.. does that mean after taking 9 damage they become unconscious? and then they get to roll for become 'stable' is they make 3 successful saving throw rolls?
Combat. Can anyone give me an example of how this works? Like I've said, I read the handbook about combat but I'm more of an example reader and the example from the book (to me) isn't very helpful. I've seen a few encounters in the campaigns I've been watching and I think I have a grasp of the situation. So the Strength stat isn't what you actually hit with... Lets say you have a base stat of strength of 13 with that' modifier of +1.... however when you enter combat you roll a 1d20 to make sure it hits. and most of the time it seems 11 and up is allowed to high then you roll again with a 1d20 for damage? is that plus the Strength of modifier or are the character card stats just used to interacting with everything outside of combat? Also.. If a character has HP of 9.. does that mean after taking 9 damage they become unconscious? and then they get to roll for become 'stable' is they make 3 successful saving throw rolls?
Just to recap the general flow: when combat starts everyone rolls initiative (1d20+Dex mod+possible modifiers) and then every round everyone gets to act (one action, one move one bonus action, in any order you want, and movement can be split up) in initiative order from highest to lowest. There are a number of actions and bonus actions everyone can use, and sometimes there are others they get based on class abilities.
Attacking usually takes your action. You roll 1d20+your attack attribute modifier (usually Str mod or Dex mod for physical combat, and the casting stat mod for spell attacks) to see if you hit, and provided you use a weapon you are proficient with you get to add your proficiency modifer as well (you're always proficient with the spells you can cast); if you roll equal to or higher than your target's AC you hit, otherwise you miss. If you roll a 20 (with just the die, without counting the modifiers) you always hit and the hit counts as a critical hit; if you roll a 1 you always miss (critical hits or misses by rolling a 20 or 1 respectively only apply to attack rolls, not to attribute checks or saves). Your damage roll is determined by the weapon you use or the spell you cast; the description will tell you what it is (examples: a Greatsword attack does 2d6, and still assuming you are proficient you add your Str mod to that to get your total damage, and the FIRE BOLT cantrip does 1d10 until you get to higher levels - spell damage does not get the attribute modifier added). If you got a critical hit, you get to roll all the dice (including extra dice you might get from a magical quality or some other source) in your damage equation twice (but you still only get to add your attribute modifier once): a crit with a greatsword, if you are proficient and have a +3 Str modifier, does 4d6+3 damage.
DnD is a meets or exceeds system. The DM gives a target number to the players, and then they roll a d20 and add any applicable modifiers to try and meet and exceed that target.
In combat, there will be two rolls. One is using the D20 to try and hit the target, be it a weapon or spell attack. The target uses it's Amor Class (AC) as the target. The attacker uses the result of the die roll plus the modifier that applies. If the attacker meets or exceeds the AC, then they hit. Then comes the second roll, for damage. The attacker rolls the specified dice for the weapon (d4, d6, d8, d10, d12, 2d6, etc), adds applicable modifiers and there's your damage. You subtract that number from the target's hit points.
For example, Felix the Fighter swings his longsword at an Orc. The orc, with leather armor has an AC of 10-12 most likely. The fighter, with 16 strength gets a +3 to hit as a result. The fighter also gets their proficiency bonus, in this case let's say +2. In this instance the fighter rolls an 8, then adds the 5 from his stats for a 13. This hits the orc. Felix then rolls the sword's damage, a 1d8 is normal for long swords, and adds his strength modifier (no proficiency for damage). Let's say he rolls a 5, then adds his 3 from his strength for 8 total. The DM subtracts 8 hit points from the Orc's total. Rinse and repeat for all combatants until a victor emerges.
You're dead on how unconscious works for player characters. There is no negative hit points, just 0. When you get to zero, you are unconscious and have to start death saving throws. The vast majority of NPC's will simply be dead at 0 though, DM's discretion.
So they've explained how AC works and hiw attacks work. When making attack, you take your governing attribute modifier then if you're proficient you can add to that your proficiency bonus (you're always proficient with magic if you're casting a spell), add any modifiers, then add that to your d20 roll (you can't take average rolls). You then compare that total to the target's AC. If it's lower, it missed. Otherwise, it hits. If it hits, you roll the damage die and any modifiers as necessary (not your proficiency bonus, with physical attacks you usually add your governing attribute modifier, spells it's usually just the dice roll only, but it will tell you if otherwise).
You like examples, so let's run with one. Let's say you're a a level 1 Fighter with a Strength of 14 that swings a longsword with two hands at a Goblin that has an AC15.
First, roll your d20. You manage to roll an 11. You're proficient with longsword (being a Fighter), so you get to add your proficiency bonus, which at level 1 is +2, so you get 13. Your governing ability is Strength because you're using a longsword which requires Strength to use, and your modifier for Stength is +2 (the modifier associated with an ability score of 14), so you can add that to your roll for a total of 15. Congratulations! You had a "to hit" score that was equal to or greater than the target's AC, so you hit! Move on to the next stage.
The damage dice for a longsword swing with two hands is 1d10, so roll your d10. Let's say you get an 8. Add to that your governing attribute modifier (Srrength), so +2 for a total of 10 damage. It's just a normal longsword, so no other things to add. Goblins aren't immune to slashing damage (which would negate any damage done), nor are they resistant to slashing damage (which would half the damage done) and they're not vulnerable to it either (which would double the damage), so you subtract the 10 damage from the Goblin's remaining health. If it hits 0 or less, it dies.
There are a few tricks here. Notice that your bonuses to your rolls to are fairly static. Your proficiency bonus only changes every few levels, same with your ability modifiers. As a result, you can just precalculate it once and then just use that number for every attack with that weapon, and change it every few sessions when something changes. This is your "to hit", and in this case would be +4. So long as you're using that same longsword, you haven't increased yournproficiency bonus or Strength and you don't have a special condition that affects it, you can just roll your d20 then add 4. Similar with your damage dice - unless you change your weapon, change how many hands you're holding it with (a property of the longsword), increase your Strength etc, you can always just roll your d10 and add +2. It will likely stay like that for several sessions, so it's worth just calculating it once and then using that until the status quo changes. That is how monsters are shown to work in statblocks. The work will be done for you. They'll have something like longsword, to hit +4, damage d10+2, which expresses the same thing that your Fighter did.
Another trick to speed up things is to roll your attack dice and damage dice at the same time. So in this case roll your d20 and your d10. If you hit, you've saved time rolling, and if you miss, you haven't lost anything and canmjust ignore what your damage dice say. Personally, I'd split it if the damage is crucial to the fight to create suspense, but otherwise I'll make a singlenroll for both. It saves a surprising amount of time over the course of 5 rounds with 15 characters involved, with several attacks each.
The other type of attack is often associated with spells. It involves a saving throw and setting a spell save DC. The spell save DC is associated with the caster casting the spell, and like the "to hit" bonus for weapons etc, it rarely changes (and under thst same conditions as well), so it's worth calculating. It's your spellcasting ability modifier + your proficiency bonus + 8. You then have a target roll a saving throw, which is a d20 plus the relevant ability modifier, and their proficiency bonus if they're proficient. You compare the result of their saving throw with your spell save DC. Equal or greater and they succeed, lower and they fail. If they fail, they get full damage plus often a special effect (but not always). Ifnthey succeed, they taken either half damage or no damage, and normally have no special effect (the spell will tell you).
Let's run with an example. You're a level 5 Wizard with an Intelligence of 18. Since you're level 5, you get a proficiency bonus of +3, and your Intelligence modifier will be +4. Add those together with a +8, and your spell save DC is 15.
Now, let's say you cast Fireball at two Ogres. You roll your damage dice (8d6, which we'll say you do reasonably well and get a total of 30. Accordingly with the spell, they both have to roll dexterity saving throws. One rolls a 15, the other an 18. They both get -1 (yes, your modifiers.can be negative!) to their dexterity saving throws, and so their totals are 14 and 17 respectively. Ogre 1 fails, so takes 30 damage. There are no special conditions or effects to worry about, so that's it. Ogre 2 succeeds. According to the spell, he takes half damage, so he only takes 15 damage.
Hopefully the examples help.
As for hitting 0HP for a PC character. You're correct. You hit 0HP and, short of special abilities etc, you fall unconscious. Unless the total damage in a single attack would put you to negative your maximum HP, then you die. So for example, if you have have max HP of 10. You're on 4HP, then you take 14 damage in an attack. That takes you to -10HP, which kills you. The damage is not cumulative - if the damage is dealt over several attacks, it's not a problem. If it's done in a single attack, you're dead.
When you fall unconscious, each turn you start with 0HP, you have to do a saving throw. 10 or better succeeds, 9 or worse fails. No bonuses, just a straight roll of the d20, 55% chance to succeed, 45% chance to fail. If you get three fails before you get three successes, you die. If you get three successes before you get three fails, you become stable and just sit out the fight. Alternatively, if someone uses an action, they can stabilise you. If you then take damage, you start the rolls again. If you take damage before becoming stable (ie you're still doing rolls), then that counts as a failure. If you take a critical hit, that's two failures. If you take damage equal to or greater than your max HP while at 0HP, you die. If you get your three successes and you're left to yourself, you'll become conscious again after 1d4 hours with 1HP.
If someone heals you, even if it's just 1HP, you become conscious, stop the saving throws etc. That's usually the party's first choice. Death saving throws are dangerous, it's worth an action to make sure that you don't die - even if you can't contribute to the fight. Healing spells or potions are better again, but you do what you can with what you have.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
While direct Q&A like what's going on here is great, I recommend also taking advantage of the wonderful world that is internet D&D content. Keep in mind that like anything created by humans, especially on the internet, it's not necessarily all good content but there is some really good stuff out there from live play streams, Youtube videos, and podcasts and also discussions of the game, basic rules, world building, character building, roleplaying tips, and what have you in formats ranging from one person giving a straight lecture to talk show formats. The live plays can give a good idea of how games generally flow and progress, and they're usually calling out their rolls, modifiers, etc as a sort of play by play so viewers/listeners can follow along with not only what's happening but how it's happening.
As for specific content recommendations, here are some I'm fond of...
Critical Role is easily the most popular live play out there and they're the ones that really made a lot of people decide that watching a bunch of nerds play D&D is a valid and worthwhile form of entertainment. The DM, Matt Mercer, has literally opened every single episode with the line "Welcome to tonight's episode of Critical Role, where a bunch of us nerdy-ass voice actors sit around and play Dungeons and Dragons." And a large factor in CR's success is that the DM and the players are professional actors (mostly anime and video game voice actors but there are a few notable live action credits among them) and they know how to get into character and put forth a genuine performance, even though the group started as a regular home game among friends and they decided to try streaming it and then it took off and now they are a multi-million dollar company with hundreds of roughly four hour episodes freely available on Youtube and in podcast format with new sessions streaming on Twitch every Thursday. They started their third campaign only a few months ago so if you want to get in on the current story there are only about a dozen episodes to catch up on with the current story and characters. Their games involve a lot of in character roleplaying with a large party (seven core players with an eigth joining in the third campaign and occasional guest players joining for a session or three at a time) but also involve combat which can get pretty epic and sometimes take up the majority of a session using exquisitely painted miniatures and expensive and beautiful model terrain provided to them by companies that give it to the for advertising and then built and organized for the game by Mercer who, like pretty much the entire cast, is a long term theater nerd and all about the dramatic presentation including built in LED lighting and even miniature fog machines at times. Critical Role is a commercially successful show and they have professional production with a full dedicated studio behind them.
Existing in purely audio podcast format and in typically two hour episodes is Not Another D&D Podcast (aka NADDPOD). This one has also been going for several years and, in contrast to Critical Role's big visual production, is done entirely with "theater of the mind" verbal description. The cast is also smaller with the DM and a party of three players, plus the occasional guest for a few sessions here and there. Their first campaign went for exactly one hundred episodes, full level one to twenty, epic scale spanning all over a custom homebrew world. They had a second campaign that was done as an on and off thing as filler and breaks from the main game here and there with one of the players taking over the DM and the regular DM as a player which ran for (I think) something like thirty or so episodes. There was another shorter campaign run by another one of the players as a spinoff of the original campaign based around a guest player and his character that appeared a few times in that main game with the other regulars making characters to fill out the guest's posse for a fantasy spring break themed story that ran for I think eight episodes. A second "main" game with the core four cast members in a different homebrew world ran for something like fifty episodes and recently finished near the end of last year. Later this month they're set to start releasing episodes for a third major campaign, this one set in the same world as the original one but after a significant time skip and with new characters. All of NADDPOD's game sessions from all campaigns plus a number of side quest type one-shots are available for download and streaming completely free from their site which can be found by a simple web search. They also have bonus content discussing the games out of character available to contributors to their Patreon as well as some other stuff including a show called "Dungeon Court" where they address disagreements on specific issues and instances submitted by listeners ranging from rules disputes to matters of ettiquette both in character and between players at the table. It should be noted that while their games do follow serious and engaging storylines NADDPOD approaches it's games explicitly for entertainment and comedy with full intent to make people (including themselves) laugh so they tend to get a bit silly fairly often.
Dimension 20 is a live play series of campaigns generally going around twenty or so two hour episodes, produced professionally in a studio with a DM and a cast of six players, including two from NADDPOD (NADPOD's DM Brian "Murph" Murphy and his wife Emily Axeford, who started NADDPOD with two other friends as a side gig). Dimension Twenty is produced for/by College Humor's subscription service, Dropout, but two full campaigns are available for free on Youtube (Fantasy High Season One and The Unsleeping City Season One) as well as a shorter six episode "sidequest" titled Escape From the Bloodkeep" with Dimension 20's DM Brennan Lee Mulligan running a game for six guest players from elsewhere in the online D&D entertainment community including Critical Role DM Matt Mercer. Dimension 20 tends to alternate between hours of straight up roleplaying that are light on dice rolling to large scale combat encounters that can take entire episodes themselves.
I recently discovered and went through the archives of The Homebrew D&D Podcast (I have a job where I can listen to podcasts while I work) that currently has just over fifty episodes out, released weekly, and generally averaging about an hour and a half long. I found out about them because they bought some advertising on NADDPOD. They also stream on twitch and have additional content, mainly out of character discussions about the game, available as onus material available to Patreon donors but the main campaign podcasts are all available for free. The Homebrew is a bit unique in that rather than a traditional fantasy setting, their game takes place in a far future-esque science fiction setting that still uses 5e D&D rules with magic coexisting with technology and different races like Humans, Elves' Gnomes, Orcs, Giants, etc all originating from their own home planets. The overarching theme of the campaign is a mysterious and looming threat generally known only as "The Darkness" that is slowly but steadily causing stars to suddenly die while no new stars have been "born" since this strange phenomenon began a few hundred ears prior to the campaign's start. They have various different space nations and alliances of worlds, massive and often nefarious intergalactic megacorporations, space pirates that range from professional syndicate type privateers and mercenaries of negotiable morals to the nihilist death seeking cult known as the Enders who just want to destroy everything, and a Space Pope of a pantheistic multiracial organized Church centered on a massive space station called The Vatican which is distinct from the one on Earth which is abandoned because Sol was the first star with a major populated system to fall victim to the Darkness a few hundred years ago which has left the majority of the Human race living under a military ran government across multiple colony worlds focused on the preservation of the race first and foremost. It's a bit goofy at times but also serious with the psychological horror-ish theme of unknown, unidentifiable, but tangible and impending doom looming in the foreseeable future with the heroic band of misfits and outlaws trying to stop it against all odds.
Another podcast I recently checked out, also because they advertised on NADDPOD and one of their regulars DMed a two episode special "two-shot" game for the main cast, is called Three Black Halflings. The titular three core cast are from the US, UK, and South Africa and they've been going for I think about a year or two with a mix of weekly talk show type episodes focusing on different topics ranging from deep dives on the mechanics and roleplaying possibilities of different D&D classes to interviews with guests, mostly from other online D&D related programming, to discussions of history and current events and news pertaining to the hobby with a focus on the perspective of people who are not the stereotypical TTRPG demographic of white guys as, you might have guessed from the title, they're all black people (to be fair, the hobby was largely dominated by and as such focused around white male players/consumers for quite a while but in recent decades the demographic has expanded greatly, particularly since the post Critical Role internet content boom of the past five or six years). Full disclosure, I'm a white guy approaching into middle age but I find their discussions interesting and entertaining as well as informative as to different cultural and social perspectives of people who are different than me. They also have numerous live play games released in addition to the weekly talk show format, also completely free, ranging from one shots to campaigns as long as fifteen or twenty episodes, with both the talk show and live play episodes ranging from one to two hours in length.
There are a lot more creators and series available as podcasts, streams, and YouTube content, but I'm just going to pitch two more for consideration.
Dimension 20's Adventuring Academy, a talk show type series available freely on YouTube hosted by Dimension 20 DM Brennan Lee Mulligan. Each episode has one (or occasionally two) guests from the internet D&D content industry and they talk about things like world building, coming up with character backstories, personal history and experiences with D&D, etc in a manner that is both informative and entertaining. I highly recommend it to people new to the hobby.
Finally there's a YouTube creator who goes by the name JoCat. He has a bunch of varied content but some of his more popular content is about D&D. Specifically his "Crap Guide to D&D" series of instructional videos about the basic concept and structure of D&D and overviews of the various classes and culminating in a big video about the ever-important role of the DM and a brief skit about how difficult and chaotic running a game can actually be full of examples how to not do things for a harmonious and generally enjoyable game then a little lesson on how to do those things better and with a more cooperative approach. The Crap Guide series is presented and narrated in character via JoCat's fast talking, foul mouthed alter ego JoCrap; while he's good at not making slurs or such it should be noted that these videos include a lot of swearing, crude humor, and hyperbole to make jokes as they also provide a lot of very helpful information. For quite a few folks his crass and humorous descriptions help stick the information being presented into their memories so they don't forget it easily. The narrations are accompanied by flash card/flipbook style cartoon animations, also drawn by JoCat. Fun fact, Wizards of the Coast (aka WotC, the owners/makers of D&D) apparently liked the series enough that they later approached him and commissioned him to do a payed endorsed video (meaning it starts with him saying "Disclaimer: I am being paid to talk about this thing that I also happen to like") promoting their long running collectible card game Magic: The Gathering. That video has just as much crude humor and sophomoric swearing and clearly wasn't deemed too offensive for official endorsement material.
Oh yeah, I should probably say that all of these streams, podcasts, and video series that I have mentioned here contain adult language. There are no rules about not saying the F word on the internet and you'll here adults talking like adults tend to in relaxed and casual settings.
Hopefully at least some of that sounds interesting enough for you to check out. Good luck and enjoy the wonderful world of limitless possibilities that is D&D.
Combat. Can anyone give me an example of how this works? Like I've said, I read the handbook about combat but I'm more of an example reader and the example from the book (to me) isn't very helpful. I've seen a few encounters in the campaigns I've been watching and I think I have a grasp of the situation. So the Strength stat isn't what you actually hit with... Lets say you have a base stat of strength of 13 with that' modifier of +1.... however when you enter combat you roll a 1d20 to make sure it hits. and most of the time it seems 11 and up is allowed to high then you roll again with a 1d20 for damage? is that plus the Strength of modifier or are the character card stats just used to interacting with everything outside of combat? Also.. If a character has HP of 9.. does that mean after taking 9 damage they become unconscious? and then they get to roll for become 'stable' is they make 3 successful saving throw rolls?
Just to recap the general flow: when combat starts everyone rolls initiative (1d20+Dex mod+possible modifiers) and then every round everyone gets to act (one action, one move one bonus action, in any order you want, and movement can be split up) in initiative order from highest to lowest. There are a number of actions and bonus actions everyone can use, and sometimes there are others they get based on class abilities.
Attacking usually takes your action. You roll 1d20+your attack attribute modifier (usually Str mod or Dex mod for physical combat, and the casting stat mod for spell attacks) to see if you hit, and provided you use a weapon you are proficient with you get to add your proficiency modifer as well (you're always proficient with the spells you can cast); if you roll equal to or higher than your target's AC you hit, otherwise you miss. If you roll a 20 (with just the die, without counting the modifiers) you always hit and the hit counts as a critical hit; if you roll a 1 you always miss (critical hits or misses by rolling a 20 or 1 respectively only apply to attack rolls, not to attribute checks or saves). Your damage roll is determined by the weapon you use or the spell you cast; the description will tell you what it is (examples: a Greatsword attack does 2d6, and still assuming you are proficient you add your Str mod to that to get your total damage, and the FIRE BOLT cantrip does 1d10 until you get to higher levels - spell damage does not get the attribute modifier added). If you got a critical hit, you get to roll all the dice (including extra dice you might get from a magical quality or some other source) in your damage equation twice (but you still only get to add your attribute modifier once): a crit with a greatsword, if you are proficient and have a +3 Str modifier, does 4d6+3 damage.
I've read the Player's handbook from front to back and I've read the Dungeon Master's guide from front to back.
I understand the basics (I think) and I've watched only two episodes of a campaign, I also plan on watching some youtube videos but I wouldn't mind talking to a professional or seasoned player because I understand one on one conversation better than just researching.
I am also new to this forum and website. If anyone is interested in helping me, comment on the thread or message me.
Please and Thank you,
Me
There are plenty who will be happy to respond. What questions do you have?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Hit Points - I really couldn't find anything that made sense to me for the creatures of the realm. So -
Example: A Zombie has HP 22 (3d8 +9) >>> what does this mean? does it mean I times 22 to whatever number I get after rolling 3 8sided die + 9 or do I add it to what's in the parathesis? Basically how do you calculate hit points for a creature?
(I have other questions but lets start off with one at a time LOL)
Hit points are an abstraction of a creatures will and ability to keep fighting, loosely representing a combination of physical health, stamina, willpower, fortitude and even luck.
A creature having 22 (3d8 + 9) hit points means if you want to determine their hit points at random (to add some variation), you roll 3 eight-sided dice and add 9 to the result. The 22 is the average of that, to save you time; the average result on a d8 is 4.5, multiplied by 3 that's 13.5. Add 9 to that and you get 22.5, which you round down to 22.
I would recommend reading through the Basis Rules
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With monsters (and NPCs I think), you'll frequently come across that format for health and attacks. The bit in brackets tells you how to calculate the value. As Davyd showed, 3d8+9 means rolling three d8s then adding 9. The DM has a lot to manage so if you have an impromptu encounter that you weren't planning on, you didn't have time to prep an encounter or you just don't want to do it, they give the average value instead outside of the brackets. So you could take 22 OR 3d8+9. Whichever works for you. Actually rolling gives a nice edge of unpredictability for the players and a bit of individuality to the monsters, but takes longer to do because you have to roll them, record them and then pull them up as needed. Alternatively, you can take the average, and then just do a 20% spread and pick random values. So if I had 5 Zombies, the average is 22, so +/-20% is 18-24, so I might do 18, 21, 22, 24, 24 for their healths. It's quicker than rolling but still gives variety.
For loads of enemies (7+), I'd just take the flat average (22 in this case). With that many, any individuality is lost anyway. For a few (3-6), I'd do the manual spread. It gives variety, but doesn't take too long. For a couple (1-2), I'd roll it or I might fudge the HP to adapt to how the party is doing. If they're strolling through the minions and still at full strength, I might just give the boss max HP. If they're on their last legs, I might give them minimum HP, etc.
Just a note, the average of a die is (for even sided dice, which all standard dice are in D&D) half the number of sides plus 0.5. Thus:
d4 - 2.5.
d6 - 3.5.
d8 - 4.5.
d10 - 5.5.
d12 - 6.5.
d20 - 10.5.
You always round down unless told otherwise. That's useful for working out what the best course of action is at times and how the dice affect stats.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
ha! this is funny because from a totally logical mindset, it does read as: roll 3d8+9 and then multiply by 22 :)
the stat block is just giving you a shortcut. you can roll for the hit points, or just take what the system deems as the average, which is the number listed in parenthesis. for encounters with a lot of monsters, sometimes it's easier to just take the quick average rather than roll tons of dice
Are you looking for guidance as a player or as a DM? You might get slightly different answers here.
Thank you very much.
From both I suppose. I just wanted to know how to calculate HP...
Next Question,
Combat. Can anyone give me an example of how this works? Like I've said, I read the handbook about combat but I'm more of an example reader and the example from the book (to me) isn't very helpful. I've seen a few encounters in the campaigns I've been watching and I think I have a grasp of the situation. So the Strength stat isn't what you actually hit with... Lets say you have a base stat of strength of 13 with that' modifier of +1.... however when you enter combat you roll a 1d20 to make sure it hits. and most of the time it seems 11 and up is allowed to high then you roll again with a 1d20 for damage? is that plus the Strength of modifier or are the character card stats just used to interacting with everything outside of combat? Also.. If a character has HP of 9.. does that mean after taking 9 damage they become unconscious? and then they get to roll for become 'stable' is they make 3 successful saving throw rolls?
Just to recap the general flow: when combat starts everyone rolls initiative (1d20+Dex mod+possible modifiers) and then every round everyone gets to act (one action, one move one bonus action, in any order you want, and movement can be split up) in initiative order from highest to lowest. There are a number of actions and bonus actions everyone can use, and sometimes there are others they get based on class abilities.
Attacking usually takes your action. You roll 1d20+your attack attribute modifier (usually Str mod or Dex mod for physical combat, and the casting stat mod for spell attacks) to see if you hit, and provided you use a weapon you are proficient with you get to add your proficiency modifer as well (you're always proficient with the spells you can cast); if you roll equal to or higher than your target's AC you hit, otherwise you miss. If you roll a 20 (with just the die, without counting the modifiers) you always hit and the hit counts as a critical hit; if you roll a 1 you always miss (critical hits or misses by rolling a 20 or 1 respectively only apply to attack rolls, not to attribute checks or saves). Your damage roll is determined by the weapon you use or the spell you cast; the description will tell you what it is (examples: a Greatsword attack does 2d6, and still assuming you are proficient you add your Str mod to that to get your total damage, and the FIRE BOLT cantrip does 1d10 until you get to higher levels - spell damage does not get the attribute modifier added). If you got a critical hit, you get to roll all the dice (including extra dice you might get from a magical quality or some other source) in your damage equation twice (but you still only get to add your attribute modifier once): a crit with a greatsword, if you are proficient and have a +3 Str modifier, does 4d6+3 damage.
You are correct regarding taking damage, though there is obviously more to it than that (https://www.dndbeyond.com/sources/basic-rules/combat#DamageandHealing).
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DnD is a meets or exceeds system. The DM gives a target number to the players, and then they roll a d20 and add any applicable modifiers to try and meet and exceed that target.
In combat, there will be two rolls. One is using the D20 to try and hit the target, be it a weapon or spell attack. The target uses it's Amor Class (AC) as the target. The attacker uses the result of the die roll plus the modifier that applies. If the attacker meets or exceeds the AC, then they hit. Then comes the second roll, for damage. The attacker rolls the specified dice for the weapon (d4, d6, d8, d10, d12, 2d6, etc), adds applicable modifiers and there's your damage. You subtract that number from the target's hit points.
For example, Felix the Fighter swings his longsword at an Orc. The orc, with leather armor has an AC of 10-12 most likely. The fighter, with 16 strength gets a +3 to hit as a result. The fighter also gets their proficiency bonus, in this case let's say +2. In this instance the fighter rolls an 8, then adds the 5 from his stats for a 13. This hits the orc. Felix then rolls the sword's damage, a 1d8 is normal for long swords, and adds his strength modifier (no proficiency for damage). Let's say he rolls a 5, then adds his 3 from his strength for 8 total. The DM subtracts 8 hit points from the Orc's total. Rinse and repeat for all combatants until a victor emerges.
You're dead on how unconscious works for player characters. There is no negative hit points, just 0. When you get to zero, you are unconscious and have to start death saving throws. The vast majority of NPC's will simply be dead at 0 though, DM's discretion.
So they've explained how AC works and hiw attacks work. When making attack, you take your governing attribute modifier then if you're proficient you can add to that your proficiency bonus (you're always proficient with magic if you're casting a spell), add any modifiers, then add that to your d20 roll (you can't take average rolls). You then compare that total to the target's AC. If it's lower, it missed. Otherwise, it hits. If it hits, you roll the damage die and any modifiers as necessary (not your proficiency bonus, with physical attacks you usually add your governing attribute modifier, spells it's usually just the dice roll only, but it will tell you if otherwise).
You like examples, so let's run with one. Let's say you're a a level 1 Fighter with a Strength of 14 that swings a longsword with two hands at a Goblin that has an AC15.
First, roll your d20. You manage to roll an 11. You're proficient with longsword (being a Fighter), so you get to add your proficiency bonus, which at level 1 is +2, so you get 13. Your governing ability is Strength because you're using a longsword which requires Strength to use, and your modifier for Stength is +2 (the modifier associated with an ability score of 14), so you can add that to your roll for a total of 15. Congratulations! You had a "to hit" score that was equal to or greater than the target's AC, so you hit! Move on to the next stage.
The damage dice for a longsword swing with two hands is 1d10, so roll your d10. Let's say you get an 8. Add to that your governing attribute modifier (Srrength), so +2 for a total of 10 damage. It's just a normal longsword, so no other things to add. Goblins aren't immune to slashing damage (which would negate any damage done), nor are they resistant to slashing damage (which would half the damage done) and they're not vulnerable to it either (which would double the damage), so you subtract the 10 damage from the Goblin's remaining health. If it hits 0 or less, it dies.
There are a few tricks here. Notice that your bonuses to your rolls to are fairly static. Your proficiency bonus only changes every few levels, same with your ability modifiers. As a result, you can just precalculate it once and then just use that number for every attack with that weapon, and change it every few sessions when something changes. This is your "to hit", and in this case would be +4. So long as you're using that same longsword, you haven't increased yournproficiency bonus or Strength and you don't have a special condition that affects it, you can just roll your d20 then add 4. Similar with your damage dice - unless you change your weapon, change how many hands you're holding it with (a property of the longsword), increase your Strength etc, you can always just roll your d10 and add +2. It will likely stay like that for several sessions, so it's worth just calculating it once and then using that until the status quo changes. That is how monsters are shown to work in statblocks. The work will be done for you. They'll have something like longsword, to hit +4, damage d10+2, which expresses the same thing that your Fighter did.
Another trick to speed up things is to roll your attack dice and damage dice at the same time. So in this case roll your d20 and your d10. If you hit, you've saved time rolling, and if you miss, you haven't lost anything and canmjust ignore what your damage dice say. Personally, I'd split it if the damage is crucial to the fight to create suspense, but otherwise I'll make a singlenroll for both. It saves a surprising amount of time over the course of 5 rounds with 15 characters involved, with several attacks each.
The other type of attack is often associated with spells. It involves a saving throw and setting a spell save DC. The spell save DC is associated with the caster casting the spell, and like the "to hit" bonus for weapons etc, it rarely changes (and under thst same conditions as well), so it's worth calculating. It's your spellcasting ability modifier + your proficiency bonus + 8. You then have a target roll a saving throw, which is a d20 plus the relevant ability modifier, and their proficiency bonus if they're proficient. You compare the result of their saving throw with your spell save DC. Equal or greater and they succeed, lower and they fail. If they fail, they get full damage plus often a special effect (but not always). Ifnthey succeed, they taken either half damage or no damage, and normally have no special effect (the spell will tell you).
Let's run with an example. You're a level 5 Wizard with an Intelligence of 18. Since you're level 5, you get a proficiency bonus of +3, and your Intelligence modifier will be +4. Add those together with a +8, and your spell save DC is 15.
Now, let's say you cast Fireball at two Ogres. You roll your damage dice (8d6, which we'll say you do reasonably well and get a total of 30. Accordingly with the spell, they both have to roll dexterity saving throws. One rolls a 15, the other an 18. They both get -1 (yes, your modifiers.can be negative!) to their dexterity saving throws, and so their totals are 14 and 17 respectively. Ogre 1 fails, so takes 30 damage. There are no special conditions or effects to worry about, so that's it. Ogre 2 succeeds. According to the spell, he takes half damage, so he only takes 15 damage.
Hopefully the examples help.
As for hitting 0HP for a PC character. You're correct. You hit 0HP and, short of special abilities etc, you fall unconscious. Unless the total damage in a single attack would put you to negative your maximum HP, then you die. So for example, if you have have max HP of 10. You're on 4HP, then you take 14 damage in an attack. That takes you to -10HP, which kills you. The damage is not cumulative - if the damage is dealt over several attacks, it's not a problem. If it's done in a single attack, you're dead.
When you fall unconscious, each turn you start with 0HP, you have to do a saving throw. 10 or better succeeds, 9 or worse fails. No bonuses, just a straight roll of the d20, 55% chance to succeed, 45% chance to fail. If you get three fails before you get three successes, you die. If you get three successes before you get three fails, you become stable and just sit out the fight. Alternatively, if someone uses an action, they can stabilise you. If you then take damage, you start the rolls again. If you take damage before becoming stable (ie you're still doing rolls), then that counts as a failure. If you take a critical hit, that's two failures. If you take damage equal to or greater than your max HP while at 0HP, you die. If you get your three successes and you're left to yourself, you'll become conscious again after 1d4 hours with 1HP.
If someone heals you, even if it's just 1HP, you become conscious, stop the saving throws etc. That's usually the party's first choice. Death saving throws are dangerous, it's worth an action to make sure that you don't die - even if you can't contribute to the fight. Healing spells or potions are better again, but you do what you can with what you have.
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While direct Q&A like what's going on here is great, I recommend also taking advantage of the wonderful world that is internet D&D content. Keep in mind that like anything created by humans, especially on the internet, it's not necessarily all good content but there is some really good stuff out there from live play streams, Youtube videos, and podcasts and also discussions of the game, basic rules, world building, character building, roleplaying tips, and what have you in formats ranging from one person giving a straight lecture to talk show formats. The live plays can give a good idea of how games generally flow and progress, and they're usually calling out their rolls, modifiers, etc as a sort of play by play so viewers/listeners can follow along with not only what's happening but how it's happening.
As for specific content recommendations, here are some I'm fond of...
Critical Role is easily the most popular live play out there and they're the ones that really made a lot of people decide that watching a bunch of nerds play D&D is a valid and worthwhile form of entertainment. The DM, Matt Mercer, has literally opened every single episode with the line "Welcome to tonight's episode of Critical Role, where a bunch of us nerdy-ass voice actors sit around and play Dungeons and Dragons." And a large factor in CR's success is that the DM and the players are professional actors (mostly anime and video game voice actors but there are a few notable live action credits among them) and they know how to get into character and put forth a genuine performance, even though the group started as a regular home game among friends and they decided to try streaming it and then it took off and now they are a multi-million dollar company with hundreds of roughly four hour episodes freely available on Youtube and in podcast format with new sessions streaming on Twitch every Thursday. They started their third campaign only a few months ago so if you want to get in on the current story there are only about a dozen episodes to catch up on with the current story and characters. Their games involve a lot of in character roleplaying with a large party (seven core players with an eigth joining in the third campaign and occasional guest players joining for a session or three at a time) but also involve combat which can get pretty epic and sometimes take up the majority of a session using exquisitely painted miniatures and expensive and beautiful model terrain provided to them by companies that give it to the for advertising and then built and organized for the game by Mercer who, like pretty much the entire cast, is a long term theater nerd and all about the dramatic presentation including built in LED lighting and even miniature fog machines at times. Critical Role is a commercially successful show and they have professional production with a full dedicated studio behind them.
Existing in purely audio podcast format and in typically two hour episodes is Not Another D&D Podcast (aka NADDPOD). This one has also been going for several years and, in contrast to Critical Role's big visual production, is done entirely with "theater of the mind" verbal description. The cast is also smaller with the DM and a party of three players, plus the occasional guest for a few sessions here and there. Their first campaign went for exactly one hundred episodes, full level one to twenty, epic scale spanning all over a custom homebrew world. They had a second campaign that was done as an on and off thing as filler and breaks from the main game here and there with one of the players taking over the DM and the regular DM as a player which ran for (I think) something like thirty or so episodes. There was another shorter campaign run by another one of the players as a spinoff of the original campaign based around a guest player and his character that appeared a few times in that main game with the other regulars making characters to fill out the guest's posse for a fantasy spring break themed story that ran for I think eight episodes. A second "main" game with the core four cast members in a different homebrew world ran for something like fifty episodes and recently finished near the end of last year. Later this month they're set to start releasing episodes for a third major campaign, this one set in the same world as the original one but after a significant time skip and with new characters. All of NADDPOD's game sessions from all campaigns plus a number of side quest type one-shots are available for download and streaming completely free from their site which can be found by a simple web search. They also have bonus content discussing the games out of character available to contributors to their Patreon as well as some other stuff including a show called "Dungeon Court" where they address disagreements on specific issues and instances submitted by listeners ranging from rules disputes to matters of ettiquette both in character and between players at the table. It should be noted that while their games do follow serious and engaging storylines NADDPOD approaches it's games explicitly for entertainment and comedy with full intent to make people (including themselves) laugh so they tend to get a bit silly fairly often.
Dimension 20 is a live play series of campaigns generally going around twenty or so two hour episodes, produced professionally in a studio with a DM and a cast of six players, including two from NADDPOD (NADPOD's DM Brian "Murph" Murphy and his wife Emily Axeford, who started NADDPOD with two other friends as a side gig). Dimension Twenty is produced for/by College Humor's subscription service, Dropout, but two full campaigns are available for free on Youtube (Fantasy High Season One and The Unsleeping City Season One) as well as a shorter six episode "sidequest" titled Escape From the Bloodkeep" with Dimension 20's DM Brennan Lee Mulligan running a game for six guest players from elsewhere in the online D&D entertainment community including Critical Role DM Matt Mercer. Dimension 20 tends to alternate between hours of straight up roleplaying that are light on dice rolling to large scale combat encounters that can take entire episodes themselves.
I recently discovered and went through the archives of The Homebrew D&D Podcast (I have a job where I can listen to podcasts while I work) that currently has just over fifty episodes out, released weekly, and generally averaging about an hour and a half long. I found out about them because they bought some advertising on NADDPOD. They also stream on twitch and have additional content, mainly out of character discussions about the game, available as onus material available to Patreon donors but the main campaign podcasts are all available for free. The Homebrew is a bit unique in that rather than a traditional fantasy setting, their game takes place in a far future-esque science fiction setting that still uses 5e D&D rules with magic coexisting with technology and different races like Humans, Elves' Gnomes, Orcs, Giants, etc all originating from their own home planets. The overarching theme of the campaign is a mysterious and looming threat generally known only as "The Darkness" that is slowly but steadily causing stars to suddenly die while no new stars have been "born" since this strange phenomenon began a few hundred ears prior to the campaign's start. They have various different space nations and alliances of worlds, massive and often nefarious intergalactic megacorporations, space pirates that range from professional syndicate type privateers and mercenaries of negotiable morals to the nihilist death seeking cult known as the Enders who just want to destroy everything, and a Space Pope of a pantheistic multiracial organized Church centered on a massive space station called The Vatican which is distinct from the one on Earth which is abandoned because Sol was the first star with a major populated system to fall victim to the Darkness a few hundred years ago which has left the majority of the Human race living under a military ran government across multiple colony worlds focused on the preservation of the race first and foremost. It's a bit goofy at times but also serious with the psychological horror-ish theme of unknown, unidentifiable, but tangible and impending doom looming in the foreseeable future with the heroic band of misfits and outlaws trying to stop it against all odds.
Another podcast I recently checked out, also because they advertised on NADDPOD and one of their regulars DMed a two episode special "two-shot" game for the main cast, is called Three Black Halflings. The titular three core cast are from the US, UK, and South Africa and they've been going for I think about a year or two with a mix of weekly talk show type episodes focusing on different topics ranging from deep dives on the mechanics and roleplaying possibilities of different D&D classes to interviews with guests, mostly from other online D&D related programming, to discussions of history and current events and news pertaining to the hobby with a focus on the perspective of people who are not the stereotypical TTRPG demographic of white guys as, you might have guessed from the title, they're all black people (to be fair, the hobby was largely dominated by and as such focused around white male players/consumers for quite a while but in recent decades the demographic has expanded greatly, particularly since the post Critical Role internet content boom of the past five or six years). Full disclosure, I'm a white guy approaching into middle age but I find their discussions interesting and entertaining as well as informative as to different cultural and social perspectives of people who are different than me. They also have numerous live play games released in addition to the weekly talk show format, also completely free, ranging from one shots to campaigns as long as fifteen or twenty episodes, with both the talk show and live play episodes ranging from one to two hours in length.
There are a lot more creators and series available as podcasts, streams, and YouTube content, but I'm just going to pitch two more for consideration.
Dimension 20's Adventuring Academy, a talk show type series available freely on YouTube hosted by Dimension 20 DM Brennan Lee Mulligan. Each episode has one (or occasionally two) guests from the internet D&D content industry and they talk about things like world building, coming up with character backstories, personal history and experiences with D&D, etc in a manner that is both informative and entertaining. I highly recommend it to people new to the hobby.
Finally there's a YouTube creator who goes by the name JoCat. He has a bunch of varied content but some of his more popular content is about D&D. Specifically his "Crap Guide to D&D" series of instructional videos about the basic concept and structure of D&D and overviews of the various classes and culminating in a big video about the ever-important role of the DM and a brief skit about how difficult and chaotic running a game can actually be full of examples how to not do things for a harmonious and generally enjoyable game then a little lesson on how to do those things better and with a more cooperative approach. The Crap Guide series is presented and narrated in character via JoCat's fast talking, foul mouthed alter ego JoCrap; while he's good at not making slurs or such it should be noted that these videos include a lot of swearing, crude humor, and hyperbole to make jokes as they also provide a lot of very helpful information. For quite a few folks his crass and humorous descriptions help stick the information being presented into their memories so they don't forget it easily. The narrations are accompanied by flash card/flipbook style cartoon animations, also drawn by JoCat. Fun fact, Wizards of the Coast (aka WotC, the owners/makers of D&D) apparently liked the series enough that they later approached him and commissioned him to do a payed endorsed video (meaning it starts with him saying "Disclaimer: I am being paid to talk about this thing that I also happen to like") promoting their long running collectible card game Magic: The Gathering. That video has just as much crude humor and sophomoric swearing and clearly wasn't deemed too offensive for official endorsement material.
Oh yeah, I should probably say that all of these streams, podcasts, and video series that I have mentioned here contain adult language. There are no rules about not saying the F word on the internet and you'll here adults talking like adults tend to in relaxed and casual settings.
Hopefully at least some of that sounds interesting enough for you to check out. Good luck and enjoy the wonderful world of limitless possibilities that is D&D.
Thank you this was very helpful.
Very helpful. Thank you.