1. How do dm's handle specific actions when the module content is vague? Example, pc's are walking to an objective. One of them, a ranger, says he wants to study the path for tracks of any sort. I can make assumptions given general map info such as forests, plains, etc. Although I should have some prep for outside the box (I hate that phrase) actions, I can't cover everything. Does he find tracks? How would I describe them if so? What is the DC for a first level pc for this action?
In another instance a pc wanted to use Stone Cunning on three separate occasions. I kept saying things like "The stone surface is unremarkable." The module section, Dwarven Excavation, had very little explanation of the dwarven temple interior. I feel like Icespire's main weakness is a lack of explanation, leaving too much for dm's to have to create on their own.
2. Bonus action use. The pc's were fighting some monsters. The rogue in the party wanted to use Sneak Attack, but I wasn't sure how to handle it. Since we're all new to this game, I let him do the attack to encourage his use of different skills. The Player's Handbook (5e) says "Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon." How do I determine if the pc has advantage? Also, how often, in general can bonus actions happen? Is the Rogue allowed, if conditions are right, to do the Sneak bonus action every turn?
1. Short answer: Improvise. Easier said than done, but if it makes sense with the story and leads to the game being fun, go for it. Whether there are tracks or not is entirely up to you.
2. My Rogue PC struggles understanding Sneak Attack as well. It's not a Bonus Action, it just happens if the conditions are met during their Attack action. Those conditions being: advantage on the attack or a party member within 5 feet of the target.
Edit: 5 feet not 5 yards. Good catch Memnosyne.
Advantage comes from all kinds of things. I'd recommend looking at the PHB again (no shame, I'm still double checking rules a year later lol).
As far as actions per turn, you get one Action, and one Bonus Action per turn.
1) As said, improvize. The world is always going to be bigger than a book can describe, and it doesn't have to be perfect. Whatever you say is automatically right, even if it contradicts the adventure module. (If it really matters, you can fix it later.) Not all of the details you share have to be relevant to the story, sometimes boring worked stone just has "Thorin Waz Hur" carved in it, or maybe there is a loose stone, but whatever was hidden behind it was taken a long time ago.
Generally speaking, if you want the player to find something, a DC 5 is Trivial, DC 10 is Average, DC 12 is Common, DC 20 is Very Difficult, DC 30 is "Seemingly Impossible". There is no right answer here, just choose a value according to how you expect the narrative to go, and enjoy the ride.
2) As Wallyburg said, but it's 5 "feet" not 5 yards. Basically, the most common ways to get sneak attack is to be in melee range with an ally, to attack while hidden, or to benefit from a spell like Guiding Bolt.
I don't get how hiding and stealth work yet but I've only been dm'ing for four sessions now. Those kinds of things are what can make the game come alive more than the usual combat.
I don't get how hiding and stealth work yet but I've only been dm'ing for four sessions now. Those kinds of things are what can make the game come alive more than the usual combat.
Thanks @memnosyne and @wallyburg
The simplest way to think about hiding and stealth is to understand that stealth is really just making you move around silently - you already need to not be seen by your target before you can attempt the stealth check.
I don't get how hiding and stealth work yet but I've only been dm'ing for four sessions now. Those kinds of things are what can make the game come alive more than the usual combat.
Thanks @memnosyne and @wallyburg
DnD is very abstract. A lot of people get stuck in video game mentality. Stealth isn't just a Rogue thing either, they're just better at it.
Anyone can Stealth depending on the situation. I've had a player go full stealth in plain sight before. She rolled high and weaved in and out of a busy crowd to avoid detection by the person she was stalking.
You could also "stealth" by sitting at a table in a crowded tavern, or hiding in a bush. Taking a breath and hiding under water could be a stealth check as well. Any number of scenarios could work and that's why DnD is such a great game.
1. How do dm's handle specific actions when the module content is vague? Example, pc's are walking to an objective. One of them, a ranger, says he wants to study the path for tracks of any sort. I can make assumptions given general map info such as forests, plains, etc. Although I should have some prep for outside the box (I hate that phrase) actions, I can't cover everything. Does he find tracks? How would I describe them if so? What is the DC for a first level pc for this action?
The DM has to fill in a lot of detail when the characters ask questions not covered in the module. In your example, you could ask yourself what created the trail and what has used the trail. If the module mentioned some creatures in the area or using the trail then that would be your first step. After that, there could be trails in the module that may have animal tracks or they may have been used by goblins, orcs, dwarves or others depending on what might be in the area. After deciding what might be there, decide if giving the players that information will make it more or less fun to play. Usually, giving characters information when using skills makes them feel like their character is contributing and doing something cool but if giving away too much information will spoil a fun surprise then the DM might decide to not pass along all the possible information.
The bottom line, as others mentioned, is improvise :)
In another instance a pc wanted to use Stone Cunning on three separate occasions. I kept saying things like "The stone surface is unremarkable." The module section, Dwarven Excavation, had very little explanation of the dwarven temple interior. I feel like Icespire's main weakness is a lack of explanation, leaving too much for dm's to have to create on their own.
The first thing to ask yourself as a DM is what does stone cunning do?
"Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."
1 - It doesn't guarantee anything - it helps when making history checks related to the origin of stonework.
2 - depending on what the character is examining decide what they can find out. Examples would include ... what race and in some cases who built the stonework, how long ago was the stonework constructed, are there any historical events related to the stonework? In most cases, the answers to any of these are NOT relevant to the plot of the adventure. e.g. "It was built by dwarves, two centuries ago as a defensive fortification against some threat." A history check might also give some idea what the threat was. Use as much as you can from the module and improvise the rest (if you say anything important write it down in case it comes up again so you can give the same answer - consistency is important :) ).
2. Bonus action use. The pc's were fighting some monsters. The rogue in the party wanted to use Sneak Attack, but I wasn't sure how to handle it. Since we're all new to this game, I let him do the attack to encourage his use of different skills. The Player's Handbook (5e) says "Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon." How do I determine if the pc has advantage? Also, how often, in general can bonus actions happen? Is the Rogue allowed, if conditions are right, to do the Sneak bonus action every turn?
Sneak attack is not a bonus action. The character doesn't even need to be sneaking. The rogue can add sneak attack damage to ONE attack each turn that hits (they don't decide to use it until after the attack hits). The rogue qualifies to add sneak attack damage in two situations.
1) They are making the attack with advantage (rolling 2 d20 and taking the highest). There are several ways to obtain advantage on an attack but most of the time something has to be done to create the situation where the character has advantage on an attack roll.
2) They attack a creature with another hostile creature within 5' and the rogue does not have disadvantage on the attack roll. This can be in melee or with a ranged weapon. For example, if the fighter of the party is standing next to an opposing creature then the rogue 50' away armed with a short bow could add their sneak attack damage bonus to the damage rolled if the attack hits. However, if the rogue was 90' away, the normal range for a short bow is 80' ... firing beyond normal range to maximum range means the attack roll is at disadvantage ... so in this case the rogue shooting a short bow at a target 90' where the fighter is standing next to the target would not get to add sneak attack because they have disadvantage on the attack roll.
It can be a bit tough when you first start to remember the situations that can give advantage or disadvantage but it gets easier as you play and you will make mistakes ... just fix it up next time you play.
Thank you for your suggestions.
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Hi, (fyi running Dragon of Icespire)
1. How do dm's handle specific actions when the module content is vague? Example, pc's are walking to an objective. One of them, a ranger, says he wants to study the path for tracks of any sort. I can make assumptions given general map info such as forests, plains, etc. Although I should have some prep for outside the box (I hate that phrase) actions, I can't cover everything. Does he find tracks? How would I describe them if so? What is the DC for a first level pc for this action?
In another instance a pc wanted to use Stone Cunning on three separate occasions. I kept saying things like "The stone surface is unremarkable." The module section, Dwarven Excavation, had very little explanation of the dwarven temple interior. I feel like Icespire's main weakness is a lack of explanation, leaving too much for dm's to have to create on their own.
2. Bonus action use. The pc's were fighting some monsters. The rogue in the party wanted to use Sneak Attack, but I wasn't sure how to handle it. Since we're all new to this game, I let him do the attack to encourage his use of different skills. The Player's Handbook (5e) says "Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon." How do I determine if the pc has advantage? Also, how often, in general can bonus actions happen? Is the Rogue allowed, if conditions are right, to do the Sneak bonus action every turn?
Thank you for your suggestions.
1. Short answer: Improvise. Easier said than done, but if it makes sense with the story and leads to the game being fun, go for it. Whether there are tracks or not is entirely up to you.
2. My Rogue PC struggles understanding Sneak Attack as well. It's not a Bonus Action, it just happens if the conditions are met during their Attack action. Those conditions being: advantage on the attack or a party member within 5 feet of the target.
Edit: 5 feet not 5 yards. Good catch Memnosyne.
Advantage comes from all kinds of things. I'd recommend looking at the PHB again (no shame, I'm still double checking rules a year later lol).
As far as actions per turn, you get one Action, and one Bonus Action per turn.
1) As said, improvize. The world is always going to be bigger than a book can describe, and it doesn't have to be perfect. Whatever you say is automatically right, even if it contradicts the adventure module. (If it really matters, you can fix it later.) Not all of the details you share have to be relevant to the story, sometimes boring worked stone just has "Thorin Waz Hur" carved in it, or maybe there is a loose stone, but whatever was hidden behind it was taken a long time ago.
Generally speaking, if you want the player to find something, a DC 5 is Trivial, DC 10 is Average, DC 12 is Common, DC 20 is Very Difficult, DC 30 is "Seemingly Impossible". There is no right answer here, just choose a value according to how you expect the narrative to go, and enjoy the ride.
2) As Wallyburg said, but it's 5 "feet" not 5 yards. Basically, the most common ways to get sneak attack is to be in melee range with an ally, to attack while hidden, or to benefit from a spell like Guiding Bolt.
I figured improv was the way to go. As to the Rogue question, I'll have to review the PHB. Thanks for your help.
I don't get how hiding and stealth work yet but I've only been dm'ing for four sessions now. Those kinds of things are what can make the game come alive more than the usual combat.
Thanks @memnosyne and @wallyburg
The simplest way to think about hiding and stealth is to understand that stealth is really just making you move around silently - you already need to not be seen by your target before you can attempt the stealth check.
DnD is very abstract. A lot of people get stuck in video game mentality. Stealth isn't just a Rogue thing either, they're just better at it.
Anyone can Stealth depending on the situation. I've had a player go full stealth in plain sight before. She rolled high and weaved in and out of a busy crowd to avoid detection by the person she was stalking.
You could also "stealth" by sitting at a table in a crowded tavern, or hiding in a bush. Taking a breath and hiding under water could be a stealth check as well. Any number of scenarios could work and that's why DnD is such a great game.
1) If tracks are found, maybe they were made by someone or something going to or related to the objective...
The DM has to fill in a lot of detail when the characters ask questions not covered in the module. In your example, you could ask yourself what created the trail and what has used the trail. If the module mentioned some creatures in the area or using the trail then that would be your first step. After that, there could be trails in the module that may have animal tracks or they may have been used by goblins, orcs, dwarves or others depending on what might be in the area. After deciding what might be there, decide if giving the players that information will make it more or less fun to play. Usually, giving characters information when using skills makes them feel like their character is contributing and doing something cool but if giving away too much information will spoil a fun surprise then the DM might decide to not pass along all the possible information.
The bottom line, as others mentioned, is improvise :)
The first thing to ask yourself as a DM is what does stone cunning do?
"Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."
1 - It doesn't guarantee anything - it helps when making history checks related to the origin of stonework.
2 - depending on what the character is examining decide what they can find out. Examples would include ... what race and in some cases who built the stonework, how long ago was the stonework constructed, are there any historical events related to the stonework? In most cases, the answers to any of these are NOT relevant to the plot of the adventure. e.g. "It was built by dwarves, two centuries ago as a defensive fortification against some threat." A history check might also give some idea what the threat was. Use as much as you can from the module and improvise the rest (if you say anything important write it down in case it comes up again so you can give the same answer - consistency is important :) ).
Sneak attack is not a bonus action. The character doesn't even need to be sneaking. The rogue can add sneak attack damage to ONE attack each turn that hits (they don't decide to use it until after the attack hits). The rogue qualifies to add sneak attack damage in two situations.
1) They are making the attack with advantage (rolling 2 d20 and taking the highest). There are several ways to obtain advantage on an attack but most of the time something has to be done to create the situation where the character has advantage on an attack roll.
2) They attack a creature with another hostile creature within 5' and the rogue does not have disadvantage on the attack roll. This can be in melee or with a ranged weapon. For example, if the fighter of the party is standing next to an opposing creature then the rogue 50' away armed with a short bow could add their sneak attack damage bonus to the damage rolled if the attack hits. However, if the rogue was 90' away, the normal range for a short bow is 80' ... firing beyond normal range to maximum range means the attack roll is at disadvantage ... so in this case the rogue shooting a short bow at a target 90' where the fighter is standing next to the target would not get to add sneak attack because they have disadvantage on the attack roll.
It can be a bit tough when you first start to remember the situations that can give advantage or disadvantage but it gets easier as you play and you will make mistakes ... just fix it up next time you play.