I'm a noob DM (no previous player or DM experience; my teenage son asked me to DM for he and his friends) and while I understand most rules, I'm still unclear how to apply many of them in context. I don't have the opportunity to join/play with a group (two jobs, family, etc), so understanding by playing isn't an option at the moment. I'm hoping there's a content provider out there somewhere that not only explains the rules (plenty of those) but also provides clips from games or even roleplays a few scenarios that would help me understand how the rules are applied in common scenarios.
I can imagine that what I'm asking would be a lot of work, so I'm not super optimistic that someone has actually done it, but if you don't ask . . .
Depending on what rules you are looking for, there are a TON of videos on Youtube that can describe/give examples of specific and commonly confused rules. Handbooker Helper and DM Tips would be two that I recommend that might have what you are looking for.
I was familiar with Handbooker Helper but I didn't know about Mercer's GM Tips. I'll definitely take a look; thanks.
Unfortunately, that's not quite what I'm looking for. I guess I'd describe what I'm looking for is a scene where a rule is described, then is shown in actual or simulated game play, and then out of game explanations/recommendations, etc.
Might be helpful to browse the Rules & Game Mechanics forum here. Lots of discussion on the finer points of various rules and examples of how they are interpreted.
There are a lot of basic, pretty straightforward rules like making an attack or a skill check. If you want to see those illustrated, I'd recommend you watch an actual game on Youtube or something. Plenty of recommendations in the Video & Streams forum.
I was familiar with Handbooker Helper but I didn't know about Mercer's GM Tips. I'll definitely take a look; thanks.
Unfortunately, that's not quite what I'm looking for. I guess I'd describe what I'm looking for is a scene where a rule is described, then is shown in actual or simulated game play, and then out of game explanations/recommendations, etc.
Anything like that out there??
Thanks much.
First, you were right to ask. It's like you said, you never know!
I can't think of anything like that off the top of my head, and every broadcast of D&D you're going to watch is going to have some flavor of homebrew in it.
This goes over generics of certain concepts in 5th, from movement to spells to martial classes, etc. A lot of D&D isn't meant to be hyper analyzed like you want, kind of like a speedrun of a video game per say.
The main thing I'd say with new DMing is just be rational. Don't be afraid to make a call in the heat of the moment, and then in turn research and see what was right or not. There have been PLENTY of those posts, and I'd wager the DM forums here have some where it talks about how they adjudicated certain rules, and others offering opinions or insight as to how it could have been done.
The main thing I'd say with new DMing is just be rational. Don't be afraid to make a call in the heat of the moment, and then in turn research and see what was right or not. There have been PLENTY of those posts, and I'd wager the DM forums here have some where it talks about how they adjudicated certain rules, and others offering opinions or insight as to how it could have been done.
I would echo this.
Also, I would advise telling your table that, as you are learning, any ruling you make may be overturned if you find you've made a mistake later. This allows you to make quick calls at the table, avoiding lengthy delays looking things up, without locking you in to a "wrong" ruling later. I was always advise that you should spend a maximum of 60s trying to find and interpret the rules for the situation. If you go past that, make a call based on your gut felling, move on using that ruling for the rest of the session, and look it up in more detail after the game.
Everyone here is offering good advice. I'd only add that DMing has a learning curve and there's really no way to short-circuit that. Run games, make mistakes, learn from your mistakes, wash, rinse, etc.
Another useful tip is to pick up a DnD livestream or podcast and just kinda keep it on in the background where you can slowly kinda absorb the rules as you hear them come up in real play.
I myself am not a huge fan of listening to other people play dnd, but it's a great way to familiarize yourself with the ins and outs of gameplay.
This. Go keep the flow of the game going I usually make up any rules I'm not familiar with and go with that for the session. However I tell all of my players during session 0 how familiar I am with whatever ruleset I'm using and any ruling can be changed if I deem it either too broken or too weak.
Then after the session if I think that same scenario may come up again I look up official rules. Then next session I tell the table how it will be handled from then on out but anything that happened still stays how I said before.
Not exactly what you asked, but if you rolled a poor Wis save against Intimidation by all those different skill checks, remember, if you're undecided, you can always ask for a general Con / Dex / Str / Wis / Int / Cha check, and let players argue in favor of applying proficiency.
Also, the DM is always right about skill checks. If you say snake charming is Performamce not Animal Handling, who's to rule lawyer you? Does the rulebook cover snake charming? (Does it? I'm seriously asking.)
Thanks to everyone for the great comments. I certainly understand EggKookoo's idea of no substitute for experience; I'm just trying to lessen everyone's pain while I do so. And thanks to CharlesThePlant for subliminal learning idea.
I'm a noob DM (no previous player or DM experience; my teenage son asked me to DM for he and his friends) and while I understand most rules, I'm still unclear how to apply many of them in context. I don't have the opportunity to join/play with a group (two jobs, family, etc), so understanding by playing isn't an option at the moment. I'm hoping there's a content provider out there somewhere that not only explains the rules (plenty of those) but also provides clips from games or even roleplays a few scenarios that would help me understand how the rules are applied in common scenarios.
I can imagine that what I'm asking would be a lot of work, so I'm not super optimistic that someone has actually done it, but if you don't ask . . .
Thanks y'all,
Dr. D
Thanks y'all.
dr. d
Skipping stones off Charon's Ferry
Depending on what rules you are looking for, there are a TON of videos on Youtube that can describe/give examples of specific and commonly confused rules. Handbooker Helper and DM Tips would be two that I recommend that might have what you are looking for.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I was familiar with Handbooker Helper but I didn't know about Mercer's GM Tips. I'll definitely take a look; thanks.
Unfortunately, that's not quite what I'm looking for. I guess I'd describe what I'm looking for is a scene where a rule is described, then is shown in actual or simulated game play, and then out of game explanations/recommendations, etc.
Anything like that out there??
Thanks much.
Thanks y'all.
dr. d
Skipping stones off Charon's Ferry
Might be helpful to browse the Rules & Game Mechanics forum here. Lots of discussion on the finer points of various rules and examples of how they are interpreted.
There are a lot of basic, pretty straightforward rules like making an attack or a skill check. If you want to see those illustrated, I'd recommend you watch an actual game on Youtube or something. Plenty of recommendations in the Video & Streams forum.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I will do that. Thanks much!
Thanks y'all.
dr. d
Skipping stones off Charon's Ferry
First, you were right to ask. It's like you said, you never know!
I can't think of anything like that off the top of my head, and every broadcast of D&D you're going to watch is going to have some flavor of homebrew in it.
https://www.youtube.com/watch?v=Uwimxo__n-I&list=PLQMqiULo_05OiKZgfz7hi_Gvw9hftY0LD
This goes over generics of certain concepts in 5th, from movement to spells to martial classes, etc. A lot of D&D isn't meant to be hyper analyzed like you want, kind of like a speedrun of a video game per say.
The main thing I'd say with new DMing is just be rational. Don't be afraid to make a call in the heat of the moment, and then in turn research and see what was right or not. There have been PLENTY of those posts, and I'd wager the DM forums here have some where it talks about how they adjudicated certain rules, and others offering opinions or insight as to how it could have been done.
I would echo this.
Also, I would advise telling your table that, as you are learning, any ruling you make may be overturned if you find you've made a mistake later. This allows you to make quick calls at the table, avoiding lengthy delays looking things up, without locking you in to a "wrong" ruling later. I was always advise that you should spend a maximum of 60s trying to find and interpret the rules for the situation. If you go past that, make a call based on your gut felling, move on using that ruling for the rest of the session, and look it up in more detail after the game.
Everyone here is offering good advice. I'd only add that DMing has a learning curve and there's really no way to short-circuit that. Run games, make mistakes, learn from your mistakes, wash, rinse, etc.
Another useful tip is to pick up a DnD livestream or podcast and just kinda keep it on in the background where you can slowly kinda absorb the rules as you hear them come up in real play.
I myself am not a huge fan of listening to other people play dnd, but it's a great way to familiarize yourself with the ins and outs of gameplay.
This. Go keep the flow of the game going I usually make up any rules I'm not familiar with and go with that for the session. However I tell all of my players during session 0 how familiar I am with whatever ruleset I'm using and any ruling can be changed if I deem it either too broken or too weak.
Then after the session if I think that same scenario may come up again I look up official rules. Then next session I tell the table how it will be handled from then on out but anything that happened still stays how I said before.
Once rolled a -2 on a perception check
Not exactly what you asked, but if you rolled a poor Wis save against Intimidation by all those different skill checks, remember, if you're undecided, you can always ask for a general Con / Dex / Str / Wis / Int / Cha check, and let players argue in favor of applying proficiency.
Also, the DM is always right about skill checks. If you say snake charming is Performamce not Animal Handling, who's to rule lawyer you? Does the rulebook cover snake charming? (Does it? I'm seriously asking.)
Thanks to everyone for the great comments. I certainly understand EggKookoo's idea of no substitute for experience; I'm just trying to lessen everyone's pain while I do so. And thanks to CharlesThePlant for subliminal learning idea.
Thanks again, y'all.
Thanks y'all.
dr. d
Skipping stones off Charon's Ferry