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Returning 35 results for 'players after and his certain'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Player Assistance As described in the Dungeon Master’s Guide, you can streamline your role as Dungeon Master by delegating certain tasks to the other players, especially if this is your first time
behind the DM’s screen. Before play begins, work with the other players to divide any or all of the following tasks among them: Initiative Tracker. In combat, one player tracks Initiative for the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
styles can also work well. Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events. Check with your players
, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might need to avoid certain lighting effects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
styles can also work well. Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events. Check with your players
, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might need to avoid certain lighting effects.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Player Assistance As described in the Dungeon Master’s Guide, you can streamline your role as Dungeon Master by delegating certain tasks to the other players, especially if this is your first time
behind the DM’s screen. Before play begins, work with the other players to divide any or all of the following tasks among them: Initiative Tracker. In combat, one player tracks Initiative for the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
styles can also work well. Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events. Check with your players
, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might need to avoid certain lighting effects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
styles can also work well. Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events. Check with your players
, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might need to avoid certain lighting effects.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
the scope of traditional cartographic methods. Nevertheless, the location of places relative to one another prove useful as characters navigate these surreal locales. The adventure tells you when to show these maps to your players.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
the scope of traditional cartographic methods. Nevertheless, the location of places relative to one another prove useful as characters navigate these surreal locales. The adventure tells you when to show these maps to your players.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rare to gather a table of players who all enjoy the same aspects of the game. The trick is to find a balance so everyone can get some enjoyment out of each game session, even if certain encounters don’t
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rare to gather a table of players who all enjoy the same aspects of the game. The trick is to find a balance so everyone can get some enjoyment out of each game session, even if certain encounters don’t
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors. For example, the players might describe how
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors. For example, the players might describe how
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attacks hit. After a certain number of hits and misses, players can usually pinpoint a creature’s AC on their own. However, in the interest of speeding up combat, you can divulge a creature’s AC once
Tips for New Dungeon Masters Most of this book is for the DM’s eyes only, since it’s full of secrets that your players won’t discover until you run the adventure for them. That said, the adventure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these
rules, discuss them with your players at the start of the campaign. See “Ensuring Fun for All” in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
campaign is the series as a whole. But while it’s worthwhile to compare an adventure to these other forms of storytelling, remember that an adventure isn’t a complete story until you play it. Your players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attacks hit. After a certain number of hits and misses, players can usually pinpoint a creature’s AC on their own. However, in the interest of speeding up combat, you can divulge a creature’s AC once
Tips for New Dungeon Masters Most of this book is for the DM’s eyes only, since it’s full of secrets that your players won’t discover until you run the adventure for them. That said, the adventure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these
rules, discuss them with your players at the start of the campaign. See “Ensuring Fun for All” in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
these: What does the way it moves remind you of? It emits the worst smell—what is it? Something falls free and, for an instant, what are you certain it is? Players’ responses don’t need to control the narrative; it’s up to you whether they’re true or just one perception.
your players’ imaginations by describing a horror indirectly in stages. Chapter 5 features advice or making familiar monsters more frightful. Also consider the following elements when describing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
these: What does the way it moves remind you of? It emits the worst smell—what is it? Something falls free and, for an instant, what are you certain it is? Players’ responses don’t need to control the narrative; it’s up to you whether they’re true or just one perception.
your players’ imaginations by describing a horror indirectly in stages. Chapter 5 features advice or making familiar monsters more frightful. Also consider the following elements when describing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
campaign is the series as a whole. But while it’s worthwhile to compare an adventure to these other forms of storytelling, remember that an adventure isn’t a complete story until you play it. Your players
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. The DM describes the environment. The DM tells the players where their adventurers are and what’s around
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure all the way through and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
?
A settlement doesn’t always require a map. Simply describing the settlement to your players is usually sufficient. But if it’s important for the players to know where certain buildings or other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. The DM describes the environment. The DM tells the players where their adventurers are and what’s around
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
about exploration, which is natural fit for a sandbox adventure such as Princes of the Apocalypse. If you want to enhance the players’ feeling of being pioneers, stretch out the distances between
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragonlance: Warriors of Krynn game, you can play out certain dramatic battles using that game (though it isn’t required). If you use that game, this book’s adventure will point you to sidebars like
provides details on how to play D&D characters in its scenarios, as well as other heroes players can play in them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
for a balance between ability checks and roleplaying. For example, puzzles are an opportunity for players to do some problem-solving, but players can also lean on their characters’ talents and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
?
A settlement doesn’t always require a map. Simply describing the settlement to your players is usually sufficient. But if it’s important for the players to know where certain buildings or other
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared before the action
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared before the action
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure all the way through and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Background Backgrounds are designed to root player characters in the world, and creating new backgrounds is a great way to introduce players to the special features of your world
. Backgrounds that have ties to particular cultures, organizations, and historical events from your campaign are particularly strong. Perhaps the priests of a certain religion live as beggars supported by a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic Races It’s all too easy to prefer a certain color of dragonborn, but what’s inside is what really matters—which is to say, the sort of damage their breath can do to you.
-Fizban
The
dragonborn race in the Player’s Handbook is the most direct way to reflect a character with dragons somewhere far back in their ancestry. But for players who want to try a more nuanced approach, this