Lex & Brett return to their in-depth discussion of the Dungeon Master’s Guide. They begin with the optional rules of fear and horror. Then they explore some healing and rest variants. They briefly discuss adding firearms, explosives and/or alien technology to your D&D game. Finally they discuss the three different variants of the plot points optional rule. They’re especially fans of the “gods must be crazy variant” and are really looking forward to trying that in a campaign!
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Feb 09, 2018 A worthy project, for sure! I took a look at your resting rules, as I believe these are a crucial matter for low magic / gritty campaigns. I'd like to give some input from my own experience. I suggest using something like the resting cadence in the DMG for gritty realism. May 06, 2019 Used some firearms and plan to use them more in a Barrier Peaks/Temple of the Frog type adventure. I picked up Ultramodern5 and found their rules are much better, but also much more complex; great for a campaign full of the stuff, but not great if you've just got a few really rare instances. Therefore, the DMG rules worked for me.
- The variant Gritty Realism rule presented in the DMG (see p. 267) changes short rests from 1 hour to 8 hours, and long rests from 8 hours to 7 days. Its description suggests, casually and without.
- DitA with Gritty Realism Resting? Has anyone been running Descent coupled with the alternative resting rules from the DMG? I’m considering doing this when I start playing with my group, but I’d love to hear your opinions on how well it works with the frequency of encounters in this adventure.
- Mar 08, 2015 In the standard rules the proficiency bonus is a static modifier. It starts at +2 for first level characters and rises to +6 at level seventeen. These rules replace that static bonus with a rolled die that grows as the character gains levels. So instead of adding a.
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If you’re a new listener, and you’d like to go back to the beginning, here’s a link to Episode 1.
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Lex's Series on the Player's Handbook
Episode 137: PHB Prelude through Chapter 4
Episode 138: PHB Chapter 5 - Equipment
Episode 139: PHB Chapter 6 - Multiclassing & Feats
Episode 140: PHB Chapter 7 - Ability Scores
Episode 142: PHB Chapter 8 - Adventuring part 1
Episode 143: PHB Chapter 8 - Adventuring part 2
Episode 145: PHB Chapter 9 - Combat
Episode 146: PHB Chapter 10 & Appendices - Spellcasting, Conditions & Exhaustion
Lex's Series on the Dungeon Master's Guide
Episode 221: Overview of Rules to Focus on as a DM and Where to Find them
Episode 151: DMG Introduction - Know Your Players
Episode 152: DMG Chapter 1 - A World of Your Own
Episode 154: DMG Chapter 1 - Gods of Your World
Episode 155: DMG Chapter 1 - Developing Gods & Pantheons for Your World
Episode 156: DMG Chapter 1 - Mapping Your World
Episode 158: DMG Chapter 1 - Creating Settlements for Your Campaign
Episode 161: DMG Chapter 1 - Factions & Organizations
Episode 163: DMG Chapter 1 - Magic in Your World
Episode 164: DMG Chapter 1 - Creating Campaigns
Episode 165: DMG Chapter 1 - Creating Campaign Events
Episode 173: DMG Chapter 1 - Play Style & Tiers of Play
Episode 175: DMG Chapter 1 - Flavors of Fantasy
Episode 179: DMG Chapter 2 - Creating a Multiverse
Episode 183: DMG Chapter 2 - The Astral Plane
Episode 200: DMG Chapter 3 - Creating Adventures
Episode 202: DMG Chapter 3 - Creating Encounters
Episode 207: DMG Chapter 3 - Random Encounters
Episode 223: DMG Chapter 4 - Creating Nonplayer Characters
Episode 228: DMG Chapter 5 - Adventure Environments - Dungeons
Episode 232: DMG Chapter 5 - Adventure Environments - Wilderness Part 1
Episode 233: DMG Chapter 5 - Adventure Environments - Wilderness Part 2
Episode 235: DMG Chapter 5 - Adventure Environments - Settlements & Unusual Environments
Episode 239: DMG Chapter 5 - Adventure Environments - Traps
Episode 242: DMG Chapter 6 - Between Adventures - Linking Adventures Together
Episode 256: DMG Chapter 6 - Between Adventures - Downtime Activities
Episode 257: DMG Chapter 7 - Treasure
Episode 259: DMG Chapter 8 - Running the Game - Table Rules
Episode 260: DMG Chapter 8 - The Role of the Dice
Episode 261: DMG Chapter 8 - Exploration, Social Interaction & Objects
Episode 262: DMG Chapter 8 - Combat, Chases, Diseases, Poisons, Madness & Experience Points
Episode 264: DMG Chapter 9 - Homebrewing Guidelines, Ability Options & Skill Variants
Episode 265: DMG Chapter 9 - Hero Points, Honor & Sanity
Fear & Horror
Healing
Healer’s Kit Dependency
Healing Surges
Slow Natural Healing
Rest Variants
Epic Heroism
Gritty Realism
Firearms, Explosives & Alien Technology
Plot Points
Using Plot Points
Option 1: What a Twist!
Option 2: The Plot Thickens
Option 3: The Gods Must Be Crazy
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Where Are The Gritty Realism Rules In The Dmg 2
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