Where Are The Gritty Realism Rules In The Dmg

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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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

Realism

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

The

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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