TwoSix
Everyone's literal second-favorite poster
If a 20 doesn't succeed, why was anyone even rolling?Some people let a Nat 20 always succeed even outside of combat.
If a 20 doesn't succeed, why was anyone even rolling?Some people let a Nat 20 always succeed even outside of combat.
Maybe everyone was making the save or check and rather than slow things down the GM just asked for everyone's results. Especially in 5E, even a DC 24 could be impossible for one PC and within bounds for another.If a 20 doesn't succeed, why was anyone even rolling?
But DMs are the ones who are buying the bulk of the material they make - which is why most of the books they make are DM facing adventures or mixed books with both player and DM stuff in them.It doesn't help that WotC, realizing DM facing books don't sell, doesn't make them. Instead, if you want to learn how to DM, you must learn by doing, get guidance from someone who is already a DM, or get advice from YouTube, Reddit (shivers), or TikTok (the horror!).
Well that's what I meant by DM facing material. Yes, adventures are also DM facing material, but the game really does need better teaching materials for new DM's, and even us older ones can use more clarification or guidance on how to run the game, advice on how/why/when to use optional rules modules or how to make rulings.But DMs are the ones who are buying the bulk of the material they make - which is why most of the books they make are DM facing adventures or mixed books with both player and DM stuff in them.
What doesn't sell are tutorial books outside of Starter Sets. Because the bulk of players don't think they need to buy them. Heck the bulk of DMs don't seem to read the one DM facing book that actually has a lot of good advice in it on how to be a DM - the DMG.
Just picture it as an encouraging pat on the shoulder that makes them feel better about themselves.
Famously, Matt Colville once said he has never read the 5E DMG
You should be able to use an action to reset your initiative if the game sues a static order.Yeah, and the reasons for not allowing you to delay seem....dubious. So instead, you're forced to figure out a trigger for a reaction that might let you do something later in the turn as opposed to right now.
For example, let's say you're a Cleric. You roll good on initiative. This means that you can't wait to see if anyone gets hurt to walk over and heal them. You have to try and set a trigger that would let you do it later in the turn.
Or do something completely different this turn. Which may be a better option, tactically, but it's hard to tell, since you don't know what the enemy is going to do between your turn and the next one. Which kind of makes winning initiative "bad" at times.