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Episode #1 - Starting
(Pre-generated characters and free rule links
4-7 players
3-4 hrs of play
4-5 encounters - an encounter is battles, traps, puzzles, riddle
Maps for the dungeon graph/hex paper
Graph paper - Dungeonographer online tool
Episode # 14 - Alignment
Lawful Good - Superman/Commissioner Gordon
Chaotic Good - Robin Hood
Neutral Good - Luke Skywalker/Spider-Man
Chaotic Neutral - Han Solo
Lawful Evil - Darth Vader
Neutral Evil - Count Rugan in Princess Bride
Chaotic Evil - The Joker
Neutral - Equally suspicious of any of it…very cynical
Lawful Neutral - samurai, one who serves and doesn't care about Good or evil
Don't let alignment get in the way of your character. It's meant to be a loose guide for
behavior and more important for NPC's than PC’s in the end.
How likely are my players to hit a monster? Know AC of monster and know the
modifiers for your players stats.
Most likely your players are +5 or better to hit another creature on an attack roll even at
low levels of the game.
Each number on the d20 has a 5% chance of being rolled.
Increasing the AC by 2 can make the enemy significantly more difficult to hit.
Be aware when your players are under in a 45% to 55% chance to hit, that means they
will miss more often than not. This can be frustrating for players even if there’s only a
few tough enemies in the battle. Especially if you have alot of players at your table.
When the players concludes they can’t hit, it will lessen the fun of the game. Your
players missing consistently won’t make them feel very heroic.
A +1 magic weapon, increases your players chances to hit by 5% on attack rolls.
Rolling two d20 dice to attack rolls almost (not always of course) guarantees them to hit.
Additionally, on advantage, you have a higher chance of getting a critical hit, which is
double the damage dice.
An alternate rule you may try, is on an advantage roll, you get to add a d4 rather than
roll an extra d20.
Episode #50 -