Mastering Dungeons 155: Running the Game – Initiative, Chases, Siege Weapons, XP!

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Episode 155 of Mastering Dungeons! 


This week's main topic: DMG Running the Game part 3!
How well does the DMG help us track initiative, improvise damage, run chases, fire siege weapons, and give out XP? Shawn and Teos have some good laughs as they investigate the 2018 DMG.
News: Demiplane 5E Surprise, Phandelver Previews, Hiring and Pay, and more!
Contents
00:00 PAX
03:36 Too Many Products?
09:19 Everything Else?
17:01 Phandelver Previews
18:23 Demiplane 5E Nexus Surprises 
21:06 EN World Freelance Pay Survey
25:28 Pelgrane Hiring Project Editor
32:23 Choices, Information, and Meaning 
34:38 Weapons of Legend
35:19 The Folk from Harrowthorpe
36:26 DMG Chapter 8 Part 3
37:16 Tracking Initiative
40:29 HP and Conditions
45:56 Crits and Improvising Damage
48:44 AoE and Mobs
54:11 Chases
57:11 Siege Equipment
1:01:20 Disease, Poison, Madness
1:04:24 XP
1:07:40 Shout-Outs

Thank you for listening! Get the full show notes with links on Patreon.

Mastering Dungeons 155: Running the Game – Initiative, Chases, Siege Weapons, XP!

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Mastering Dungeons 155: Running the Game – Initiative, Chases, Siege Weapons, XP!
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