From 4d5044a4eebe9278d8b0a1398ef15c09806da058 Mon Sep 17 00:00:00 2001 From: Mark Bools Date: Wed, 21 Aug 2024 13:06:28 +0100 Subject: [PATCH] Couple of typos --- mondarth-com/content/post/do-you-want-to-play-a-game/index.md | 2 +- mondarth-com/content/post/fvtt-v12-ground-up-part-one/index.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/mondarth-com/content/post/do-you-want-to-play-a-game/index.md b/mondarth-com/content/post/do-you-want-to-play-a-game/index.md index 2082bbe..c604108 100644 --- a/mondarth-com/content/post/do-you-want-to-play-a-game/index.md +++ b/mondarth-com/content/post/do-you-want-to-play-a-game/index.md @@ -114,7 +114,7 @@ And so play proceeds. Don't panic. Your GM will help guide you through what dice to roll and when. You'll soon be anticipating what to roll and when. -Okay, how does the GM decide on the target number for these dice rolls? Well, they make it up. If the GM is running a pre-made module the type of roll and the target number will be specifed in the module, but often your character will be trying something the module does not provide information for, so the GM will make something up on the spot. The harder the thing you are trying to do, the higher the target will be. Sometimes the GM will tell you the target but often they will not. It depends on the GM and whether they feel it will add to the fun if the player knows the target number. If you are planning on being a GM we will cover how we go about deciding this later. Sometimes the rules offer guidance, but the GM can ignore or modify this as they wish. For example, the Dungeon Master's Guide (DMG) says that a character can jump horizontally up to their Strength (one of your characters attributes) in feet if they have a run up of at least ten feet. Say Thrud had strength of 17 they can jump 17 feet horizontally. Why did the GM make the player roll a dice then? Perhaps they decided Thrud was tired as it was late in the day, or they had just been in combat. Perhaps the GM decided the terrain was unven warranting the roll. Whatever the reason the DMG says that a DC 10 Athletices check is apporiate for tricky situations. Is this what the GM was using? Who knows. Again it is up to the GM to decide the DC for the specific situation. +Okay, how does the GM decide on the target number for these dice rolls? Well, they make it up. If the GM is running a pre-made module the type of roll and the target number will be specifed in the module, but often your character will be trying something the module does not provide information for, so the GM will make something up on the spot. The harder the thing you are trying to do, the higher the target will be. Sometimes the GM will tell you the target but often they will not. It depends on the GM and whether they feel it will add to the fun if the player knows the target number. If you are planning on being a GM we will cover how we go about deciding this later. Sometimes the rules offer guidance, but the GM can ignore or modify this as they wish. For example, the Dungeon Master's Guide (DMG) says that a character can jump horizontally up to their Strength (one of your characters attributes) in feet if they have a run up of at least ten feet. Say Thrud had strength of 17 they can jump 17 feet horizontally. Why did the GM make the player roll a dice then? Perhaps they decided Thrud was tired as it was late in the day, or they had just been in combat. Perhaps the GM decided the terrain was uneven warranting the roll. Whatever the reason the DMG says that a DC 10 Athletices check is apporiate for tricky situations. Is this what the GM was using? Who knows. Again it is up to the GM to decide the DC for the specific situation. Offsetting the difficulty of the roll target, your character has innate abilities, skills, magic items, and other effects that make the task easier (or harder). All of these effects are represented by roll modifiers that you add to or subtract from the actual dice roll. The final number is then compared with the target and the GM narrates your success or failure. diff --git a/mondarth-com/content/post/fvtt-v12-ground-up-part-one/index.md b/mondarth-com/content/post/fvtt-v12-ground-up-part-one/index.md index 842ad35..f6637d2 100644 --- a/mondarth-com/content/post/fvtt-v12-ground-up-part-one/index.md +++ b/mondarth-com/content/post/fvtt-v12-ground-up-part-one/index.md @@ -8,7 +8,7 @@ categories = ['Game Master', 'FoundryVTT', 'FoundryVTT Ground Up'] prev = ['/post/setup-a-local-foundryvtt/'] +++ -Having set up a Foundry Virtual Table Top (VTT) (locally, on your own server, of on one of the cloud services) you, the Game/Dungeon Master (GM), are confronted with the task of setting up your VTT. In a series of articles we will step through setting up Foundry VTT for Dungeons & Dragons 5e (although a lot of this material will apply no matter your chosen game system). +Having set up a Foundry Virtual Table Top (VTT) (locally, on your own server, or on one of the cloud services) you, the Game/Dungeon Master (GM), are confronted with the task of setting up your VTT. In a series of articles we will step through setting up Foundry VTT for Dungeons & Dragons 5e (although a lot of this material will apply no matter your chosen game system). {{< youtube kJh_fkLvtVM >}}