RPStat Dungeon Master Information
Keywords:
DM-SCREEN
Category:
newbie
The included information can be used as guidelines, and in no way are set in stone:
Lighting Affects:
Lightly Obscured (ie. dim light or moderate foliage): Disadvantage on Wisdom checks requiring sight.
Heavily Obscured (complete darkness or dense foliage]: Considered to be Blinded.
Sources of Light:
Lantern: 60' of bright light, and additional 60' of dim light.
Hooded Lantern: 30' of bright light, and additional 30' of dim light.
Torch or Light Spell: 20' of bright light, and additional 20' of dim light.
Vision Abilities:
Blindsight: Perceive surroundings without relying on sight.
Darkvision: See in darkness as if the darkness were dim light, cannot see colors.
Truesight: See in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive original form of shapechanger or creature transformed by magic, and see ethereal creatures and objects.
Falling: Take 1d6 bludgeoning damage per 10ft fallen, max 20d6. Automatically land Prone unless damage is avoided.
Suffocating: Creatures and Players can hold breath equal to their Constitution Bonus (minimum 30 seconds). At start of next turn after this time elapsed, drop to 0 HP and dying.
Traps: The DM needs to first, determine the DC's to 1) notice the trap (WIS), 2) search and find (INT) and 3) disable the trap (DEX). List any Saving Throws to defend against damage or entrapment. Successful saves often give half damage, failed saves full damage. When attempting to disarm a trap, a bungled check often causes the trap to trigger. Below are example DCs to Disarm Traps:
Difficulty Action
DC 10 - Keep triggered pit trap from opening
DC 15 - Keep scything blade trap from triggering
DC 20 - Prevent springing of poison needle trap
DC 25 - Disarm an intricate trap
DC 30 - Disarm a magic trap
Exaustion: There are several things which you might consider to have exhausted your players. Examples being certain skills, negative weather affects, failed saving throws, etc.
Level Effect:
1 - Disadvantage on ability checks
2 - Disadvantage on attack rolls and saving throws
3 - AC Penalty of -8
4 - Speed reduced to 0
Improvising Damage:
Dice Examples
1d10 Burned by coals, hit by a falling bookcase, pricked by a poison needle.
2d20 Being struck by lightning, stumbling into a fire pit.
4d10 Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid.
10d10 Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream.
18d10 Being submerged in lava, being hit by a crashing fortress
24d10 Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature.