Welcome to THAC0 . . . with Advantage! We’re two friends who have been playing D&D for a long time. While we both love lots of other RPGs, D&D is a funhouse that has a mind of its own.
Have you ever had that feeling that you just walked into a dangerous area, where at any moment, something bad could happen, you just don’t know what? We’re going to be talking about mechanizing that feeling for your D&D campaigns with lair actions. This episode will start playing on initiative count 20, losing initiative ties!
From the Bardic College
In D&D 4e, traps and hazards had stat blocks similar to monsters. They often had a series of skill difficulties listed, which had to be met to navigate or disarm the hazard or trap. In some ways, hazards and traps hybridized monsters and skill challenges. When hazards and traps appeared in encounters, they could roll initiative and be slotted into the initiative order. That means in the 4e version of the Tomb of Horrors, your whole party might actually get to act before the Tomb tries to kill them.
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Tales of the Valiant Monster Vault 2
The Old Margreve
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