Underwater Rules

**Test page to work out formatting for future rules pages.**

## Underwater Movement

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

*Players Handbook - Chapter 8*
Swimming Rules

Unless aided by magic, a character can’t swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion.

A creature that has a swimming speed — including a character with a ring of swimming or similar magic — can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook.

Swimming through deep water is similar to traveling at high altitudes, because of the water’s pressure and cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours.

*Dungeon Masters Guide - Chapter 5*
## Holding Breath & Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

*Players Handbook - Chapter 8*
## Underwater Visibility

Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware of a possible encounter.

Underwater Encounter Distance
 Clear water, dim light
 Murky water or no light

*Dungeon Masters Guide - Chapter 5*
## Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a **melee weapon attack**, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A **ranged weapon attack** automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.

*Basic Rules - Chapter 9*
## Verbal Components Under water

During the Dragon Talk 1/11/17, sage advice segment with Jeremy Crawford Lead rules designer of Dungeons & Dragons at Wizards of the Coast, discusses Verbal Components around the 24:00 minuet mark. Long and short of it is that verbal components to spells work underwater.

Editors Note - Needs formatting and punctuation from the wall text that it is.

> The next things I was going to bring up which is not actually addressed directly in the underwater combat rules but I get asked often when it comes to spell casting is can people cast a spell underwater that has a verbal component because people are worried you know does the water muffle in my voice so that's impossible for me to articulate the spell here's the thing what we tell you in the rules on verbal components is that you are creating a certain set of sounds that are crucial for the magic to take effect similar to you know if it's a somatic component you're making certain gestures and then if it's a material component you're providing material brannad that the spell uses when it comes to those verbal components they do work underwater nowhere and the rules do we tell you they don't and one thing that people don't realize is that sound absolutely carries underwater I mean this is this is why things like sonar work and and why you can hear whale song very far away that's why I can understand what my friend says when we both go underwater and yell at each other yeah they might be distorted but that distortion doesn't affect the casting of aspect exactly because the
>
>
> 25:35
> spells magic doesn't rely on other people's ability to hear those sounds the spells magic relies on you producing those sounds.
>
>
>
> Now one thing I've talked about on Twitter is that if a person is talking underwater they're not holding their breath hmm and this is something the rules don't really get into but it's the kind of thing that a DM might want to keep an eye on as you know if a person's concentrating on holding their breath because they can't breathe underwater but now they suddenly are talking into the water well they're not holding their breath anymore and so you might now in the suffocation rules take over - whoops yeah you've ran out of your held breath and so now we're ticking down toward dying right there's no specific guidelines of that but you could reduce it by a few rounds you know say that they have a high constitution modifier and say for you know if you cast a spell that's reduced - sure that's neat thing you could do that or just say well you started holding your breath and now the that death timer is started
>
>

## Underwater Encounter Tables

The Dungeon Masters Guide has a section with Undersea random encounter table

### Undersea Random Encounters

Insert table later

*Dungeon Masters Guide - Chapter 5*
Xanathars Guide to everything has a section with encounter tables for water based combat you might encounter at different tiers of play.

### Random Water Encounters Levels 11-20

Insert table later

*Xanathar's Guide to Everything - Chapter 2*

## Dragon Talk Sage Advice Video

*Editors Note - Need to look up how to embed videos but has a lot of useful information*
https://www.youtube.com/watch?v=zG-JO2DoL5w

### Transcription

Transcript autogenerated by youtube, will be edited to just the useful information rather than all the small talk, intros and outros.

> hello everyone and welcome to another segment of sage advice that is where I
>
>
> 0:07
> speak to Jeremy Crawford hello Jeremy hello there about all of the fun Dungeons & Dragons rules focusing in on
> 0:15
> a subject that may have a lot of questions or you know have an interesting philosophy or design behind
> 0:21
> and I'm very excited to speak to Jeremy in 2019 I feel like we didn't get a chance to talk a lot for this segment in
> 0:28
> 2018 and so we're gonna we're gonna write that ship by diving into
> 0:34
> underwater combat for this for this topic nicely done yeah I was figuring we're gonna be doing a lot of metaphors
> 0:40
> today about swimming diving in plunging deep these are all puns that will be
> 0:47
> made throughout this segment I'm sure yes and in 2018 not only did you and I
> 0:54
> not get to talk a whole lot on the podcast but also the sage advice column
> 0:59
> on our website was on hiatus for a while I really just cuz I got too busy but
> 1:05
> people who follow sage advice will be glad to know that this very month we'll be releasing an updated version of the
> 1:11
> sage advice compendiums or on our website that not only includes answers
> 1:17
> to some new rules questions but also reflects some of the changes that we
> 1:22
> made recently in the errata to the core rulebook so it brings the sage advice compendium up to date because since the
> 1:30
> errata there have been some slight bits of disjointedness between what the core
> 1:36
> books now say and what the sage advice compendium used to say and now all of that will be cleared up okay perfect
> 1:42
> awesome and you know you were busy for working on all them crazy amount of products that we did for the river the
> 1:49
> second half of 2018 and that schedule continues apace in 2019 so we're really
> 1:56
> excited about all the stuff you're working on but you know we might have a few hints in this topic in fact I know
> 2:03
> you know Kate and Nate spoiled that we're having a nautical themed product
> 2:09
> coming soon and the most recent unearthed Arcana also delved into bit of or you launched a few ships you
> 2:18
> might say yes house indeed but today's topic on underwater combat I don't think is something that we've we've kind of
> 2:24
> touched on a lot right we haven't I think we might have touched on some
> 2:30
> topics before that relate to it loosely but we haven't we haven't dove in guys
> 2:36
> again we've gotten our feet we've got our feet wet but now let's immerse
> 2:41
> ourselves in yes we're gonna do some laps in the underwater combat pool
> 2:46
> alright so start us off with the backstroke how do we you know where do
> 2:54
> we start to be the underwater comes so I want to start with where do people find the rules for this because they're
> 2:59
> actually some rules for you both in the players handbook and in the Dungeon
> 3:04
> Master's guide the players handbook gives you the basics of fighting
> 3:10
> underwater but there are actually some framing rules in the dungeon masters guide that are important for before that
> 3:17
> fight even starts so if people if they pop into their Dungeon Master's guides and they take a look at chapter 5 which
> 3:25
> is called adventure environments there's a section in that chapter called unusual
> 3:32
> environments that has an entire section on adventuring underwater you'll know
> 3:37
> you're in the right place because there's a big painting of an adventurer swimming underwater as she found she
> 3:43
> finds a treasure chest and is opening it up and this section gives you a table
> 3:50
> for underwater encounters if you just want to roll up for it what did we encounter while we were traveling under
> 3:56
> the sea right but even more importantly and this is the part that introduces
> 4:02
> under Wonder combat there's a table in that section that gives suggested distances for starting and encounter
> 4:09
> underwater we give on our dungeon master screen starting distances for fights in
> 4:16
> other environments so here in the DMG we give you distances for hey if you're underwater and a fight starts here's
> 4:22
> some suggestions for how far away you are from your opponents when that fight
> 4:28
> starts and this is taking things into account like visibility and whatnot right we also in that section of the
> 4:35
> Dungeon Master's guide give you some information on traveling by sea we also
> 4:40
> give suggestions for visibility at sea which you could also use for figuring out if you're above water and you know
> 4:47
> sailing around on the surface how far away you might be from maybe an opposing
> 4:53
> pirate ship when you first spot it so we've got all of that for you right right there in the Dungeon Master's
> 4:59
> guide which I which I often think of as our treasure trove book that people are constantly rediscovering because we
> 5:06
> jam-packed so many different things in there I was gonna say when you started to go through when when rules would be
> 5:11
> in like I bet in the dungeons guys already I bet there is tons there yeah that you know you get questions on all
> 5:18
> the time and I know I'm following you on Twitter I know there's always everyone's like yes it's right here this is the rule no questions needed because it's
> 5:25
> already been answered in the dungeon masters again but again I have a lot of a lot of patience about that partly
> 5:31
> because we did gym so much into this book that it can sometimes be like
> 5:36
> wandering into this treasure compartment you discover hidden at the back of your
> 5:42
> house and like oh my gosh where did all this amazing stuff come from I feel so inspired after looking at it
> 5:47
> yeah the thing so get that so there's a little bit more actually about underwater stuff mmm if you flip earlier
> 5:54
> in that chapter there's a section called wilderness hazards where we also give
> 6:00
> you the rules for frigid water and also slippery ice and thin ice all things
> 6:06
> that also can pertain to aquatic adventuring fighting underwater especially that bit on frigid water if
> 6:13
> your character is stuck in SuperDuper cold water and you might be facing hypothermia and I assume levels of
> 6:20
> exhaustion would come very quickly yes yeah yeah so all of that is there for you in the dmg but now let's say okay
> 6:28
> you're in swimming around and oh oh that shark is coming for you or the Sahu again or the crack in or they many many
> 6:36
> other things that you can face in the deep cinder and Dragons because that is one of the
> 6:42
> awesome things about D&D is we've got critters for you to meet in pretty much
> 6:47
> any environment whether it's far up in the sky deep under the sea deep
> 6:52
> underground and other planes of existence and I think the creatures that you can meet underwater are often
> 6:59
> particularly horrifying because they can be so alien they are often similar in some ways to
> 7:05
> the alien quality that we associate with aberrations and you know thinking of
> 7:11
> mind flayers beholders when you look at Sahu again kueh TOA the number of the
> 7:17
> monsters associated with them and even creatures from our own world like sharks where you know they have these sort of
> 7:23
> these unreadable almost dead looking eyes there can be a horror associated
> 7:29
> absolutely the deeps even just the idea of like rows and rows of teeth that are like you know it just seems like
> 7:35
> something an alien designer would come up with like HR Giger like it's real in them because they're
> 7:41
> so such a prehistoric creature as far as their development and the evolution over time that almost feels like you're
> 7:47
> looking into the past when you see a creature that is adapted for for underwater combat in a way yeah yeah
> 7:54
> absolutely they're also though thankfully creatures you can meet underwater who might be
> 7:59
> your friends like the merfolk they could be you know they could just as well be your foes if you piss them off there are
> 8:07
> the maro who probably more likely to be your enemies but still you might be able
> 8:13
> to befriend them and get them to help you out if you happen to be adventuring underwater now and again I keep delaying
> 8:21
> getting to the combat itself because there's a lot more contacts there exactly because just being underwater so
> 8:29
> often brings with it issues of breathing you know your your senses these sorts of
> 8:36
> things typically if characters are spending a lot of time deep underwater they're doing so with the help of
> 8:41
> something like the water breathing spell or magic items that are giving them the ability to breathe underwater now if you
> 8:48
> don't have magical assistants or you don't have the innate ability
> 8:54
> to breathe underwater as some of the races in the game do and many of the creatures in the game do well then you
> 9:01
> can just rely on holding your breath and rights and that's when you go to the suffocation rules in The Player's
> 9:07
> Handbook which are in the chapter called adventuring and they're in a section
> 9:15
> called the environment right after the rules on falling we've got the rules on suffocation I'm not going to go into all
> 9:22
> the details there of suffocation just if if anyone listening is unfamiliar with those rules the main thing in one is a
> 9:28
> high Constitution the more Constitution you have the longer you're going to be able to hold your breath and once you you stop being able to hold
> 9:36
> your breath watch out because you're gonna start suffocating and beware because then death is approaching
> 9:42
> rapidly what are the the penalties for that oh okay so you having been myself
> 9:48
> not having looked at this ahead of time uh-huh but is it HP damage or it does it
> 9:53
> go into exhaustion so so here's how it works a me creature can hold its breath for a number of minutes equal to one plus its
> 9:59
> Constitution modifier minimum of 30 seconds we'd let you know in the rules
> 10:04
> when you run out of breath or if you're choking because you can also use these rules for language it's like someone you
> 10:11
> know grab strangles which is strangling you you can survive for a number of rounds
> 10:16
> equal to your Constitution modifier and then at the start of your next turn you
> 10:23
> drop to zero hit points and you are dying and you can't regain hit points or be stabilized until you can breathe
> 10:29
> again so this is really dangerous because it's not even healing magic would be able to help you then yeah and
> 10:36
> and so you really want to make sure you don't get to that point where you just instantly drop to zero and that is
> 10:42
> dropped to zero no matter how many hit points you have like theoretically you can imagine I mean this is not actually
> 10:48
> a thing but you could have like 2000 hit points but if you reach this point BAM zero hit points yes and and you are now
> 10:54
> hurtling toward death now there's that work for monsters or enemy combatants
> 11:01
> you know if that's I think this works for everything in the game unless unless it's a creature that is
> 11:08
> somehow immune to suffocating and there are actually a number of creatures in the Monster Manual that don't have to
> 11:15
> breathe that's something that's called out usually in the text near the
> 11:21
> snap-loc of the creature there's sometimes a section like some constructs have it yeah there'll be a little
> 11:26
> section that says constructed nature and it will say this creature doesn't have to breathe a major or sleep yep many
> 11:32
> undead have this ability yeah so you know there you can have the creepy thing of you know undead sailors just walking
> 11:40
> around on the bottom of the sea or inside a shipwreck that you've met and they don't care about suffocating
> 11:46
> because those creatures just don't have to breathe but it's something that like a high hitpoints creature such as a
> 11:52
> Tarasque or something like that you might be able to if you're taking away their air or somehow yeah it might be a
> 11:58
> very clever way for a party to not have to whittle away at something for twenty rounds but you don't do it very quickly
> 12:04
> instead yeah maybe a very very clever group could somehow try to transport
> 12:10
> whatever giant creature they're up against to the bottom of the sea and and hope hope they just hope it doesn't get
> 12:16
> up for rounds you know right yeah but it might have a high enough Constitution that it could hold its breath long
> 12:22
> enough and and get to the surface in time but yeah I bet I'm sure someone
> 12:27
> listening has already tried this tactic with some ancient dragon or something else and Dungeon Master's are shaking
> 12:33
> their face that's right we gave away such a great great thing but it's good to know that it works not only just for
> 12:39
> player effort for PCs but for all creatures in the game that that's absolutely right and in fact any rule in
> 12:46
> the game that refers to just a creature which is true for the suffocation role because it says when a creature runs out
> 12:53
> of breath yeah that rule applies to every single creature in the game unless
> 12:58
> of course a particular creature again has something built into its stats or its description that lets it ignore that
> 13:06
> ring the exception based nature of D&D yeah all right so where so say you're
> 13:15
> underwater you have a magic item or something like that that a allows you to breathe underwater so you don't have to worry about suffocating do
> 13:23
> arrows work well before we get to that okay we're gonna keep delaying the start of the fight there's also the question
> 13:29
> of movement oh yeah and sight I guess there's also another thing we should yeah so so we touch on that sort of visibility a bit
> 13:37
> when it comes to encounter distance in the Dungeon Master's guide right otherwise sight works underwater like
> 13:44
> everywhere else we're really you're just concerned about is it dim light is it bright light and then the rules tell you
> 13:51
> again in the players handbook in the section adventuring what happens in dim
> 13:56
> lit situations versus areas that are totally obscured versus areas that are
> 14:02
> bright what are the effects on your vision and what not are there qualifications in there as far as like
> 14:08
> depth of water so like you know I mean I would assume once you go 100 feet down you're gonna always be in dim light
> 14:13
> unless you have some kind of other light source so we we don't get that specific right part partly because D&D adventure
> 14:21
> environments can just like our rules be so exceptional yeah because you might go
> 14:27
> you know hundreds of feet below water but you might be you know near an underwater city where it's actually it's
> 14:33
> bright enough bright enough yeah you know if anyone who's seen the recent Aquaman movie and there's a visit to
> 14:40
> Atlantis in the film that place is super bright and so you leave that to the
> 14:47
> dungeon master it is still kind of determine whether it's dim weight or not exactly exactly just like we don't we
> 14:52
> don't tie light levels to different altitudes or anything like that outside
> 14:59
> of an underwater environment it makes sense so for the typical creature moving
> 15:04
> around underwater and this is important both in and outside of combat if you
> 15:09
> don't have a swim speed of some kind whether it's an eight to you or you have it because of a magic item or a spell
> 15:16
> every foot you move underwater costs you an extra foot or another way of saying
> 15:23
> that is you move at half speed so most people are going to be slowed down swimming around but again many creatures
> 15:30
> in the game and pee who have special abilities get a swim speed that lets them move sometimes even
> 15:38
> faster than they could move walking around on the ground and that also that
> 15:45
> difference between creatures with the swim speed and creatures without can lead fights underwater sometimes two
> 15:52
> being especially scary because most of the things you're gonna fight underwater
> 15:57
> have swim speeds meaning they're way faster than you they are adapted for that type of combat
> 16:03
> specifically yeah and so they're often let's say you're like alright we've got to get away from these guys and you're
> 16:09
> you know dog paddle yeah yeah exactly
> 16:18
> here comes jaws yeah so that it that is a big consideration in underwater combat
> 16:25
> is how fast can you move and so if you're gonna be doing a lot of underwater combat it's good for you to
> 16:31
> search for something whether again it's a spell a magic item or something else in the game that's gonna help you move
> 16:38
> faster when you're underwater once you're actually fighting there are a
> 16:45
> couple of different rules that you need to account for and these are all right
> 16:51
> here in the underwater combat section of the players handbook the biggie and it's funny I'm actually I'm going to go over
> 16:56
> the rules in Reverse of how we presented them in the book because it is actually funny and this is on me we presented the
> 17:04
> rule that applies to everybody and it's really important as the very last sentence of the underwater combat roles
> 17:09
> and that is creatures and objects that are fully immersed have resistance to
> 17:15
> fire damage this applies to everybody and everything underwater you have
> 17:21
> resistance to fire damage so you know this is even true if you're not let's
> 17:28
> say under the sea or at the bottom of a lake imagine you're in a fight with an enemy wizard in a dungeon and you're in
> 17:34
> a room where there might be a great pool of water if you're worried that that guy is going to cast fireball and the party
> 17:41
> may be on your turn you might want to hold your breath and dunk yourself full into that pool because just by doing
> 17:47
> that you just gave yourself resistance to fire damage so that's a that's a nice
> 17:53
> bit of sort of tactical optimization that I think people often don't account
> 17:59
> for or let's say you're going up against a a red dragon try to face that red
> 18:05
> dragon somewhere where there's a body of water where you like onion when it's not your turn you're underwater now granted
> 18:12
> the dragon will come probably come crashing down into that lake and start clawing you and biting you to death but
> 18:18
> at least you might to mitigate the damage you're taking from it's terrifying breath weapon absolutely yeah
> 18:24
> that makes sense now I also bring this up first because one of the questions I've often gotten over
> 18:29
> the last four years is does a spell like fireball work underwater yeah the answer
> 18:35
> is yes our our rule about fire damage here that's how we account for fire
> 18:41
> underwater that you have resistance to it and you know people often wonder well
> 18:46
> why does a fireball work underwater well first off fire with enough power and explosive force in our own world can
> 18:53
> occur underwater it doesn't last right but the heat can still be very harmful
> 18:59
> but ultimately for us we don't have to worry too much about physics because we can just you know not our hat towards
> 19:06
> magic it's magic yeah and magic in D&D does all sorts of things that would be impossible for how
> 19:14
> we understand physics in our world right but our magic system doesn't necessarily say that just being immersed in water
> 19:21
> doesn't mean fire spells can't exist exactly what we just say is you have resistance to fire damage what this also
> 19:30
> means and one of the reasons why we have this approach is we don't want our DMS and players to need to have degrees in
> 19:36
> physics to adjudicate how magic works in our game yeah you can simply run spells
> 19:43
> as they are written in every environment in the game and we'll let you know in
> 19:48
> the rules if there's some kind of modification in a particular environment
> 19:54
> for how a spell works and we do exactly that in our underwater combat rules by you people have resistance to fire
> 20:01
> damage when they're fully underwater now does that I mean I'm just going to run through a few common things you should
> 20:06
> probably have answered many times in the past but say I mean fireball makes sense to me because there's a point of of
> 20:12
> light that goes you know that goes out and then it explodes right right it's similar to like a torpedo or something no so that can make sense to me but
> 20:19
> something like what does the clerk spell that's the divine real aim strike flame strike uh uh that comes from the heavens
> 20:27
> when you're 300 feet underwater oh it's gonna be spectacular does it still come from the heaven we
> 20:33
> can't imagine that thing whooshing down through the depths and and imagine how
> 20:40
> that will look seeing that light glittering through the water so yeah what everybody that works yeah like a
> 20:46
> meteor storm or something like that one of those one of those spells that also it so the the the the layer of water
> 20:54
> that could potentially act as a buffer we don't account for so some of our
> 20:59
> spells especially high-level spells do specify that they come from someplace in the sky so you do have to account for
> 21:06
> that if the spell talks about that okay so if a spell says hey this is up in the
> 21:11
> sky and then it you know comes down a certain range you still have to account
> 21:17
> for that it's still you know we we when we use English words and our rules unless we tell you they mean something
> 21:23
> different they still mean what they mean so if a spell says it comes from the sky that means the sky and and as opposed to
> 21:32
> you know just in a shallower portion of the ocean right whatever underwater environment that you're in but as long
> 21:41
> as you follow what the spell says you know like sure conjure up that wall of fire underwater and as long as the spell
> 21:49
> doesn't say they must be supplied by you know as a steady stream of oxygen
> 21:56
> h-how'd in open air mm-hmm it works underwater because what's supplying the fuel is the magic it's not wood you're
> 22:04
> feeding to it or coal or or oxygen its magic to itself and you can you know as
> 22:11
> a dungeon master say like oh it's burning magically and then it's creating steam which can also you know
> 22:17
> and you can make it look like it would underground but having the idea that it is a magical effect that is feeding it
> 22:24
> right and here's the thing diems can decide how far they want to go with physical after-effects when it
> 22:32
> comes to spells if Adam doesn't want to be bothered with how fire effects water
> 22:38
> in the real world and what not DMS don't worry about it just do what the spell
> 22:44
> says but hey if you're a DM where you actually are familiar with how different
> 22:52
> different elements affect other other environments in our real world and you
> 22:57
> want to spice up your descriptions in D and D with that knowledge also go for it yeah this so often goes back to our
> 23:04
> principle in D&D you follow your bliss at your table and please don't don't
> 23:11
> oppress yourself thinking you need to take something on that you're not equipped for it with that there is one right way to to to I mean even you know
> 23:20
> Jeremy Crawford's opinion about these rules is very much Jeremy Crawford's opinion about these rules right exactly
> 23:26
> ultimately the final arbiter at any D&D table is the DM mm-hmm and and hopefully
> 23:31
> every DM is making choices that are the most fun for the particular table the DM
> 23:37
> is is damning for that day got it and so if you have a group that just glories in
> 23:44
> you know the steam effects of fire on X amount of water dive right in but don't
> 23:54
> get scalded by all that boiling water well alright so I'm still gonna test you
> 24:00
> with more questions about specific things so we mentioned casting spells you can do that underwater
> 24:06
> yeah I'm assuming that that means that any kind of somatic components are just as effective underwater as they would be
> 24:12
> in that blob water that you anticipated as you so often do on our show one of
> 24:18
>
>
>
>
> the next things I was going to bring up which is not actually addressed directly in the underwater combat rules but I get
> 24:24
> asked often when it comes to spell casting is can people cast a spell underwater that has
> 24:29
> a verbal component because people are worried you know does the water muffle in my voice so that's impossible for me
> 24:36
> to articulate the spell here's the thing what we tell you in the rules on verbal
> 24:42
> components is that you are creating a certain set of sounds that are crucial
> 24:47
> for the magic to take effect similar to you know if it's a somatic component you're making certain gestures
> 24:53
> and then if it's a material component you're providing material brannad that
> 24:58
> the spell uses when it comes to those verbal components they do work
> 25:04
> underwater nowhere and the rules do we tell you they don't and one thing that
> 25:10
> people don't realize is that sound absolutely carries underwater I mean this is this is why things like sonar
> 25:16
> work and and why you can hear whale song very far away that's why I can
> 25:23
> understand what my friend says when we both go underwater and yell at each other yeah they might be distorted but
> 25:29
> that distortion doesn't affect the casting of aspect exactly because the
> 25:35
> spells magic doesn't rely on other people's ability to hear those sounds the spells magic relies on you producing
> 25:42
> those sounds now one thing I've talked about on Twitter is that if a person is
> 25:49
> talking underwater they're not holding their breath hmm and this is something
> 25:55
> the rules don't really get into but it's the kind of thing that a DM might want
> 26:01
> to keep an eye on as you know if a person's concentrating on holding their breath because they can't breathe underwater but now they suddenly are
> 26:08
> talking into the water well they're not holding their breath anymore and so you might now in the suffocation
> 26:15
> rules take over - whoops yeah you've ran out of your held breath and so now we're
> 26:21
> ticking down toward dying right there's no specific guidelines of that but you could reduce it by a few rounds you know
> 26:28
> say that they have a high constitution modifier and say for you know if you cast a spell that's reduced - sure
> 26:34
> that's neat thing you could do that or just say well you started holding your breath and now the that death timer is started
>
>
>
>
> 26:41
> that sounds like something you would do Germany I am it's funny I am actually a
> 26:46
> pretty lenient DM yeah I would I my style as DM too would be usually to
> 26:53
> Telegraph that people were going to be spending a bunch of time underwater so that they would get their the chance to
> 27:00
> prepare for it because you know if if the wizard for instance cast water
> 27:06
> breathing well then that's it's not a problem yeah because the wizard is able
> 27:11
> to breathe just fine underwater and talking to do a verbal component will have you know no effect on them when it
> 27:17
> comes to surviving right now now I would though have the Dethklok start if a
> 27:27
> group receiving those warnings like hey you guys are going to go down to this
> 27:33
> crashed ship hundred feet underwater and you might be there for a while and if
> 27:38
> the group stubbornly refuses to prepare in any way that is when I enjoy as a DM
> 27:46
> exploring consequence every action has a
> 27:52
> concert yes exactly whereas if let's say there's a surprise situation and there was no way for the
> 27:59
> group to prepare for a dangerous suffocation situation I tend to either
> 28:08
> be lenient or provide some way in that environment itself for them to save
> 28:14
> themselves like it could be there's a giant clam in the area that's emitting
> 28:20
> big bubbles of water and oh man that's a world of warcraft reference got it man
> 28:25
> yes yes that they could go stand in and breathe from breathe for a little bit get that under that breathing timer back
> 28:33
> yes yes well done yeah I knew exactly because like for some reason has air
> 28:39
> that comes out of it which I never really quite understood yes yep you know because clams are known for having
> 28:44
> oxygen stored in them that they you know dispel out when they're magic man is mad
> 28:51
> don't worry about it I said yeah that totally makes sense that's when you would punish them but then going back to
> 28:57
> spell casting for a second we checked about the verbal component you know the somatic component your if
> 29:05
> you're moving in half speed would your arms move at half speed if you're trying to move underwater our movement rules
> 29:11
> don't get that specific we don't make any kind of specifications about how quickly you move your arms or your
> 29:17
> fingers and so we assume you can still make the somatic components particularly because we're usually imagining that
> 29:23
> it's you twiddling your fingers and you might be doing it a little more slowly but not so much that it would inhibit
> 29:31
> your spell-casting okay good that's that's important to note no we are
> 29:36
> generous about a lot of this because we want you to go adventuring in cool
> 29:41
> environments so it would in a way be counterproductive for us to make the rules
> 29:46
> SuperDuper punishing to people to go underwater because then basically for a
> 29:52
> lot of groups they would just be like we're not gonna go down there yeah I mean especially if you're a spell casting heavy group it's like well we
> 29:57
> would never do that because we can't use half of the things that make our fantasy feel fun right why bother right exactly
> 30:04
> yeah now with weapon attacks yes it does get trickier okay and so let's go back to
> 30:10
> the underwater combat rules in The Player's Handbook there because you asked earlier can I fire an arrow
> 30:15
> yeah underwater we address that so if you make a ranged weapon attack
> 30:20
> underwater it automatically misses beyond the weapons normal range so forth
> 30:28
> so anyone who doesn't remember or maybe you normally play spellcasters and you don't know how weapons work arranged
> 30:35
> weapons in the game have two ranges there's their first range which is called their normal range and then they
> 30:41
> have a second number which is their long range and a lot of monster stat blocks have these two ranges as well for their
> 30:47
> ranged weapon attacks anything beyond that long range you just simply can't hit it's out of range for that weapon
> 30:54
> but anything between the normal range in the long range you can fire at it but
> 31:00
> you have disadvantage on your attack and then anything within the normal range the first number you just make an
> 31:07
> attack role as normal yeah so what what the underwater combat rules are telling
> 31:12
> us is underwater basically lops off your weapons long-range your weapon just has
> 31:19
> its normal rain right and it's it's just you automatically miss if you try to go after that exactly because because the
> 31:26
> water basically is going to slow down you know when you fire off your longbow yeah that arrow just is not going to get
> 31:33
> as far as it would in the air now here's it gets it gets a little
> 31:38
> rougher to for range weapon attacks even against a target within normal range
> 31:43
> you have disadvantage on the role so suddenly it's like that rule that
> 31:48
> normally applies to long range is now plying - now applies to normal range but there is a way around this that
> 31:55
> disadvantage for normal range and that is if you use a crossbow and and I would
> 32:01
> by the way apply this to really any ranged weapon that that relies on some
> 32:06
> kind of mechanism to provide the force so for instance if people were using our firearms rules from the Dungeon Master's
> 32:13
> guide I would also apply this to the firearms you also do magical effects so
> 32:20
> it's still magical firearm right sure that's the black powder we've kind of said that it's uh well actually we have
> 32:26
> we have firearms in the dmg that are just firearms okay it's not the Forgotten Realms yeah and we also in the dmg we have
> 32:33
> laser guns so we have a variety of photos definitely work underwater yes
> 32:38
> okay so yeah so anything has a mechanism that allows the projectile to go forward and and that but this is an example of
> 32:45
> me saying hey dm's I recommend that you you apply this rule more broadly because
> 32:51
> in the pH it just says crossbow but really the intent here is something with a mechanism that's firing as opposed to
> 32:58
> relying on your own your own strength like with a long bow or a short bow okay nets are also accepted from this
> 33:06
> although Nets have other issues because you almost always has disadvantage when you're using a net anyway or a weapon
> 33:12
> that is thrown like a javelin so a spear a trident or a dart hmm those
> 33:18
> also are accepted from this now let's talk about melee weapon attacks can't go
> 33:24
> back one more time yeah because is there any damage reduction associated with it at all
> 33:30
> there isn't so for ranged weapon attacks the only thing that's being affected is your
> 33:37
> range and your accuracy but if you actually manage to hit it's still gonna
> 33:43
> do as much damage as it would normally okay it's just harder to hit even though the thought that like a fletching of an
> 33:48
> arrow might actually slow down enough so that yes you hit the target but it just wasn't strong enough to I know but we we
> 33:56
> just abstract that away by sew it in and in D&D actually this abstraction is all
> 34:04
> over the place when it comes to the combat rules because the combat rules and this goes all the way back pardon me to first addition they assume
> 34:12
> you actually are hitting way more than the dice say you are but that your other
> 34:18
> hits the ones we basically don't talk about in the narrative of the game are not strong enough or telling enough to
> 34:27
> do significant damage that is worth talking about in the game or that is
> 34:33
> relevant to the system so you're assuming with you even if you hit at a disadvantage under normal range you just
> 34:38
> happen to hit at a joint to the of the armor rather than enough force to puncture through that armor exactly so D&D most of the time is basically it's
> 34:46
> like a story that is mostly just zeroing in on those story beats that matter you
> 34:51
> can like just like we don't dwell too much in D&D about people going to the bathroom we we do it in the Damji our
> 35:00
> combat rules don't dwell on like glancing blows you know that kind of
> 35:05
> thing and and and you know experienced Dungeon Master's can can you know
> 35:11
> describe I miss as oh you hit the armor and just glances off anyway but right it's not necessary like everything shoot
> 35:16
> so all over their heads right there and but yeah the idea in D&D unless something has resistance or some other
> 35:23
> rule intervenes and messes with the damaged in some way that if you've managed to hit
> 35:28
> mm-hmm it's a telling blow it is a blow that is worth spending a moment on in
> 35:34
> the game and dealing damage and whatnot got it okay that makes sense so you're gonna say about weapon attacks then a
> 35:39
> melee weapon attack right so if you make a melee weapon attack underwater and you
> 35:46
> don't have a swimming speed here's another place where swimming speed makes a difference you have disadvantage on the attack role
> 35:54
> unless you're using a dagger a javelin a short sword a spear or a trident these
> 36:01
> are all basically thrusting weapons now you can ignore all of this if you have a
> 36:08
> swimming speed and it's worded this way so that fish and other creatures that
> 36:15
> have swimming speeds don't all have disadvantage underwater got it this means that as the instant you have a
> 36:21
> swimming speed which basically represents you moving with the kind of fluidity underwater you don't have to
> 36:28
> worry about this rule but if again you're underwater and you don't have a swimming speed and you're trying to make
> 36:35
> melee attacks you're going to have disadvantage on your attack roles unless you're using one of the thrusting weapons listed in
> 36:42
> the players handbook okay because think about it like if your swing trying to swing around in an arc a slashing weapon
> 36:48
> the water's gonna slow you down now someone could reasonably ask why does have a why does having a swimming speed
> 36:55
> affect how well you swing that sword again we're just abstracting a way that the swimming speed represents not only
> 37:02
> your not only your ability to move X number of feet underwater but also
> 37:08
> represents a fluency with being underwater yeah because adaptation and are like a
> 37:15
> confidence to know and a you know feeling at home under the water that is abstracted and made sense here exactly
> 37:21
> yeah exactly yeah I get that and and honestly the specificity of listing out these weapons
> 37:28
> is an odd bit of detail for the fifth edition rules we don't do this kind of
> 37:36
> thing elsewhere this it is funny I've often thought of our underwater combat rules as it's almost
> 37:42
> like a ghost hanging out from a previous edition because previous editions of D&D tended to have this kind of specificity
> 37:49
> right it's quite likely that if I were designing these rules today I would make
> 37:57
> them a little simpler because I'm personally and it's again I can only
> 38:03
> have myself to blame for this I'm not a big fan of this specific like listing
> 38:09
> out of things because it forces people to remember it yeah and especially for a rule that you almost never use it's kind
> 38:16
> of like Oh God have any when he were saying that I was almost like isn't that just every piercing weapon it could have
> 38:22
> been that would be one way for me to do it a short sword thing like anything that would follow under the the spirit
> 38:28
> of what that rule is right there's doing my listing that oh yeah and there are a variety of ways that we could approach this that would be easier for people to
> 38:36
> use and remember yeah and then if you were using that you can almost say that like oh if you can use an arrow or anything that you would you know
> 38:42
> obviously piercing is in the arrow thing but like you know any kind of it's the motion it's the the intent behind the
> 38:49
> rule that could Becca get out there and and the thing is there was already a nod
> 38:55
> in the rules to diems approaching a rule like this with flexibility because when you go to our
> 39:02
> improvised weapon rule mm-hmm we already tell you hey DMS if you want you can
> 39:08
> consider all sorts of things to essentially count as another thing you
> 39:13
> know like we tell you hey DM if a person tears off a chair leg and whack somebody
> 39:19
> with it if you want you can treat it like a club or you know if maybe someone takes an iron poker out of the fireplace
> 39:27
> and strike somebody with it you might you might treat it like a short sword or a dagger we already say hey DMS
> 39:35
> basically make make rules calls on-the-fly that feel natural for the narrative that interface well with the
> 39:42
> player characters abilities so I would I would say people don't be afraid to take
> 39:47
> these underwater combat rules and extrapolate from them okay and simplify them as
> 39:53
> like can I ask a extrapolating question sure so unarmed combat in underwater
> 39:59
> uh-huh how does the monks abilities interact with that because I I'm not
> 40:05
> sure how I would have judicata it based on that so so unarmed strikes count as
> 40:10
> melee weapon attacks and so you're unarmed attacks would fall under this
> 40:16
> rule that unless you have a swimming speed your attack roles have disadvantage okay so hey monk get a
> 40:23
> swimming speed or a spell you know that that gives it to you and you'll be fine but otherwise you're at disadvantage
> 40:30
> with every slowly punch underwater
> 40:35
> visual get the forest maybe you know and
> 40:41
> it's much I doing it with disadvantages perfect because it just means you're just gonna hit less yes exactly uh this is another way to for us to make
> 40:49
> underwater combat scary in a neat way because you know again if you're up
> 40:55
> against a bunch of creatures that have swimming speeds and they're gonna be way more accurate than you are if you don't
> 41:01
> have a swimming speed or again unless you're using one of these weapons that gets around this problem right and so
> 41:09
> that's another thing that people can do including a monk is if they're gonna go underwater and there's no way for them
> 41:14
> to get a swimming speed at least equip themselves with these weapons get yourself a trident that's the only way
> 41:21
> you're gonna be able to get through anything yep if Aquaman has taught us anything that's that's that's what yes so alright
> 41:31
> he is kind of built he is I haven't seen the movie yet but all the posters and the trailers I'm always like oh man it
> 41:37
> just gets bigger and bigger every night he's going to explode I swear those are just balloons they're not there right
> 41:43
> right I have seen the movie by the way and it is big fun it is yes it could the
> 41:48
> way I've described it to people it is it is very dumb but very fun I think that's
> 41:53
> been the common review has been like oh don't expect a thinking person's action
> 41:59
> film but go in and enjoy it yeah and and for for D&D fans and anyone who's a fan
> 42:07
> you know just all the nerdy things we love yeah there are so many fun bits I
> 42:12
> mean I I can tell you this and it doesn't really spoil much but like you know you're gonna see dinosaurs in this
> 42:17
> movie you're going to see a kaiju in this movie well you're gonna see creatures that are basically straight
> 42:23
> out of the shadow over Innsmouth from you know Lovecraft's and they even it's
> 42:29
> early in the movie they even actually tip you off that there's going to be something Lovecraftian in the film
> 42:34
> because there's an early shot in the movie and if you look in the foreground there's a copy of the Dunwich horror by
> 42:40
> HP love now that's cool yeah and so you know and they traveled to a bunch of
> 42:45
> different underwater cities there are crab people there are like mer people
> 42:50
> I'm sure there are people who watch that movie and then want it to run a a dandy
> 42:56
> combat underwater and so this this topic is perfect and you know it's very
> 43:01
> topical and and the thing I love about that movie if anyone is thinking about running even either one adventure or an
> 43:10
> entire campaign underwater is that that movie shows what a rich in venturing environment the ocean can be right
> 43:18
> because the movie shows all of these different environments and cultures and monsters so I think hey if if people if
> 43:26
> you're thinking of doing a you know an undersea campaign check out Aquaman for
> 43:31
> some fun ideas nice and then of course check out all of these sections of the
> 43:36
> rules that we've been outlining as well as you know of coming things yes and and
> 43:42
> not only the players handbook and the DMZ but also check out the Monster
> 43:48
> Manual because we have not only monsters like you know kraken and the Sahu again
> 43:55
> and others that I've mentioned in this show but if you go to the back of the Monster Manual we also have the stats
> 44:00
> for a number of aquatic animals you know sharks etc and we've introduced other
> 44:07
> aquatic creatures in our later monster books as well both Volos guide to monsters and Morton Kamen's Thoma foes
> 44:14
> are there any rules in there for baby shark duty
> 44:21
> not specifically darnit yeah all right good I'm hoping I at least got a shaking a fist from all
> 44:28
> the parents out there any other kind of underwater combat topics do you think
> 44:33
> come up before we close this out those I touched on all the biggies because the ones that come up most often or verbal
> 44:40
> components operation of fire I would
> 44:45
> also say by the way actually there is another topic having to do with spells because another thing that often comes up are spells that deal lightning damage
> 44:53
> because you know people often want the electricity to start conducting through the water the old Final Fantasy fans are
> 44:59
> like electricity it does double damage right right or or anyone who's played you know like divinity original sin
> 45:06
> where you know you can get them in a puddle and yep yeah yep so the D&D rules do not have any special
> 45:12
> rules for using lightning damage under water this is another area where DMS
> 45:19
> just sort of follow your bliss if you just want to run the spells as written and not have them affected in any way by
> 45:26
> being underwater other than again this one rule about resistance to fire damage
> 45:31
> just run the spell is written and don't worry about it that lightning bolt spell can just work the same way underwater it
> 45:37
> works everywhere else if you and your group again like this idea of sort of
> 45:43
> deep environmental effects then you can explore things like electricity
> 45:48
> conducting more etc any problem with that though is it what's up so many more
> 45:54
> questions at problems because you're like re well if physics wise I'm not no
> 46:00
> expert but I'm pretty sure if you cast something that has a lightning bolt on their water everyone will be affected by
> 46:05
> it the electricity damage case yeah just one target and and that is that can of
> 46:12
> worms is why the rules just ignore it and it's and again philosophically is
> 46:17
> why our magic in general ignores physics because we don't want you to have to
> 46:24
> change how spells work environment after environment after environment because it's not just underwater where where
> 46:31
> this could suddenly be the case I mean if we wanted to get really fussy we could suddenly start dealing with things
> 46:37
> like how much particulate matter is in the air in this particular place and when you cast fireball does it ignite
> 46:43
> you know right there if it's an oxygen-rich environment do more damage oh gosh you can't it's too much unless
> 46:49
> again it's for particular group it's not because he'll you're if diem if you're a physicist or you're a sound you're a
> 46:56
> physics buff and your group loves this kind of detail I mean it follow your bliss yeah joy it but everyone else
> 47:03
> don't feel like you need to because the rules are written with just this notion that magic is truly wondrous and
> 47:11
> supernatural that it functions in ways beyond how nature works at least how we
> 47:18
> understand it to work I mean that that is part of what makes it magical the exact magic isn't meant to simply be a a
> 47:27
> way to just sort of replicate what we can do with technology like even even a
> 47:33
> spell like fireball people will often think of it as I can explosion like a grenade or something but you don't have
> 47:39
> to imagine it that way it really could just you could imagine it as an IV and in fact over the years I've sometimes
> 47:45
> even described it thus as a momentary terror in existence and a bit of the
> 47:51
> plane of fire is basically you know rushing into the area it might have
> 47:56
> absolutely nothing to do with how fire normally works and you know how fire
> 48:02
> normally works with an environment that it just purely this billowing out of
> 48:07
> magical energy that sort of has taken the form of fire right but doesn't
> 48:14
> necessarily behave the way fireworks in our world make sense makes sense so one
> 48:20
> final question since I just happen to glance over to chat and I saw it casting fly while you're underwater it
> 48:28
> gives you a flying speed but that does not give you a swim speed I'm assuming so that that is correct a flying speed
> 48:34
> is separate from a swimming speed you need that flying speed for the air it's not going to help you swim around yeah
> 48:42
> so it doesn't you your movement you can't just fly through the through the three dimensions of the underwater well here's if you would here
> 48:49
> is the thing I would say and in fact I think we've actually talked about this before on this very show imagine though
> 48:56
> a creature that doesn't have a walking speed or a swimming speed but does have
> 49:02
> a flying speed yeah in that case you can use that speed to move around underwater
> 49:08
> but it will be halved as normal because again the rule is essentially if you use
> 49:14
> any speed other than a swimming speed underwater every foot you move costs an
> 49:20
> extra foot so I'll actually flip it around from that standpoint yes you can use a flying speed underwater okay but
> 49:27
> it's just it's going to be half didn't be half speed yeah which kind of makes sense because you know at least it might
> 49:32
> be advantageous for some player guys because sometimes flying speeds are higher short then a swim speed might be
> 49:38
> depending on what spell you've got prepared yeah why not yeah what about climbing underwater cliffs still have so the climbing rule is when
> 49:46
> you climb something each you know each foot you move costs an extra foot but at
> 49:52
> that point then you just have to decide am i climbing up it or am I going to swim up and it's going to be the same
> 49:57
> speed so I mean I think would be more fun to just swim up beside the cliff well Bobby that's you I mean I like
> 50:05
> climbing underwater that's part of my think my underwater cliffs climbing what I've been doing okay cool well I'm sure
> 50:12
> there's a couple other exceptions and corner cases that we weren't able to cover here by thing that was a really
> 50:17
> good overview for anyone who is inspired by the you know last months on earth
> 50:23
> Arcana or Aquaman or any other you know piece of content that shows off
> 50:28
> underwater combat and how you can do it in indy yeah which which may or may not be relevant for an upcoming book may or
> 50:35
> may not be let's that's I think it's may not at this how can people you know if
> 50:42
> they have more questions now how can I get in touch with you the best way is to reach out to me on twitter where i am
> 50:48
> jeremy e crawford and the e stands for eric excellent that's what I thought the
> 50:54
> II stood for but no Eric Eric is good thank you so much I'm glad to be able to talk to you again about
> 50:59
> these rules and we'll be doing more of that in 2019 outstanding always great to be here thanks all right we have
> 51:07
> completed this sage advice segment and it was only 53 minutes yeah 52 whoo it's
> 51:18
> pretty good for us I was literally being like I bet we could get into some quick
> 51:23
> you know Q&A stuff here in the last 20 minutes know we went right through you know but one thing I might ask you to do
> 51:30
> we normally do a outro Shelley and I as
> 51:35
> we're hosting this out would you want to be here for as we do our outro and if you'd like me to sure say goodbye to the
> 51:41
> podcast why not you I keep getting a little bubble in my throat is that make
> 51:48
> sense for you Ryan since I'm not sure we're gonna be able to get Centene back
> 51:54
> in here so we'll make this happen thank you everyone in chat who's been here and playing around we love you this
> 52:02
> has been our first fun beginning of 2019 live recording so thank you for all that
> 52:08
> and now we're gonna do the outro for the podcast episode which generally we try
> 52:14
> to just say like Oh wasn't that a great interview of course I will be doing that and you'll be saying what a great sage
> 52:19
> advice the segment that was but we'll we'll make a work went out I want to do general like D and E like oh here's how
> 52:25
> you follow this and that that type of thing that was a fantastic interview
> 52:32
> with max Gonzalez and it me JP thank you guys so much for for being around for
> 52:37
> that I am obviously missing my co-host Shelley Mazza Noble will be hopefully
> 52:42
> back for 4 episodes in the future but wanted to kind of kick this off and get going and then of course we have Jeremy Crawford still here on the microphone so
> 52:49
> thank you for returning to record our sage advice segment for this podcast my pleasure and I hope we have many more
> 52:56
> this year exactly I do you have any hint I mean obviously been hinting all along about what's to come for dungeons and dragons
> 53:01
> but you are going to be a pack south very soon yes next week I will be a pack
> 53:07
> south to DM the acquisitions incorporated groups and session in Ravnica and when we last
> 53:15
> left them wood chippers we're rushing into our gym dark magic and the Dryad
> 53:22
> that they were there to rescue so we'll see if they make it out of the wood chippers now your first floor a dungeon
> 53:30
> mastering for actresses incorporated was during pax unplugged yes at the end of last year and you knew that you were
> 53:37
> going to be coming to pack Southam us have been kind of fun to have that you know being able to have a one coming
> 53:44
> very soon so that you could tie them together this way yeah and the last one was so fun to DM even as we were
> 53:51
> wrapping up I was sitting there on stage making some notes and I thought oh I can't wait for the next session nice and
> 53:57
> because it just it felt like a great home game and you know any any DM you've had that feeling before where you know
> 54:02
> you just spent three to four hours DMing but you're already dreaming about the next three to four hours I get that a
> 54:08
> lot yeah it's just like a normal home game but with 300 people live watching and laughing at your every move was that you
> 54:16
> know a somewhat new experience for you I know you've done Jim a stirred for years and years and years but not in front of so many people
> 54:21
> yeah I've DM for people watching many times before but yeah never a group that
> 54:27
> big and also now you know of course that the size of the audience is multiplying
> 54:32
> as the videos on YouTube and on Twitch and it's been fun seeing you know
> 54:38
> people's feedback of course some people loved what I did some people will forever hate me for not being chris
> 54:43
> Perkins and everyone hates me for not being everyone it's not being Chris Berg
> 54:50
> but you know I just keep doing my best and keep having a great time DMing for
> 54:55
> those folks well I've heard nothing but good things about you know the storytelling is you were you were able
> 55:01
> to weave together and I'm looking forward to a pax out so that's January
> 55:07
> 1890 to the 20th and I think when is your when is your session on the 18th it's on that Saturday this Saturday
> 55:13
> okay so I think that's the 19th and yeah tune tune into that that will be on the
> 55:18
> Penny Arcade twitch channel and we will be hosting it as much as we can and yeah
> 55:24
> so right here on the twitch channel for for D&D - which dot TV slash DMD and we'll
> 55:30
> be back up to a full schedule of many of our our weekly shows as well as our internal interview shows so dragon Plus
> 55:37
> which you are a frequent quests of guest of on Bart's show so you'll be on their mic murrells will be doing a bit of a
> 55:45
> hiatus on micronauts have a fun hour but that should be coming back in march and then we got rivals of Waterdeep as well
> 55:53
> as some some more fun shows that I'm itching to announce right now but we're
> 55:58
> working on the final steps of that before we make that happen but more and more will be added into January and
> 56:04
> February to a already robust schedule so look for that of course I do TV news on
> 56:10
> Tuesdays leading into dice camera action where people can watch Chris Perkins still torture folks so that is is is
> 56:18
> going strong and there on episode gosh 123 I think for next week so hope you
> 56:23
> can tune into that and see everything that's happening there dice camera action folks we'll be live at pax south
> 56:29
> as well without Chris Perkins being there he is sending letters I believe
> 56:34
> that they will react to live on stage opening up them and seeing them for the
> 56:39
> first time in front of everyone and so I know he's been spending a lot of time making that feel as interesting and new and you know DMing by-proxy
> 56:46
> not it's pretty interesting so I can't wait to see where that goes as well and there's a bunch of other fun panels and
> 56:52
> things and new projects you might hear about at PAX South going on
> 56:57
> quite possible any other fun product stuff I'm forgetting to mention I know our partners are doing all kinds of fun
> 57:03
> miniatures there's a falling star ship that's coming from whiz kids which I'm
> 57:08
> really excited about I love the idea of having a to scale you know A to D and D major scale ship out there I don't know
> 57:17
> why that would be worthwhile I mean who knows and we I mean it's this time of
> 57:24
> year is is always fun because we're it's the most mysterious because we we
> 57:30
> haven't announced what's coming up this year and so it's basically you know mums the word on everything right exactly
> 57:36
> until until Nathan Stewart's boys at all which we
> 57:42
> love so if you want to find out about anything happening in Dungeons and Dragons world the best thing would be
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