Archive for the ‘Design, Mechanics & Efficiencies’ Category

Bind Your Prisoners!

Friday, December 2nd, 2011

Binding the hands and feet of prisoners is a classic way to end a combat early or without having to kill everyone in sight.  It’s an especially heady (if not civil) decision when you need to interrogate prisoners, keep them safe (or out of your way) somewhere until you come back, or turn them in to the local authorities for a reward. 

And don’t forget – your enemies have their own nefarious reasons to bind you, too!

Yet the rules and options aren’t all clear or in one place when it comes to this simple and effective way to deal with the scoundrels you capture on your adventure.  Here’s a quick review of your options, from skills to mundane gear and finally, a few magical tools. 

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New Campaign Inspiration: 18 World Hooks

Friday, November 18th, 2011

Love your home brew campaign setting, and how much you borrow, pillage or re-imagine for your own, unique world?  Does its breadth, evocative landscapes and both natural and unnatural dangers excite you?  Looking for that next bit of inspiration for your next home brew campaign?

Much like Dark Sun or the Underdark, the natural world – its amazing and colorful contours, mighty forces of nature, and motley natives – have served as simple, yet powerful inspiration for countless homebrew D&D campaigns since the dawn of the game. 

Looking for some help on how to decide where you and your player characters should explore or journey to next?  

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True Encounter Difficulty: Lethality vs. Resource Management

Tuesday, November 8th, 2011

What does encounter difficulty really mean in D&D 4e?

Since the dawn of 4e, I’ve struggled with this question.  The many times I’ve DMed and used the incredibly handy Encounter Calculator over on the D&D website, combined with a few years of seeing how those “Standard,” “Hard,” and even “Too Hard” 4e encounters actually unfold, have left me in a quandary. 

As I’ve mentioned on Twitter, I’m not sure whether XP values for encounters measure challenge level or difficulty anymore.  The mechanics of 4e, drastically different from its predecessors, now have me re-thinking what encounter difficulty truly means in D&D. 

Today, does it mean “degree of resource management,” rather than a measure of “deadliness or lethality,” like it did in previous editions?

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Opportunity Attacks: 6 Better Executions

Friday, November 4th, 2011

Ever wonder what a D&D game without opportunity attacks might be like?  Or wish there were some way to resolve them more quickly and elegantly? 

Tired of hearing “Wait, whose turn is it again?  Oh, that was an opportunity attack, right…” or hearing the active player sigh while you interrupt his turn and stage time yet again with your annoying little poke?

You’ve come to the right place, my friend: I present you the latest Leonine list, a 6-pack of brilliant ideas to amp up your game tonight!  

Pillage any of these alternative approaches to help get rid of those pregnant pauses and time-consuming interruptions that OA’s often feel like.  Never let opportunity attacks ruin the opportunity for a great, fast-paced combat again!

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Tabletop Deathmatch: Dragon Age vs. D&D

Tuesday, November 1st, 2011

What really is the difference between these two popular tabletop RPGs? 

Dragon Age has gotten a lot of hype in both video game and tabletop RPG form, so my playgroup has been curious.  And well, after playing in a Dragon Age-inspired heroic tier Shadowfell campaign, my brother was itching to GM an official DA campaign, including their unique rules system. 

We’re all veteran D&D gamers – and really haven’t played much at all besides D&D all our lives.  I mean, we’ve loved every edition, and it’s always been the RPG, so why mess with a good thing?  Still, even loyal D&D gamers like us yearned for something different, perhaps something even more elegant than 4e’s rules-heavy and tactically rich environment. 

So with only our resident power gamer fearing the worst, the rest of us welcomed the chance to try something different every other week while I continued to run our D&D 4e epic tier Frostfell campaign in between.  (My brother and I rotate DMing a good portion of the year, week-to-week.  If your group doesn’t give your “main” DM a break and a chance to play now and again like this, it should!)

And so, last week, we played our very first Dragon Age dark fantasy RPG game!  Much like Newbie DM’s experience, we loved it.  And I especially loved now being able to compare D&D 4e with Dragon Age.

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Rest a Moment

Tuesday, October 25th, 2011

The short rest is 5 long minutes.  It’s short enough where it’s convenient to recoup from and for most fights, but it’s long enough where it’s sometimes silly and allows the story’s timeline to be filled with all sorts of new DM-conjured ramifications.  More horrible yet wonderful battles and trials for your heroes!

And, yes, the short rest also clearly suffers from Sounds Too Gamey Syndrome (and yes, I’m trademarking this!), one of my 4e pet peeves.  As much as I try whether  I play or DM to reword the short rest in-game into something more elegant, most players are fine saying painfully horrid things like, “Wait, we should take a short rest,” repeatedly, while inside an evil-flavored meat grinder of a dungeon.

For those of you who still wince or feel awkward saying or hearing “Short Rest” in and out of character, try this alternate or additional rule… wait for it…

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Featured Poll: How Many Minutes for D&D Combat? +2 Tips

Friday, October 21st, 2011

So how about it?  Zero to 60, you tell me: how many minutes should the standard D&D combat last? 

It’s no secret Faster Combat is a big deal to me and much of the D&D community, so go ahead and share what you think the target number should be in the current Leonine Roar featured poll. 

Vote right here or on the home page in the sidebar, sort of like Choose Your Own Adventure.  Without the whole book thing!  (And yes, those books are as awesome as Lego or Transformers, I agree.)

 

 

[poll id = “6”]

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Make It Cinematic: More Exciting Magic Item Identification

Tuesday, October 18th, 2011

Recently, Dungeon’s Master talked about how we can and should Make Magical Item Identification Harder.   

After all, a simple purchase or short rest and bang! – you know what your magic items do.  It doesn’t get any easier, and it hasn’t been that easy in D&D as long as I can remember.  But it is now!

Still, I’m not sure it’s difficulty that’s most worrisome when it comes to magic item discovery, identification and the specific wonder and mystery involved. 

Don’t make magic item identification harder.  Make magic item identification more exciting!  

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Treasure Cheat Sheet: More Magical Rewards

Tuesday, October 11th, 2011

Ever notice there’s never quite enough magic items for everyone in your party as you slay the monsters, rescue the downtrodden, and save the world? 

Sure there’s plenty of coin and gems, but doesn’t it seem there’s always somebody who doesn’t get a new magical weapon or implement, suit of armor, or amulet or necklace – when they really earned or need one?  Why is this?

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Project News: Introducing… Faster Combat!

Friday, October 7th, 2011

What is the most exciting yet most time-consuming part of your games?  That’s right, the exhilarating and pitched combat that we all love in our favorite tabletop RPG. 

Combat can drag, for many reasons.  But what if you had a wealth of game knowledge and design tricks to launch and conclude combat quickly – without sacrificing the excitement?  Is there a way to achieve such combat enlightenment? 

There is now!  This past summer Johnn Four (a force in the RPG industry for a dozen years with immensely helpful sites like Roleplaying Tips and its famous newsletter) and I talked about collaborating to create a new and powerful instructional guide and resource to help all D&D and Pathfinder GMs who wanted to take their combats to the next level – and do it fast! 

And so, Johnn and I teamed up to create and bring you Faster Combat

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