Archive for the ‘Design, Mechanics & Efficiencies’ Category

Encounter as Story: Tiny Encounters

Friday, August 5th, 2011

alt textWhat makes the tiny encounter unique?  It’s not about the numbers or even tactics, so much as the strategy or potential outcomes.

The tiny encounter is a rarity in 4e.  With this edition of D&D designed with large set piece combat encounters in mind, the very small but outcome-rich encounters usually go by the wayside.

It doesn’t have to be that way in your 4e game.  Here are some things to look for, whether as a player or DM, when interacting with tiny encounters, including a gong and a certain tower the party is trying to break into to help illustrate the concepts.

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Winging It in D&D: Is it Back?

Tuesday, July 26th, 2011

alt textRemember how in 3.x and 2e or even Basic D&D, after a few years or sometimes much less, winging it as a DM became pretty easy? 

Or how, as a player, you knew the combat rules forwards and backwards?  Even some of the more complicated spells and magic items you knew by heart.

Whether you have or haven’t played or DM’ed other editions, let me tell you the why of it, and how it compares to 4e.

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Kruthik Hall: How To Re-Skin Starter Adventures

Friday, July 22nd, 2011

alt textCountless first adventures of D&D over the years and throughout the editions have shared the common trait of fighting the same sorts of savage humanoid monsters: typically kobolds, goblins, or orcs. 

Even the 4e DMG loyally continues this tradition with the mini-adventure Kobold Hall, which despite a familiar foe, serves its purpose as a good introduction to the D&D 4e game.

However, to do something different to wake up your regular gaming group or to simply stay away from the cliche low-level monsters – but save a lot of time and not create a whole new adventure from scratch – try re-skinning starter adventures like Kobold Hall, the DM’s Kit’s Reavers of Harkenwold, or any of the low level ones in Dungeon Delve

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Simple Companion Characters II: Shared Powers

Tuesday, July 19th, 2011

alt textWith all of us right in the thick of summer, it’s likely one or more of your games is going to be missing a player or two thanks to a variety of summer vacations, parties and similar “get out of the house / get away” plans, celebrations and events.  As such, it’s a great time to revisit the the idea of simple companion characters (SCC’s) first seen in Companion Characters: Gather Your Allies! 

After all, you’re going to want (or almost need, assuming your leader’s player is away) someone to pinch play for the team so the heroes can continue their adventures with something close to full strength.  Companion characters or NPC party allies fill that important role nicely when needed to flesh out a party, whether you use DMG2‘s two styles or my bare-bones simple version.

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Initiative: Role Matters

Monday, July 18th, 2011

alt textD&D combat is the tactically richest it’s ever been in 4e: class synergy is high and team play is greatly rewarded.  One simple but important consideration is the initiative or reaction speed of your party by class role. 

Certain roles and classes should make a higher initiative bonus a bigger priority than others in order to more effectively fulfill their tactical role and combat playstyle in the party.  Keep an eye out during both character creation and throughout your adventures for initiative boosts granted by feats, powers and magic items.

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Encounter Start: Distance Matters

Wednesday, July 13th, 2011

alt textOne of the quickest and simplest tactical things you can do to create more engaging encounters is vary the starting distance between the party and the monsters.  Too often encounter distance – and by extension, all the additional tactical options the party and monsters may have, especially early on in a fight – goes overlooked. 

While it may seem easier (and ultimately more dramatic or challenging) to just plop the PCs down in the center of the map or tiles every time, remember that a more immersive and believable D&D game needs some variation in encounter start locations and distance.

Starting Distance

Extrapolating from the information in the DMG, here’s generally what I use for typical starting encounter distances:

  • Dungeon: 0-20 squares
  • Outdoor with significant terrain or reduced visibility: 5 squares
  • Outdoor, typical: 10 squares
  • Outdoor, very clear or open: 20 squares

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Encounter Design: Podcast Tips

Monday, July 11th, 2011

alt textI love D&D podcasts – especially ones that discuss game design and game balance, and especially ones that include actual D&D writers and game designers and their takes and tips on various game aspects.  You often get something more energetic and “alive” out of the podcast format that goes above and beyond a written article.

Hearing an engaged conversation about the design and balance of game elements in D&D is a great source of inspiration for your own D&D game ideas and improvements.  In short, these lively dialogues make you a better DM and player.  As such, I’m a big fan of the Critical Hits podcastsThis week, Mike Shea of Sly Flourish interviewed D&D designer Chris Sims. 

Here are a few of my big takeaways from this week’s Critical Hits podcast, related to creature (PC and monster) motivations and the encounter environment.  Do yourself a huge favor and find a way to fit in an occasional listening session into your day once in a while. 

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Higher Encounter Damage 101

Wednesday, July 6th, 2011

alt textThink the threat level of your encounters is too low?  Specifically damage level and output?  These are some of my favorite ways to up encounter damage in 4e, to better challenge and threaten your adventurers:

Encounter Area Features

  • Offensive Terrain Features (i.e. Fonts of Power, Blood Rock; create “Greater” versions or new ones as desired for higher tiers of play or variety)
  • Global Encounter Elements, preferably resolved at start of each round (i.e. Elemental Storm Damage, Toxic Gas Damage, Burning Room or Ship, Rage-Blessing of Baphomet, etc.  )
  • Poison Access and Disease Inclusion (i.e. Befouled Fountain, Barrels of Poison; Moon Frenzy, Mummy Rot)

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Got Coin? How to Best Spend Your Gold in 4e

Monday, July 4th, 2011

alt textWhat should you save your gold for in the magic item rarity era of 4e? 

What  are the best things to spend all that unearthed, hard-earned currency and monetary wealth on?  Who and what will pry those coins, gems, jewelry and art objects from your pockets?

Similar to a more practical categorization of rituals, there’s also several areas where you could wisely invest your gold in 4e.  And by wise investment, I mean anything from increasing your personal power to amplifying your influence in the campaign setting’s world and every kind of brilliant purchase or entertaining expense in between. 

The list includes everything from combat power to roleplay and storytelling.  Use these lists below for inspiration when your or your playgroup’s coffers get too full or they’re itching to spend their shiny gold on something new and exciting – or just plain helpful. 

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Backup Healing: Surge Cost-Free Magic Items

Friday, July 1st, 2011

alt textYou regain hit points as if you had spent a healing surge.

When it comes to healing, are there any sweeter-sounding words in the game?  Everyone likes being able to heal, especially in 4e, where we’re all pretty decent at recovery now.  That said, the holy grail of healing in 4e is surge-free healing. 

While there are a smattering of spells, prayers and other powers and abilities that invoke such precious and rare healing, there’s also a handful of mighty surge cost-free magic items that adventurers would be both proud and lucky to own – especially when they need it most.

Get these – or the ‘surge cost-free healing’ descriptor or tag – on your quick wish lists today.  Remember, there’s never enough backup options, especially backup healing!

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