Archive for the ‘Design, Mechanics & Efficiencies’ Category

Fear of Death: Make Character Death Fun!

Friday, April 29th, 2011

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This is part of a series of articles surrounding character death in D&D 4th edition.  For related articles, go here.

Why finish off characters?  Great story and lore reasons.  Dramatic tension.  Immersion.  Believability.  Verisimilitude.  A different challenge, encouraging different tactics by the PCs.  And, stick with me… fun!

Why can’t character death be fun?  It’s not like death is permanent for adventurers in the D&D world (99% of the time).

One of my favorite and by far most unforgottable recent “death scenes” in the Nentir Vale campaign I play in was when my half-orc two-axe ranger was mind-controlled by undead and forced to crawl into a massive chasm widened by the arrival of an earth titan. 

My beloved half-orc bloodfury savage failed his save, and… a long, echoing roar or scream later, took enough massive damage from the 100′ fall that it sent him well past his already bloodied state right into good ol’ death. 

I laughed hysterically!  Why?  Because, cinematically, it was awesome!  Best character death I’ve ever experienced.

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Fear of Death: Which Monsters Finish Off Dying Characters?

Wednesday, April 27th, 2011

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The core rules and DM’s Book both tell us most monsters do not finish off fallen, dying heroes in the middle of the chaos of battle.   

Ah, so some monsters do?  Who are these truly wicked, vile or reckless monstrosities of the D&D world?  What are their cruel and merciless motivations?  You’ll find some of these unsettling answers here – and bring back the reality, fear and horror of character death to your game! 

We’ve all been there, on either side of the table in 4e.  A character, a hero or even antihero (thanks, Heroes of Shadow!) goes down, hits the dirt, cries out, sprays or vomits up blood, and starts bleeding out.  His or her dreams and soul about to fade – to the Shadowfell, and if they’re lucky, beyond. 

It’s a scary time.  Or is it? 

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Into the Dark: A Heroes of Shadow Review

Monday, April 25th, 2011

alt textHeroes of Shadow has finally arrived – the D&D 4e sourcebook for creating heroes and antiheroes with all the grit and horror that embodies dark fantasy.   My review of this highly anticipated sourcebook follows.

One thing that’s always been critically important to me in D&D is a fine balance of game and roleplay or story.  From that perspective, Heroes of Shadow scores very high marks.  Like the recent 4e tradition of including more atmospheric lore, history and description in books like Monster Vault and Monster Manual 3, Heroes of Shadows continues and even improves on this vital mix of immersive fantasy and engaging game.

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What is Fantasy?

Friday, April 22nd, 2011

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In 2006, Tome of Battle: The Book of Nine Swords was released for D&D 3.5e, just two years before the release of D&D 4e.  Book of Nine Swords (besides being a true pleasure to read with its fantastic attention to flavor, similar to the recent shift in books like Monster Vault and MM3) basically gave fighter-types a full nine levels worth of “spells” or exotic and complex maneuvers, putting them on par with wizards and clerics – a true paradigm shift in D&D fantasy!

The idea of giving martial classes all these choices and powers was groundbreaking.  From this standpoint alone, Book of Nine Swords was essentially a prelude to 4e – mechanically and thematically.  (In fact, D&D 4e’s development had already begun a year prior in 2005.)

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The Art of the Backup Weapon

Wednesday, April 20th, 2011

alt textEver find yourself at a huge tactical disadvantage because you didn’t have the right backup weapon – or one at all? 

While 4e encourages characters that are very good at their basic role in the party, you can also go too far with your specialization.  D&D is rife with deadly enemies and monsters who will challenge every party member, and occasionally your specialist will find himself in a poor tactical situation where his or her strengths are minimized.  You need to be ready for this eventuality, and one fast and easy way to prepare for it is to carry and be ready to use a smart backup weapon.

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The New Random Encounter

Monday, April 18th, 2011

alt textClassic random encounters don’t work very well in 4e.  With average combat length so long (60 minutes per the core rules), it’s usually not worth the time to include them.  Why focus an entire hour of a session in a pointless fight that does not advance the adventure, the player’s quests or their motivations at all?

Previous editions of D&D included many opportunities for random encounters, both in the dungeon and the wild.  However, average combat length was significantly shorter, allowing for, if not encouraging a smattering of random encounters in every D&D session and adventure. 

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Trained Skills Need Stage Time

Friday, April 15th, 2011

alt textYour characters’ highlight reel throughout a campaign includes scenes of all kinds, from the dramatic and humorous to the glorious and proud, in and out of pitched battle and fiery dialogue.  One critical aspect of your characters’ rich and memorable stories are their trained skills.  Could your characters’ trained skills use more stage time in your campaign?

Your check bonus, while often impressive, is actually secondary – the fact that you’ve trained in these skills means they are a core part of the vision you have for your adventurer. 

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4e DM’s Cheat Sheet: Be Ready for Anything!

Wednesday, April 13th, 2011

Curious about DMing D&D 4th edition for the first time?  New DM?  Veteran DM?

Here’s the big secret: it’s as easy as the right cheat sheet!

The most important “4e DM’s Cheat Sheet” you can have in front of you at all times is a large index card or half-sheet of paper that shows you, at a glance, the party’s:

* Names, race & class
* Defenses
* Languages known
* Vision type (normal, lowlight, etc.)
* Passive Perception, Insight and Knowledge scores
* Trained Skill names
* DCs by level and difficulty for the party’s level (the Easy, Moderate and Hard DCs for their level)

All that info in one efficient place means you’re familiar with the party’s strengths and ready for any kind of encounter or check, whether it’s combat-related, social or otherwise.

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Treasure, Wish Lists & Low Level Magic Items

Monday, April 11th, 2011

alt textMagic items are supposed to be the most exciting treasure you find.  But what happens when your characters out-level their wish list items?  Do they still want those “old” and lower level wish list items?  Are they still worth including as treasure?  Are there some classic and helpful magic items which should always be part of treasure, regardless of item level?

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Rituals Re-Integrated: Alternative Rules

Friday, April 8th, 2011

alt textIs cost really the deterrent for ritual use in games? 

Who should pay their component cost? 

Even if rituals were free to cast, how often would they really still get use?

I tend to think that ritual magic isn’t used in games much more because they’re not included enough in adventure design as potential problem-solving solutions.  I mean, they have their own separate, back-of-the-book section in the PHB for a reason.  They’re not an emphasis, despite the irony of their availability to every single character.  Remember, every character of every calling can cast from ritual scrolls – no feat or class feature required.  (more…)