Monday, August 8, 2011

Divining Awesome - Evil Edition

Last time, I listed a number of good and unaligned deities for your consideration. It is possible that some of your heroes have darker aspirations. Having played a cleric to a dark force myself, I understand that sometimes its nice to rock out with the dark side. So, for the evil crowd out there, I present my favorite five evil deities:

Number Five: Gruumesh
Alignment: Chaotic Evil
Domains: Orcs, Slaughter, URRRG SMASHY-SMASHY!
MO: Gruumesh is the one-eyed god of slaughter. He idealizes the cruel ways of the orcs just as Moradin embodies the ideals of the dwarves. Gruumesh doesn't want to rule the world with his vast hordes, he just wants the burn it all down. He has no interest in conquering territory or enslaving foes. For Gruumesh and his followers, destruction in the ultimate ideal. That's probably why the "Gruumesh and Son" home decoration company tanked so hard.

Number Four: Vecna
Alignment: Neutral Evil
Domains: Secrets, Necromancy, The Jibblies
MO: Vecna was once a mortal. Through his tireless research into arcane secretes, he became a lich and, eventually, a god. Before his transcendence, he was betrayed by his trusted lieutenant, Kas. The former ally cut off Vecna's hand and gouged out his eye. The Eye and Hand of Vecna, as well as the Sword of Kas, have all become iconic artifacts in Dungeons and Dragons. You may not see eye to eye with the lord of secrets, but you have to give him a hand.

Number Three: Loth
Alignment: Chaotic Evil
Domains: Lies, Spiders, Drow, Creepy Crawlies
MO: Loth doesn't have the same connection with her Drow that other deities have with their followers. She doesn't perpetuate the ideals of the dark elves, she only rules them with an iron fist (and waaaaay too many legs). The drow society is a ridged matriarchy, when men only fit to serve or be sacrificed by the priestesses of the wicked spider goddess. It's no wonder so many of them escape the underground to become angsty anti-heroes.

Number Two: Bane

Alignment: Lawful Evil
Domains: Tyranny, Discipline, War, Kicking Ass (for Evil)
MO: Bane is the brother of combat extraordinaire, Kord. At the dawn of time, when the gods clashed with the powerful primordials, it was Bane who organized the gods into an army and ensured their victory. His original intent was to retain that discipline and rule as King of the Gods, but that didn't really work out. Did I mention that Bane is depicted in full Spartan armor? Following him is not for the faint of heart of the weak of arm.

Number One: Tiamat
Alignment: Chaotic Evil
Domains: Greed, Wealth, Evil Dragons, Rage Face x5
MO: Tiamat is at the top of this list because she is way ahead of the competition. Five heads to be exact, one for each color of chromatic dragon. Each of those heads has its own breath weapon, meaning that this terrifying beastie has an arsenal of elemental fury to back her up. Tiamat's believers are obsessive hoarders, even more so than ordinary dragons. Each of her follower's hoard must have a sizable pile set aside for The Queen of Avarice.

That concludes the list of my favorite Evil deities. When playing my own cleric of Bane, I really enjoyed walking on the dark side. Do you have your own characters who worshiped figures of Evil? Do you think my list is all wrong? Let me know in the comments!

Monday, July 25, 2011

Divining Awesome

The DnD world is big on religion and features grand, sweeping pantheons of powerful deities. The Gods, prophets, and otherworldly Pasta Monsters that make up the religious landscape of our daily lives cannot be found in the Player's Handbook, however. DnD presents you with eleven choices of primary worship, all of which are notable in their own ways. To help you out with what must be a very difficult choice I have selected five notable deities to count down.

Number Five: Pelor

Alignment: Good
Domains: The Sun, Summer, Not Liking Evil Much
Overview: Those of you versed in ancient Greek and Roman mythology are no doubt familiar with Apollo, the God of the Sun. He is an exceptionally strong and handsome man who drives the fiery sun chariot across the sky each day. Pelor, despite also being a sun god, is nothing like that. He's far more of a priestly god, using his powers to heal the sick, bring mercy and compassion into areas of darkness, and oppose undead things.

Assessment: Pelor is, without question, the most boring deity in Dungeons and Dragons. You know they're struggling for material when "hates undead" makes it into the description of a good deity. Can you imagine any god with even a glimmer of good intention seeing the desecration and reanimation of loved ones and saying, "You know what the world needs? More of that." I didn't think so.

Number Four: Moradin
Alignment: Lawful Good
Domains: Dwaves, Creation, Really Big Hammers
Overview: Moradin is the epitome of Dwarven ideas: a master craftsman (craftsdwarf?) with unwavering loyalty and a taste for good booze. He is deified proof that Lawful Good doesn't mean you don't know how to party. Moradin is also the creator of the Dwarves, though he didn't exactly shake a leg once they were enslaved by the giants (A deity letting his "chosen people" be enslaved? Never).

Assessment: Moradin claims to be Lawful Good, but I think his alignment is more "Dwarf." If you are a dwarf, you should consider following the divine forge-master. If you aren't a dwarf, you may still find Moradin's passion for metalwork and/or heavy drinking to be right up your alley. Tradition is also a big part of Moradin's fellowship so no matter what your taste, he's the one deity that will never come up short.

Number Three: The Raven Queen
Alignment: Unaligned
Domains: Dying, Fate, Brooding, Crawling in Thy Skin, The Wounds That Will Not Heal
Overview: Ah, The Raven Queen. No other divine being captures the tradition of brooding dark heroes quite as well as she. Hers is the domain of dying, but not death. She guides each departed soul through the bleakness of the Shadowfell and on to their ultimate destination (conveniently retaining those souls who don't know exactly where they're headed). She is death, but not the Grim Reaper we're so used to.

Assessment: I have a love/hate relationship with Miss Raven. Conceptually, she's pretty cool. There's something very interesting about anyone tasked with the safe transit of the departed. Unfortunately, those who follow her tend to fall into the Brooding Anti-Hero camp that I hate so much. A hero who worships the person who will ultimately decide their fate can be played many ways. Make sure yours is played one of the ways that hasn't been done a million times before.

Number Two: Bahamut
Alignment: Lawful Good
Domains: Good Dragons, Protection, Setting Evil on Fire
Synopsis: Bahamut is The Platinum Dragon, the one being able to make dragons feel inferior. He's a strict Lawful Good, stomping out Evil and Tyranny wherever it can be found. His teachings don't focus on the destruction of evil however, emphasizing instead the protection of the injured and oppressed. If the baddies don't get the hint and shape up, you may bring down the holy wrath of wtfpwning.

Assessment: As a dragon, Bahamut already gets a ton of bonus cool points. The lack of Draconic rampaging may be a disappointment for some, but you should get over that by reminding yourself that you worship a dragon. I do find his Lawful Good alignment to be limiting. As an adventurer, it can be a pain in the ass to follow all the rules all the time. Thankfully, Bahamut prefers to observe and keep his hands out of mortal affairs.

Number One: Kord

Alignment: Unaligned
Domains: Storms, Battle, Kicking Ass, Taking Names, Chewing Gum
Synopsis: Kord is the Lord of Battle and the god of storms. He is the ideal adventurer's deity, endorsing the wanton violence that seems to follow a party of heroes wherever they go. Despite being unaligned, Kord still has some sense of justice. He doesn't endorse beating up anyone, anywhere. There's still an expectation that the fight will be in the name of greater justice.

Assessment: Kord is an excellent choice for any race, any class. His focus on combat fits in with the adventuring life and his monosyllabic name fits into any battle cry. Kord is a deity for anyone who enjoys the thrill of combat, contests of strength, and occasionally punching someone in the face just because they deserve it.

Monday, July 18, 2011

Story Arcs

As a DM prepares for each weekly meeting, its important that they consider the ongoing plot of their campaign. D&D is a form of collaborative storytelling and "story" is a vital part of a healthy campaign. The campaign plot is hard enough to track, but there can also be any number of side-plots affecting a party. Each of these plots is an "Arc:" the building blocks of a compelling story. Arcs come in different sizes and weave together to form the central story of the campaign. This week, I'm going to look at the different kinds of arcs.

Personal Arcs
Personal Arcs are neither the smallest nor the largest arcs in a campaign, but they have foundations that stretch into time before the "main" story gets started. A personal arc is the story of a specific character. When you get started, the size of a personal arc depends on how much effort the player was willing to put into their back story. Similarly, personal arcs can only grow if the player is willing to invest the energy to determine how their character reacts and is ultimately changed by the events of the campaign.

Encounter Arcs
Each encounter is a story, albeit a short one. The story of the average encounter is little more than "The party enters a room. Holy crap, monsters! The party exists the room." Every now and then, however, the stakes are a little higher. The encounter takes place on a rooftop or a platform slowly sinking into a lake of lava. The party may need to dispatch foes quickly or discretely to ensure the safety of a hostage. Once in a great while, the party will finally corner a hated foe for an epic battle to the death.

Quest Arcs

A Quest is a string of encounters that share a common purpose. Usually, this is a goal such as "recover the artifact," "find the missing person," or "get rid of that really big bear." The encounters that build into a quest arc tend to occur uninterrupted so that the goal or purpose can be fulfilled (or unfulfilled) as quickly as possible. On their own, quests do not contribute a tremendous amount to the campaign's story. When looked at together, however, one can see the tiny themes and hints that build into something greater.

Adventure Arcs
Adventure arcs are formed by quest and encounter arcs (and sometimes personal arcs) that share a common theme. The theme may be subtle, like a common monster type or more obvious, like a shared uniform. This theme will tie seemingly unrelated events together and point the party towards a greater foe. As the adventure arc continues, the party will learn more about their enemy and work towards a confrontation. These arcs tend to conclude after such a confrontation, but not before the party learns that it was all part of a greater plot.

Campaign Arcs
The campaign arc is the granddaddy of them all. It can and should bring together personal, quest, and adventure arcs into a cohesive story. As the party works through the campaign, this arc should always make appearances. The more disjointed events seem in the beginning, the better. As the story progresses, the characters should put together the pieces and realize what will be waiting for them at the end of their adventures. It should be apparent what's at stake should the heroes fail: nothing less than the end of the world as the characters know it.

Wednesday, July 13, 2011

Motivating Your Players

The Dungeon Master's Guide (and The Player's Strategy Guide) introduce the concept of "player motivations." These eight categories describe what a player is most looking for in a campaign. Any DM worth their salt can tell you the importance of tailoring your campaign to fit the playstyles at your table. Today, I'm going to share these eight motivations and give you an idea how you can work with (and against) these tendencies to create a more engaging game night.

The Actor
"I am Sir Edwin Von Nancypants and this is my ceremonial Toga-Robe."
The Actor is a player who doesn't just play their character, they are their character. Actors may speak in whatever accent they think their character would use or they may go all out and dress like their character. However they choose to express their motivations, Actors are looking to engage with the game world in a personal way.

Using the Motivator: Engaging Actors is easy; they do most of the work themselves. Make sure that you refer to the player by their character's name and make an effort to hide any negative feelings you have towards this play style. It's important to make sure that the rest of your players also keep their stigmas in check. Wearing strange outfits and speaking in character may seem like LARPing behavior, but it's still a valid way to play.

The Explorer
"I known it's just listed as 'Room and Board,' but what does the food taste like?"
The Explorer wants to know about the way the game world ticks. The descriptions of people and places aren't just filler for them, they're part of the gaming experience. Explorers will want to know the details of the lost city they've found and will want to examine every last crevice of the dungeon. When the party finds an item of note, it will probably be the Explorer who holds on to it.

Using the Motivation: When you build your campaign world, spend a little extra time thinking of the details of people and places. Your Explorer will really appreciate a couple extra lines of description and will love it when you can answer their questions about the history of a place. Explorers care about the details and are likely top remember them, so you can use certain colors or ornamentation to indicate what kingdom a person or place belongs to.

The Instigator
"I sure hope whatever is living here doesn't pop out of nowhere and totally pwnsauce us!"
The Instigator is a troublemaker. The reason may be that they're only interested in conflict or that they just bore really easily. Whatever their excuse, Instigators get a kick out of making things happen. They may pick fights with especially dangerous-looking enemies or have a habit of stealing from everyone the party meets. Whatever they do, it tends to send the party into conflicts.

Using the Motivation: Like Actors, Instigators do a lot of the work themselves. The hardest part about keeping them entertained in your game is planning for all of the stunts they may pull. If you want to punish the Instigator for being so reckless, remember that the rest of your party will be dragged along, too. Make sure that you don't lock the entire group into a no win situation because one of them couldn't keep their hands to themselves. Consider having the wronged NPC challenge the reckless character to a one-on-one duel for honor.

The Power Gamer
"The attack does 24 damage, but I also get 2 damage for charging and 6 for..."
On the battlefield, the Power Gamer is a force to be reckoned with. This player gets their kicks by maximizing the efficiency of their character. Most often, this is represented by their efforts to get the most damage possible out of every attack, but it can also involve the pursuit of the highest AC or even an enormous bonus to a certain skill. Power Gamers love to optimize and may even use online forums to get the best possible build.

Using the Motivation: A lot of the pleasure a Power Gamer is looking for comes from the work they do in between meetings. At the table, the best thing you can do for them is to put them is those situations where they do their best work. Make sure you also include situations where all their planning falls flat, too. If the player has created an unstoppable juggernaut, make sure to have some skill challenges or traps where all that killing power is useless. This will give your non-Power Gamers space to showcase their own talents.

The Slayer
"Is it dead yet?"
The Slayer just likes to kill things. Their satisfaction is derived from facing difficult foes and sending them to the dirt. Slayers aren't interested in dialogue or overly wordy descriptions and will likely space out until something arrives that they can kill. They will likely play strikers and will go out of their way to provoke things into combat. If it looks alive, the Slayer probably wants to kill it.

Using the Motivation: What Slayers want is your average Hack and Slash adventure. Keep lining monsters up and they will be perfectly happy knocking them down. To really engage your Slayers, give them an enemy that they will really want to take out, but keep them from killing it for a little while. This can be as easy as creating an especially vile Big Bad and keeping them safe from bloodthirsty players with bodyguards and political ties. Before the Slayer can sink their weapons into them, they will have to prove to the public that this person actually deserved it.

The Storyteller
"If I can pull the sword out, will I be the next king?
The Storyteller engages with the ongoing events of the campaign and how their character fits into it. For the Storyteller, the far-reaching effects of their actions matter. They may ask you to repeat important plot points or to slow down while they take notes on events. What a Storyteller is looking for is a chance to use their knowledge of your plot to give their character an edge in becoming a part of it.

Using the Motivation: As with the Explorer, a little extra work goes a long way with the Storyteller. Work out how the actions of your players influence the world, both in the immediate and long-ranging ways. Give the characters the chance to work out threats to important NPCs and foil them. As they get higher in levels, make sure to have their reputation precede them. NPCs pointing them out in a crowd, Lords asking for them by name, or even children arguing in a back ally about who gets to pretend to be the Storyteller's character.

The Thinker
"Four stones of different colors arranged in a circle... FETCH MY THINKING CAP!"
The Thinker is actually pretty straightforward. This motivation loves puzzles, coded messages, and fights that reward careful planning. The Thinker takes their time when planning actions, preferring to see what their opponents will do before making their own move. Thinkers get a kick from the strategy element of combat, working to outmaneuver foes before stabbing them to death.

Using the Motivation: To really get to your Thinker, you're going to have to think outside the traditional DnD mold. What Thinkers really want is problems that allow them to apply their real life knowledge. When designing a dungeon, include traps that can be avoided by a particularly observant person. Have doors that unlock following a small Mastermind-like game. In short, create obsticles that require more than dice throws to surpass.

The Watcher
"If you're having a good time, I'm having a good time."
The Watcher doesn't play for exclusively their own enjoyment, but rather for the enjoyment of everyone else at the table. They have the most fun when the whole group is having a good time. A Watcher will rarely call attention to their own character, but will encourage the other players to do what they do best. Watchers may not always seem like they're participating actively in the game, but they will always keep the team together.

Using the Motivation: The Watcher is a motivation of an entirely different nature. The Watcher doesn't want to be singled out for any singular participation and you need to respect that. This is made especially difficult by the fact that all good DMs must be part Watcher themselves and players who are Watchers don't always look like they're having fun. Throw your Watchers some bait every now and then, but don't force the issue. Not everyone wants to be the next king, after all.

Tuesday, July 5, 2011

Playing With Your Party

I am very happy to say that I will be playing DnD for the first time since college this week. I'm the DM and my party consists of two people who have played, but are out of practice, and someone who is entirely new to the game. For the next few weeks, I'll be posting things that directly relate to my current experiences at the table. Today, for instance, I want to talk about DMs also controlling a player character.

If your party is a little sparse and/or missing a vital role, you may consider building a character to tag along for the adventure. If you enjoy playing, there are some pretty obvious benefits to rolling up your own adventurer. In addition to fortifying the lineup and rounding out the tactical options, you get to share in the glory of the adventure. Your well-built encounters may still crumble, but at least you'll be doing some of the crumbling.

There are drawbacks and potential pitfalls when joining the party's ranks, however. The most difficult issues involve the problem of "Meta-Gaming." For those unfamiliar with the term, "meta-gaming" is when a player uses knowledge that their character would not or could not know. This includes an enemy's stats or the habits/origins of a particular beastie. When the DM plays a character, they not only know everything about every enemy, but also the entire planned campaign arch. Also, a DM-controlled character has a habit of dominating the action and hogging moments that the players should be a much bigger part of.

If the advantages outweigh the drawbacks for you, there are three basic levels of DM participation:

Full Character Participation
A DM engaging in full character participation has created a complete character. They have built everything from their skills to their equipment to their power selections. Full character participants are involved with the party not only during combat, but also when the party engages in skill challenges or talks to NPCs. In this way, the DM is both fully a DM and fully a player.

Pros: Full character participation lets you experience everything you love about playing DnD while still serving as DM. It allows you and the players to be partners as well as adversaries. It can also be an incredibly effective way to ensure that the players see and do everything that you intend them to.

Cons: Meta-gaming is a huge problem for this kind of participation. Not only will your character know everything about the world and the campaign, your monsters will also know exactly what your character is doing. Also, trying to manage both a full character and the workings of an entire campaign is a lot of work.


Limited Character Participation
When participating with a limited character, a DM still puts together a full character sheet. This includes picking skills, powers, and equipment. This character participates in combat, but has some reason to be useless when you need to play as NPCs. The easiest way to achieve this is to have your character be unable or unwilling to speak. This can be by design (a Warforged built without a mouth), trauma (a Drow raid survivor whose tongue has been cut out), or by choice (a priest who has taken an oath of silence).

Pro: The major advantage this has over full character participation is that you don't have to juggle your character and NPCs while the party is out of combat. You also hog less of the party's spotlight, becoming more of a tagalong than a full member. The story of how your character got their limitation can be a great way to drop quest hooks, too!

Con: Your ability to use your character to give the party information is severely, well, limited. A mute character cannot explain the history of a battlefield or share suspicions about the local clergy. In addition, you still have to juggle all the combat actions of your character along with your monsters.

Partial Character Participation
A partial character has the complexity of your average monster in terms of stats (in fact, you can use most standard monsters as is). The best way to create one is to follow the steps in the Dungeon Master's Guide 2 for converting monsters to companion characters. A partial character has no more than one of the basic, At-Will, and Encounter attacks and only two or three trained skills.

Pros: A partial character is very easy to keep track of, even when running multiple monsters in a combat. Depending on what monster you use, your character may also be unable to speak/not allowed to enter settlements, allowing you to be fully a DM when the party talks with NPCs.

Cons: A partial character is so limited that you may wonder why you've even bothered to have a character at all. Since your character is a monster, they will have limited healing surges and are unlikely to survive challenging combat. A partial character's skills also tend to be somewhat sub-par meaning the the party is more likely to fail in skill challenges that call for a group check.

Monday, June 27, 2011

Tiers of Evil

Having well-built characters is good, but its a waste if they aren't involved in a well-built adventure. To help my DM readers, I'm going to start talking about how to build a strong campaign. I'm going to start with one of the most prominent obstacles in any party's travels: the villains. A memorable villain will give the party a reason to keep fighting. One villain won't be enough, however. As the campaign progresses, defeated foes reveal allegiances to still greater enemies. In the end, the party must go against the true villain- the man behind the curtain.

Tier Five: Faceless Legions
At the bottom of the food chain is the legions of faceless warriors who support the entire villainous empire. The party will be fighting these most of the time and they will never expect more than a couple lines of description before they lay into them. The Faceless Legions may not be exciting, but they are vital. Without a steady supply of mooks and lackeys, every fight would have to be against a memorable arch-villain.

Putting Them to Work: More than most of your encounters will feature the Faceless Legions. There isn't very much you need to consider when deploying them apart from basic strategy and stats. Make sure every encounter with hordes of nameless foes isn't the same, however. Even the most generic of lackeys has their own ideas on tactics. Overwhelmed foes might break rank and flee while especially cocky ones might attempt to take the defender one-on-one.

Tier Four: Elite Soldiers

Often, a villain will call in a more specialized warrior to slow down a group of heroes. These elites are tougher than their disposable counterparts, but they still won't last more than a single encounter. They may be a leader of their generic, faceless counterparts or they may prefer to work alone or in their own special group. No matter how they strike, they are noticeably different from other foes without adding significant story building to the fight.

Putting Them to Work: The most common use for Elite Soldiers is to spice up a battle with the Faceless Legions. Throwing in an enemy with distinctive armor or tactics can force your party to abandon their tried-and-true tactics. Just be careful how distinctive your elites are. A party doesn't have to be full of pros to figure out that the foe with the most description is the one they need to take out first.

Tier Three: Ringleaders
At this tier we begin to see enemies which the party will have some knowledge of before a battle. They may be the head of a notorious thieves' guild or the chief of a rampaging barbarian tribe, but all Ringleaders are infamous enough that the players will hear their name before running into them. Ringleaders may even be working for villains further up the chain. Numerous criminal organizations could be funding a single tier two evil without even knowing it.

Putting Them to Use: Ringleaders can be little "mini-bosses" at the end of a series of encounters. Their lackeys might give the adventurers grief over a series of quests, but the Ringleader isn't going to be able to avoid justice for long. Putting a Ringleader down is a minor reward for the players, a chance to make life marginally better for the people under their sway. It's also a great way to point their ire higher up the chain.

Tier Two: Faces of Evil
Tier two villains are the major evils of the campaign. They are likely to be people that the characters have been seeing or hearing about for the majority of the adventure. For a while, the party may have believed these baddies were the highest rung of the evil plaguing their land. These villains have connections everywhere and a ton of influence. Going up against them will test the adventurers to their limits.

Putting Them to Work: The Faces of Evil should be major foes in your campaign. They are likely to be in positions of power and getting to them will require numerous quest's worth of favors and equipment. When the party does manage to corner a Face of Evil, it should be a very difficult fight. These villains didn't get where they are by being pushovers. With them gone, the world may become a little lighter or maybe the world is put into greater danger from the evil on the next tier.

Tier One: World Eater
When the Face(s) of Evil have been defeated, the party learns of a far more terrible threat to the world. The World Eater is the top of the evil food chain; the end all and be all of the villain word. It could be a dark God or an elemental monster or even a super-powered wizard. No matter what form it takes, the threat remains the same. If the World Eater gets their way, the world as the adventurers know it will be gone forever.

Putting Them to Work: The World Eater represents the ultimate ambition of the villains of your campaign. It may be ageless and putting it's malicious intelligence towards enslaving the planet. It could just be a mindless force of destruction that the forces of evil were planning to use on their enemies. Either way, its bigger and badder than anything the party has fought thus far and it should be the epic concluding battle to your campaign.

Friday, June 24, 2011

Five Habits of Highly Effective DMs

In an earlier post, I talked about ways to be a good DM. This week, I'm going to talk about ways to be a great DM. Good DMs lead campaigns that make every meeting fun, but a great DM keeps the party chatting about their adventures between game nights. Here are five tricks that will bring any campaign to the next level.

Trick One: Build Around Your Characters
"You are confronted by your long-lost brother who still blames you for your father's death."
When your group first got together to build characters, you made sure that your players built their characters around your world (to some degree). Now, its time to return the favor. Make sure you know important facts of each player's back story: hometown, family, occupation, childhood rivals. You might even consider jotting some notes in your DM notebook (you do have one, right?).

Tricking Out: The next time the campaign train pulls into a small, unnamed town, you can pull out a hero's hometown. Will this character be welcomed or shunned? Will anyone even recognize them? Want to give your party a little "friendly" competition? Pull together a team of NPCs that have connections to each of your adventurers. Always be looking for ways to pull pieces of back story into the adventure.

Trick Two: Know Your World

"This valley has been conquered by thirteen different warlords and I can name all of them."
It's very easy (and perfectly acceptable) to simply drop your heroes in the generic DnD world and be done with it. If you want to make a bit more of your weekly adventures, take some time to customize the world. You can keep the rules and deities or go full blown home-brew. What's important is that you know how your world works and that your players are able to access the information they need to play.

Tricking Out: An easy way to customize your world is to limit class or race choices (personally, I don't suggest limiting classes). Take a look at how each class/race fits into your world and pick out ones that just don't jive. Make sure you can defend your choices as one of your players is guarantied to want to use a removed option. Know the way that your cities are governed and what place magic holds. This work will make quest building a breeze.

Trick Three: Don't Let the Books Hold You Down
"I said it's a wizard, not a Beholder."
The DnD source books hold a ton of useful information. You can find incredible monsters and detailed stories within them. Take as much from them as you want, but always remember that you are the final word. You are not limited to the words or pictures in your DnD books. If a creature doesn't quite have the abilities or appearance you need, just fudge it. No one can tell you you're wrong about your own world.

Tricking Out: If you need an epic final villain for a quest arch, but all the monsters of the party's level are beasties you aren't prepared to use, just go ahead and manipulate size and appearance to fit your needs. Its easy to claim a troll is a freakishly strong humanoid or a Beholder is a ray-firing wizard. The stats are meant to work for you, not against you. Make them do what you want.

Trick Four: Descriptions, Descriptions, Descriptions!
"The city's gates are flanked at each side by large statues of men covered in chains."
A good campaign gets the players to believe in the world their characters live in. If you want to achieve this level of play, you need to make sure you tell the players everything they would notice about their surroundings. Describing the clothing and decorations of a city can tell characters that they're in a slave state just as well as simply informing them of this fact as they enter.

Tricking Out: Good descriptions are important whenever your adventurers are encountering something you want them to remember. A vicious scar or a pair of gold-rimmed glasses will stick out in their mind each time they encounter a hated foe. A kingdom's national colors will help distinguish fellow countryman from ruthless invaders. Every little detail helps your world jump out of the game and feel real.

Trick Five: Plan Ahead
"The letter is initialed 'MG' and sealed with a small picture of a bird."
DMing by the seat of your pants and throwing together each encounter the day of your meetings is certainly a viable strategy if you don't have a lot of free time. To make your campaign great, keep a long term plan in mind. Your villain will make a much greater impact if you've been dropping hints about them for the past few meetings. When your party puts together the pieces you've been dropping, they will feel like they've accomplished something.

Tricking Out: Leaving written orders for the party to find is an easy way to lay groundwork for latter events. There are a ton of others ways, including cryptic warnings from the village soothsayer or identical methods in a series of crimes. You might consider an elaborate prophecy in which the players are important figures or just a series of enemies with identical tattoos. However you do it, this sort of planning ahead gives your players something to think about and look forward to as your adventure unfolds.

Tuesday, June 14, 2011

Making Your Character Iconic

If you followed the steps in my last post, you now have a well-built character and are ready to begin playing. Still, you may feel like something is missing. Ask any DnD group about the characters in their party and they will have have volumes to tell you. Rarely do their stories revolve around the stats or powers of the character, though. It's all about who the character is and what they did. Defining characters can become icons in your group and your character can become one of them.

Know Your Character's History
One of the best ways to give you character that extra kick is to know where they came from. This doesn't mean you have to write a novel on them, but you should know where they grew up, what their parents are like, and where/how they got their training. You may think this is kind of silly, but at least give it a shot. The better you know your character's past, the more ammunition you have as you explore their future.

Why Bother? A developed character history does a lot for you and your character. It will be vital in fleshing out the other components that should ultimately lead to an iconic character. Most important, however, is that your DM can use this information to customize your adventures so they better apply to your character. Instead of attacking generic town C, maybe the dragon has its eyes on your old stomping grounds.

Know Your Character's 'Triggers'
I'm using 'triggers' to mean things that make your character react strongly. They include their hopes and fears, what they love and what they hate, and anything else that has a special significance. If you've already taken the time to figure out your character's history, this part should be pretty easy. The major events that formed your character should spell out a helpful list of triggers.

Why Bother? This should be pretty obvious, but you want to know your character's triggers so that you can better play their actions from moment to moment. If royalty taxed your family into the ground, you'll play that negotiation a lot different from if your family was royalty. Again, your DM (you are telling him all this, right?) can use your information to customize your adventures. Got a thing against goblins? You can bet they'll be everywhere for a while.

Know Your Character's Goals
This is the big one; the driving force that keeps your character moving. If you've figured out your history and your triggers, you probably already know what your character's goal is. This is the thing that made your character leave their old life and become an adventurer. Your goal could be simple, like getting enough loot to live comfortably, or more complex, like overthrow the tyrannical king an establish them self as ruler of the empire.

Why Bother? Your character will not feel successful unless they are making progress towards their goal. All of their actions should come back to it. More importantly, this goal is going to keep them with the other player's characters through the roughest personality clashes. The goal is your character's fuel: without it, you will never be able to make the kinds of decisions that turn a generic character into an iconic one.

Thursday, June 2, 2011

Six Steps to a Better Character

I have battled through the poor Internet connection to bring you a long overdue update. Today, we are going to dive into the process of creating a character that is strong in both development and actual playability. The process laid out in the Character Builder (online or offline versions) is a good start, but I like to jump around a little more.

Step One: Picking Your Race and Class

The Builder recommends you start by picking a class, and that’s not a bad option (especially if your party is counting on you to fill a certain role). Picking your race first can also give you a nudge towards a complete character. The key is to take a race or class that you are interested in and find a complementary other choice. It is best if your race has a bonus in your class’ primary stat. It is not essential, but it will make assigning ability scores and playing your character much less frustrating.

Questions to Ask: Who is my character? What do they do? What is my character?

Step Two: Assigning Ability Scores

Your character’s ability scores form a structure for how they interact with the world and people in it. They will excel in some areas, but fall short in others. Make sure you have an 18 in your class’ primary stat and a 16 in a secondary score. After that, the choice is all yours. If you choose to take 8 in one of your scores, consider what that means for the character. Is your character slow of speech but strong of arm? Are they good with people but terrible at taking a hit? Just remember, the stats are a good indicator of character traits, but you always have the final say.

Questions to Ask: What is my character good at? What do they suck at? What traits do they value?

Step Three: Choose Skills


Ability scores can give you an excellent sweep of your character’s traits and personality. With skills, you can tweak that overview into a more complete character. Your skill selection is limited by your class, but you should still consider the implications of those skills outside the characters’ profession. There’s a reason why your character chose to develop these talents instead of others. It is also important to consider what skill other members of your party bring to the table. If you feel strongly that your character would favor one skill over another, you should try to work with your teammates to cover all the bases.

Questions to Ask: What skills has my character cultivated? What skill do they see as being valuable? Why those skills?

Step Four: Select Feats and Powers

Feats and powers represent your character’s combat prowess and particular style. Combat should not be your only concern when building a character, but it should be your primary one. The first feats you should look at are class and racial feats. Even if you don’t want to take them right away, they can give you ideas for directions to build in. Next, consider how your character fights. Could they use extra toughness or better armor to weather the extra hits? Are they experts at their chosen weapons, guarantying accuracy when it counts? Choosing powers is simply an extension of this line of thought.

Questions to Ask: How does my character fight? What weapons do they favor? Do they especially proud of any of their techniques?

Step Five: Name and Equip Your Character

What’s in a name? Everything. This name is how everyone, friend or foe, will come to know your character. Sit and think about it, but don’t lose all of your momentum. If nothing comes, poke through your race’s entry in the appropriate Player’s Handbook. I usually hit “Random” on the builder until something I can work with comes up. Remember, the name itself doesn’t make the character memorable, you do. Equipping your character (at level 1) is really simple. Just grab the best armor you can and whatever weapon you decided on along with an adventurer’s kit. That’ll be everything you need.

Questions to Ask: Does this name work with my concept? Can I make this name memorable to friend and foe? Why wouldn’t I grab an adventurer’s kit?

Step Six: Choose Your Background


You should have a pretty good image of your character by now. If you do, choosing a background should be as easy as finding one that matches your ideas and running with it. If not, I recommend looking through your character’s skills and finding one that you believe your character is better in than the score suggests. Then, run through the backgrounds and pull out the ones that give a bonus to that skill. The smaller pool should help your decision. You can always look through the backgrounds that give more complex bonuses, but I find many of them to be a little too confusing.

Questions to Ask: What events shaped my character? Where did my character come from? How does this bonus fit my character?

Monday, May 16, 2011

Five People to Avoid in a Tavern

Over the next few weeks, I'm going to discuss character building. Its one of the most important parts of building your game experience, after all. Before we get into what you should do, I want to touch on what you should not do. In any creative endeavor there is always the hazard of cliche. Here are five character cliches to avoid:

The Vengeful Crusader
"My brother was mildly inconvenienced by a goblin once. I have sworn to KILL THEM ALL!"
Who is it? Something happened in this character's past. Something really, really bad. And there was one race/religion/ideology at the center of it. Now this character has sworn to eliminate it. And HE. WILL. NOT. REST. Until it is done. An alternate version of this cliche is when the character is the champion of an ideal, such as nature, and flies into a rage whenever that ideal is threatened.

Who is at Risk? Avengers and Paladins tend to fall into the first kind (occupational hazard) although it could happen to anyone. Primal characters are much more likely to take up the second.

How to Avoid it? The concept isn't necessarily bad, but you have to flesh it out. It is extremely difficult for your character to learn and grow if they just try to murder everything that bothers them (just like real people!). If your character has a bias against a certain race or religion, any good DM is going to force you to confront it. Those interactions will create a dynamic character.

The Compulsive Troublemaker
"I'm going to stab this guard in broad daylight. What? I'm unaligned, remember?"
Who is it? This character saw the "unaligned" alignment and thought it was Christmas. They are the most obnoxious kind of chaotic neutral: dicks who do ridiculous things without rhyme or reason. They will stab anyone who looks at them wrong (or looks at them period) and attempt to steal anything that isn't nailed down. The very worst of them may even attack party members.

Who is at Risk? Rogues are especially prone to wanton stabbing and theft, but this cliche arises more as a result of the player than any element of the character itself.

How to Avoid it? Don't do it. Take your game seriously enough to enjoy it without going on a game-disrupting rampage. As long as you've got some grasp on what your character would do, you'll understand why your character wouldn't do any of the particularly obnoxious shenanigans.

The Stupid Warrior

"Me Smackwithaxe. Me no know grammar."
Who is it? This character is the strongest person ever. They can climb or smash or swim his way through any obstical. Sticky pickle jars are never a problem. When it comes to thinking problem however, they just can't. At all. And character always speak with badly broken sentences.

Who's at Risk? Any race with a bonus to strength and any class with strength as a primary stat.

How to Avoid it? If you're dead set on playing this, play a Barbarian. I'm reasonably sure 20 strength/8 intelligence is required for that class. Otherwise, find ways for your character to be smart. An excellent way to accomplish this is to take a look at your wisdom score. A character may have nothing in his head, but have excellent instincts. They can have phenomenal combat sense, but have no idea what to do in social situations. That's interesting in a way Big-Sword, Tiny-Brain never is.

The Dark Hero (With a Troubled Past)

"I can never forget... my terrible secret..."
Who is it? Something bad happened in this characters past. Something so bad that it scarred them forever. Now they live a life of shadows, forever staying just this side of good. They may make new friends and learn to live a moral life, but the darkness will always be inside... brooding...

Who's at Risk? Assassins and Rogues are the most obvious classes. For races, there's Drow, Tieflings, Drow, Humans, Drow, and Drow, though any race could fall into it.

How to Avoid it? The easiest way is to not use this kind of character development. Dark secretes are okay, but don't become some sort of wannabe anti-hero over them. Also, if you want to play a Drow, do so with care and originality. I understand that they come from a dark and oppressive world, but I'm done listening to them whine about it.

Amnesia
"I once new this place, but I took a tumble and now I can't remember. Who are you?"
Who is it? This isn't a character, its a character element. Still, I'm sick of it. This character's memory is gone for some entirely arbitrary reason. In the best cases, the block is magical or otherwise supernatural in nature. In the worse cases, it comes from (sigh) head trauma.

Who's at Risk? I forget

How to Avoid it? Just say no to Amnesia. You want to have lost memories? Awesome! Those are great tidbits for a DM to throw at you as the story unfolds. There's no reason for entire spans of time to be missing, though. Creating a past is fundamental to building a character. Take that past away and you'll have a very bland, uninteresting fellow. Also, HEAD TRAUMA DOES NOT WORK THAT WAY!

Monday, May 9, 2011

Roll a D6!

Rather than get into a habit of posting a week behind, I will use this week to catch up. In the mean time, enjoy more Nerd Nonsense:

Sunday, May 8, 2011

Awesome Races

When creating a character, you have a lot of choices to make. Choosing your class is very important, but choosing your race is at least as important. Combat/stats terms, your race determines what sort of support you will have for your class. In role-playing and character development terms, however, your race determines absolutely everything. Every race has its own ways to be awesome, but there are a ton of races to work through. Rather than tie the blog up for the next three months, I've decided pick my top five for one post. But first, an honorable mention:

Honorable Mention: Gnolls
"Why is everyone staring at me? You've never seen a hyena person before?"
The Gnoll could easily top this list. The only thing keeping them from doing so is they do not appear in any published material. They were detailed in an online article meaning that you can only use the race on a fully updated character builder (or with access to its online counterpart). The Gnolls are a classic monster race and its really cool to see them fleshed out and playable.

Why They're Awesome: The Gnoll has a lot of beast flavor to it. Your racial power is essentially a pouncing strike and you gain a damage bonus when striking bloodied enemies. If you're really into the feral combat, the Claw Fighter feat is for you. It gives your Gnoll a "claw fighter claw" (for fighting claw fighting) which is exactly what it sounds like: a beasty-bit for wrecking enemy faces. The claw can even be enchanted (and disenchanted)! My 3.5 readers will probably remember natural weapons and this is the new edition's equivalent.

Number Five: The Gnome
"You want a joke? Alright, what's black and blue and about to get hamstrung?"
When fourth edition first came out, something was severely lacking. Though the classic Elves and Dwarves and Humans (honestly, who plays a human?) were all spoken for, there was a distinct lack of Gnomes. Some people didn't think it mattered and others had the audacity to suggest that it was a good thing, but we true believers knew the truth: DnD isn't DnD without these little tricksters.

Why They're Awesome: The Gnomes are masters of illusion and deceit. Some say the Eladrin are the fey masters of magic, but who has a feat that give them all of the Wizard's cantrips? That's right, the Gnomes. Their encounter power allows them to vanish after they are attacked. Its an excellent way to escape, but a better way to sneak attack for bonus damage. The Gnome also has a feat that gives a stealth bonus to everyone in the party. You may be a prankster, but you still know how to work in a team.

Number Four: The Revenant

"Braiiiiiiiins... No, I'm kidding guys. Come out from under the table."
The Revenant have been online for a while, but they were finally published in Heroes of Shadow. They lie somewhere between life and death, considered to be both a living creature and an undead one. The Revenant are unique in being a template race. When creating one, you pick any other life to be your previous one and may take feats and paragon paths as if you were a member of that race.

Why They're Awesome: The nature of this race allows for a tremendous degree of flexibility and customization. Being somewhat dead just screams "interesting and complex back story." Their racial power allows you to grab the remnant energy of a defeated foe and use it to empower your next attack. In higher tiers, you can take a feat that allows you to no longer be considered a living creature. You no longer need to eat or sleep and you become much better at the Thriller dance.

Number Three: The Deva
"These ruins are about five hundred years old. Trust me, I used to live here."
The Deva are a perpetually reincarnated race of angels and divine servants who gave up their immortality. Each Deva can remember all of their past lives and continue to grow and build their knowledge across lifetimes. When a Deva does finally kick the bucket, their essence is cycled back into the world and they reappear in some scrap of wilderness.

Why They're Awesome: The Deva are well suited for Divine classes, but their racial stats make them adept at just about any caster. They excel as both Wizards and Clerics and their racial power gives them added accuracy when it counts. Their feats focus on making the most of the race's high wisdom and accumulated knowledge. The Deva are honest and good, but still complex enough to create interesting characters.

Number Two: The Dwarf

"I came here to kick ass and drink ale. I'm all out of ale."
The Dwarf is a Tolken classic, right up there with stuffy, long-lived elves. A race known for both their combat prowess and their drinking problems, dwarves embody all that is awesome. Fourth has made a few statistical changes to everyone's favorite subterranean warriors, but they still live underground and weild hammers. Really, that's all anyone could ask for.

Why They're Awesome: Dwarves are exceptionally durable. They resist forced movement and being knocked down, their second wind is a minor action, and constitution is a constant racial bonus. Their feats lend added bonuses to combat, proficiency and damage with both axes and hammers, and even increases to your healing surge value. If you're looking for a warrior who will not fall and packs a hefty punch in a small package, you're looking for a dwarf.

Number One: The Dragonborn
"Come at me, bro! I got dragon blood!"
The Dragonborn used to be a template race like The Revenant. People who were especially pleasing to Bahamut could build themselves an egg and transform into a kickass part-dragon warrior. In fourth, the Dragonborn are their own race with no alignment or deity requirements. They are the survivors of an ancient draconic empire and they eat, sleep, and breath awesome (and fire, lightning, poison, or acid).

Why They're Awesome: In case you missed it the first time, the Dragonborn are part dragon. They have breath weapons and they generally dominate other "lesser" being. Many of the Dragonborn's numerous racial paragon paths increase their potent breath and/or give them the ability to fly. Once bloodied, a Dragonborn flies into a rampage, gaining bonus to hit and (with some feats) damage. The Dragonborn have gotten their own book and their options are quite numerous because of it.

Thursday, April 28, 2011

Rules to DM By

Last week, we talked about some rules for players of DnD. This week, I’m going to drop some tips for the other person at the table- The DM. While the players spend every meeting telling a piece of the story, it’s your job to create the world and the sweeping plots of that story. It can be difficult to manage your story while still giving players space to create, but I have, once again created a memorable “golden rule” for you to use:

The Golden Rule: Don’t Be a Dick
Beginning to notice a theme? As DM, you are the lord and master of the game world and the players are guest artists in your masterpiece. It is really easy to be a dick to them, particularly if they are being a dick to you or their fellow players. Resist that urge and follow my five rules of DMing. Once again, Jonas and Jerkwad will help me with demonstration.

Rule One: Stay Open
When Wizards of the Coast puts out advice for DMs it’s always along the lines of “Say Yes!” While this is certainly a good aspiration, I have found that players have a tendency to push the limitations well beyond what is feasible. Unless they are absolutely ridiculous, always stay open to player ideas. Let the player make a case for what they want to do and then compromise. That way, you can keep your DM cred and the player can drop a zombie through a chandelier and onto another zombie.

Jonas is sending waves of enemies against a group of players on a bridge. Their Swordmage gets an idea and runs over the side of the bridge. Throwing his weapon- a transposing sword- the mage changes places with the largest foe and send it falling to its death. For a moment, Jonas is flabbergasted and tries to come up with some way it doesn't work. Ultimately, he has to accept it as legitimate and come up with ways to prevent it in the future.

Jerkwad is running a campaign of his own creation. For the sake of his world, he banned numerous classes and races, including dwarves. One of his players really loves dwarves and proposes that he plays a shorter, stockier human with second wind and a minor action- essentially, a dwarf. Jerkwad tells him no without bothering to explain why and refuses to hear anything else about exceptions.

Rule Two: Your Story is Not That Important
As a DM, your story is what drives the campaign and motivates the characters. It provides the backbone and structure for each adventure. It’s important enough to spend time thickening and developing, but it’s not important enough to hinder the player’s enjoyment over. Taking five to ten minutes to monologue about an important event or character is fine, but spending an entire meeting mulling over lost histories is a bit much. Make sure you involve the players, otherwise you’re just working on your book.

Jonas wants to detail an important event in the history of his world, but he knows his players won't appreciate a sit-down history lesson. He decides to send them to the ruins of a fort used during the battle and tells the history through notes scattered throughout the ruins. This way, he is able to tell his story and still keep the players engaged.

Jerkwad has a very important event that must happen in his plot, but doesn't trust the party to do it correctly. When the party arrives at the location of the climatic battle, he locks them in a Force Cage and uses his own NPC to battle the villain. The players are forced to sit and listen to the play by play of the battle with being able to do anything.

Rule Three: Your Goal is to Challenge, Not Murder
Sculpting encounters can be one of them most fun and challenging parts of DMing. You need to make sure your party won’t just skip through the battle like a field of daisies, but a totally party kill isn’t much fun either. You want to craft challenging encounters, but that isn’t always accomplished with bigger monsters. Terrain and traps can add complexity without necessarily grinding up everyone’s characters. Note : I once DMed for a party that was both optimized and synergized. For them, the only way to challenge was by trying to murder them.

Jonas is coming to a major climax in his campaign and he wants to make sure the heroes have a hard time with the final villain. He doesn't want to throw any random underlings into the fight, but the monster alone won't be enough of a challenge. Instead, he sets the fight on an electrified floor trap and gives his beastie immunity to its effects.

Jerkwad is running a notoriously difficult campaign setting and wants to make sure the party is always fighting for their lives (note: not necessarily a bad thing). To this end, he selects powerful monsters and grinds the party down, killing the defender twice. For their final fight, he takes a nasty brute monster and upgrades its damage output. This turbo-monster put all but one of the characters to zero hit points... and killed the defender again.

Rule Four: Cater to Your Players
Everyone plays DnD for different reasons and everyone gets enjoyment from different parts of the game. As DM, you should facilitate ways for everyone to have fun. Many players have the most fun when they are exterminating foes; they are certainly the easiest to please. Others, however, may prefer chatting up NPCs to get important information or infiltrating the baron’s manor after dark. Try to let everyone have equal time to succeed.

Jonas enjoys campaigns that are combat heavy and sends the party into situations where combat is the only answer. He has a lot of fun developing these encounters, but a player remarks that she'd like use her character's skills once in a while. Another player asks if he can try to negotiate with the hobgoblins that have ambushed them. Jonas begins to implement new kinds of encounters and develops ways to end an encounter without violence every now and then.

Jerkwad also enjoys campaigns with a lot of violence in them. When his players express an interest in other kinds of encounters, he tells them that this is his campaign and he will run it how he chooses. If they don't like it, they can leave. When a party member attempts to negotiate with enemies, he lets them roll, but then has the monsters attack them anyway.

Rule Five: Have Fun

Being the DM is harder work than most people give it credit. You have to set up elaborate plans and engaging worlds for the expressed purpose of letting some other people crash around in them. Some days, things are going to work perfectly and the party is going to destroy what you put together. Other days, your minions won’t be quite strong enough or that monster you made yourself is just going to get steamrolled. Remember when that happens that you are supposed to be having fun, too, and roll with it.

Jonas has been planning the first battle of his campaign for a while. He wanted to overwhelm the party with a hoard of enemies. Because his goal was to challenge, not murder, he went with a number of weaker enemies, rather than trying to swarm with enemies of the party's level. What he failed to realize is that this means the enemies cannot hit the players and the players cannot miss. After a few rounds of frustration, Jonas gives up and starts joking about how terrible the enemies are.

Jerkwad was really hoping to bring a cocky party down a few pegs in their latest meeting. The party proved to be even more resourceful than he predicted and breezes through the fight. Jerkwad gets frustrated and nasty and spend the rest of the night in sullen silence, making the players feel bad.

Wednesday, April 20, 2011

Rules to Roleplay By

Dungeons and Dragons is a role-playing game and, therefor, requires at least a minimal amount of cooperative storytelling to be played at all. "Cooperative" can be a difficult thing to achieve however. To help you better work alongside your fellow adventurers, I've built a list of handy rules. To begin, I present to you my golden rule of role-playing:

The Golden Rule: Don't Be a Dick
This is actually the only rule you really need, but I understand that it can be difficult to unpack a concept as complex and nuanced as "being a dick." Also, one rule would make a pretty lame post. All of my other rules expand on this core concept, however, so its important to keep it in mind. To hep illustrate these rules, I have assembled two fictional players: Jonas and Jerkward. Both have been created from exaggerations of people I have played with and/or been. It should be pretty obvious which one is obeying my rules and which one is just being a dick.

Rule One: Respect Other Player's Experience Levels
No, I don't mean the running total that separates you from your new and better ways of breaking heads. Everyone sitting around your table has been playing this game for a different amount of time. You'll have your fourth edition newbies, your 3.5 veterans, and occasionally an AD&D superhero. Everyone knows different systems and everyone has different levels of understanding. Remember that before you start complaining about how slow someone is.

Jonas
is playing in a game with one player who is completely new to D&D. This newbie is very slow with her turns and has to constantly check and recheck her bonuses and modifiers. Though he is understandably frustrated, he tries to help her with her turns and suggested she set up a cheat sheet with all her important numbers.

Jerkwad also plays with a newb who is slow with their turns. To get through her turns, he moves her character and tells her what abilities to use. When she goes to check her modifiers, he groans loudly and asks why they even let her play.

Rule Two: It Doesn't Matter What Your Character "Would Do"
We've all heard or even used the excuse "It's what my character would do!" Pro tip: that is never a good enough excuse. If it's in your nature to do something, you can usually go nuts (within reason). But the moment that your party asks you to stop, its your job (as a player) to come up with the reason why your character obeys. Solo shenanigans are fun, but D&D is a cooperative game.

Jonas plays a sticky-fingered Rogue with a soft spot for shinies. While in the king's palace, he notices an unguarded diamond in the gallery. When his party realizes that he's eying it, they remind him that they need to keep the king's trust if they want to operate in this kingdom. Jonas decides that his character reluctantly leaves the jewel alone for the sake of the party.

Jerkwad is playing a Cleric in his campaign and has decided, due to his upper class upbringing, that his character is racist towards elves. When the party's elf ranger gets into a tight spot with a gelatinous cube, he flat-out refuses to heal her. When the Ranger is flayed and digested, Jerkwad even adds a "good riddance."

Rule Three: DM is Law
This one is pretty straightforward. There are a lot of different "authorities" in D&D, such as books or the D&D website. Its very likely that you will have a disagreement over rules or what sort of material is acceptable to draw from. Make your case by citing as many sources as possible, but understand that the DM overrules all of them. If you don't like your DM's call, you may want to consider finding a new play group.

Jonas has discovered a way to create a character that can make a ridiculous number of attacks each round. When he talks to his DM about it, the character is rejected because it relies on a source book that the DM doesn't own. Jonas offers to let the DM borrow his book, but the DM also points out that the rest of the party probably won't appreciate waiting around for him to finish rolling all those attacks. Grumbling, Jonas relents.

Jerkwad is attempting to do something that the DM won't allow. The DM claims that there are no rules for it, but Jerkwad knows that a recent online article provided support for it. After yelling for a while, Jerkwad leaves the game to go look up the article, dragging off the DM to look at it. By the time he triumphantly displays the rules to the DM, they are out of time and the meeting ends.

Rule Four: Respect Your Game's Tone
Every game is different and every group sets a different tone. For some groups, D&D night is a time to kick back, hang out, and make silly jokes while crushing monsters. Other groups may take their time much more seriously and want to adventure as if they were doing it "for real." Make sure you understand your group's tone and that your character is able to behave accordingly.

Jonas has been playing an obnoxious Bard for the first few meetings of his group. He begins to realize, however, that his is consistantly the only character goofing around and that everyone else in the party is taking the game seriously. Not wanting to completely ditch the character, he adjusted to a more snarky but serious personality.

Jerkwad loves his loud, violent warrior. He is unparalleled in combat, but somewhat lacking in people skills. When his party takes a break from smashing things and starts asking around for information, he starts attacking everyone that the party so much as looks at.

Rule Five: Fill Your Role
D&D is a team based game, which means each person has a role to fill. It's important to make sure you do the job that your party expects you to do. Strikers really luck out in this regard as doing damage is one of the easiest things to do. Every Leader class has a method of healing, but it's important that you actually use those abilities. Disclaimer: I am in no way saying you have to be the best possible at your role, I am only saying that you need to do what your party relies on you to do.

Jonas is playing a wizard specializing in single-target damage. When a wave of powerful minions nearly destroys the party, however, he realizes that he wasn't doing his job. He retrains a couple of his abilities for AoE damage, without compromising the core of his character and redeems himself by nuking the bulk of an orc hoard with a well-timed Fireball.

Jerkwad is playing the party's fighter. In battle, he charges the furthest enemy he can and bashes away, leaving the squishier characters vulnerable to attack. After their Leader falls for the third encounter in a row, the bravest member of the group confronts Jerkwad about being a Defender. Jerkwad arrogantly retorts that the Leader would be fine if he just knew how to heal every now and then.

Monday, April 4, 2011

A Week Off

Hello! I am in a play and we open this week, so no post. Instead, nerd nonsense:

Friday, March 25, 2011

Checking Your Alignment

4.0 Edition brought a lot of changes to D&D. One of those changes was a simplification of the alignment system. Unfortunately, the new system is far too simple and the most popular alignments have been removed. As part of continuing efforts to improve the fourth edition system, here is my interpretation of the 3.5 edition alignments:

Lawful Good
"I don't care how evil he is, we are not going to murder the king in cold blood."
Done Right:
The Lawful Good character is dedicated to something or someone. This could be a set of ideals, like a religion, a personal code, like chivalry or Bushido, or it could be a person. If your armored knight is dedicated to protecting the disguised princess he travels with, he could very well be Lawful Good (If your armored knight is dedicated to protecting the disguised prince she travels with, I might just love you). You don't condone the chaotic actions of other party members, and you may challenge them over more excessive acts, but you recognize that you need to be able to work with them in order to succeed.

Done Wrong: This is the Lawful Good you're most familiar with. A bad Lawful Good character follows every law to the letter and refuses to make compromises for other party members. A bad LG character is an RP killer. Everything must go their way or they will refuse to do anything. They interact with a chip on their shoulder and a stick in their ass.

Neutral Good
"Sure there are laws against that, but we can bend the rules just this once."
Done Right: In many ways, "Neutral" is the most difficult word in this alignment system. As a Neutral Good character, you are honest and trustworthy and all that heroic stuff, but you see the laws/rules as having a little flex to them. You do still believe in the legitimacy of the laws, though, so don't think you can pass every chaotic act off as an exception. The balance of law and chaos may be a constant struggle within you, or it may just be your way of getting by. Either way, your existence is a display of careful restraint.

Done Wrong: The wrong way to be Neutral Good is to be uncommitted. Your actions are good, but they tend to be whatever strikes your fancy at the moment. Rather than balancing the Law-Chaos axis, you ignore it entirely. This is not a terrible way to play a character and it certainly won't bring down an entire game, but it does hamstring your character as far as development is concerned. It will be very difficult to decide how the campaign's big decisions effect the character if they've been an alignment flake.

Chaotic Good
"It's not 'theft,' per say. It's 'reallocation of resources.'"
Done Right: Chaotic Good is an "ends justify the means" kind of alignment. You believe that any law or tradition that gets in the way of your 'good' actions should be ignored at best or dismantled at worse. Most adventuring parties tend to be Chaotic Good in their beliefs and actions, particular when they decide to kill a corrupt king or other public figure without any kind of trial. You tend to be impulsive, unwilling or able to create long term plans and generally failing to consider the subtle effects your decision may have weeks or months down the line. Do you struggle against your chaotic nature or do you embrace it? Has it gotten you in trouble before?

Done Wrong: Honestly? It's really hard to screw up Chaotic Good. You do have to remember the "Good" part of it, though. On its own, Chaotic is not an excuse to stab innocents and burn down villages. It may not even be an excuse to murder the aforementioned king. A bad Chaotic Good character is the same as any other bad Chaotic character- chaotic to the point where it upsets game play.

Lawful Neutral
"This is how we've always done it."
Done Right: You are a follower of rules and traditions, no mater how morally questionable they may be. This may be due to a commitment to your family or your society's sense of honor, or it may be because you are a knight in service to a morally questionable society. Most Neutral characters still find Good more appealing than Evil, it just isn't as important to them. You also recognize that your teammates do not follow the sames rules as you. This will certainly lead to conflicts, but it is important for you to know why you are sticking with this group. What keeps you from just leaving them?

Done Wrong: You refuse to do anything that contradicts your code. No exceptions, no compromises. Every adventure consists of you attempting to force your teammates into your belief system and restricting their actions. A player like this is arguably worse than the Lawful Good one. A Lawful Neutral character's code of conduct may include things that the party cannot afford to do, such as executing all criminals. If you've got a character who's trying to kill the rogue every time there's an important piece of information to steal, you've more than likely got a dead game.

True Neutral

"It is most important that we keep our options open."
Done Right: True Neutral (or, more hilariously, "Neutral Neutral") is the favored alignment of Druids and they actually provide an excellent way of explaining it. Your actions are motivated by something that transcends Good and Evil/Chaos and Law. Nature is a perfect example: wild yet structured and harsh but gentle. Your actions always serve this greater purpose, yet your actions seem complete erratic to anyone who only sees in terms of the two dimensional system. You may be the wrath of a storm one second and the warth of the sun the next. What's important is that you know why you're doing these things. No one else needs to know.

Done Wrong: In fourth edition, True Neutral is renamed "unaligned." That's an excellent way to describe the wrong way to play the alignment. Your character is a hollow thing with an all-consuming apathy to the ways of the universe. But alignment is about what you do as well as what you say, so a truly "Unaligned" character would have to never to anything that was too Good or too Evil. Honestly, they'd have to never really do anything at all. How boring is that

Chaotic Neutral
"Is that a button? I MUST PUSH IT!"
Done Right: In a True Neutral alignment, the character is devoted to a greater concept which determines their actions. In Chaotic Neutral, that greater power is yourself. You are a paragon of impulsiveness and your only concern is your personal wants and needs. You honor deals and contracts as long as you feel like it and you work with your team because it serves your purposes. Its important for you to know what your long-term goals are if you want to play this alignment. The sheer possibilities of a Chaotic Neutral character can make it easy to just dick around with no real reason for existing.

Done Wrong: You do whatever you want with no regard for anything, especially your fellow adventurers. You execute important prisoners and let villains escape simply because "it's what my character would do." Other players may find you amusing at first, but they'll soon grow sick of you screwing up everything they try to plan.

Lawful Evil
"All citizens will report to the palace for the mandatory 'listen to me rant' seminar."
Done Right: A villain who rules with an iron fist is the most obvious example of Lawful Evil. People and societies of this alignment use their power to oppress those below themselves. Control is one of the most important aspects of Lawful Evil; it represents a person or system which is highly regimented according to traditions, personal code, or the whims of a tyrant. Oppression is often a result of this, but it is not a defining characteristic. The Kobolds live in Lawful Evil societies that have strict hierarchies, but are not necessarily oppressive to to even the lowest on the social ladder.

Done Wrong: As with most Evil characters, the worst thing you can do with a Lawful Evil villain is fail to explain why he's doing whatever he's doing. If the Evil king is a tyrant just because he feels like it, its hard to imagine why his people haven't overthrown him yet. A bad Lawful Evil character or society has no traditions or personal codes defining their lives and seems to be oppressive simply because the quest calls for it.

Neutral Evil
"Some days are 'Oppress the Innocent' days. Today's more of a 'Blow Stuff Up' day."
Done Right: A villain of this alignment is an average kind of Evil. They aren't the head of a sinister organization and they don't have a maddening desire to crust everything that opposes them. In some ways, they are the most dangerous villains; not personal code to exploit and still level-headed enough to operate behind the scenes and keep numerous allies. Because a Neutral Evil character has no distinct leanings towards Chaos or Law, they are able to ally with a wider array of other people and races.

Done Wrong: Bad neutral Evil characters are like Goombas: They come at you in endless, indistinct waves and killing enough of them in a row nets you a "1UP." Each Neutral Evil character, race, or society is exactly the same; drudging through life in their Evil ways and existing only as quest fodder.

Chaotic Evil
"BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!"
Done Right: Chaotic Evil villains can be terrifying if they get enough power. Something or someone has convinced them that the only way to fix/control/get revenge on the world is to destroy it in its current form. These villains eat, sleep, and breathe destruction (The latter being literal in the case of Dragons). Players will probably be left with no choice but to put them down... unless they can figure out what set them off and cure/right the wrongs. Its important to know why your character is Chaotic Evil: What do they want, why do they want it, and how do they plan to get it?

Done Wrong: If you don't know why a villain is Chaotic Evil, he's just destroying stuff because he can. This actually isn't a terrible thing, it just limits the player's role-playing options. But maybe that's something you're doing on purpose- maybe the villain is too far gone and the party must deal with the idea that the only way to stop them is to kill them. Just don't pull that every time.

Friday, March 18, 2011

Taking Death Like a Hero

A lot of really awesome things are possible in a game of DnD. Unfortunately, a lot of not so awesome things are also possible. Among those not so awesome things is the always looming threat of character death. It is a lot more difficult to be outright killed in fourth edition (and it becomes progressively less of a threat as you level), it can still happen. Its happened to me twice, in fact. If you want to be a good player, you need to be prepared to lose a character and not throw a fit over it.

Puck Quickblade (Revenant Gnome Rogue)
Puck was an undead Gnome with an unhealthy love of stabbing enemies repeatedly. I suppose he technically died twice, but the first time was planned. A teammate discovered Puck had been hired to kill him and reacted by pushing him off the flying ship the party was using to travel. Puck returned in the next town, now significantly more undead than before.

Puck's real death came at the end of the encounter. We were fighting an Eladrin mage (who was actually a re-skinned beholder, but details) and Puck had taken a few hits. This meant he was bloodied when he took a death ray to the face. No big deal though, three chances to throw off the effect before you die. First turn came and went and Puck failed his throw. The mage attempted to run, but Puck unleased another deadly attack on his second turn before failing another save. On the third turn, the mage had flown to an adjacent platform. Puck, unphased, made a flying leap at her, critically hit (granting him a barrage of attacks) and then failed his last saving throw and died.

Kriv Medresh (Dragonborn Cleric)
More recently, I was playing a foul-mouthed dragonborn named Kriv Medresh. Living in a world completely overrun by undead, Kriv's focus on radiant damage had the potential to be absolutely disgusting. He hated undead and made to attempt to spare any of them (including a Revenant party member who had the misfortune of constantly being in his Turn Undead).

Kriv's demise came as a shock to all of us (including the DM). We were in what we thought was an easy encounter (eliminating a pair of vampires who had been chasing us), when the DM discovered that one of them was able to force its enemies to attack their allies at will. Suddenly, everyone was turning on the source of radiant damage and heals. Kriv went down, but rolled a 20 on his saving throw the next turn, allowing him to spend a healing surge. He might have survived if not for the fact that we had a barbarian in the party. A barbarian who crit. The resulting attacks liberated Kriv of his hit points and his head.

And so they died...
Once your character has joined the ranks of the dearly departed, what is there for you as a player to do? Here are a few handy tips:

Keep it in Perspective: Remember, you lost a fictional character to a fictional death. Sure, it sucks that all that work is in the crapper, but its not like you lost a friend, family member, or even pet. An hour or so in the character builder will get you right back into the game.

You Only Have to Change what You Want: If you really liked your character, there's nothing stopping an identical character (with the same name, even) from showing up the next time the group gets a breather. It could be a random new guy or it could be a family member (Edward Coolguy the 37th).

Look on the Bright Side: Now that your character is dead, its a great time to try something new. You can build a character that is a class or race that you've never used before. You can test out a concept that you thought of/stole.

Roleplay the Hell Out of it: Your new character can also have a connection to your old one. Beyond being just a friend or family member to the original, they can also swear an oath to avenge their death. Or maybe they really hated the late bastard and are determined to get them back... even if it means chasing their departed soul into the underworld.

Monday, March 14, 2011

What's in a Number?

In my discussions of the various player classes I have frequently brought up the differences between the old 3.5 edition and the new 4.0 edition. I know this debate has pretty much sunk to to "squabbling unbernerd" level, but I wanted to share my opinions on the matter. The short answer:

"3.5 has much more space for creativity; the sheer number of options available to players and DMs alike ensure that whatever you want to do is possible. 4.0, on the other hand, is actually playable for anyone who hasn't memorized the Player's Handbook and the Dungeon Master's Guide."

The long answer:

Alright, I have a simple analogy to demonstrate the two editions: 3.5 is a PC and 4.0 is a Mac. Like a PC, 3.5 edition operated with most of its code laid bare. It had numerous supplements, all of which were easily compatible with the main system and allowed users an awe-inspiring level of customization. However, if you were not someone who understood the workings of the system, it was just lines and lines of text with no real meaning. Like a Mac, 4.0 is centered around user-friendliness. Instead of chunks of text, you have these app-like blocks for powers and monster stats. Although you are given a wide variety of tools to tweak your game, creating elements from scratch is all but impossible. To further illustrate my point, here are four examples of how these two systems differ:

Example One: Character Creation
3.5: Building a character in 3.5 edition was a very involved process. Picking skills alone could take upwards of fifteen minutes (more on that later). The standard method of determining you statistics was to roll four d6s and pull out the lowest die. This, of course, meant that some characters could be absolute monsters while others struggled to do much of anything. This system obviously had the potential to be rather unfair but you missed that somehow when your fighter was sitting on two eighteens, a seventeen, and three fifteens. Picking your class was relatively easy, though. As long as your party had a Wizard and someone with access to healing, you were all set.

4.0: Building a character in 4.0 edition is a little like playing with Legos. Skills are an afterthought at best (again, later). The standard method of stat creation is a point buy, but the handbook provides you with every possible spread. Picking your stats is just a matter of selection the scores you want and plugging them into place. Every character is determined by this system and so every character has an equal level of power (at least, in their scores). Party building is more of chore now, however. Now its not just healing and game-breaking you have to worry about; there are four roles that should be filled. No matter how awesome you character is, you may have to scrap it to make sure someone's actually healing in your party.

Example Two: Skills
3.5: By my count, there are forty seven unique skills in the Player's Handbook for 3.5 edition and I know that there were a few books that added even more. The skills were really a separate system from your weapons and spells. Sure, they all used the same basic rolls, but there was something very different about missing with a sword vs not seeing the key on the far wall.
The skill selection was vast and varied and included the classic "find loot set:" Spot, Listen, and Search, as well as the endless train of Knowledge skills, and the oddballs like Use Rope. Anything your character wanted to do could be linked to a skill, making success or failure an essential part of 3.5 adventuring.

4.0: There are only seventeen skills in the Player's Handbook and none of the books in this edition add any more. This stunned collection hinders skill checks from being any more involved than an occasional lackluster roll. It still feels different to be rolling your attacks vs rolling your skill check; the attacks feel like they actually matter whereas the skill are more something fun, but largely inconsequential. Your pallet of skill options has been boiled down to its absolute minimum. "Perception" has replaced "spot," "search," and "listen." "Thievery" has not only replaced "steal" but also "open lock." "Use rope" has been left completely in the cold along with "craft" and "preform." In fact, it seems like every skill that could not be directly used in combat was erased.

Example Three: Combat
3.5: Combat was a true struggle for survival in 3.5 edition. Your health was low and your enemies' damage output was high. Monsters could stun lock you round after round or hand you one of the infamous "save or die" effects. Doing epic things was possible, but you would pay if it failed. In 3.5 edition, the deck was stacked against players in combat. The hardest part about being a DM was a mix of keeping track of all the monsters' abilities, keeping the encounter a fun challenge, and not killing your party.

4.0: Combat is a whole lot of showing off in 4.0. Don't get me wrong, a skilled DM can still challenge a party, its just that the whole system is centered around pulling ridiculous and improbable stunts. Just take a look at some of the power names I pulled out in my awesome classes posts and imagine what using them must look like. Furthermore, the monsters have all been tamed quite a bit. There are now much stricter guidelines for assembling balanced encounters and any party with a decent idea of what they are doing (or even one or two members that do) can coast through these encounters. Also, there are no more "save or die" effects."

Example Four: Noncombat
3.5: Thanks to the complex skill system mentioned earlier, 3.5 edition remains fun and engaging even when there's nothing to stab. Chatting to a shifty character is a roll vs roll smack down as your Insight checks go up against their Bluff. Or maybe its the other way around; maybe you're trying to convince the town guard that your are not, in fact, the travelers they are looking for. Either way, you can never be sure how the dice will turn. On the more dangerous side of noncombat, the Rogue was one of the only classes to even have the option to disable a trap. If your party was missing the essential stabby element, good luck.

4.0: N/A

Alright, that's an exaggeration. A small exaggeration, but an exaggeration nonetheless. 4.0 does have a noncombat element to it, it just looks exactly like combat. When attempting to bluff or avoid being bluffed, the receiving party is more than likely using their passive insight. The passive score is more like a glorified second will defense than anything else, making a bluff check more like a bluff attack vs insight. You can still disable traps and participate in the king's war council; now those event are handled in a "skill challenge." A skill challenge is set up exactly like combat, with play proceeding in rounds and each player choose one skill attack on their turn. This isn't to say that its a bad system, only that it can be very unsatisfying for anyone who isn't a hack-and-slasher.