I’ve always been fascinated with modeling and dioramas. I’m starting to get interested in building settings for my D&D games. Here’s a cool simple fountain you can build.
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This sounds like a pretty cool idea! I think we will playtest it in our group.
The mechanic of rolling 2d20 instead of one is very helpful in both the newest edition of D&D (where it’s used for Advantage and Disadvantage), and for other games that use an uncurved die for a single roll. By rolling 2d20 (or even more), you’re essentially adding a curve to a roll whose results would otherwise be linear. Particularly if you read the dice independently, you’ve made the results much more similar to a dice pool or iterated series of rolls. This serves to reduce swinginess, by further reducing the chance of fluke successes or failures (I suspect most players are more likely to try rolls on their high skills when given the option than their low ones, so are going to have a roll swing into a failure on a high skill more often than it swings into a success on a low skill).
Ultimately, there are a decent…
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Sometimes you just run out of time in a game session.
I know, I know…lotsa players really have no concept of this phenomenon. You start a game session, and you play it through to completion. Three hours…eight hours…fourteen hours…whatever it takes, you play until you are done. College students might be able to do this. Unemployed gamers might be able to do this. High school players might be able to get away with this on weekends, or if they have very permissive parents.
That’s not how it works for many of us. High schools players usually have curfews. Players with jobs need to get enough sleep to get up for work in the morning. Married players need to make sure they are giving enough time to their spouses and families. This is just respect for other people in our lives, and for the responsibilities of life.
So what do you do when you run out of time in a session? How do you make sure you don’t run out of time?
First, time management should be the primary responsibility of the game master. The players need to be sure they let the GM know if they have a hard deadline by which they need to quit playing, but the GM controls the pace of the game, and the GM knows what she has in store for the players. The players do not know these things. Therefore, the good GM will keep an eye on the clock and respect his player’s time constraints.
When the GM knows how much time she has, the good GM will be able to control the pace of the game. Keep the game on track. Limit distracting table talk. I know that players want to tell war stories about past glories, and things they do in my game might remind them of “that time when…”, but try to keep your current game moving forward.
Keep an eye on the clock as the game progresses. Know where you are, and what you still need to accomplish in this session. Sometimes I might modify on the fly what I have the players doing. I might not throw that second wave of hobgoblins on the table. I might decide that a minor side quest would be more distracting right now then useful, so postpone it for later.
A good DM is also going to spot good stopping points along the way. Sometimes right before a big combat that I know is going to take longer than the time we have, I will call the game early. At first, some players groaned about this, but they have seen that his usually works out for the best.
Sometimes you are in the middle of fast and furious action, and the time deadline is there. The temptation will be to blow through that time deadline and just press on. I would advise you to weigh that decision carefully. Deciding to push on through might have very significant unintended consequences later.
For instance, in my regular group, I have one high school student with a 9:00 curfew. This player has pretty strict parents who would not be understanding of blown curfews. I understand parents setting curfews. When I was heaviest into gaming, in high school in the early ‘80s, my parents always set a curfew. They were also firm believers in corporal punishment. When they said to be home at 9:00, they did not mean 9:01. And they meant 9:00 by their clock, which was always roughly five minutes fast. It was always safest to make sure I was home fifteen minutes early. I won’t get into what happened to me if I was late. I’ll just say that there were consequences.
I don’t think my player would face such serious consequences as I did, but he would have some consequences nonetheless. They might not want him to come back to the game at all. That would suck. A short sighted decision to blow a curfew could result in his not gaming at all—at least, not playing in my Wednesday night game. Everybody with responsibilities face similar consequences. A significant other might be looking forward to one of your gamers getting home for some together time at the end of the evening. What’s going to happen when that player comes home hours late? What if one of your players plays later than planned, and then sleeps through his alarm the next morning and is late to work? When I supervised a CCC crew, the biggest problem I had with gamers on the crew was when they would have an all-night session before a work day and then be pretty useless at work because they were so tired. As a boss, and especially as a gamer, I did not take pity on game-induced fatigue and made sure there were consequences. They learned how to game and be responsible to their jobs.
So as a DM, you need to be able to spot good stopping places, even in the middle of fast and furious action. Be aware that some spots are better than others. Be creative in picking those spots.
For instance, in high school one of our favorite RPGs was a World War 2 themed game called Behind Enemy Lines. I was running a game based upon the old Rat Patrol TV show. The players were a recon squad in North Africa. They had two jeeps with pedestal mounted machine guns. In one game, they got caught open in the desert by a flight of German Stuka dive bombers…and we were running up against my curfew. I went ahead and started the battle. The planes made a couple of strafing runs first. The jeep drivers started evasive maneuvers, flooring it and spinning madly through the sand, throwing up big old sand rooster tails. The gunners held on and returned fire on the Stukas. I had one eye on my watch the whole time. Finally, the Stukas made their bomb runs. The first drop was a clean miss. The second drop was a near miss on the lead jeep—and I was out of time. The bomb exploded just yards away from the jeep, the jeep tipped over, the two guys started spilling out—and ‘To Be Continued’ flashed across the screen.
This is called a cliffhanger ending, and I love them. They are especially effective for keeping motivation high to get back to the game. Nobody is going to want to miss that session!
I had to do this in the last session of my Wednesday night game. The party has been looking for the cousin of one of the party members. The cousin had been captured by goblins. The party finally found the old abandoned castle in which the cousin is being held. They managed to find a back door entrance, and they made it to the room in which the cousin is held. In the room were a drow and a bugbear. The party surprised the drow and bugbear, and battle was on. The drow was the focal point for the party’s attentions, and she got hit pretty hard in the surprise round. She drew a dagger and dropped to the cousin lying unconscious in a corner. It looks like she’s going to try to off the helpless cousin. The bugbear is battling the other half of the party. Another surprise is about to spring on the party.
And then we were at my player’s hard curfew.
“To Be Continued…” Heh, heh, heh.
This was a cool podcast by Dungeon Master’s Block about using Guilds in your fantasy world. They use guilds from a Magic: The Gathering setting to illustrate some Guild possibilities. The Green/Black guild was intriguing!
#MagicMark is back to talk with us about building Guilds for your D&D worlds and Campaigns. To delve in deeper into the MTG Universe, we will look at the plane of Ravnica and the 10 guilds that rule there. Patreon @DMs_Block Facebook Stitcher iTunes firstname.lastname@example.org Intro Music in this episode is Dreams By Hired Beats is licensed under a Creative Commons License. Release: https://soundcloud.com/hiredbeats/hir… License: http://creativecommons.org/licenses/b… This episode edited by: DM Mitch
Advanced Dungeons & Dragons players moving into D&D, 5th Edition might think that because their characters are beefed up in 5E, the usual adventurer-fodder of orcs, kobolds, and goblins would be even more of a pushover in 5E.
Take your average orc. AD&D orcs had one hit die for 1-8 hit points. Orc guards had 11 hit points, and chieftains had 13-16 hit points. Most weapons are going to be able to kill your average orc in one swing. Guards and chiefs lasted a little bit longer. AD&D orcs inflicted 1-6 points of damage, or by weapon type. They had no other special abilities or talents not even guards or chieftains. The experience point value for beating one was 10+1/hp.
Orcs in 5E have 2d8+6 hit points, making them tougher off the bat, or maybe the ‘mace’ in this world. They are normally armed with a great axe, inflicting 1d12+3 damage. Ordinary orcs have two special abilities. The have the Intimidation skill at +2, which is rolled when attempting to influence anybody through “overt threats, hostile actions, and physical violence”. (5E Player’s Handbook, p.179) (This would be rolled versus NPCs.) They are also Aggressive, and can move faster than you would expect under normal circumstances. Orcs normally move thirty feet in a turn. As a bonus action, which is a free action in addition to its regular action, it can move an additional thirty feet towards an opponent it can see. I have seen this play out interestingly in games. The player said “I honestly didn’t think he could get to me there.” Oops. The experience point value for beating a 5E orc is 100.
Orc war chiefs are even tougher. They have 11d8+44 hit points. (Yes. You read that right. An average one will have 88 hit points.) They are also Aggressive. They have Intimidation +5. They also get multi-attacks, giving them two attacks per turn with a melee weapon. Once per day, they can also Battle Cry. “Each creature of the war chief’s choice that is within thirty feet of it, can hear it, and is not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.” (5E Monster Manual, p.246) The experience point value for beating an orc war chief is 1100. (I would imagine that this is so high because they are never encountered alone, but are always surrounded by a good sized band of orcs and are a force multiplier.)
Orcs in 5E are more Tolkien-ish than cartoon-ish.
These improved abilities apply to other creatures as well. Goblins have Nimble Escape, which means they can disengage from a melee without triggering an opportunity attack against them. Hobgoblins have Martial Advantage. They train to work together as a fighting team. Once per turn, they can inflict an extra 2d6 damage if their target is within five feet of a hobgoblin ally. Bugbears have Brute (one extra dice of damage for the weapon used in melee attacks—a morning star that normally does 1d8 damage does 2d8 in the hands of a bugbear) and Surprise Attack (surprised targets take an extra 2d6 damage from an attack). Yes, if you are surprised by a bugbear and he lands his blow, you are taking 2d8+2d6 damage. Even lowly kobolds now have 3d6-3 hit points and Pack Attack, giving them advantage on attack rolls if they have an ally within at least five feet of their target.
And if that is not enough for
sadistic creative Dungeon Masters, you can give ‘special creatures’ abilities that player characters might have. Fighters in my group were really beating up on creatures with their Second Wind and Action Surge abilities. Then they met a band of orcs whose leader, while not technically a ‘war chief’, had maximum hit points for an orc plus the same Second Wind and Action Surge they had been using to run roughshod over poor monsters. Boy, where they surprised!
In all, 5E monsters really are new and improved over their AD&D counterparts—and they come with more surprises!
*Creature statistics are from Advanced Dungeons & Dragons Dungeon Masters Guide (TSR; 6th printing, January, 1980), and Dungeons & Dragons, 5th Edition Monster Manual (Wizards of the Coast; 1st printing, September, 2014).
It looks like a character sheet, but it is designed to keep track of all of your many threads involved in a combat. You can keep track of three different types of monsters, and up to six of each type of monsters in each group. There are stat blocks for each monster type, boxes for that monster’s initiative modifier, attack capabilities, special attacks, experience points earned for defeating for the group, and hit points for up to six different individual monsters in each group.
The best part, the most handy part, is the numbered list down the left side of the page to write down everybody’s initiative roll. So cool!
My initial thoughts…
I am not sure how handy this would be for wandering monsters, because of all of the monster data that needs to be transcribed onto it. However, for planned encounters which you set up in advance of game time, I think this will be great! I currently have index cards with monster stats that I wrote out that I can just draw out of a box for my encounters. My cards even work great for random encounters, because I can just slip what I need out of the box. However, this sheet consolidates several monster types onto one sheet, and that initiative list is going to be handy! Right now I just list names down on a piece of scratch paper.
I can’t wait to try this tonight.
Here’s a relatively new gaming blog. I enjoyed it, I thought y’all might, too. Especially VivaJava, a COFFEE game!