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DM Resources Player Resources

CSI: D&D

Adventurers are used to being approached by local townsfolk and asked to help resolve problems. After all, the PCs have skills and abilities far superior to those of average citizens. When unusual events occur, the locals are often grateful for the assistance of experts like the PCs. Typical request include asking the PCs to kill a monster that has wandered too close to the village or rescue the magistrate’s daughter who’s been kidnapped by goblins.

But every once and a while a situation arises where the solution isn’t as simple as swinging a blade or casting a spell. Sometimes the PCs need to be detectives. Their considerable experience allows them to size up a situation differently then regular folk. The PCs are more likely to notice a clue or detail that the locals missed or took for granted.

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Editorial Player Resources

Addressing Your Weaknesses (Part 2)

How do you explain you character’s low mental attributes (Intelligence, Wisdom and Charisma)? How do these low ability scores affect the way you role-play your PC? We continue looking at how an ability score of 8 has in-game consequences and provide some in-game suggestions to explain your low scores.

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Player Resources

A Beginner’s Guide to Dungeons & Dragons (Part 2)

Welcome to the second installment of our Beginner’s Guide to Dungeons & Dragons. In our previous article we discussed the history of D&D and what a new player requires to get started in the hobby.

Today’s installment tackles the issue of character creation. There is a lot that goes into this aspect of the game and considering all of the elements carefully will lead to long term enjoyment while running your player character (PC). If you don’t give character creation proper consideration then you may not enjoy the campaign.

This series is primarily aimed at new players, but I would encourage long time fans of the game to chime in with any tips they have when considering character creation.

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Player Resources

A Beginner’s Guide To Dungeons & Dragons (Part 1)

Welcome to the first article in a series aimed at new player’s who’ve just discovered the great game of Dungeons & Dragons. I remember when I discovered D&D, I was left to my own devices to learn the game beyond the rules. Fortunately we have the Internet today to assist new player’s and answer any questions they might have.

While this series is certainly aimed at new players, seasoned veterans are just as likely to find nuggets of useful information within and I certainly encourage existing players to add their own nuggets of information in the comments section.

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DM Resources Player Resources

The Monster Balancing Act

Is it better to fight a few really tough monsters or a whole bunch of weaker monsters? There’s probably not a right or wrong answer to this question, but I’m going to continue searching for one. Over the past two weeks my gaming group has tried both extremes and there were many lessons learned by the players and the DM.

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DM Resources Editorial

A World Run By Monsters: How Daybreakers Inspired My Campaign

This ain’t Twilight! Michael and Peter Spierig’s recent release Daybreakers takes traditional vampires and reminds us just how bloody, violent and cool vampires actually are. The visual style and the futuristic setting feel like a combination of Gattaca, The Matrix and Minority Report, and the vampires are reminiscent of Blade, 28 Days Later and 30 Days of Night. None of these vampires are cute, cuddly, pretty-boys. They’re monsters pure and simple.

I originally saw this movie at the Toronto International Film Festival back in September 2009, and ever since then I’ve been thinking of how this idea can be applied to a D&D adventure. You have a complete society that is made up of monsters, and in this case they still try to act and behave like humans. This is the part that really intrigued me as a DM.

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Book Reviews Eberron

Review: Son of Khyber

Son of Khyber
(Thorn of Breland, Book II)
Keith Baker

An Eberron Novel

Keith Baker’s latest novel, Son of Khyber, will appeal to you if:

  • You’re a fan of the Eberron setting
  • Your D&D campaign takes place in Eberron
  • You’re fascinated by the Dragonmarked Houses and political intrigue
  • You’re interested in learning more about the mysterious House Tarkanan and the aberrent dragonmarks its members possess.

So in other words if you’re a die hard Eberron fan, this book is an absolute must-read.

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DM Resources Player Resources

Benefits to Adventuring in the City

Most D&D adventures take place in the wild and untamed areas of the world. After all, that’s where the monsters live. If your objective is to destroy powerful monsters and loot their treasure hoard, then you can expect to travel to far off places. After all, how many ancient red dragons have you ever heard of that live comfortably in a two-story townhouse in the merchant’s district of your local town?

Urban settings in D&D tend to be the place the PCs go after the adventuring is done. It’s difficult to adventure in the city since fighting in the streets is generally frowned upon in most civilized urban areas. If you’re used to killing everything you fight, then having to pull punches and not execute the local authorities when they come to break up a bar brawl might be a reluctant change of pace for many players and their PCs. Who would ever want to play a long-term, city-based camping? That depends on what type of PC you’ve got.

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Editorial Player Resources

Getting The Most Out Of Rituals

Rituals are the aspect of 4e that I have invested the least amount of time in. This is mainly because I’ve only played classes that don’t receive the ritual casting feat. It is also because I find the ritual system unfriendly. Now, I should clarify the ritual system isn’t difficult to understand, in fact it’s dead easy. What’s unfriendly about rituals is that they feel tacked on to the game; they don’t seem to really have their own place.

It’s very clear to see where rituals originate from in terms of previous editions. Rituals are the utility spells that never had a place in combat. Rituals are, however, a great way to add flavour to any D&D game. As the Dungeon’s Master team transitions into a new campaign, and I into a character who knows over 20 rituals, I have given rituals a renewed focus through my D&D lense. My objective is to find a way to integrate rituals more fully into my game and that might require some tweaking of the rules as written. Fortunately, Ameron is the DM and if there is anything we’ve learned through writing this blog it’s to be flexible regarding new ideas and in the spirit of 4e, to say yes.

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Editorial Player Resources

Addressing Your Weaknesses (Part 1)

When we make characters we often focus on their best ability score. We do whatever we can to get our key ability as high as possible right out of the gate. When we hit level 4 and level 8 we use that opportunity to push our best score even higher. But what about the scores on the other end of the scale? If you started with a 20 Strength it probably means that you’ve got an 8 in something else. How does that 8 affect your PC?

In previous editions of D&D the starting attributes were determined by dice and that meant the possibility for really low scores. Even less random methods of character creation like point-buy weren’t foolproof. Racial penalties to starting attributes still meant a chance of having a couple of really low starting ability scores. The revised point-buy system in 4e and the elimination of racial penalties means that you’re less likely to have any abilities lower than an 8, but even 8 is still just on the low side of average.

So what impact does a starting ability score of 8 have on your PC and how you play him? That may depend on how you explain your lowest score.