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Editorial

RPG Blog Carnival: Things to Love and Things to Hate About Healing Surges

This month’s RPG Blog Carnival is being hosted by Nevermeet Press. The topic is Things to Love, Things to Hate.

The Cleric has always been my favourite class in D&D. I’m not a spiritual person in real life but there’s something I’ve always found appealing when it comes to playing divine characters. I think a big part of it is knowing that my character has to very power of life and death in his hands. With just a thought he can call forth his deity’s power and heal wounds. Having this power, a power until 4e that was limited to divine character, is like having insurance that the rest of the characters don’t. No matter how bad things get I know that I can use my class powers to heal wounds and stay on my feet. This is not to say that I’m a selfish Cleric, but if I go down no one else gets healed which certainly makes a compelling argument for serving my own needs first.

In my opinion, the most significant improvements to the Cleric class in 4e was making the ability to heal a minor action, thereby allowing the Cleric to still participate in combat. Until 4e Clerics often did nothing but heal the wounded while all the other classes did amazing things. Not so with 4e. The combination of the healing surge mechanic and Healing Word as a minor action made Clerics a lot more powerful because they could be a lot more involved. This is a big reason why I still find Clerics among the best classes in 4e D&D. It’s also the reason that I choose healing surges as the focus for this article, my contribution to this month’s RPG Blog Carnival.

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Editorial

State Of The Dungeon – Year 3

Today Dungeon’s Master celebrates its third birthday. Three years ago Ameron and I launched the blog with the intention of talking about 4e Dungeons & Dragons. Our goal was to share our experiences of the game and to provide a resource for both DMs and players. Although 4e was still relatively new at the time, we both felt (and still feel) that there was an opportunity for input from the community about this great game.

Since February 1, 2009, we have published new articles every day (excluding weekend and holidays). This State of the Dungeons is our 846 post here at Dungeon’s Master. The best part is that we’ve had a great time with Dungeon’s Master and enjoy being a part of the D&D blogging community.

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Editorial

The Advantages of Using 3d6 Over Point Buy

Have you ever played a character in 4e D&D without optimized stats? A Fighter with a Strength score below 14 or a Wizard with an Intelligence under 14? I think it’s safe to say that none of us have done it. Why would you? The game assumes that you’re going to have a decent score (16+) in your primary ability from the outset and to ensure this we use the point buy system to assign the numbers as we deem appropriate. Add to that racial bonuses and there’s really no reason you’d even have to play a character with a low score in their primarily ability.

As long as players use point buy to assign scores we’re always going to see fully optimized stats. All Fighters will have exceptional Strength. All Wizards will have exceptional Intelligence. The base foundation on which characters are built (the six ability scores) will be similar, if not identical, when comparing characters of similar classes. The mechanics of 4e almost demand that this be the case. It’s not to your advantage to play a PC with sub-optimized ability scores. If you want to be on par with the game’s power baseline you have to optimize the numbers. A character with a 14 in his main ability will be less powerful than his allies. But is this really a bad thing.

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DM Resources Editorial

Dungeon Master – The Little Guy in Red Robes

Remember the old D&D Cartoon from the 80s? Six kids are magically transported into the world of Dungeons & Dragons where they fight the forces of evil while trying to find a way home. (See the cartoon intro below). In the cartoon the Dungeons Master was an actual character. He would appear at the beginning of each episode and provide the heroes with a quest; in much the same way the DM does during an actual game of D&D. The DM served as the guide for the characters in the show and the viewers at home. He’d also step in from time to time and give the characters advice or help them out of a really tight jam.

In 4e D&D the DM is not one NPC, rather the DM takes on the roles of every NPC. But wouldn’t it make things easier if Dungeon Master actually was an NPC in your game?

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Editorial

The Next Iteration of D&D

By now everyone in the D&D gaming community has heard the big news: Wizards is developing the next iteration of D&D, and is looking to the legions of D&D fans to help shape the future of the game along with them. I don’t think this really came as a surprise to anyone, especially those who follow the weekly Legends & Lore column. I think the big news was the level to which Wizards is asking for player input.

In December Wizard flew me out to Seattle to visit their head office and participate in a D&D conference. One of the things discussed was the development of this new iteration of D&D. However, I have been (and still am) bound by an NDA and sworn to secrecy. There are a few things that I can now comment on because Wizards has made some details public; however, there are a lot of other things I cannot talk about. This makes things tricky when it comes to writing about any changes that might be forthcoming, but here’s what I can say.

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DM Resources Editorial

You Make the Call – Questions About Rules (Part 2)

One of the DM’s Most important jobs is to keep the game moving. When we find ourselves in a situation where we don’t know the correct rule, we trust the DM to make the call on the fly based on his experience to ensure the game continues. Afterwards we look up the correct ruling in the usual places: PHB, DMG, Rules Compendium, online compendium and online forums. Yet from time-to-time we just can’t find a satisfactory answer to our rules questions. In these circumstances we’ve decided to turn to you, the people who read our blog and play D&D to help us make the call.

In You Make The Call (Part 1) we asked you to provide you thoughts and insights on strange situations that occur when you’re prone, and the ability to adjust the size and damage of area attacks. In this installment we want you to make the call on being dazed. These situations don’t necessarily come up often, but they can have a significant impact on the encounter so we want to get it right.

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Editorial Player Resources

Greatest Hits 2011: Are You Willing to Provoke an Opportunity Attack?

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

The most important thing to remember when you provoke an opportunity attack is that it’s not a guaranteed hit. Your opponent still needs to make a successful attack roll against you. Yet most players think that an opportunity attack means automatic damage, and it’s this fear that keeps players stationary during combat. The misconception that they’ll take damage if they move or if they make a ranged attack when next to an enemy will sometimes lead players to use less than their best attacks.

Never forget that dice hate everyone equally, and not just your PC. You can’t assume that the dice will always give the DM a successful hit. In most cases the monster’s likelihood of scoring a hit is in the 50/50 ballpark. So the next time you have to decide if you should provoke an opportunity attack, think about what’s to be gained by doing so and then remember that the odds are probably in your favour.

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Editorial

Merry Christmas

The Dungeon’s Master team wishes all of our readers a safe and happy holiday season.

We’re coming up on three years since we launched Dungeon’s Master and we’re still going strong. Thank you to all of our readers and to everyone who’s helped make Dungeon’s Master a success.

If you’re still looking for a great gift to give yourself or someone in your gaming group, we have a suggestion that’s in everyone’s price range. Give the gift of 4e D&D content directly into your inbox weekdays throughout 2011 by subscribing to the Dungeon’s Master RSS feed.

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Editorial

Greatest Hits 2011: The Importance of Trust and Honesty in D&D

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Without honesty there is chaos. I used this as a heading in the original article and the more I think about that line the more I believe that it’s the absolute truth.

When you play D&D at home it’s usually with a group of very close-knit buddies. This dynamic usually means that there are no problems or issues regarding trust and honesty. There are no strangers at this gaming table and it’s unlikely you’d want to cheat your friends. But when it comes to public play, some gamers (a few bad apples, as it were) will try to take advantage of the situation for their own personal gain, possibly at the expense of playing honestly.

I want to be clear that the overwhelming majority of my public-play experiences have been very positive. I’ve only ever had a couple of instances where players were caught, or even suspected of, cheating or intentionally being dishonest. However, I think that in some public-play situations, especially when there are newer players at the table, the desire to push the boundaries of trust are more prevalent.

During some D&D Encounters sessions players will try to gain an advantage by intentionally bending or breaking the rules. Where this is most problematic is among newer players that don’t have character builder and make PCs the old fashioned way. The carelessness with which some players throw together a character infuriates me. They add modifiers across the board because they don’t know or don’t understand when they apply or not. They’ll take more powers than they’re supposed to or use encounter or daily powers even after they’re expended. Even after I’ve politely given them the benefit of the doubt, explained that they’ve made an error somewhere and that they should correct it before the next game, they still use the flawed sheets.

I’ve finally had to crack down on bad character creation. I implemented a new rule that if you make your character without character builder you have to leave it with me between sessions so I can review it. In most cases I just recreate the PC in character builder to validate the numbers are right. At first I found lots of problems on every character sheet, but now that the group knows I’m checking they’ve become more diligent about accuracy.

What bothers me most is that some players (again, a very select few) didn’t feel that honesty was required until they realized they were less likely to get away with it. You always want to believe that people will do the right thing. In a gaming situation, especially with new players, you hope that they’re honest and will follow the rules of the game and of the unwritten social contract. All it takes is one or two bad instances to sully everyone’s view of D&D. So let’s all do our part to play honestly and encourage fair play in our games moving forward; because without honesty there is chaos.

Categories
DM Resources Editorial

Greatest Hits 2011: My Love Affair With Minions

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

I love minions.

It has been almost a year since the original article was published and my love affair with minions has not decreased. If anything the infatuation has only increased. Since this article on minions was published I’ve taken the DM hat off and returned to the other side of the screen. Yet, even as a player I love minions. 

I take great joy in watching how my DM deploy’s his minions, how he frustrates me and other players with their tactical usage. It’s most obscene, but I take a perverse joy when all the minions gang up on the controller. I attack something else for a round just to see what will happen. 

In my mind minions truly are the best tool in the DM tool box that 4e introduced. The ability to add swarms of easy to kill, easy to use enemies is fantastic. Minions can quickly change the dynamic of any combat. Player’s are often left guessing on which monster is the minion during the initial rounds of an encounter. Where minions really stack up is when their synergies mesh with the other monsters in the encounter. 

As a player I feel truly heroic when I dispatch multiple foes with a burst or blast attack. Sure, they only have 1 hit point, but that isn’t the point. The point is what minions truly represent in the game. The fodder. My characters are supposed to be powerful, there are opponents that I am supposed to be able to vanquish with impunity. Minions fill that role. 

I hope you enjoy another read of this article. Since it was first published it has become one of our most searched articles and whether you are a DM or a player I’m sure you’ll find the value, joy and satisfaction that minions inject into combat. As I’ve said, my love affair with minions stands. I don’t see us breaking up anytime soon.