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Editorial

Greatest Hits 2011: Should PCs Charge Other PCs for Services?

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.

Although charging for services can have devastating consequences for your game – especially if the demand for payment is completely unexpected – I do think there are ways to make it work. An alternative way to tackle this issue it not to charge PCs for services out of the blue, but to make special arrangements where payment will guarantee services or garnish special treatment.

For example, in a lot of the D&D encounters sessions I ran this year there was only one leader for a party of six or more. With only two Healing Words to go around per encounter the competition for who got healed was pretty fierce. When multiple characters were injured the leader knew he needed to heal someone on his turn but wasn’t usually very picky about who it was. If two character were in equal peril (both bloodied or both unconscious) then it became a coin toss or roll of the dice. But what if one of those PCs made an arrangement with the leader ahead of time? He’s not asking for special treatment, just preferential treatment.

In circumstances where this PCs need is equal to that of another PC, the leader will earn extra compensation if he chooses to heal this PC first. The leader isn’t charging but is willing to accept payment for the service in order to help him decide who to help first. Once the other players learn that the leaders service are for sale they can offer him more lavish rewards or a greater cut of the loot. In this case they are less likely to resent the leader since he’s not charging all-of-a-sudden for healing, nor is he withholding it when needed most. He’s merely letting the PCs determine the way to break the ties. It wasn’t his idea to charge, he’s just taking advantage of the situation his allies created.

It could work.

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Editorial

Greatest Hits 2011

With 2011 nearing completion the Dungeon’s Master team is taking another look at some of our favourite articles from the past year. With over 250 articles posted over the past 12 months there are bound to be a few that you missed somewhere along the way. If you’ve only found Dungeon’s Master recently, this is a good way to discover some of our best work. For those readers who have been with us since the beginning, we think you’ll enjoy revisiting these articles again.

Over the next two weeks we’ll dig up those hidden gems that generated a lot of discussion among the gaming community or that we think best represent what we’re all about.

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DM Resources Editorial

Keep PCs Grounded – A Look at Flying in D&D

The Pixies are invading D&D! With the release of Heroes of the Feywild it seems like everyone wants to play a Pixie. I don’t think that everyone finds the concept of being a Pixie all that appealing, rather I think a lot of players believe that being able to fly gives them a huge advantage over all other PCs races. And you know what, they could be right. However, after seeing a bunch of Pixies in action during numerous gaming sessions I feel the need to review some of the rules about flying. After all, until now flying was limited to monsters (with very few exceptions). This meant that players didn’t need to worry about how flying worked. But now that everyone and his mother are playing flying PCs it’s time to review the rules and clear up a few of the misconceptions abut flying in D&D.

I began by looking in the glossary at the back of my Monster Manuals. Upon reading the flying rules I realized that there are a few very important details that we’d overlooked. A quick double-check of the DMG confirmed it. At least I thought it confirmed it – until I looked up flying in the Rules Compendium. That’s when things really got confusing.

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D&D Encounters Editorial

D&D Encounters: Lost Crown of Neverwinter – Report Card

Another season of D&D Encounter has ended. I for one had a great time playing through the adventure. But that’s not to say there weren’t areas that could use some improvement. As I’ve done after the other seasons of D&D Encounters I’ll go through what I felt were the high and low points of the adventure and the D&D Encounters program making judgment and singing the praises. I encourage you to share your thoughts and feelings on how season 6 went at your FLGS whether you agree or disagree with my take on things.

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Editorial

Death’s Impact in D&D

Is the fact that characters can come back from the dead a good or bad thing for the game of D&D? From a player perspective nothing sucks more than spending countless hours building up and developing a character only to have him get killed permanently. The creators of the game understand that the fun ends when the PC dies so they introduced mechanics to bring dead characters back to life.

Sometimes these mechanics are as simple as the DM waving his magic wands and the character is suddenly back in the game (which is pretty much how it works in most public-play scenarios like D&D Encounters and LFR). Sometimes the mechanic is a little bit more difficult, but not out of reach. In these cases the PCs spend the appropriate resources to have the dead character returned to life, and depending on the power-level of the campaign the PCs may even have the power to do this without any outside assistance. And then there’s the situation when an entire campaign arc revolves around getting a fallen hero resurrected. It might be a quest to get the necessary material components for a ritual or the search for an item or artifact capable of such powerful magic. The point is that death is rarely final in D&D.

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Editorial

From Looking to Looting in Legends & Lore

In this week’s Legends & Lore I was pleased to see something that I could praise. One must understand, Monte Cook’s writing is difficult to praise, and difficult to critique. Unfortunately, it is far too easy to criticize. So today I’m going to take this opportunity to praise what is deserving of praise as I analyze this week’s Legends & Lore column.

If you haven’t read Magic and Mystery by Monte Cook, take time now to read it. Pay special attention to the poll results at the end of the article. As you might have guessed if you read my article, Tip of the Iceberg here on Dungeon’s Master last week, I didn’t like Cook’s proposed new skill mechanic and I fell into the 12%.

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Editorial

Lair Assault – The New Gold Standard for D&D Adventures

During the past week I had the pleasure of experiencing Lair Assault: Forge of the Dawn Titan as both a player and DM. Not only did this adventure live up to the incredibly high expectations I created in my mind, but it exceeded them completely. In my opinion this is one of the best, most entertaining D&D adventures I’ve ever had the pleasure of playing or running. This is the standard by which I’m going to compare all future adventures from Wizards of the Coast. They’ve almost done themselves a disservice by setting the bar so incredibly high. Topping this is going to be tough.

Before continuing I want to assure those of you who haven’t yet played Lair Assault that there won’t be any spoilers herein. I don’t think the details and observations I present will shock anyone or ruin their experience the first time thorough. My intent is not to provide a play-by-play of what happened. If you’re interested in that, check out the actual play podcast below. (Warning, this podcast reveals a lot of Lair Assault’s secrets). Today I’m going to share my overall thoughts on the adventure now that I’ve actually had a chance to play it.

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Editorial

Tip of the Iceberg: Monte Cook’s First Legends & Lore

Monte Cook’s inaugural Legends & Lore column is an inauspicious beginning. Taken as a whole, the column introduced Monte Cook to readers and discussed his take on the skill system proposed by Mike Mearls in his August 16 Legends & Lore article Difficulty Class Warfare. As if rehashing a used topic wasn’t bad enough, Cook didn’t present it nearly as well Mearls did a month earlier. If you haven’t yet read Monte Cook’s first Legends & Lore column, Very Perceptive, I encourage you to do so before reading my running commentary and opinions on the highs and lows.

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DM Resources Editorial

Traps: Challenge the Players and the Characters

Sometimes it’s difficult to separate what the player knows from what the character knows. The reverse can also be true, in a manner of speaking. There are going to be times when the character would have certain knowledge or information that the player would never ever know themselves. This is just part of how the game works. You have to accept it if you’re going to play RPGs.

When it comes to combat there’s rarely any concern between the separation of player and character knowledge. Combat has clearly defined mechanics that involve a lot of dice. It doesn’t matter that I’m not proficient with a great sword, if my PC has the appropriate proficiency then the mechanics account for that and I keep on rolling my dice.

Where this becomes more troublesome is outside of combat. During the non-combat parts of role-playing games players have to be more mindful of separating what they can do from what their character can do. This situation can be troublesome when playing characters with exceptionally high ability scores or playing characters with exceptionally low ability scores.

During the past couple of weeks I’ve come face to face with this conundrum. I’ve been working on some articles about traps and puzzles for Dungeon’s Master with Dungeonmaster Johnny, one of our new contributors. He’s come up with some fantastic ideas. However many of his puzzles challenge the players and not the characters. I personally enjoy a good brain teaser, but I don’t want to spend an hour of real-time while the real-life me tries to figure out how to escape from a trapped room. I’d prefer to have a way to solve a puzzle that involves at least some mechanics that relate to my PC’s numbers.

This is not to say that there’s anything wrong with challenging the players. It all depends on what kind of game you enjoy. Both approaches have merit and both have drawbacks, as we’ll discus below.

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Editorial

Goodbye Mearls, Hello Cook: Reflecting on Legends & Lore

In this week’s Legends & Lore column, Mike Mearls announced he is stepping aside and handing the column over to Monte Cook. Over the past eight months, I’ve read every Legends & Lore article written by Mearls. I’ve come to know and respect his writing and his ideas. Thanks in large part to the content in the Legends & Lore articles; I’ve started to really internalize the game theory. The question on everyone’s mind now is how big an impact will replacing Mearls with Cook have on the Legends & Lore column and on D&D?

Last week we put out a call for submissions. Today the Dungeon’s Master team is pleased to welcome the first of our new contributors, Dantracker (Kenneth McNay). Kenneth discovered D&D as a way to a keep in touch with fellow Soldiers after he left the service. It only took a few sessions before he jumped into 4e with both feet and began running campaigns in 2009. He serves as a store organizer for D&D Encounters and participates in private campaigns as both a player and DM. Outside of D&D, Kenneth works in information and networking technology. On rare occasion, he even plays ukulele. We welcome him to the team and hope you enjoy his first contribution. – Ameron

Before proceeding I must admit that my gaming experience is limited. My introduction to D&D (and RPGs) was in 2009 shortly after 4e launched. My gaming knowledge and experience has grown considerably in the past two years, but I come to the hobby without preconception of previous editions or the baggage that often accompanies it. My opinions and comments regarding D&D and the Legends & Lore series specifically are those of someone without agenda or axe to grind. I enjoy everything D&D has to offer and love to share my enthusiasm. Now that you know where I stand, it’s up to you to decide how much value my opinion carries.