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DM Resources Friday Favourites

Friday Favourite: 6 Tips for Making Potions Fun Again

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 2, 2013, Dungeon’s Master once again presents: 6 Tips for Making Potions Fun Again.

potionsSome of my fondest memories of D&D involve a situation where a character drinks an unidentified potion. The results were usually chaotic, hilarious, or both. However, as D&D changed so to did the mystery and wonder that potions can bring to the game.

In 4e D&D the system became so magic heavy that potions were of little consequence. At low levels when a potion can actually make a difference, identifying them is automatic during a short rest. I can’t remember the last time characters had a potion in their inventory that they couldn’t identify.

I’ve recently started using the D&D Next rules during public play and in my home games. It draws heavy influence from the older editions of D&D where magic was rare (much more so than it is in 4e). It’s been so long since I’ve played in games with limited magic treasure that I’ve really had to change my gaming mentality to keep things interesting. By thinking back to those fantastic campaigns I was part of in my younger years, I remember the awe and wonder in the simplest elements of the game. Everyone in the party doesn’t need a +1 sword to make their character interesting and to have fun. But when magic is introduced, it’s a big deal.

In a system with limited magic items, even consumables such as potions and scrolls are deemed valuable and important. They always have been, but when there are over 100 other magic items in a party, no one cares about a simple potion. But in a party where there are only one or two magic items, discovering a few potions in the treasure horde is a real find.

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DM Resources Editorial Friday Favourites

Friday Favourite: DM Compensation

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 13, 2012, Dungeon’s Master once again presents: DM Compensation.

With another season of D&D Encounters coming to an end this week we’ve been having some discussions at my FLGS about who’s going to take over the reigns as the DM for the next season. I continue to volunteer my services as the primary DM at two FLGS in my community, but in both cases we have sufficient numbers to need additional DMs pretty much every week. During the discussion about who will step up to DM more than one prospective DM asked about compensation. They wanted to know what they got if they agreeing to DM. At first I was a bit surprised that they’d even ask, but as I gave the question more consideration I realized that it’s not an altogether unreasonable question.

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Friday Favourites Player Resources

Friday Favourite: Back to School Tips for Gamers

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 3, 2013, Dungeon’s Master once again presents: Back to School Tips for Gamers.

Yes, I realize we ran this as a Friday Favourite this time last year, but I think this is a good article, and it’s timely, so we’re running it again. Enjoy. — Ameron

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DM Resources Friday Favourites

Friday Favourite: Dealing With Conflict At The Gaming Table

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 26, 2011, Dungeon’s Master once again presents: Dealing With Conflict At The Gaming Table.

Mr. Pink: Hey, why am I Mr. Pink?
Joe: Because…
Mr. Pink: Why can’t we pick our own colors?
Joe: No way, no way. Tried it once, doesn’t work. You got four guys all fighting over who’s gonna be Mr. Black, but they don’t know each other, so nobody wants to back down. No way. I pick. You’re Mr. Pink. Be thankful you’re not Mr. Yellow.
Mr. Pink: Mr. Pink sounds kinda wimpy. How ’bout if I’m Mr. Purple? That sounds good to me. I’ll be Mr. Purple.
Joe: You’re not Mr. Purple. Some guy on some other job is Mr. Purple. Your Mr. PINK.
Mr. White: Who cares what your name is?
Mr. Pink: Yeah, that’s easy for your to say, you’re Mr. White. You have a cool-sounding name. Alright look, if it’s no big deal to be Mr. Pink, you wanna trade?
Joe: Hey! NOBODY’S trading with ANYBODY. This ain’t a city council meeting, you know. Now listen up, Mr. Pink. There’s two ways you can go on this job: my way or the highway. Now what’s it gonna be, Mr. Pink?
Mr. Pink: Alright, I’m Mr. Pink. Let’s move on.
Joe: I’ll move on when I feel like it… All you guys got the message?… I’m so mad, hollering at you guys I can hardly talk. Pssh. Let’s go to work.

Reservoir Dogs

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DM Resources Friday Favourites

Friday Favourite: Don’t Fight to the Death

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 4, 2012, Dungeon’s Master once again presents: Don’t Fight to the Death.

Doesn’t it seem kind of dumb for monsters – or PCs for that matter – to fight until they reach their very last hit point? Don’t any of the combatants in D&D have any sort of survival instinct? What ever happened to the flight part of fight or flight? In most combat scenarios the PCs beat up on the monsters and the monsters don’t back down until they’re dead. Unless the monster has good reason to fight to the end, why would they? The simple answer is that they shouldn’t.

Eventually all battles should reach a point where one side either surrenders or flees. Fighting to the bitter end is just stupid. Yet this is how D&D works. The PCs fight the monsters until one side (most often the monsters) is decimated. In those very rare occurrences when one or two monsters manage to flee the players will often complain that the DM robbed them of a totally victory (at least that’s been my experience). I think that we need to introduce a little bit more common sense into D&D combat and I know just the way to do it.

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Friday Favourites Player Resources

Friday Favourite: Skill Focus – Diplomacy / Persuasion

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 21, 2009, Dungeon’s Master once again presents: Skill Focus – Diplomacy.

After Perception, Diplomacy seems to be the skill used most often in my games. Any time your PC finds himself in a social situation you know that you’re going to end up making a Diplomacy check. But Diplomacy is more that just talking the talk. It’s usually about knowing what to say and how to say it. Your PC’s body language can also have as much of an impact as the words coming out of his mouth.

Most skills are versatile on their own, but since Diplomacy is generally opposed by Insight it’s probably a good idea to take training in both if your class allows it. Any time a PC is engaged in a back-and-forth dialogue they’ll probably end up using both skills, so taking training in both will greatly improve your chances of success.

Whenever a PC speaks the truth the appropriate skill is usually Diplomacy. As soon as they start leaving out details, deliberately withholding information or outright lying it starts to tread on the ground of Bluff. If you’re trained in Diplomacy but not in Bluff (we’re looking at you Paladins and Clerics) then it’s up to you to convince your DM that a Diplomacy check is still the right one given the circumstances. Letting the Rogue speak only when the party needs to tell a lie is going to be a pretty obvious “tell” that you’ve trying to mislead the king or swindle the merchant.

It’s important to remember that in many circumstances you’re only going to get one shot at a Diplomacy check, so you’d better be sure that you make the most of it. You wouldn’t want to ruin a diplomatic dinner because you drank the lemon scented water that you should have used to wash your fingers.

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Friday Favourites Player Resources

Friday Favourite: Are You Willing to Provoke an Opportunity Attack?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 29, 2011, Dungeon’s Master once again presents: Are You Willing to Provoke an Opportunity Attack?

One of the more difficult things that new players have trouble remembering is that moving away from an opponent will draw an opportunity attack. As soon as players hear that moving their character more than one square away from an adjacent creature will result in that creature getting a free attack, all tactics that involve moving are thrown out the window. It’s almost as if they believe that drawing an attack and possibly taking the hit is the absolute worst thing that they can do on their turn.

As an experienced DM I’m going to tell you that you need to be willing to take an opportunity attack once in a while. From a mechanics point of view all opponents know as well as you do under what circumstances they’ll get to make a free attack on you. If you move away they’ll attack you as soon as your back is turned. If you try to use a ranged attack while standing next to them, they’ll see the hole in your defenses and attack you. And if you try to crawl away while prone you bet that you enemy will kick you as you scurry away.

But so what if they do? In most cases a monster’s basic attack is just that – basic. It usually is a straight up weapon attack, be it a sword or claw. Yes, it has the potential to hurt you but you need to weigh that against the value of taking the action that draws the attack in the first place.

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Adventure Hooks Friday Favourites

Friday Favourite: Adventure Hooks – Warrior Needs Food, Badly!

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From April 7, 2014, Dungeon’s Master once again presents: Adventure Hooks: Warrior Needs Food, Badly!.

Very few games I’ve ever played in or run spend much time worrying about what PCs eat, how frequently they eat, or where they get the food that sustains them. It’s not usually an interesting part of the game so we gloss over it. Obviously every living creature eats, but we just assume that meals happen behind the scenes. Food is not usually an important part of D&D. But it can be if we make it so.

I gave up trying to track rations back in AD&D 2e. We just assume PCs have what they need to survive or buy it or hunt for it. Yet, whenever the DM presents the party with a chance to have a meal in-game most players have their characters participate. They recognize that life on the road likely means terrible food for their PC. When the party finally arrives in town they usually look for a soft bed and a good meal. It’s during these times that the DM can make food fun.

Today we share new adventure hooks to inspire DMs. They all revolve around food in some way. If everyone eats then anything that threatens the food supply will be seen as a big deal by most. It shouldn’t be too difficult to get PCs to bit on these hooks and then bite on some delicious food.

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Friday Favourites Player Resources

Friday Favourite: Playing Against Type

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From December 2, 2009, Dungeon’s Master once again presents: Playing Against Type.

When it comes to character creation you have a lot choice. If you take into account the current number of races (35) and classes (22) presented in character builder you can create over 770 different possible combinations. If you throw the Hybrid class into the mix the number continues to grow exponentially. And as more classes and races are introduced, the number of variations continues to increase. So if there are currently 770 different possible race/class combinations, why do we keep seeing the same ones over and over again?

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Friday Favourites Player Resources

Friday Favourite: Playing Someone Else’s Character

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 11, 2011, Dungeon’s Master once again presents: Playing Someone Else’s Character.

In my experience there are two things that gamers like to talk about more than anything else: their own character and ways to improve everyone else’s character. Everyone always thinks that they have the very best character and most gamers want to tell you all about it. Yet no matter how awesome someone else believes their character is, someone always thinks they have a way to improve it.

As a DM I often ask the players to provide me with copies of their character sheets before I start a new campaign. By looking over their defenses, feats, powers, and items I can get a better idea of their power level relative to the other PCs and relative to my monsters. It also gives me a chance to suggest improvements and changes to their characters. In some cases the players will be grateful for pointing out better options (especially when they have two feats that don’t stack), but most times the player gracefully accepts the feedback and does nothing. After all they know that their character is already awesome so what business do I have telling them to make changes?

I realized that people become very attached to their characters. They see the PC as an extension of themselves and take great pride knowing that they’ve built this PC exactly the way they want to. Unfortunately this often blinds some players to the fact that their PC really isn’t as awesome as they think. If only there was a way to show those players just how much better their PC would be if they tweaked a few little details? And then it hit me – there is a way.

What if everyone had an opportunity to play someone else’s character? You think you know my character better than I do, well here’s your chance to prove it.