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DM Resources Player Resources

The D&D 5e Disclaimers

dnd-logoToday marks the official start of 5e D&D (formerly called D&D Next). The D&D Starter Set is available at some FLGS today and will be available everywhere on July 15. The Basic Rules for Dungeons & Dragons are now available online at the Wizards of the Coast website where you can download the 110-page PDF for free.

Wizards of the Coast made the following disclaimer on page 1 of the Dungeons & Dragons Basic Rules PDF.

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”

As I started looking through the D&D Starter Set I found another disclaimer on page 31 of the D&D Starter Set Rulebook.

Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throws, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations.

This clearly sets the tone of 5e. I think I’m going to like this edition.

Watch for our review of the new D&D Starter Set tomorrow on Dungeon’s Master.


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Friday Favourites Player Resources

Friday Favourite: Dividing Treasure

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 26, 2012, Dungeon’s Master once again presents: Dividing Treasure.

DM – You’ve defeated the skeletons. As you search the bodies you realize that one of them was carrying a +1 frost weapon.

Ethan the Rogue – As the striker I should get the magic weapon. The more often I hit the faster I can drop monsters.

Barrack the Fighter – Now hold on a second. I may not be a striker, but as a defender it’s important that I hit monsters ignoring my mark. I think I should get the magic weapon.

Delian the Paladin – Excuse me, guys; this was an item from my wish list. I’m working on a whole cold-theme and already the feats Wintertouched and Student of Moil. Using a frost weapon will give me bonuses when I make cold-based attacks.

Sterling the Warlord – You’re all forgetting that it’s my turn to get the next magic item so I believe the frost weapon is mine.

How often does this happen in your game? As soon as it comes time to divide the treasure everyone tries to lay claim to the best stuff. This is usually a bigger issue when a party is lower levels and there aren’t as many items to go around, but even when the group advances into the paragon tier there can still be some bickering about the division of items.

Over the years I’ve seen many groups handle the division of loot in many different ways. There are certainly pros and cons to all methods and it’s really up to the groups themselves to figure out which method works best for them.

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Friday Favourites Player Resources

Friday Favourite: What’s In Your Backpack? A Healthy Dose of Reality

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From August 27, 2012, Dungeon’s Master once again presents: What’s In Your Backpack? A Healthy Dose of Reality.

When it comes to fantasy role-playing there are a lot of things you have to just accept in order for the game to function. Magic exists. Dragons exist. Elves exist. I have no problems with any of these things. They may be fantastic but they’re familiar and acceptable. But when it comes to the amount of gear a typical adventurer can carry in his backpack many players believe that anything goes. This is not a fantasy that I’m willing to accept. There needs to be some common sense applied some of the time to D&D and for me the buck stops with your backpack.

The way I see it there are two real issues when it comes to the reality of your backpack: 1) How much can it hold, and 2) How easily you can grab something out of that backpack in the heat of combat. I have had way too many players push the boundaries of what is actually possible in both cases that I’ve had to introduce a house rule when it comes to equipment the first thing that goes into any character’s backpack is a healthy does of reality.

This month Game Knight Reviews wants to know “What’s in *your* backpack?” as part of the August RPG Blog Carnival. I expect we’ll see a lot of posts where people list off their favourite must-have items. Here at Dungeon’s Master we’ve decided to approach the discussion from a slightly different angle.

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Friday Favourites Player Resources

Friday Favourite: Taking a TPK Like a Man

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 8, 2012, Dungeon’s Master once again presents: Taking a TPK Like a Man.

It doesn’t happen often, but when it happens it really sucks – a Total Party Kill or TPK. In 4e it’s incredibly hard for DMs to kill just one character in a party. I’ve seen plenty of PCs fall unconscious but usually the leader has them back in action before they even need to make a death save or an adjacent ally makes a Heal check and triggers their second wind. Worse case scenario they stay down until the encounter is over and then they get the benefits of a short rest. Before you know it they’re on their feet and ready to face more monsters. The only way to guarantee that characters die is for the DM to wipe out everyone with a TPK. After all, if no one’s left to face the remaining monsters once the last guy falls unconscious it stands to reason that those same monsters will take necessary steps to ensure you don’t get back up… ever.

Because the TPK is (or should be) a rarity in D&D it’s understandable that many players are not really sure what do to when they see the writing on the wall. I realized this when we were face-to-face with an inevitable TPK just this week during D&D Encounters. Players can react very different to this situation so I felt it was a good idea to document so ground rules and suggested behaviours that all players should be mindful of when their PC falls unconscious, or worse yet, is just one of the dominos falling in the impending TPK.

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Friday Favourites Player Resources

Friday Favourite: Embracing The Total Party Kill

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 18, 2010, Dungeon’s Master once again presents: Embracing The Total Party Kill.

It’s not something we like to think about, the death of the party, the end of the campaign. On occasion it is the right thing to do. Earlier this week we discussed Avoiding The Total Party Kill. This task falls jointly on the shoulders of the DM and the players. Embracing The Total Party Kill, falls on the players and is a decision that only they can make.

The rational for that is simple, no DM should be deliberately designing encounters that cause a TPK. It just isn’t fair to the players. The exception being if the campaign is a test of survival where the DM and the players are battling it out to see who will prevail. In these instances the PCs are normally disposable and there is little story to the campaign, just combat.

With a normal campaign, one that balances story, role playing and combat together the idea of a TPK is usually in the back of everyone’s mind. It’s locked up in the closest, best forgotten about. However, there are instances when a TPK just makes sense. The occasions are usually related to the story telling and role playing aspect of the game.

There needs to be a compelling reason for the players to justify a TPK and it’s rare that the whole party might agree on the issue. After all several players might really enjoy playing their PCs. After months of playing and levelling up a PC who wants to throw it away just for the sake of the story? I would imagine few players are truly willing to do contemplate this, never mind executing on the idea.

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Friday Favourites Player Resources

Friday Favourite: Casting Raise Dead

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 29, 2011, Dungeon’s Master once again presents: Casting Raise Dead.

What happens when you cast the raise dead ritual?

While Raise Dead is only a level 8 ritual, I would argue that it is one of the most powerful rituals in 4e Dungeons & Dragons. The ability to return a soul to its body is awesome and is a power beyond the understanding of most people.

This month (March 2011) the RPG Blog Carnival is hosted by Campaign Mastery and the focus is on Life and Death in RPGs. At Dungeon’s Master our contribution to this discussion will focus on the implications of casting the Raise Dead ritual.

All societies have grappled with the question of what happens beyond life. In a society where the ability to raise the dead exists, the question becomes what does it take to bring a soul back and restore the body to life? What toll is imposed on the caster of such a spell? What is involved in casting such a ritual?

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Class Discussions D&D Next Player Resources

New Bard Subclass for D&D Next: College of Faust

bard-1One thing we decided when long ago was that we wouldn’t post new classes, feats, powers, or that kind of thing here at Dungeon’s Master. Since most players use Character Builder to create their characters it seemed like a waste of time to post any home brew material since we knew there was little chance of anyone actually using it in their game. However, as we transition to D&D Next we return to a system that a) doesn’t have character builder, and b) encourages players to be wildly imaginative when they’re creating characters.

This doesn’t mean that we’re planning to post a whole bunch of home brew material like new classes, items, or spells, but we are going to be more open to the possibility of such articles.

Last week as I was browsing the D&D sub-Reddit I stumbled upon a really creative take on the Bard class for D&D Next. I reached out to the author (/u/MightyWarWren) and asked him if we could post his version of the Bard here at Dungeon’s Master in order to give it more exposure. He agreed.

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Player Resources

Magic, Board Games & Beers: March 9 at Steamwhistle Brewery in Toronto

Attention all gamers in the Greater Toronto Area! Sunday, March 9, 2014, will be the first ever Gaming Night at Steamwhistle Brewery in downtown Toronto. Come out, play some games, enjoy some poutine from Poutini’s, then stick around for a tour and an evening of karaoke.

When: Sunday, March 9, 2:00 p.m. – 1:00 a.m.
Where: Steamwhistle Brewery, 255 Bremner Blvd, Toronto
Who: All ages welcome!
What: Board games, Magic: the Gathering, poutine and karaoke.

This is an all ages event, presented in collaboration with: The Hairy Tarantula, The Bar With No Name, Poutini’s House of Poutine, Cardboard Classics, Youth Assisting Youth and Steamwhistle Brewery.

There will be a huge selection of board games on site and plenty of experienced gamers ready to teach you how to play all of them.

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Friday Favourites Player Resources

Friday Favourite: Addressing Your Weaknesses

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 5 & 15, 2010, Dungeon’s Master once again presents: Addressing Your Weaknesses (Part 1 | Part 2).

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.

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Friday Favourites Player Resources

Friday Favourite: The Honor System

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 4, 2011, Dungeon’s Master once again presents: The Honor System.

What do mafia hit men, Wild West gunslingers, Japanese samurai and the Knights of the Round Table have in common? They all work under a code of honor. Despite the danger, brutality and violent nature of their jobs, each of these examples has a strict code that helps them define what actions they are willing (and not willing) to do to get the job done.

Aside from alignment, most PCs don’t have any strict code that dictates their actions; although in previous editions of D&D the Paladin did have this restriction. Now it comes down to the player running the character. The only honor your character has is that which you instil in him. Honor, however, is certainly subjective. Two players who play their PC with an honor code are likely to have some differing opinions on what is allowed and what is not.

A common aspect in the code of honor is that women, children and innocent bystanders are usually exempt from any part of an ongoing conflict. If you’ve got a beef with a local merchant you won’t kidnap or harm his family as leverage. His business might be fair game, but his son or grandfather is not to be harmed. Assassins generally have a similar code; remember Leon’s motto in the movie the Professional: “No women, no kids.”