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.
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.
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.
In December we were again thrilled to receive a couple of shout outs from Wizards of the Coast in their December News and Reviews. On December 1, they linked to our article on The Art of D&D and on December 11, they linked to our Holiday Shopping Skill Challenge. Thanks to these referrals from Wizards, Dungeon’s Master has seen a steady traffic increase throughout November and December as we welcome a lot of new readers. We’ve collected all of the articles we published throughout the previous month and present them in one place for your convenience. So if you’re new to Dungeon’s Master or you just happened to miss a couple of days while you were away over the holidays, here are the highlights from December.
The Dungeon’s Master team proudly announces Krangel’s Workshop submitted by Corwin Riddle as the winner of our Design a Holiday Dungeon Contents.
Corwin’s entry was clearly inspirited by the Christmas classic “How the Grinch Stole Christmas!” by Dr. Seuss. A clever D&D interpretation of a cherished children’s story.
Thank you to everyone who submitted entries in our first contest. We had a lot of fun reviewing all of the entries and look forward to play testing a few of them in the near future.
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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 2009. 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 was probably one of our most controversial articles. My intent was to discuss how you handle player death in 4e D&D. Do you do what’s best for the PCs, in-character, or do you do what’s best for the players, out-of-character. In the situation I describe below there was good reasons on both sides of this argument, but in the end we as players decided that we had to do what was best for the players out-of-game even though it was probably not what the PCs would do in-game.
I think part of what made this article so controversial was that the player death happened during an LFR (Living Forgotten Realms) game at my FLGS. The RPGA has very defined boundaries regarding what a DM can and cannot do. So in my article I might seem like I’m really giving the DM the gears, but that was certainly not my intent. I merely tried to point out that a creative party may come up with options that were unexpected by the author of the adventure or the DM. But in the end it comes down to the DM’s call.
I think most of the people who commented on the original article, including the DM from the actual table where all of this happened, agreed that if this situation happened at a home game it would be easier to show some latitude. But because it was an RGPA-sanctioned game the DM’s hands were pretty much tied.
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 2009. 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 sixth post at Dungeon’s Master was the Necromancer: Heroic Tier, published way back on February 4, 2009. When you consider that two of the preceding posts were launching soon and our official launch post, the Necromancer series was the fourth content post on the site. As a result the series of articles on the Necromancer have a long history. They have also been one of the most surprising series of posts we’ve written.
The articles were originally written to address the lack of specialist Wizards. The release of 4e and the creation of power sources altered the way several classes worked in previous editions and I felt that the Wizard class was most deeply effected. I always enjoyed the idea of specialists and felt that the Necromancer series was a way to address that. I honestly expected to see more about specialist Wizards in Arcane Power, but that was not to be.
As I mentioned, the Necromancer series has been with us since the beginning and has been one of the biggest surprises about the site. The keyword “Necromancer” is one of the most used terms that drives traffic to our site from search engines. Ameron and I were genuinely surprised when we consistently saw that the Necromancer articles were getting multiple pages views a day, months after being published. This trend has not slowed down. What really surprises us is if you just search necromancer through Google, which is how the majority of people find these articles, I’m not sure if we are ranked in the first ten pages. If you add 4e D&D to the search, we come up a bit higher but those keywords are used less frequently.
As a result of the frequency the original articles were being found through Google we decided to write a follow-up piece on the Necromancer. This article, found below, is our take on the Necromancer from a role playing perspective. Resulting from that article were some comments and criticism on the powers for the original series which prompted a revision. You’ll find the links to the original series and the updated powers contained within the article below.
We hope you enjoy our take on the Necromancer. We’ve been enjoying the traffic it has generated and we plan to do more with the class in the future. We also haven’t forgotten about specialist Wizards, they are still an issue that I think have a lot of potential to explore in 4e D&D to push the power system even further.
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 2009. 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.
It takes a big man to admit when he’s wrong, so this is me being a big man – I was wrong. When I wrote the original article Psionics Suck! I did so based on a lack of experience or knowledge of how psionics were to be used in 4e D&D. I (incorrectly) assumed that new classes relying on a psionic power source would be no more than poor imitations of arcane classes with a more mental focus. I couldn’t have been more wrong.
Since running the original article and reading the abundance of comments from readers with very strong opinions, I’ve had a chance to see the Psion and the Monk in action. Although I haven’t played either class, or the Ardent (the latest psionic class), I must admit that they have intrigued me.
Wizards of the Coast took the psionic power source and made it unique. It doesn’t behave like the arcane or divine power sources at all. Looking back I’m not sure why I expected it would. The Psion’s Psionic Augmentation and the Monk’s Full Discipline both take the psionic power source and use it in a way that makes sense for those classes. It’s not just reading minds and moving objects without touching them, it’s full incorporation of psionic energy and channeling it to suit each class and role.
By making these classes available through DDI and Character Builder months before their release, Wizards has turned me completely around on psionics and I’m now a true believer who can’t wait for the PHB3.
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 2009. 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.
This was one of the very first articles I ever wrote for Dungeon’s Master. I found it amazing that one of the guys at my gaming table came up with such an interesting way to play his character (in this case, a leader). At first I was kind of upset that this player would be so selfish and not do his job. But the more I thought about it I realized that each player can play his own PC however he wants. If the rest of the party doesn’t like it, then that’s just too bad for them.
When I wrote this I’d only ever played a defender and striker. So even though I agreed with this player’s decision not to heal until a PC used his second wind, I didn’t truly appreciate his point of view until I played a leader. After that I was 100% on board with this attitude.
Too many players assume that the leader’s job it to heal them… and that’s all they’re supposed to do. It’s these players more than any others that I think need to adopt the second wind first behaviour. Until you can appreciate the leader as an equally important part of the adventuring party and not just your personal medic, taking this kind of extreme view to healing is the best way to make your point.
Comments on the original article came down on equally on both sides of this debate. I think in the end it comes down to how the you want to play your PC if you’re the leader and for everybody else it comes down to an issue of respect for the other role and classes in your party.