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DM Resources

Epic Level Encounter Design – Part 2: Developing Challenges Appropriate for Epic Level Characters

At the epic level the PCs are capable of acts that can change the path of history forever. The aim of this article is to help you embrace the capacity of the party and set a stage appropriately large for their abilities. This article is about spectacles that are just as big as PCs who can come back from the dead every day.

Enter: The Renascence Man, Woman or Child

In order to challenge the PC you need to respect their capability. By level 21 the party has a bag of tricks so deep that attempting to anticipate them is a fool’s errand. There are things that the PCs had to tackle at low levels that are, by now, tasks that are beneath them. The PCs at this point should not have to make Diplomacy checks to convince people that their task is important. Epic level characters shouldn’t have to make knowledge checks to recall simple details, their experience and access to information is so vast that such checks are just a waste of time and any attempt to withhold such information won’t add difficulty or strife, but will just annoy. The only time an epic level PC should be forced to make such checks is to demonstrate how far above such tasks they are.

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DM Resources Editorial Skill Challenges

Intimidate is Not the Torture Skill

How often does a player at your table want to do something – in character – that is morally apprehensible and blatantly evil? It doesn’t happen often in my games, but it does seem to come up every once in a while. When it does and the action is questioned by the DM or the other players, the player whose character is taking the action usually says something like, “I would never do this, but my character has no issue with it.” I realize that fantasy RPGs provide an escape from reality and you can play any kind of character you want, but I think it’s important to know where to draw the line.

Over the years I’ve come to realize that there are some things that are deemed acceptable in the context of D&D even thought most players would never condone or support such actions in real life. For example, slavery in the context of D&D isn’t usually seen as a big issue. Killing is also given tremendous latitude if the creature or person on the other end of the sword is evil. Theft is perfectly acceptable and is essentially what the majority of adventurers do to earn their loot. I guess it really comes down to the context of the situation and the justification for these actions. If killing an entire tribe of Orcs will make the nearby city safer for “civilized people” then the act of genocide is seen as acceptable and even heroic.

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D&D Encounters Player Resources

Lair Assault: Attack of the Tyrantclaw – Round-up

The third Lair Assault has almost run its course and we finally got a chance to run a few sessions at my FLGS. I’m going to assume by now that anyone who is interested in Lair Assault has already played Attack of the Tyrantclaw. That being the case this article will contain a lot of spoilers so that I can speak to direct problems, issues, and tactics. Hopefully it will help DMs who plan to run this adventure again and it will inspire players who haven’t yet defeated the Orcs on Dinosaurs.

There was plenty of interest in playing this season but we had a lot of trouble arranging a time that worked for all of our regulars. By the time we finally got around to playing it was mid-April and the season was half over. But this actually turned out to be a good thing. As the DM for the first event I was able to search the internet for tips and tricks before I ran the first game and am I ever glad I did. Reading about some of the problems other tables experienced gave me time to review some of the rules and be ready to make the right call if similar situations occurred at my table.

Below are tips, tricks, and advice for players and DMs. We’ve also got recordings of three session of Lair Assault: Attack of the Tyrantclaw below for anyone who was unable to play this season themselves but wants to hear how much fun it was to fight Dinosaurs and try to survive. The first two sessions (which I ran as the DM) resulted in TPKs. The third session (in which I played) we won. Enjoy and good luck!

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DM Resources

Epic Level Encounter Design – Part 1: Cut the Fat

Recently I’ve been charged with the task of running the first epic level campaign for the Dungeon’s Master crew. This series of articles will outline my process and some of my ideas for creating that high level campaign you’ve always wanted to run. This first article is about trimming down the game of D&D so that it runs well at the epic tier.

Picking the Right Tools for the Job

The game of D&D is like any other device in that it’s designed with a purpose in mind, and as per the demands of the design it meets some needs and not others. I think of these things along the lines of automobiles, where a station wagon and a race car can both be very effective though not at all compatible. Likewise 4e D&D is very different at level 2 and level 22. Heroic tier D&D is like your mother’s station wagon, if you put another dent in the bumper there’s a good chance that she won’t notice, where epic D&D is like a fine Italian F1 land rocket, which you can destroy in an instant by using the wrong fuel and oil.

Heroic tier D&D has a lot of features that make play interesting at that level that don’t really translate well to later play. We’ll review some of them now and you can decide if you want to cut them or not in favour of a more high performance and race worthy game.

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Month in Review

Month in Review: April 2012

April was a skinny month when it came to content at Dungeon’s Master. I’ll admit that I didn’t come anywhere close to getting articles out every day. However, I’d like to think that what we lacked in quantity we made up for in quality. The number of visitors to Dungeon’s Master dipped a little bit (which I suppose it to be expected when you go from 20+ articles a month to only 12) but they are still holding strong.

When our iron man publishing streak finally came to an end in March I was really concerned that we’d lose readers. But after seeing the numbers remain more or less consistent I realized that perhaps publishing five articles a week was too much. When you didn’t have to read five articles a week you were more likely to actually read the three we did put out. So moving forward I think well try to hit three or four articles a week and we hope that you’ll continue to visit and comment on everything we do publish.

That being said if you did miss anything in April, this is your chance to get caught up. We’d like to thank all of our readers, new and returning for your loyalty and support.

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DM Resources Editorial

Splitting the Party Successfully

Experience teaches player to never split the party. However, there are times when it doesn’t make sense for the party to remain together. This might be because there are many tasks to complete in a limited amount of time or it might be because some party members have skills or powers that make them uniquely qualified to handle a task alone. Yet when presented with any opportunity to split the party, no matter how logical it might seem to do so, a lot of players insist on staying together. It’s a knee-jerk reaction that is not founded in any rational assessment of the situation. It’s an instinctual response based on a previous disaster and a slogan ingrained into them by the Wizards marketing department. Players need to take a deep breath and repeat after me: Sometimes it’s a good idea to split the party.

My gaming group has actually had a lot of success when splitting the party. It’s not something we do very often, but we are certainly open to the possibility when it makes sense. Most often when we split up each group or individual ends up with their own mini skill challenge, but every so often the DM has something else in mind and combat occurs while the party is separated from each other. We’ve found that there are ways to make combat with a split party work. It’s definitely challenging, but our approach to these situations are always fun and rarely result in anyone being left out while their character is off screen.

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Adventure Hooks DM Resources

D&D: The Final Frontier

It’s unusual for a D&D campaign to take place in on location. Most adventures involve extensive travel and exploration. The heroes go out, adventure, kills some monsters, find some treasure, and then return home to spend their hard earned cash and brag about their accomplishments. As the PCs get more powerful they will usually venture farther out and fight tougher monsters, but inevitably they return home.

In most established campaign setting there are very few areas of the world map that are considered to be untamed or unexplored. The likelihood of the PCs finding someplace that is truly the frontier of society is extremely rare in most campaigns. By the time the heroes started their adventuring career everything had already been discovered. Sure some civilizations might have fallen and their runes are now a place of great mystery, but the idea of going someplace and finding something truly new (at least to the PCs in your campaign) is pretty much revolutionary. And you know what, that really sucks for the players. After all, trailblazing the wild frontier is a thrilling adventure in itself and can add considerable depth to any campaign.

This kind of adventure has nothing but potential. Think about it, in a campaign setting where vast expanses of the world are completely unknown the PCs will face danger and adventure with every single step they take. Getting there will be half the fun for the first time in a very long time. Random encounters will become the norm since they really have no clue what the standards are in a wild and untamed land.

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DM Resources Editorial

The Oil of D&D – Residuum as a Natural Resource

Oil. In the real world it is one of the most precious resources on the plant. Those who have it are rich for possessing it. Those who don’t have it are willing to buy it and kill for it. In an industrial world run on oil there’s nothing more valuable. But in D&D oil isn’t important. After all, very few game worlds are mechanized and those with any industry use a more abundant resource: magic.

In fantasy role-playing is there an equivalent to oil? Something so precious and integral to society’s prosperity and advancement as oil is in the real world? Again the most likely answer is magic. But magic isn’t a limited resource. After all, magic is, well, magic. It doesn’t have any real tangibility and certainly doesn’t have to follow any rules or logic. It can be whatever the game needs it to be. But that’s not to say that a campaign world couldn’t be made more interesting if magic was a finite resource.

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DM Resources Player Resources

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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DM Resources Player Resources

How To Solve the Cold Dice Problem

It will happen to you one day and when it does don’t be embarrassed, it happens to all gamers. I’m talking about cold dice. Eventually the dice run cold for all of us. Maybe the d6 keeps coming up 1, the d12 won’t roll higher than 3 or the d20 isn’t cooperating at all and you haven’t hit a monster all fight. Eventually the dice gods will correct the problems and balance the scales, but until then a streak of poor rolls can crush even the most experienced player.

When a player goes through a bought of bad dice karma it can actually have a detrimental effect on the entire group. Even though everyone else rolls as expected and has fun doing so, one player’s poor rolls can effect the overall mood of the entire table. I’ve learned over the years that when this happens (and it will, if it hasn’t already) players and DMs can actually do a lot of things to turn the tide.