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DM Resources Player Resources

Benefits to Adventuring in the City

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.

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Editorial Player Resources

Getting The Most Out Of Rituals

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.

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Editorial Player Resources

Addressing Your Weaknesses (Part 1)

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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Month in Review

Month in Review: December 2009

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.

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Editorial

Holiday Dungeon Contest Winner

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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Editorial

Greatest Hits 2009: The Necromancer

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 Necromancer
The Necromancer

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.

Categories
Editorial

Greatest Hits 2009: Psionics Suck!

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.

Categories
Editorial

Greatest Hits 2009: Taking The Dungeon Out Of Dungeons And Dragons

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 concept of the dungeon crawl has had a great deal of debate since the release of 4e. The design of encounters in 4e, has changed the nature of the dungeon. Rather than a large, traditional-style dungeon that players explore five feet at a time, dungeons in 4e are more about large set piece encounters. The dungeon is little more than a series of hallways connecting the rooms that drive the plot or adventure forward.

The focus of this article was to debate whether the dungeon crawl could be removed in favour of a skill challenge. The article generated a great deal of discussion amongst the community. Looking back on those comments it’s apparent that the community has a great deal of interest in trying out new concepts. It was also apparent that there is a great deal of passion and debate about how this classic aspect of Dungeons & Dragons should be handled.

Without desiring to launch an edition war, we decided to bring this article out of the archives for a second look. There are a great many concepts presented that we at Dungeon’s Master will be following up on in the new year.

From April 7, 2009 Dungeon’s Master once again presents: Taking the Dungeon Out of Dungeons & Dragons.

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Editorial

Merry Christmas

The Dungeon’s Master team wishes all of our readers a safe and happy holiday season.

When we launched our blog back in February we had no idea how long this little project was going to last. Yet here we are almost a year later and we’re still going strong. Thank you to all of our readers and to everyone who’s helped make Dungeon’s Master a success.

If you’re still looking for a great gift to give yourself or someone in your gaming group, we have a suggestion that’s in everyone’s price range. Give the gift of 4e D&D content directly into your inbox weekdays throughout 2010 by subscribing to the Dungeon’s Master RSS feed.

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Editorial

Greatest Hits 2009: Avoiding Death

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 wrote for Dungeon’s Master. All of the examples came from actual events that took place at my gaming table. And in the months since I wrote this article, I’ve seen all of these things happen over and over again whenever I play with new gamers.

My intent with this article was to highlight (in a humourous way) the dumb things we’ve all done as PCs. If you avoid making even one of these mistakes after reading this, then I’ve done my job.

A few of these tips and reminders are less pertinent today then they were when this article was first published thanks to Character Builder. Since Character Builder does all of the math for you, you’re a lot less likely to miss or forget modifiers.

If I had to add #11 to this list it would be to use your daily powers every day. But as a more general reminder, the only other piece of advice I’d offer is to just play intelligently. It’s the stupid things that get your PC into trouble.