Sometimes you have an idea while you’re playing and you think: “Man, this would make a great house rule.” And then you suggest it to the table and they shoot it down as dumb or too complicated or just unnecessary. And in most cases their feedback was bang on the money. However, every once and a while an idea that’s shot down refuses to die. Even though your immediate peer group thinks it’s a bad idea you’re convinced that it has merit. It is with this in mind that I’m writing this, the first of what I hope will be a series of articles, about house rules in 4e D&D.
Tag: Dungeon Master Resource
Cheating in Dungeons and Dragons
People always look for short cuts or ways to get something for nothing. Why wouldn’t you take an opportunity to get ahead should the right circumstances present themselves?
Role playing games are not exempt from cheating. In fact, the game relies a lot on trust (something we’ll be exploring in a coming article). But what happens when players and DMs decide to cheat? How does that affect the game?
The world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the time to start breathing life into your campaign setting. This entry in the Campaign Design series takes a look at Politics and Groups of Influence. This is a high-level view at the different powers and factions that exist within the world. We will examine particular individuals and NPCs in our next entry, but today it’s all about the organizations.
“I am a defender of the faith, a holy warrior and a vassal of my deity. I am not in the party simply to heal your wounds!”
An interesting debate occurred within our gaming group recently. One of our healers, in this case the Cleric, decided that he will not use his Healing Word or any other power that allows others to use healing surges unless a) they are bloodied and b) they have already used their second wind. He is so adamant about following this guideline that he would rather take no minor action instead of healing the other PCs.
Throughout the life-cycle of Dungeons & Dragons, dungeons have been evolving. Recent discussion around the RPG Bloggers Network has revolved around the Mega-Dungeon. The nostalgia brought up from this discussion is fantastic and brings to mind memories of exploring vast labyrinths. For that matter, it reminds me of playing The Bard’s Tale on my Commodore, but I digress.
Recently, Ameron has written about dungeons. He’s covered the topic through a skill challenge and as a DM aide on pacing the adventure. His articles got me thinking about dungeons and the place they hold in the game. First and foremost I’m not advocating that dungeons be removed from our great game and that we rename it Dragons. I do think there is a case to be made towards handling dungeons in a different manner and the mechanics of 4e lend themselves to it.
Reputation (Part 1)
The Dungeon’s Master team is happy to announce that we’ve guest authored an article on The Core Mechanic today. Our article on Reputation is the first of three posts examining character reputation in D&D.
Reputation (part 1), which appears on The Core Mechanic, is aimed at the DM and provides direction for using reputation to its fullest potential. Reputation (part 2) and Reputation (part 3) will appear here at Dungeon’s Master in the next few days. They are aimed at the players and provide insight on how the PCs can shape their own reputation and gain the most benefit from doing so.
Please check out our contribution to The Core Mechanic and while you’re there spend some time browsing the site. It’s full of great D&D articles that many DMs and players will find useful.
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Campaign Design: Geography
All the world is a stage and you get to design it. Creating the geography for your gaming world is more than just placing mountains, streams and forest. Every decision you make during this stage of the game will effect future gaming sessions and expansions to your campaign setting. The geographic elements you work into your game world form the natural boundaries that are used to define the kingdoms and territories of your world. It’s important to get it right from the start.
Mastering the Intimidate skill is difficult, probably more so than any other skill in the PHB. Intimidate is availabe to 12 classes (as shown in our Skill Matrix by Class) making it the most widely available skill (along with Athletics and Endurance). If you’re playing a class like the Fighter where you have very few skills to choose from, Intimidate is a very popular choice.
Despite the large number of PCs who take training in Intimidate, it’s a skill that has very limited uses. Using Intimidate during a skill challenge often counts as an automatic failure. If not, then you usually get only one try with Intimidate. In a perfect scenario a successful Intimidate check brings you one step closer to accomplishing the objective of the skill challenge. If you fail it can make future checks more difficult and count as one more strike. So it’s important to know when to use Intimidate and when to rely on a different skill.
Don’t Skip the Slow Parts
Does this sound familiar?
We’re going to skip the next three rooms of the dungeon. There are no traps, no monsters and no treasure. I want to speed things along so we can get to the good part.
I’m ashamed to admit that I’ve uttered these lines a few times when I was the DM and it was repeated just this week at my gaming table by our current DM. It got me thinking: if we’re going to blow past a few rooms or a minor encounter because it’s not deemed important or exciting, then why is it in the module in the first place?
The Spoils of War
When the fighting ends and the dust settles, it’s time to look at the spoils of war. How will your PC claim his fare share of the reward when the war ends? Your character’s motives for fighting will be the best guide for the DM when he decides how to reward the players.