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Skill Challenges

Skill Challenges Without Skills

Skill challenges carry the narrative of the story forward in a manner that includes the players in the telling. Through participation in skill challenges players can work with the DM to craft the story. While the DM holds the power of the overall direction of the story by creating the challenge, players control the tiny details by how they react to the situation and what skills they use to overcome the obstacles presented. It’s a great collaborative system that ends up being a win-win.

Of course skill challenges have a drawback. Players often pigeonhole themselves into decisions based on what skills are presented on their character sheet. Worse, many players only fully consider those skills that they are trained in. All this leads to some very boring skill challenges where players decide what skill to use to complete the challenge, rather than deciding on an action that creates role playing opportunities.

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DM Resources Player Resources

A Dragon’s Horde of D&D Resources

As players and DMs we love our tools and toys. The things that make playing Dungeon’s & Dragons even more enjoyable. Assembled here is a list of resources that are available on the web that I’ve found of use during my time playing D&D. I won’t pretend that this is a complete list, indeed in some cases I’m directing you to even more lists of great D&D resources.

I hope you enjoy and feel free to point out other items that might be of interest to others.

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DM Resources Eberron

Secrets of Eberron Revealed (Part 4)

More secrets of Eberron are revealed as we look at two areas outside of the traditional Five Nations. Discover the dangers and riches that accompany the Q’barra Jungle Hunt. If you need a message delivered to a prisoner in the worlds most secure prison the only way to do it is to contact the secretive Dreadhold Information Network.

Discover more Secrets of Eberron Revealed in our latest installments of this ongoing series.

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DM Resources

Snakes On An Airship

Snakes on an AirshipThe Lyrander airship cleared the Endworld Mountains and cruised above the Blade Desert. The journey from Q’barra was pleasant and the captain expects to arrive at the Boneyard ahead of schedule. A cry from the crow’s nest signals trouble. Riders are seen in the distance. The number of hippogryph’s is astounding. Ridden by Halfling warriors they quickly form up and attack. Three of the hippogryph’s break off from the main force and pass over the deck of the ship. The riders release a crate that smashes on to the deck below, covering it in very angry snakes.

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DM Resources Skill Challenges

Skill Challenge: Stormy Waters

Pirates and adventure on the high seas haven’t always been the typical D&D adventure setting. However, almost all PCs are required to travel by ship at some point in their adventuring career. The skill challenge below tackles the issue of surviving during a raging storm at sea.

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DM Resources

Campaign Design: Politics and Groups of Influence

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.

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DM Resources

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.

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Class Discussions

Necromancer Paragon Path

black-mage-colourWith the launch of Open Grave, Wizards of the Coast have begun to release powers and rituals geared towards Necromancers. They have also announced that the Arcane Powers source book will have a Necromancer Paragon Path. While I’m glad that this is upcoming, I still believe they provided a disservice by not having any specialists in the first PHB.

Building on the Necromancer: Heroic Tier we published a few weeks ago, we now present the Necromancer: Paragon Path, an option for you to play until the official version is released. If you are interested in the Necromancer at the Epic Tier, visit our article about that.

We see the Necromancer as an individual who fights for good but is often mistaken as evil. Just like the early practitioners of medicine in our own world, who dug up graves to study anatomy. A practice that was deemed unethical and morally wrong at the time. The Necromancer is an individual who walks the dividing line of ethical behaviour.

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DM Resources

Campaign Design: Resources

Ethan the rogue worked patiently on the lock. Never before had he experienced a lock of this complexity. Adjusting his thieves tools slightly he disabled one of the magical wards. With sweat dripped from his brow he was aware of Braddoc standing over his shoulder ready to break the door down with brute force. “Back off Braddoc” the rogue said, “if this wizard has half the treasure we’ve been told of we can’t risk you setting off an explosion!” With that said Ethan made a few final adjustments and click. Turning the door handle Ethan opened the door of the chamber. Inside stacked on shelves were the wizard’s tomes, countless millennia of knowledge.

Before you begin the quest of designing your own campaign world it would be wise to equip yourself with the appropriate resources. Just as your Fighter wouldn’t go into battle without his armour and trusty sword, neither should you wade into the task of campaign design without an arsenal of tools to assist you.

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DM Resources Player Resources

Speeding Up Your Game

My gaming group meets once a week for four hours. Due to the longer and longer distances people have to travel, the game has to end promptly to allow people to get home at a reasonable time. Playing longer than our four hour allotment just isn’t an option. So we have to make the best use of the time we have. Here are some of the tips and tricks that we’ve come up with that have really made a big difference.