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DM Resources

Eenie, Meennie, Mini

I wasn’t a fan of minis until 4e came along. The introduction of very tactical combat made the conversion easy. I enjoy the different perspective that a large mini represents on the battlefield, how lines of sight might be affected and how the battle in general unfolds. Of course it has also led to several members of the Dungeon’s Master team to develop rather large collections of minis. Which is all to my benefit as a player and DM.

One of the questions I’m constantly debating is whether to use a mini that matches the monster they player’s are fighting. Now let me clear up that last statement. If the players are fighting a dragon, a beholder or a giant I use the appropriate mini. The dragon might not be the right colour, thought that’s usually not a problem, but the mini at least represents the monster.

Where I’m less specific is with humanoid combatants. My half-orc’s might look like humans, and my minotaurs might look like elves. As long as I have a mini on the table I’m usually satisfied.

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DM Resources Editorial

5 Reasons to Say No

I believe that players should play the characters they want to play. I’m a total 4e, say yes convert. It took me awhile to come around but when I’m the DM I encourage creativity and I say yes… a lot. However, I’ve realized that as much as I want to always say yes, there are times when I probably should not. In a few of these cases it’s actually caused me more grief in the long run.

Players make choices during character creation and between levels during character improvement. Normally I’m very hands off as a DM and let the players do whatever they want as long as it’s legal. But it’s this absolute freedom of choice that often ends up causing the most problems. If I’d only stepped in earlier and said no, a lot of the problems I’ve experienced wouldn’t have been problems at all.

It’s taken me a while but I’ve learned the hard way that just because a choice is legal in character builder doesn’t mean that the DM has to automatically say yes to every choice that the players make. In fact the more I’ve thought about it the more I’ve realized that sometimes the DM should step in and say no; especially during character creation. Here are five examples.

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DM Resources Player Resources

What are the Best Feats? Round 1, Vote Now!

As we so often do, Wimwick and I were recently talking about our characters. It began as a discussion on the ones we are running, but quickly encompassed the other characters we’ve run in the past as well as those run by the other members of our gaming group. We realized that almost all of the characters we looked at shared about half of the same feats. It didn’t matter what class or race they were, some feats kept appearing over and over again on everyone’s character sheet.

Our only explanation for this phenomenon was that some feats are clearly superior. Not just better, but far better. The result being that everyone chooses these feats. In fact, characters that don’t have these feats seemed considerably less powerful than those that do. It lead us to conclude that if there are some feats that are practically required for all character why do we have to waste a feat slot choosing them? Why aren’t these feats free to all character?

So we decided that moving forward for our home game we were going to allow all characters to take a few of these “superior” feats for free during character creation and see how things worked out. The challenge now was to narrow down the list and determine which feats should be included in the list of the best feats.

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DM Resources

How Do You Like Your Dungeon Maps?

Map by Dyson Logos


The Dungeon’s Master home group currently uses a rotating DM system. Each of us takes a turn and as we approach the end of our segment we cue who ever is on deck to get ready to take over in a week or two.

The rational for this is that none of us has the time to truly run a long term campaign and it allows each of us to take a turn being the DM. As players we experience different styles in encounter creation, story telling and pacing.

The aspect I’m enjoying is seeing what everyone does with their maps when their shot as the DM comes around.

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D&D Encounters

D&D Encounters: Dark Legacy of Evard (Week 10)

After defending the armory from the undead attack last week, the PCs ended the encounter and took a much deserved extended rest shortly after the morning sun crested the eastern horizon. When they awoke Grimbold met them and they traded tales of what happened the previous night.

Grimbold explained that he was at the Chapel of Peace and led the militia as they defended the church. The undead threat didn’t manage to get inside the church but he did loose a few of his men in the process. As the PCs already knew, many of the townsfolk including members of the militia continue to loose the little hope they had left.

Grimbold explained that the undead he faced were all dressed in the cassocks of Pelorite monks. The PCs confirmed the same adornments on the skeletons they faced. When examining the skeletons in the morning daylight, Brother Zelan speculated that someone broke into the crypts at Saint Avarthil Monastery to awaken these poor souls as undead minions. Grimbold agreed that it was at least worth investigating. He asked the PCs if they would travel to the Monastery, a mere two hour journey from Duponde, and try to figure out what happened. The PCs agreed to help.

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DM Resources

Two-Hit Minions

The two-hit minion isn’t new. We first suggested the idea over two years ago in one of our very first articles, More Than Just Minions. It was a reaction to DMs who felt that the normal minions were lacking something. I’ve felt that way for a while now and a few months ago I decided it was time to start using two-hit minions on a regular basis. The results were fantastic.

During this season of D&D Encounters we’ve been running tables with very large parties. The more heroes there are in the party, the more monsters I’ve placed on the map. However, week after week of just adding more monsters was starting to get a little bit boring, not to mention that it led to combat encounters that were taking a very long time to complete. I knew that I needed to shake things up and my solution was two-hit minions.

When I was using regular minions I found that the players, upon learning which opponents had only 1 hit point, treated the minions differently than other monsters. A lot of the PCs ignored them. The PCs with powers that could target multiple creatures (usually the controllers) would often eliminate all the minions in one round. It was very unsatisfying for the players and for me as the DM. Enter two-hit minions.

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Editorial

Ameron’s 2011 GenCon Schedule

GenCon 2011 is quickly approaching. The best four days in gaming start in just 22 days on Thursday, August 4. This year I’m making the trip to Indianapolis solo. It will be my fourth GenCon. Here’s what my schedule looks like. In addition to the events I’ve already got tickets for, I plan to try and get in on as many rounds of the Convention Delve as I can.

Dungeons & Dragons

As you know (or as you should be able to guess by now if you’re a regular reader) the majority of my schedule is filled with D&D games. I was very disappointed to learn that there was only one paragon level LFR adventure being offered this year and I was shocked that there were no epic level games on the schedule.

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Editorial

Deities! A D&D Love Story

One of the joys about writing a D&D blog is that from time to time interesting projects come to our attention. Take Deities! An Album About Love and Dungeons & Dragons. Sounds bizarre and off the wall doesn’t it? Yet, Chris Littler is working to bring this project to life. I have to say I am more than a little bit intrigued.

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Player Resources

Choosing An Epic Destiny Is Harder Than You Think

No matter what level my current character happens to be I’m always looking ahead to the next level. Usually I’m looking even farther ahead that that. Every time Wizards releases a new product – be it the next PHB, one of the Powers book, or an issues of Dragon – I scour through it to look for that next great “something” that will help my character become truly awesome. But as the characters in my regular game approach the epic tier I find that even though I’m still eagerly looking ahead at powers, feats, items and epic destinies, the criteria by which I judge those things is really beginning to change.

Usually when I look ahead I’m trying to discover the things that will help my PC the most – and when I say “help” in this context it’s always a number crunch. The feat that will give me the best attack score modifier, resistance or way out of a jam, or the power that will target the most enemies, deal the most damage or instill the most debilitating effects. It’s always a numbers game.

But as I look ahead at the epic destinies that my PC qualifies for, I find that the number crunching suddenly seems less important. Of all the criteria I’m using to decide upon which epic destiny to take for my PC, the numbers have become significantly less important. My priorities as a player have changed.

Categories
Editorial

D&D Core Rules: Role Playing

This past week Wizards of the Coast ran an article about the core rules of Dungeons & Dragons. The current staffed were poled as to their thoughts on the rules and what rules had carried through the different editions of the game. The most constant point present was the power of the d20 to represent most actions. I have to agree, the d20 is what I associate with D&D more than any other die and this goes long beyond when the coined the d20 System.

What I noticed about the list was that no one listed role playing. My initial thoughts were, how bizarre or perhaps telling that role playing is not included in this list. Then I took a step back and I looked at the list and the initial request again. They were looking for rules, for mechanics. Role playing is neither of these things, it is a mindset.