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DM Resources

How To Handle A Split Party In 5 Easy Steps

It happens in every campaign, one player decides to go off and pursue an agenda or lead that only they understand. The player is totally focused on their objective, nothing else seems to matter. No one else at the table understands it. The DM is at his wits end to contain and control the situation. The other players are slowing losing interest and the entire adventure is about to be waylaid.

If you’ve ever sat at a table where you weren’t the player things were focused on, you know the boredom that soon sets in. The frustration at wanting to move forward, but not being able to due to the indulgence or poor planning of the DM. If you haven’t lived through this eventuality you likely haven’t been playing D&D very long, but don’t worry I’m sure it will happen to you soon enough.

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Editorial

D&D Encounters: Keep on the Borderlands (Week 16)

The creatures guarding the entrance to the dragon’s lair were defeated, now it’s time to face the dragon herself. The party briefly debated how to proceed. The sneaky PCs could try to use Stealth to get the lay of the land undetected. The tanks could charge in and run full steam ahead towards any opponents that might be present. Or we could try Diplomacy and see if we could talk the dragon into not attacking the Keep.

Eventually the dim-witted Eldeth got restless and decided that a frontal assault was the way to proceed. Before anyone could change her mind she was already going down the ladder and into the hole, ready to fight the dragon or die trying. The rest of the party reluctantly followed. Fortunately level heads prevailed and we convinced Eldeth to hold her killer instinct in check until while we tried to parley.

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Editorial

Defending The Defender

This morning we published an article called Make D&D Better, Remove Fighters From the Game. In this article, Bauxtehude attacked the defender role, specifically the Fighter. We expected that his view on this topic would be unpopular, but we didn’t expect the level of negativity and disagreement that resulted. Bauxtehude has long held the opinion that he expressed earlier today and he choose to express his thoughts in a provocative manner.

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Class Discussions Editorial

Make D&D Better, Remove Fighters From the Game

Defenders suck. Well, maybe not ALL defenders. There are those rare exceptions where a player has come up with a particularly imaginative build like a Warden/Druid hybrid that turns into a swarm of bees and embraces the primal forces of nature. The defenders I’ve got a real beef with are Fighters, specifically any Fighter built like our good friend Conscore McSwordy.

Today we let Bauxtehude off the reigns. He’s got some very strong opinions about defenders. After listening to his ranting at the game table for the past year I buckled and let him have his say on Dungeon’s Master. I may not agree with everything he says in this article but I wanted to give him a chance to rant about it. I leave it to you, the readers, to put him in his place and let him know just how wrong he is about his stance on Fighters. – Ameron

I think we all have a Conscore McSwordy at our gaming table. You’ll recognize him by his heavy armor and shield (giving him an incredibly high AC), a starting Constitution score of 20 or higher and very little going on upstairs. Fighters built like Conscore McSwordy are simply annoying. I particularly hate that they can lock down combat with abilities like “if you attack anyone but me, I get to stop your attack, stop your movement and then pound you for 1W damage” and “I have the highest defenses and hit points, smash my skull all day, Int was my dump stat so I wont even notice.” Fighters are ruining D&D. I say we just get rid of them all together.

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DM Resources

The Little Details Make a Big Difference

One thing I learned from reading the works of the late, great Gary Gygax is that memorable encounters often include a lot of little details. These details aren’t necessarily important to the greater adventure, but are important to the scene. If you’ve ever read any of Gygax’s now-classic adventures like the Keep on the Borderlands, Tomb of Horrors or the Temple of Elemental Evil you know exactly what I’m talking about.

The danger of including these little details is that the players may place more importance and significance on them then you ever intended. How you choose to deal with that eventuality can make a huge difference to your game. In a game I recently DMed, adding a little detail almost changed the course of the entire adventure.

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Month in Review

Month in Review: December 2010

During the first half of December we brought you new 4e D&D articles every day. During the second half of December the Dungeon’s Master team took some time off for the holidays and during that time we ran our 2010 greatest hits. With a mixture of new and old articles, readers visiting Dungeon’s Master in December were treated to a lot of great 4e D&D.

On or around the first of each month we collect everything we’ve published in the previous month and make it easily available for all of our readers. This lets you revisit your favourite article from the month before or if you’ve just discovered Dungeon’s Master it’s an easy way to get caught up on anything you might have missed.

Thanks to everyone who visited us throughout December. We welcome your feedback and appreciate it when you leave your comments.

Categories
DM Resources Skill Challenges

Greatest Hits 2010: The 5-Minute Rest as a Skill Challenge

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 2010. 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.

Between my home games, LFR and D&D Encounters I’ve easily DMed over 100 hours of D&D during the past year. Of all the ideas I had as the DM during 2010, this was one of the ideas that stands out in my mind as a solid bull’s-eye.

Turning a 5-minute rest into a skill challenge seemed like such a simple concept. I wasn’t sure how well it would be executed in a real game scenario, but it turned out better than I’d hoped. It was one of those times when I didn’t feel bound or restricted by the rules. I used the existing materials as a guideline and adapted them to the situation at my gaming table. The result was an extremely memorable encounter.

Everything clicked. The players realized the importance and necessity of taking the rest at that point in the adventure and they were willing to role-play the scenario. Even though they’d typically just say they were taking the rest, this time they wanted to play it out. They understood the objective (to rest without being attacked) and knew the limitations they faced as “resting” character.

As one of the players commented in the original article, he felt the skill challenge part of the 5-minute rest was worked into the encounter so gracefully that he didn’t even realize a skill challenge was going on. When running a skill challenge, this is the highest compliment I think any DM can get from his players.

On the surface, I encourage you to use this idea in your next game and have the 5-minute rest become a skill challenge in itself. However, the more important lesson I hope you take away from this article is that the rules are there to provide direction. Ultimately it’s you – the DM – that drives the game. Feel free to bend and even break the rules from time-to-time if doing so will make the game better.

Categories
Editorial

D&D Encounters: Keep on the Borderlands (Week 15)

After taking a bunch of short rests to maximize healing, the party continued following the stone markers deeper into the swampland in search of Benwick and the Black Dragons.

We played a double session last week so the party for this encounter remained unchanged at seven. There was Berrian, Hagen, Sola, a Dragonborn Sorcerer, a crossbow-firing Human Rogue, a Human Wizard and a Human Cavalier. With a party this large the DM had to add more monsters in order to keep things challenging. I think his modifications over the past two encounters were balanced and appropriate given the party’s composition.

Any time you have seven players in the party you know combat will take a long time. This week’s encounter took us over two hours to complete. We took a serious pounding, which I’ll describe below. In order to keep this write-up to a reasonable length I’m going to skip over some of the more routine actions and just focus on the most exciting, interesting, stupid or controversial things. So just because I don’t account for everyone’s actions every round don’t think they weren’t contributing.

The party approached a clearing as quietly as they could and most of the PCs made adequate Stealth checks. Sola and the Cavalier, both wearing heavy metal armor, stood apart from those hiding as they brazenly walked along the path in plain sight. When they entered the clearing they saw a giant lizardfolk Bruiser standing atop a ruined dais.

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DM Resources Skill Challenges

Greatest Hits 2010: Making Boring Skill Challenges More Exciting

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 2010. 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.

There is one really obvious way to make any boring skill challenge more exciting that I didn’t mention in the original article – getting everyone to participate. I’ve noticed when I’m playing in public games at my FLGS (especially D&D Encounters) that some players aren’t participating in skill challenges. Any encounter you don’t participate in is going to seem boring to you.

Many players assume that it’s the DM’s responsibility to ensure everyone is included. I agree with this, but I also believe that experienced players must shoulder some of this burden. If you’re playing at a table where others aren’t participating try to encourage them to join in.

One reason I’ve heard that some players find skill challenges boring is because their character isn’t that good in very many skills. Too many players – especially newer players – think that they must use their best skills during a skill challenge. You have no idea how much I disagree with this thinking.

Let the narrative and the role-playing guide you during a skill challenge. Don’t look at the skills and then decide on your action, decide on your action and then look at your skills. If you’ve done a good job in-character of explaining what your character is doing and more importantly why they are doing it, the roll should be a lot less significant. Most DMs I’ve played with will usually ignore the roll and just award a success in this situation.

The next time players are complaining that a skill challenge is boring; make sure that it isn’t because they aren’t participating. Once you’re sure everyone is involved in the skill challenge then use the guidelines I’ve described below to work on other ways to spice things up.

Categories
DM Resources Player Resources

Greatest Hits 2010: Embracing The Total Party Kill

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 2010. 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.

Until recently I’d never played in a game where a character, let alone an entire party, was willing to accept their own death in order to ensure the accomplishment of the greater good. When Wimwick wrote this article I thought it made for an interesting discussion, but I never expected to ever see it happen during play. After all, you work so hard and so long to earn XP and build up your character that I just couldn’t see anyone willing letting that character die. And then I actually saw it happen. Twice.

The first time I saw this kind of self-sacrifice was as the DM. Our campaign was about to reach its final climax. The PCs were about to complete a quest that spanned 20 levels. However, in order to accomplish their task someone had to sacrifice them self in order to stop a powerful evil from escaping an arcane prison. As the DM I had three important NPCs ready to step in since I knew none of the PCs would willingly make this sacrifice. I was stunned when everyone in the party agreed to do it. I only needed one volunteer, but all the players were willing to give up their PC to accomplish this goal. In the end the Wizard, the PC who had been with the campaign the longest, made the ultimate sacrifice. I never expected any of the players to feel so strongly about the story that they’d be willing to do this, yet they all stepped up. I finally understood what Wimwick was talking about in this article and it was awesome.

The second time I experienced this was as a player in a one-off game. Although we just met these characters and liked them a great deal, it became evident that our mission was too important to fail. We didn’t set out on a suicide mission, but when certain events transpired and we realized that our own mistakes were going to spell failure for the mission we decided to do whatever was necessary to get the job done. In the end that meant a total party kill as we took on a task that we knew we’d never return from. It was one of the most exciting adventures I’d ever played in and even though I’d only played that character once, I’ll always remember him.

If you’re the DM and you make the players care enough about the story then there is always the chance that they’ll make the ultimate sacrifice and embrace the TPK. It’s one thing for a party to face overwhelming odds and get wiped out, it’s an entirely diffident circumstance when the players realize that they’re facing death and do so honourably in order for good to prevail.