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D&D Encounters

D&D Encounters (Week 6)

I owe the players at my game table an apology. Because of my unpredictable dice, our encounter was over after only two rounds. Less than half-an-hour into week 6, we were done. Sorry guys. Whenever dice have an impact on the outcome of events, there’s always the outside chance that they’ll do the unexpected.

Since I began playing and writing about my participation in D&D Encounters, I’ve tried to keep things as spoiler free as possible. This week I need to be specific, otherwise I won’t have very much to write about.

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over 12 weeks.

Categories
Humour

1 d100 and 2 d4s

The Dungeon’s Master team took the dice quiz at DicePool.com and learned a lot about the old guard and our latest contributor in the process. Both Ameron and Wimwick came up as the devious d4. Neither the result nor the fact that we scored the same outcome came as a real surprise to us. What did open our eyes was Bauxtehude’s result. It turns out that he’s as loony as a d100.

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Player Resources

Join the Dungeon’s Master GenCon Championship Team

Although GenCon isn’t until August, registration began this past weekend. Both Ameron and Wimwick are representing Dungeon’s Master at GenCon this summer. We’re going to do everything we can to win the D&D Open Championship this year and we want you to join our team.

The D&D Championship isn’t going to be our only focus while were in Indianapolis. As you can probably guess, we’ll be playing a whole lot of D&D. We’re also looking forward to meeting other gamers and bloggers, as well as authors and game designers from Wizards of the Coast and other small publishing houses. We plan to hit a few seminars and even try out some new games. Yes, we’re actually going to try something other than D&D – something I haven’t done in a very long time. We’ve already registered for a few games but our schedules aren’t complete yet. As we nail down our schedules we’ll share what we’ve got on tap with our readers. But today I want to focus on the Championship.

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DM Resources Skill Challenges

Creating and Running Engaging Skill Challenges (Part 2)

So you’ve chosen the premise of your skill challenge. Great, now for the second step. The second step is all about forecasting possible developments for the challenge.

Bauxtehude, our newest contributor at Dungeon’s Master, continues his look at skill challenges. In yesterday’s article, Creating and Running Engaging Skill Challenges (Part 1) he stated that the best skill challenges pose a very open-ended problem to the party. Open-ended problems allow for a diversity of possible approaches as well as interpretations of the actual nature of the problem. Good skill challenges allow the party to overcome the problem presented to them in their own way while forcing them to interact with increasing complications. Picking up right where we left off yesterday, we follow the example begun in part 1 through to its natural conclusions with a heavy dose of Bauxtehude’s thoughts and insights added along the way.

I find it harmful to try to start setting DCs for various skill checks unless there are obvious hurdles that will need to be overcome. It’s better to not set any expectations for the party’s actions. The telling of the narration should reflect the choices the party is making rather than what the Dungeon Master thinks the party would do or what the Dungeon Master might figure the party ought to do. In this way time is better invested in thinking about what sort of place the PCs find themselves in.

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DM Resources Skill Challenges

Creating and Running Engaging Skill Challenges (Part 1)

The best skill challenges pose a very open-ended problem to the party. Open-ended problems allow for a diversity of possible approaches as well as interpretations of the actual nature of the problem. The other great virtue of open-ended problems is that they have the unique ability to develop in any number of directions allowing for a multitude of possible resolutions. Good skill challenges allow the party to overcome the problem presented to them in their own way while forcing them to interact with increasing complications. These challenges allow the party to exercise their wide range of skills as they see fit and interact with the results that they generate. Perhaps an example is in order.

The Dungeon’s Master team welcomes Bauxtehude, our newest contributor and author of today’s post. We’ve written a lot of article on skill challenges and thought Bauxtehude’s take on the subject provides new and exciting insights.

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Player Resources

Have You Retrained Today?

One of the great aspects of 4e is it officially recognized retraining. Finally, we had a formal rule for the process of substituting a power or a feat. In previous versions this aspect of the game was either forbidden or house ruled. Now, the concept itself isn’t a big stretch. The idea of swapping this power for that one isn’t new. What is new is the recognition of the game creator to enable this as an official rule.

I’m well aware that many other gaming systems have had such rules for a long time, but D&D has not. Now, you might be wondering what’s the big deal. If I’m not happy with my character I’ll simply change it or speak with my DM about the problem. Fair enough and in most instances a change is able to be made. What happens if you only play RPGA games though and you don’t have a real mechanism to make the changes you desire because a new source book has been released?

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D&D Encounters

D&D Encounters (Week 5)

D&D Encounters is a 12-part adventure from Wizards of the Coast and it’s played out one encounter each week over the next 12 weeks.

I was very happy when we were allowed to take an extended rest at the start of this week’s encounter. I learned afterward that the adventure is broken into three chapters and that week 5 was the beginning of chapter two (which explains the exciting cliffhanger-like ending last week).

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DM Resources

Adding Favours to Treasure Bundles

“Your reward for rescuing the Duke’s daughter is a magical weapon, a suit of enchanted armor and a favour.”

As D&D characters become more and more powerful they always seem to become filthy rich along the way. At first they reinvest their newly gotten gains in themselves, purchasing new weapons, armor and magical items. But after a few levels they have everything they need and they start accumulating wealth. Massive amounts of wealth.

I have numerous characters at or above level 10 and all of them have thousands of gold pieces recorded on their character sheet. And the money continues piling up as they continue adventuring. Now I can spend the cash for the sake of spending the cash, but honestly there’s nothing that these character want or need. They already have magic items in every item slot of their character sheet. Eventually these PCs hit a point where any monetary rewards become inconsequential. I mean what can you buy with 20,000 gp that you couldn’t buy with 15,000 gp?

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Player Resources

Character Creation: The Importance Of Planning Ahead

If you’re anything like me you spend a substantial amount of time planning your PC’s advancement ahead of time. You debate about feats, powers and item selection. You wonder what each new source book may bring. Will a new paragon path open up a better role-playing opportunity for you? Will a new feat allow you to further optimize your PC in combat? While you may ponder these questions, you realize that in planning ahead you need to work with what you have and make adjustments as new source books are released. Of course if you aren’t like me, then by the time you realize the shortcomings of your PC it’s far too late to do anything about it.

Categories
Editorial

Fighting an Opponent You Can’t Beat

Dragon's Lair by Matt Stawicki

As PCs you think that you’re invincible. You assume that no matter what the DM puts in front of you, you can defeat it. After all, you’re the heroes. Sure some fights may be tougher than others, but if the DM’s read the DMG and set up the encounter according to the rules then every fight is beatable. But what if that’s not the case?

In a recent game my DM created a super-monster that was significantly tougher than the PCs. The intent was to give the PCs an opponent that they needed to work up to. The problem was that the party (me included) assumed that if and when we found the monster that we should fight it immediately, just like we would with any other combatant. When we finally found the creature we (predictably) ran headlong into battle.

After two grueling hours of combat we still had no clue that we were in way over our heads. In fact, we thought we were doing a pretty good job of killing the monster. And then one of my companions said to the DM, “Since we’re down to just our at-will powers, are you willing to call the fight, otherwise this could drag out for a long time?” to which the DM replied, “This monster is no where near dead. I’m not calling the fight.”