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DM Resources Friday Favourites

Friday Favourite: Dealing With Conflict At The Gaming Table

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 26, 2011, Dungeon’s Master once again presents: Dealing With Conflict At The Gaming Table.

Mr. Pink: Hey, why am I Mr. Pink?
Joe: Because…
Mr. Pink: Why can’t we pick our own colors?
Joe: No way, no way. Tried it once, doesn’t work. You got four guys all fighting over who’s gonna be Mr. Black, but they don’t know each other, so nobody wants to back down. No way. I pick. You’re Mr. Pink. Be thankful you’re not Mr. Yellow.
Mr. Pink: Mr. Pink sounds kinda wimpy. How ’bout if I’m Mr. Purple? That sounds good to me. I’ll be Mr. Purple.
Joe: You’re not Mr. Purple. Some guy on some other job is Mr. Purple. Your Mr. PINK.
Mr. White: Who cares what your name is?
Mr. Pink: Yeah, that’s easy for your to say, you’re Mr. White. You have a cool-sounding name. Alright look, if it’s no big deal to be Mr. Pink, you wanna trade?
Joe: Hey! NOBODY’S trading with ANYBODY. This ain’t a city council meeting, you know. Now listen up, Mr. Pink. There’s two ways you can go on this job: my way or the highway. Now what’s it gonna be, Mr. Pink?
Mr. Pink: Alright, I’m Mr. Pink. Let’s move on.
Joe: I’ll move on when I feel like it… All you guys got the message?… I’m so mad, hollering at you guys I can hardly talk. Pssh. Let’s go to work.

Reservoir Dogs

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DM Resources Friday Favourites

Friday Favourite: Don’t Fight to the Death

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 4, 2012, Dungeon’s Master once again presents: Don’t Fight to the Death.

Doesn’t it seem kind of dumb for monsters – or PCs for that matter – to fight until they reach their very last hit point? Don’t any of the combatants in D&D have any sort of survival instinct? What ever happened to the flight part of fight or flight? In most combat scenarios the PCs beat up on the monsters and the monsters don’t back down until they’re dead. Unless the monster has good reason to fight to the end, why would they? The simple answer is that they shouldn’t.

Eventually all battles should reach a point where one side either surrenders or flees. Fighting to the bitter end is just stupid. Yet this is how D&D works. The PCs fight the monsters until one side (most often the monsters) is decimated. In those very rare occurrences when one or two monsters manage to flee the players will often complain that the DM robbed them of a totally victory (at least that’s been my experience). I think that we need to introduce a little bit more common sense into D&D combat and I know just the way to do it.

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Friday Favourites Player Resources

Friday Favourite: Skill Focus – Diplomacy / Persuasion

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 21, 2009, Dungeon’s Master once again presents: Skill Focus – Diplomacy.

After Perception, Diplomacy seems to be the skill used most often in my games. Any time your PC finds himself in a social situation you know that you’re going to end up making a Diplomacy check. But Diplomacy is more that just talking the talk. It’s usually about knowing what to say and how to say it. Your PC’s body language can also have as much of an impact as the words coming out of his mouth.

Most skills are versatile on their own, but since Diplomacy is generally opposed by Insight it’s probably a good idea to take training in both if your class allows it. Any time a PC is engaged in a back-and-forth dialogue they’ll probably end up using both skills, so taking training in both will greatly improve your chances of success.

Whenever a PC speaks the truth the appropriate skill is usually Diplomacy. As soon as they start leaving out details, deliberately withholding information or outright lying it starts to tread on the ground of Bluff. If you’re trained in Diplomacy but not in Bluff (we’re looking at you Paladins and Clerics) then it’s up to you to convince your DM that a Diplomacy check is still the right one given the circumstances. Letting the Rogue speak only when the party needs to tell a lie is going to be a pretty obvious “tell” that you’ve trying to mislead the king or swindle the merchant.

It’s important to remember that in many circumstances you’re only going to get one shot at a Diplomacy check, so you’d better be sure that you make the most of it. You wouldn’t want to ruin a diplomatic dinner because you drank the lemon scented water that you should have used to wash your fingers.

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Friday Favourites Player Resources

Friday Favourite: Are You Willing to Provoke an Opportunity Attack?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 29, 2011, Dungeon’s Master once again presents: Are You Willing to Provoke an Opportunity Attack?

One of the more difficult things that new players have trouble remembering is that moving away from an opponent will draw an opportunity attack. As soon as players hear that moving their character more than one square away from an adjacent creature will result in that creature getting a free attack, all tactics that involve moving are thrown out the window. It’s almost as if they believe that drawing an attack and possibly taking the hit is the absolute worst thing that they can do on their turn.

As an experienced DM I’m going to tell you that you need to be willing to take an opportunity attack once in a while. From a mechanics point of view all opponents know as well as you do under what circumstances they’ll get to make a free attack on you. If you move away they’ll attack you as soon as your back is turned. If you try to use a ranged attack while standing next to them, they’ll see the hole in your defenses and attack you. And if you try to crawl away while prone you bet that you enemy will kick you as you scurry away.

But so what if they do? In most cases a monster’s basic attack is just that – basic. It usually is a straight up weapon attack, be it a sword or claw. Yes, it has the potential to hurt you but you need to weigh that against the value of taking the action that draws the attack in the first place.

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Friday Favourites Player Resources

Friday Favourite: Playing Someone Else’s Character

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From October 11, 2011, Dungeon’s Master once again presents: Playing Someone Else’s Character.

In my experience there are two things that gamers like to talk about more than anything else: their own character and ways to improve everyone else’s character. Everyone always thinks that they have the very best character and most gamers want to tell you all about it. Yet no matter how awesome someone else believes their character is, someone always thinks they have a way to improve it.

As a DM I often ask the players to provide me with copies of their character sheets before I start a new campaign. By looking over their defenses, feats, powers, and items I can get a better idea of their power level relative to the other PCs and relative to my monsters. It also gives me a chance to suggest improvements and changes to their characters. In some cases the players will be grateful for pointing out better options (especially when they have two feats that don’t stack), but most times the player gracefully accepts the feedback and does nothing. After all they know that their character is already awesome so what business do I have telling them to make changes?

I realized that people become very attached to their characters. They see the PC as an extension of themselves and take great pride knowing that they’ve built this PC exactly the way they want to. Unfortunately this often blinds some players to the fact that their PC really isn’t as awesome as they think. If only there was a way to show those players just how much better their PC would be if they tweaked a few little details? And then it hit me – there is a way.

What if everyone had an opportunity to play someone else’s character? You think you know my character better than I do, well here’s your chance to prove it.

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Friday Favourites Player Resources

Friday Favourite: The New Initiative – Talk then Fight

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 12, 2012, Dungeon’s Master once again presents: The New Initiative – Talk then Fight.

diplomacy“Everyone, roll initiative.” When the DM speaks these magic words we all know that it’s time for combat. This is how D&D works. The players determine who goes in what order and then you have at it. Since initiative is tied to Dexterity, PCs with the highest Dex almost always go first. And what do you know, the powers for most strikers – Rogues, Rangers, Sorcerers, Monks, Vampires – are generally tied to Dex so this is usually their best stat. The result is that the PCs who have the best chance of inflicting the most damage will act first in combat more often than not. This is all well and good if your objective is to kill everything you come across, but every now and then don’t you think there should be an opportunity to talk to your opponents before the hot-headed striker does something stupid like acting first and killing something?

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DM Resources Friday Favourites

Friday Favourite: Should the DM Use a Screen?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 19, 2013, Dungeon’s Master once again presents: Should the DM Use a Screen?

dm-screen-1
Picture by Mike Shea of Slyflourish.com

The DM’s screen – the great barrier that separates the DM from the players. Behind the screen the DM can do whatever he pleases. Personally I detest the DM’s screen. It forms a literal barrier that divides the table and cuts the DM off from the rest of the group. I feel that the screen only serves to perpetuate the incorrect belief that it’s the DM vs. the players. The screen denotes exclusivity and secrecy and in my vast gaming experiences it often gives the DM a false sense of self-worth, self-importance and power over the rest of the table.

Obviously the DM’s role in the game is different from that of the players. Yes, the DM has more to do, and controls all of the monsters, and decides on how things in the world play out, so I understand why some DMs get drunk with power. But there’s a simple way to level the playing field and bridge any ill will between the DM and players, and that’s to stop using the screen all together. I realize this may be scary for some DMs, so we’ll look at the most common reasons for using a screen and review the pros and cons of each.

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Friday Favourites Humour

Friday Favourite: Eldrick Tont – Defender of the Tiger Woods

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 28, 2011, Dungeon’s Master once again presents: Eldrick Tont – Defender of the Tiger Woods.

Today Dungeon’s Master presents our contribution to this month’s RPG Blog Carnival: Memorable Characters Inspired From Real Life. The real life person, upon which my memorable character was inspired, is golf icon Tiger Woods.

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DM Resources Friday Favourites

Friday Favourite: Intelligent Magic Items

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 14, 2009, Dungeon’s Master once again presents: Intelligent Magic Items.

Having a magic sword is one thing but having an intelligent magic sword is a whole new level of coolness. So far there are no mechanics in 4e Dungeons & Dragons for creating intelligent magic items. However a creative DM can always introduce one as he sees fit.

Continuing our look at magic items that began in yesterday’s article What’s a +1 Sword?, today I’m going to share some of the pros and cons I’ve experienced by introducing an intelligent magic item to my campaign. Over the years I’ve have many games that included intelligent items. It’s not something I would recommend for everyone, especially new gamers, but it can add a new and unpredictable element to your game.

I suspect that the forthcoming Adventurer’s Vault 2 will reintroduce us to intelligence items. There are also a few intelligent artifacts in the DMG if you need an immediate fix. Until then here are some of the pros and cons that come with intelligent items in D&D.

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DM Resources Friday Favourites

Friday Favourite: What is the Town’s Attitude?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 20, 2013, Dungeon’s Master once again presents: What is the Town’s Attitude?

Kelmarsh medieval villageA lot of D&D adventures begin with the PCs arriving in town. In most cases it’s someplace the PCs have never been before so everything is new – the people, the locale, and the problems. This is just a natural part of the adventurer’s life; going from place to place, getting in adventures and helping people along the way.

I’ll admit that I’ve run many adventures that start just like this. It’s not a bad thing, but it is a bit boring. The longer you play D&D the more often this will happen and the more trivial each town will seem as you continue on your quest for adventure.

After playing through this scenario for the umpteenth time during last week’s D&D Encounters introduction it occurred to me that a clever DM can turn this traditionally boring introduction into something a lot more interesting by adding one little detail – the town’s attitude towards strangers.