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DM Resources

Greatest Hits 2011: Let Monsters Use the Treasure

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 2011. 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.

In our home games the monsters will often use magical items against us (treasure bundles we’ll earn if we defeat the monsters). Where this has become a bit of an issue is when the monster is using a magic weapon and the person who claims it wants to drastically change the weapon type.

For example, in a recent encounter we were fighting Githyanki. They were armed with Silver Swords, a character-defining item for this race. When we defeated them we discovered that one of them was using a +3 silver Greatsword sword against us. The PC who claimed the treasure (because he badly needed a weapon upgrade) was a Rogue who used a dagger. Normally the DM is supposed to just wave his magic DM wand and say “the item is now a dagger because that’s what you, the PC, need it to be,” but in this case the DM decided to do the more sensible thing and said no.

He was willing to change it from one big sword to another, but he felt that going from the biggest blade in the game to the smallest was too much of a stretch. The player was ok with this ruling and we actually though the DM made the right call.

In a another recent game we fought Salamander archers and one was using a Great Bow +3. Again, when the PCs defeated the monsters and claimed the weapon the DM would not allow the bow to become anything other than another kind of bow. And again we were ok with this ruling even though the rules say otherwise.

This is the only real drawback we’ve had when letting the monsters use magic items against the party. You either have to equip the creatures with the exact weapon-type that one of the PCs can use or you have to suspend disbelief and say that the treasure bundle says “+3 weapon” so the PC can make it whatever weapon he needs it to be. In our games we’ve opted to go the former route. In those rare circumstances where we can’t use the form of the item we find we have to expend time and resources to transfer the enchantment or we just sell it. More often than not we sell it because that is easier.

So DMs, before you give the monsters items to use against the party give some thought to how you’re going to handle the inevitable transfer of the item from monster to PCs. Will you let them change the weapon to a more suitable type or will you break the rules and insist that if it was a Great Axe when the monster used it against the party it has to be a Great Axe if anyone claims it as their own?

Categories
Player Resources

Greatest Hits 2011: Exploiting Racial and Class Powers: Dragon Breath

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 2011. 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.

My very first LFR character was a Dragonborn Warlord. For years I played this character with no clear direction of how I wanted him to develop. I only thought of him as a Warlord and a leader. Then he reached level 11 and I discovered the Honor Blade paragon path. After that everything fell into place. Instead of focusing on a paragon path that was tied to his class, I decided instead to focus on a paragon path that focused on his racial abilities, in this case the dragon breath. It didn’t take long for this character to get a reputation as a Dragonborn first and a Warlord second. It was the first time in 4e that I’d seen a character with such intense specialization in his racial powers or abilities.

The first time any of the Dungeon’s Master gaming group saw my LFR Dragonborn in action was at GenCon last summer. It was Wimwick’s first GenCon and his first LFR experience. He was so impressed by the power my Dragonborn PC possessed that he started playing with character builder that night to see if there was a way to refine the build and maximize the powers even more. It didn’t take long before he had a Dragonborn Warden that could deal more damage more often with his dragon breath than my Warlord. Even though we promised ourselves that we’d never run an article that was nothing more than “let me tell you about my character” he felt he had to share our builds with our readers. From there, this series on exploiting racial and class powers was born.

What was supposed to be a clever insight into one racially superior build became a series that featured some of the most popular races in 4e D&D. In a very short time we had an article on the DragonbornEladrin, Dwarf, Elf, Drow, Tiefling and Warforged. They were extremely popular and people had a lot of additional suggestions on how to really take advantage of a racial powers to make a truly unique (and often unstoppable) character.

Since we ran these articles we’ve discovered the immense role-playing satisfaction that comes from playing a PC that focuses on his race before focusing on his class. In my regular group three of six PC have taken paragon paths that only have a racial prerequisite. This campaign is certainly one of our best and it’s due in no small part to the excellent role-playing and character development that’s come from a really focused examination of the most unique aspects of those races. These paragon paths may not always be the most powerful in terms of numbers, but the character development that this choice has encouraged makes up for any shortcomings in the combat mechanics. – Ameron

Categories
Editorial

Greatest Hits 2011: Should PCs Charge Other PCs for Services?

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 2011. 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.

Although charging for services can have devastating consequences for your game – especially if the demand for payment is completely unexpected – I do think there are ways to make it work. An alternative way to tackle this issue it not to charge PCs for services out of the blue, but to make special arrangements where payment will guarantee services or garnish special treatment.

For example, in a lot of the D&D encounters sessions I ran this year there was only one leader for a party of six or more. With only two Healing Words to go around per encounter the competition for who got healed was pretty fierce. When multiple characters were injured the leader knew he needed to heal someone on his turn but wasn’t usually very picky about who it was. If two character were in equal peril (both bloodied or both unconscious) then it became a coin toss or roll of the dice. But what if one of those PCs made an arrangement with the leader ahead of time? He’s not asking for special treatment, just preferential treatment.

In circumstances where this PCs need is equal to that of another PC, the leader will earn extra compensation if he chooses to heal this PC first. The leader isn’t charging but is willing to accept payment for the service in order to help him decide who to help first. Once the other players learn that the leaders service are for sale they can offer him more lavish rewards or a greater cut of the loot. In this case they are less likely to resent the leader since he’s not charging all-of-a-sudden for healing, nor is he withholding it when needed most. He’s merely letting the PCs determine the way to break the ties. It wasn’t his idea to charge, he’s just taking advantage of the situation his allies created.

It could work.

Categories
Editorial

Greatest Hits 2011

With 2011 nearing completion the Dungeon’s Master team is taking another look at some of our favourite articles from the past year. With over 250 articles posted over the past 12 months there are bound to be a few that you missed somewhere along the way. If you’ve only found Dungeon’s Master recently, this is a good way to discover some of our best work. For those readers who have been with us since the beginning, we think you’ll enjoy revisiting these articles again.

Over the next two weeks we’ll dig up those hidden gems that generated a lot of discussion among the gaming community or that we think best represent what we’re all about.

Categories
Editorial

Greatest Hits 2010: Fighting an Opponent You Can’t Beat

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.

This article was a reaction to something that happened in one of my games. Although it seemed like a really big deal at the time, this remains the only instance where I’ve faced and opponent I couldn’t beat since I began playing 4e D&D and I think therein lies the real issue.

Players feel that they should be able to defeat everything thrown at them. The D&D Open Championship held at this year’s GenCon is a perfect example. The big opponent was Orcus, arguably one of THE most powerful creatures in 4e D&D. Yet every table of five was not only capable of defeating him, everyone expected that they would.

So the big question is whether or not DMs should – on occasion – remind players that they are not at the top of the food chain. Should the DM put the PCs into situations where they may end up fighting an opponent they can’t beat? If done properly, I think this kind of situation hold tremendous educational value.

Unless players try and fail, they’ll continue to think they’re the best there is. And as true as that is in most circumstances it never hurts to remind players that this isn’t always the case. Just try not to kill off too many characters in the process. D&D players tend to see this as something that needs to be avenged rather than a hard learned life lesson to take away and think about.

Categories
Editorial

Greatest Hits 2010: Who Owned Your Magic Sword Before You Did?

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.

Magic item availability has changed in D&D since we first published this article eight months ago. D&D Essentials brought with it a new classifications of magic items based on availability. This change, a significant one in most magic-plentiful D&D campaigns, makes the discussion of ownership and an item’s origins even more important. With more items falling into the uncommon and rare categories questions of ownership should be on the forefront of all adventurer’s minds when the discover treasure hoards.

Players content with common magic items at lower levels will look to upgrade as the gain levels. Now that the really good stuff isn’t as readily available at Ye Old Magic Shoppe, adventurers really have to work to locate that special something. Before D&D Essentials players knew that as soon as they found enough gold they could easily purchase whatever item they wanted, now they have to either remain content with the common goods (unlikely) or figure out how to find those really rare treasures.

When we first ran this article most of the people who left comments agreed with my recommendation that investigation into magic item ownership was an interesting role-playing exercise that might be done once and a while, but not something they would likely do regularly. Thanks to D&D Essentials and the new item classification this scenario is likely to become a much more important and much more regular part of D&D campaigns.

Where I don’t see anything changing is the PCs willingness to give up their newly gotten riches. If magic items have become that much more uncommon then PCs are probably even less likely to “do the right thing” and return an item that clearly belongs to someone else (or more likely their heirs).

On the flip side, heroes with such valuable and distinct magic items will likely have their own admirers who will keep tabs on their adventures. Should these heroes not return from some quest, you know that these admirers will go looking for their fallen friend (or hire someone else to do it) for no other reason than to recover the rare magic items he possessed.

Categories
Editorial Humour

Greatest Hits 2010: Confessions of a D&D Camp Councilor

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.

Ahhhh! The off season. It has been months since I hung up the dice bag and folded up my poster maps, but when the boys at Dungeon’s Master asked me to reflect on my time as a D&D camp councillor I couldn’t resist.

The most important lesson I learned playing D&D with kids was that no matter where you go, people are people. When I started up the Shattered Sea there was a 20 year spread between my oldest and youngest player but I thought nothing of it because I could remember a time when I was still in high school, and I could relate to working 9 to 5 jobs to help provide for someone I cared about. When I got to D&D camp I didn’t know how things were going to go. In talking to my coworkers I was told some of the age old ticks to fill for time and how to prepare quick and dirty campaigns. I needed to run a new story-arc every week and at some point they expected the well to run dry. Instead of doing as suggested, I realized that children have no mercy and if I was going to make it through each day I really had to run my best stuff.

What ended up happening was that the kids at my table went through the same growing pains of picking up my style of DMing and each kid’s playing style that my own adult players did. I encountered the same gamut of interests I found at home. There were kids who where there to just have fun, there were kids who knew the rules inside out on day one, as well as kids who wanted to kill the big bad guy just like in every movie they have ever seen. As I spun my tales at the table the kids of course would never pick up on the sources I was pulling from simply because they had spent fewer years on this earth than I had. At the end of the day I couldn’t get away with bad writing at camp anymore than I could at my home game. I saw the same social problems in my campers that I had seen in people of all ages all my life. I will admit that they kids did have an extraordinary penchant for cheating, something I won’t try to account for.

Bring your A-Ggme DMs, no mater what game you run and no matter who it’s for because every time you roll dice it’s a chance to improve your self as a DM. Moreover it’s a chance for you to better understand the people around you, because at the end of the day, people are people no matter where you go. As you read the account try to place the players at your own table in the seats that my campers took at mine. I think you wont find the exercise too much of a stretch. R.I.P. Stealth Phoenix, I’ll never forget you.

Categories
DM Resources Editorial

Greatest Hits 2010: 5 Errors I’ve Made as DM

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.

Nothing helps you overcome a problem like talking about it. After I wrote this article I made a point of referring back to it a lot the next time I took over the DM’s chair. I found that seeing these errors in print served as a good reminder not to repeat any of them. In some cases the learning I’d taken away from analyzing these errors actually let me make the right call the next time thereby making the whole experience better for everyone.

As a bonus, I’ve add a 6th Error I’ve Made as DM to the list below. I hope you continue finding these errors educational and that everyone can learn from my mistakes.

Categories
DM Resources

Greatest Hits 2010: My Campaign Should Be On TV

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.

I’ve always enjoyed Skallawag’s style as a DM. His sessions are highly enjoyable, fast paced and fulfilling. In his article My Campaign Should Be On TV Skallawag reveals some of the strategies that he employee’s when designing adventures. There are no magic secrets, just solid advice to keep your players hooked and begging for more. The method employed, borrow from Hollywood. Take the best strategies for keeping audiences hooked to both the large and small screen and translate those methods onto the gaming table.

I hope you enjoy this revisit to a great piece here on Dungeon’s Master. – Wimwick

Categories
Editorial

Greatest Hits 2010

With 2010 nearing completion the Dungeon’s Master team is taking another look at some of our favourite articles from the past year. With over 250 articles posted over the past 12 months there are bound to be a few that you missed somewhere along the way. If you’ve only found Dungeon’s Master recently, this is a good way to discover some of our best work. For those readers who have been with us since the beginning, we think you’ll enjoy revisiting these articles again.

Over the next two weeks we’ll dig up those hidden gems that generated a lot of discussion among the gaming community or that we think best represent what we’re all about.