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Month in Review

Month in Review: April 2012

April was a skinny month when it came to content at Dungeon’s Master. I’ll admit that I didn’t come anywhere close to getting articles out every day. However, I’d like to think that what we lacked in quantity we made up for in quality. The number of visitors to Dungeon’s Master dipped a little bit (which I suppose it to be expected when you go from 20+ articles a month to only 12) but they are still holding strong.

When our iron man publishing streak finally came to an end in March I was really concerned that we’d lose readers. But after seeing the numbers remain more or less consistent I realized that perhaps publishing five articles a week was too much. When you didn’t have to read five articles a week you were more likely to actually read the three we did put out. So moving forward I think well try to hit three or four articles a week and we hope that you’ll continue to visit and comment on everything we do publish.

That being said if you did miss anything in April, this is your chance to get caught up. We’d like to thank all of our readers, new and returning for your loyalty and support.

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Player Resources

Playing Drow Part 1 – Embracing the Evil

The Drow are an evil race. This is a fact. The overwhelming majority of dark Elves live and thrive in evil societies, and are led by the most evil of their ilk. Yet no matter how often I’ve repeated this most players who create Drow PCs choose to make them good, or at least not as evil as you’d expect them to be and it drives me crazy. I realize that this is your character and that you can ultimately determine their outlook on life as you see fit, but you’re ruining the best aspects of being Drow by making them all good. Play evil! Relish in playing evil!

All of this grief surrounding good rebel Drow adventurers can be traced back to Drizzt Do’Urden. What most players forget is that Drizzt Do’Urden is not your typical Drow. This is a big part of what makes him so endearing to his fans. The early books in the Legend of Drizzt series constantly juxtaposed Drizzt’s atypical behaviour and misaligned morale compass when compared to the overwhelming majority of other Drow. Practically every other Drow you meet in Salvatore’s books is clearly evil.

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Player Resources

Applying the Touch of God to Divine Characters

When creating a divine character it’s strongly encouraged that you choose a deity. Your PC should try to follow the teachings of this deity and wherever possible spread the god’s message throughout the camping world. But in most 4e D&D adventures I’ve run and played in the divine character is usually just the PC who heals wounds and deals radiant damage. No one seems to realize that there is a “Power” behind the power.

In previous editions of D&D a lot of emphasis was placed on which deity your divine character worshipped. It helped the player develop the role-playing and it often granted access to unique powers. But in 4e D&D there is no requirement to choose a deity and there is no down side for skipping this step. All you have to do pick a divine class and continue with character creation. Players involved in games that emphasize combat over role-playing likely have no idea which god their resident Cleric even worships, despite the fact that it’s this unknown deity that’s enabled the Cleric to heal their wounds. What’s even sadder is that a lot of the players running those divine characters don’t know either.

With the desire for all 4e characters to be balanced, the divine classes were dumbed down from what they once were. This may make things easier for new players but I think it really hurt divine classes. Playing a divine character should require work; at least more work than playing a character with another power source. You shouldn’t just be playing your character, you should be playing a set of ideals, rules and beliefs set out by the character’s deity. After all, you are the vassal for your god. You commune with deities. This certainly seems to me like it should be more complicated than playing the character that swings his sword at the monsters.

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DM Resources Player Resources

Dividing Treasure

DM – You’ve defeated the skeletons. As you search the bodies you realize that one of them was carrying a +1 frost weapon.

Ethan the Rogue – As the striker I should get the magic weapon. The more often I hit the faster I can drop monsters.

Barrack the Fighter – Now hold on a second. I may not be a striker, but as a defender it’s important that I hit monsters ignoring my mark. I think I should get the magic weapon.

Delian the Paladin – Excuse me, guys; this was an item from my wish list. I’m working on a whole cold-theme and already the feats Wintertouched and Student of Moil. Using a frost weapon will give me bonuses when I make cold-based attacks.

Sterling the Warlord – You’re all forgetting that it’s my turn to get the next magic item so I believe the frost weapon is mine.

How often does this happen in your game? As soon as it comes time to divide the treasure everyone tries to lay claim to the best stuff. This is usually a bigger issue when a party is lower levels and there aren’t as many items to go around, but even when the group advances into the paragon tier there can still be some bickering about the division of items.

Over the years I’ve seen many groups handle the division of loot in many different ways. There are certainly pros and cons to all methods and it’s really up to the groups themselves to figure out which method works best for them.

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DM Resources Player Resources

How To Solve the Cold Dice Problem

It will happen to you one day and when it does don’t be embarrassed, it happens to all gamers. I’m talking about cold dice. Eventually the dice run cold for all of us. Maybe the d6 keeps coming up 1, the d12 won’t roll higher than 3 or the d20 isn’t cooperating at all and you haven’t hit a monster all fight. Eventually the dice gods will correct the problems and balance the scales, but until then a streak of poor rolls can crush even the most experienced player.

When a player goes through a bought of bad dice karma it can actually have a detrimental effect on the entire group. Even though everyone else rolls as expected and has fun doing so, one player’s poor rolls can effect the overall mood of the entire table. I’ve learned over the years that when this happens (and it will, if it hasn’t already) players and DMs can actually do a lot of things to turn the tide.

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D&D Encounters

D&D Encounters: The Elder Elemental Eye – Pre-Generated Characters

D&D Encounters: The Elder Elemental Eye (season 8.) began a few weeks ago. As usual Wizard only provided the standard six pre-gens that we all know backwards and forward by now. Today we’ve added six new PCs to the Dungeon’s Master Pre-Generated Character Library.

These new characters were created by Brad Bound at Hit on Crit. All of the new additions were built using the new Heroes of the Elemental Chaos. Although these are all level 1 characters, Brad has provided character builder files for download. Now you can level them up as you see fit taking them from generic pre-gen to a character that is truly your own.

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Editorial Top 10

Ameron Answers 20 Quick Rules Questions

Every DM runs their home game a little bit differently, so as new players join the ranks it’s important that any house rules or tweaks to the RAW (Rules As Written) are clearly spelled out. This becomes even more important when you jump between editions or are playing in a home-brew campaign. Brendan at Untimately put together a list of 20 rules questions feeling “that it would be useful to have a list rules that often change from campaign to campaign.” By answering these questions DMs ensure consistence and rule clarity at their tables.

Many of the other bloggers who have posted their responses play older editions of D&D or use a mish-mash of various editions. The Dungeon’s Master crew plays 4e, bet even so the answers to some of these questions are not as straight-forward or clear-cut as you might think. Everyone has at least a few house rules and we’re no exception. So today I’m answering Brendan’s 20 quick rules questions.

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Player Resources Top 10

8 Ways to Get Out of a Gaming Slump and Make Your Game More Exciting

It’s common for people in long-term relationships to talk about how the romance is gone. They remember how it used to be: the anticipation, the excitement, the thrill. But now things are just so-so. They go through the motions and wonder where it all went. They still love their partner and want stay with them, but they know the need a change. They look for ways to spice things up in an attempt to rekindle the lost romance.

A similar phenomenon can happen to gamers who play a lot of D&D (believe me, I know). You enjoy D&D and you’re not looking to play a different game, you just want to make each session a little bit more exciting. Sure you face new challenges and new monsters each time you play but so much of the gaming experience has become repetitive and routine. How do you bring back the romance and ignite the spark of excitement you once had when you first started playing D&D? We have 8 ways to get out of a gaming slump and make your game more exciting.

These suggestions are ways for individual players in a larger gaming group to make changes that will really only affect them. After all, it’s possible that the rest of the group is having a great time and wouldn’t change a thing if they could. These ideas can spice up your D&D experience without intruding or ruining anyone else’s good time.

Categories
Month in Review

Month in Review: February 2012

February 1st marked our third anniversary here at Dungeon’s Master. It certainly doesn’t seem like three years have passed to us, but when we look through our archives there’s no denying the abundance of articles (this article is number 866). Wimwick shared some of our stats in the State Of The Dungeon – Year 3 and from everyone here at Dungeon’s Master we again thank you, the readers, for making all of this possible. It’s because of your support and comments that we keep on doing what we’re doing and providing 4e D&D articles every weekday.

After three years we decided it was finally time to reveal The New Dungeon’s Master Banner. Thanks to Winston Lew for designing something so awesome. I think it breathes new life into our site and adds an additional level of professionalism that our previous banner lacked.

February was a big month for public play as we completed another D&D Encounters season. With that came our report card followed by a preview of the new season the begins tonight. We also shared a first look at the new Lair Assault.

In addition to additional public play resources we also provided new adventure hooks, a contribution to the RPG Blog Carnival, a new skill challenge (with tongue firmly planted in cheek) and an interesting look at the Super Bowl with a D&D spin. If you missed any of the great articles from the past month this is your opportunity to get caught up.

Thanks to everyone who continues to visit Dungeon’s Master regularly. If you haven’t commented before please do, we want to hear from you. If you’re not a subscriber, then we have to ask: what are you waiting for? Subscribe today. We make it easy by providing a subscribe link at the bottom of every article (866 and counting).

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DM Resources Player Resources

Somewhere Between Living and Dying

Normally there’s no real grey area when it comes to the distinction between living and dying in D&D. If you’ve got 1 or more hit points you’re living. If your hit points are between 0 and your negative bloodied value you’re dying. As long as you’re living then you can act on your turn whether you’ve got 1 hit point or 100 hit points. But when you reach 0 hit points or lower you fall down and start bleeding out.

In some cases taking excessive damage may kill you, dead-dead outright, but most of the time you’ve got a fighting chance of waking up. If you’ve got a leader in the party or an ally with a decent score in Heal, then you’ll likely be back in the action by the time your next turn comes around. Most of the time falling unconscious isn’t even a big concern. After all, the way that 4e is designed makes it practically impossible for PCs to die.

However, there will be those rare occasions when the leader can’t help you and the other PCs are in so much trouble that they can’t take the actions necessary to use their Heal skill on you. These are the rounds when all you can do is roll that death save and hope that you get a 20. Being in this situation sucks! What’s even worse is if you spend multiple rounds in a row making death saves and not getting that elusive 20. I’ve played in a few games where the rest of the PCs can’t or won’t help their wounded comrade and that player does nothing but make death save on their turn. This is not fun.

After this happened in a recent encounter where a player was sidelined for over an hour we decided to introduce a new house rule that would minimize this kind of player exclusion from happening again. The proposal was to create a new state somewhere between living and dying.