Browsing the archives for the Advice/Tools category.


  • Adgitize

  • Ajax CommentLuv Enabled 83e62acbb4ec56b5649a2419913254be
  • Game Blogs - BlogCatalog Blog Directory
  • GameSites200

    Vote on the Dungeons and Dragons Online (DDO) Top 200
    Dungeons and Dragons Online (DDO) Top 200

  • To Roll or Not to Roll

    Advice/Tools, Dungeon Masters

    Sometimes it is tempting, for a variety of reasons, for a DM to want to roll the dice for the players.

    Shocking?

    Absurd?

    A good idea?

    In general players love to roll dice.  It is part of what makes the game fun.  Watching those little bits of plastic roll across the table give the game a tactile sensation that is just plain lacking in a computer RPG.  It really enhances the suspense.  Shaking those dice, hoping, wishing, praying that it isn’t a 1 or that you may get that desperately needed 20.

    But then you have people cheating or completely incompetent or who just seem to never have their own dice.  It would be so much easier just to do it for them.

    This is probably not a good idea.  Cheaters generally get caught by other players and players have ways of enforcing rules.  Those who lack the interest in the game to get (or remember) their own dice will eventually quit anyway.  Bide your time and they will disappear all on their own.

    The one situation in which you may wish to consider rolling dice for players is when it doesn’t make sense for the character to know the result.  If they are searching, you may not want the players to know if anything can be found or not.  If a character rolls high and the search result is that they found nothing then they will quit because the player knows that a high roll means there was nothing to be found.  Likewise if they roll a 2 they may metagame a bit and decide to have thier buddy go over the area again because they know the die result.

    You may wish to consider making a house rule to make these rolls yourself.  You may wish to consider search, listen and sneak attempts under these rules, but certainly nothing which has an obvious result like jumping or opening a door.  If you do decide to implement such a rule, be consistent.  Make the rolls all the time, not just when there is something to be found.

    Like all house rules this is something to be implemented with care and thought or perhaps not implemented at all.

    Have fun gaming!

    Welcome back to Dungeons and Dragons Corner.

    You can find Character Sheets Here.

    Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    No Comments

    Being A Healer and Loving It

    Advice/Tools, Fluff/Inspiration, Play, Players

    There are a lot of roles out there that are very fun to play.  Most of us prefer to play the action oriented damage dealing sorts.  I was not surprised when we put together our first 4th edition party everyone (and I do mean everyone) chose a strike role for their first character.  I was also likewise not surprised when they all decided this was a bad idea and started mixing it up a bit.

    One of the main problems was nobody wanted to be the healer.  Being the healer isn’t always very glamorous.  You don’t generally get to dish out tons of damage.  You aren’t always in the thick of things.  In short it isn’t a role that appeals to everyone.

    Playing a fun healer means having fun with your role.  The role of a healer has more to do with the other players than any other role.  By definition you must interact with the other players.  This means that from the start you should be planning those interactions more than the ones with the NPC’s.  If your focus is on destroying the enemy you will always come in second to a well honed striker of some other class.

    As far as builds go you have a couple of choices, but two main ones.  Are you going to be good at healing or are you going to be awesome at healing.  Either way doesn’t much matter because like I said before it has more to do with how you plan to interact with the other players to determine the amount of fun you have.  I would recommend being as good at healing as you possibly can because it will make your in-game actions more significant most often.

    Now, when you perform an action, most of the time it will be performed on another player.  Not always, of course, but certainly more often than not.  So the question of “fun” becomes one of how, why, and when you perform those actions.  In general it is “fun” to save someone from the brink of death.  It is also fun to boost your friend just enough so that he can deal the final blow and save the party.  So play to maximize your chances of doing these fun things.

    I also find it fun to talk and interact with the other players.  Role playing makes this fun.  Pretending to be a devote priestess might mean making it clear that you will not heal those who perform evil acts without penance.  So that rogue who kept a bit more than his share might need to show some sorrow (and give the money back) before you waste your goddess’ precious power on him.  This could be as simple as choosing to heal a different ally each round before finally consenting to save his life or it could be much more blatant and extreme.  Or maybe your character really is neutral and dispenses healing equally to enemies who surrender without questioning their motives.

    The PHB does not allow for rules regarding much more mercenary healers who use their powers only for wages.  It is assumed that a healer will perform these actions as a natural course of adventure in return for her share of the loot, but it is not impossible to imagine a situation where a healer holds a party for ransom at a particularly dangerous stage, refusing to use a powerful spell until an additional share of the treasure is agreed upon.

    Whatever you decide to do, mold your healer to the characters around you and you won’t be disappointed.  Just being the guy who hangs in the back and says you regain X HP once in a while probably won’t be as much fun.  Being the character in the party that everyone wants to please because his powers are unique and useful tends to be more fun.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    Shops, A Way To Manage Resources

    Advice/Tools, Dungeon Masters

    One of the things that can be frustrating to players is that they simply get stuff that they don’t need or want for their characters.  Either the magic items simply aren’t useful or they don’t have the right potions or they simply prefer using an axe to a magic sword.  By the same token as a DM it can be really frustrating when the players just don’t have what they need to perform well in the dungeon that you have spent forever planning.

    Putting some time into the shops in your world can go a long way towards solving these problems, depending on your players.  If you play with the kind of folks who will kill anything they see that has anything of value then you can more or less ignore this entire article because the players will more than likely just try to steal everything rather than trade for it.

    But, assuming that your players are willing to trade - you can add a shop just about anywhere in your game.  This can be as simply as a merchant who has stopped in town for a day to a halfling caravan along the road to an old man found in the woods who happens to have a solution to fire resistance but could really use a healing potion in exchange.

    If you’ve been listening to the players’ gripes then you should have a pretty good idea what they want and what they have that they don’t want.  Often they will end up with gear that they don’t want but which they hesitate to sell at PHB prices because of the expense.  Allowing them to trade (sometimes) for an item of equal or lesser value can go a long way towards helping them get the equipment they need and want.

    But this sort of thing has to have boundaries or it will get out of hand very fast.

    1 - the items available must be specific.  You can’t have a merchant out there traveling around with all magic items levels 6 thru 10.  If there is that much variety available then use the standard pricing system and have the players trade in gold, and it should probably be an established shop with all the regular guards and precautions.

    2 - limit the quantities.  Just like the selection the total number of items avaiable should be limited to one or two.  If a wandering druid just happens to have the eight items that the party wants it will seem strange at the very least and most likely the druid will be robbed and/or stabbed in his sleep.

    3 - limit the amount of time the items are avaiable in the game.  Once that druid has moved out of sight of the party he should vanish from the game.  This keeps him safe from those characters who will want to circle back and slaughter him for the little gold he still has as well as make him avaialbe for future use.

    Finally, I suggest re-using the same “shops” from time to time.  This will make it obvious to the players what you are trying to do without screwing with the suspension of disbelief too much.  If there is a clear signal of “trade with this guy” then the players will be more likely to trade and less likely to do anything else.

    If you do include regular magic shops with a large selection of items, allowing the occaisional one for one trade without penalty can also be useful, but the same rules apply.  This should be for specific items in limited quantities and for a limited time.  The shop may be in dire need of a bag of holding and willing to trade that super special sword for it, but only just this once and only because they haven’t been able to sell that sword anyway.  If the players come back tomorrow they may just discover that someone else sold them a bag of holding and they don’t really need theirs so badly so the trade deal is off.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    Reading The Other Players

    Advice/Tools, Dungeon Masters, Play, Players

    Fundamentally all table top games are about interacting with other people.  It doesn’t matter if you are playing Monopoly, Magic The Gathering or Dungeons and Dragons.  Being able to understand what other people at the table are thinking is an invaluable skill in any game but can be especially useful in Dungeons and Dragons where player interaction has far fewer restrictions than most other games.

    If you are running the game, being able to pull of a lie at a table full of savvy players can be really difficult but at the same time very important in order to maintain suspense.  When you know all the secrets it can be difficult to keep them hidden until just the right moment (or to encourage the players in just the right way to find them).

    Here are some basics to keeping abreast of what is really going on at the table.

    First, watch for moods.  If you have been playing with the same group for a while, then you will know that when Eddy is in a grumpy mood he will be thinking about smashing face a lot more than usual.  When Cindy is happy she gets creative and devious and may try to mess with the other players.  A general rule of thumb is that happier people do more while those who are feeling glum will do less.

    Keep an eye on the time and the amount of caffeine consumed.  As players get tired their style of play generally changes.  If you have just found what you think is going to be a very tough fight but all of your party members are out of Mountain Dew and half asleep you may want to consider suggesting they tackle it another time.  A tactical error because someone is too tired to hold up their dice may not be a good idea, unless of course you are looking to sabotage the party, in which case this would be a good time to make your move.

    Pay attention to sudden changes in behavior as well.  A player who is whispering to the guy next to him is up to something, but so is the guy who suddenly starts dancing on the tavern tables.  This could be a signal of a surprise attack or just that the player is bored.  Either way keep your eyes open and adjust your plans accordingly.

    Learning to pass off a lie is extremely difficult, but perhaps the best tool is distraction.  Whether you are playing a devious NPC or just trying to keep a portion of the loot for yourself, getting the players to focus on something else is a good start.  Using out of game stuff like food, drink, their dice or what happened last week can all be useful.  Most of us can’t think about more than a few things at once and when we’re tired focusing on one thing can be a challenge.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    1 Comment

    Introducing the Dungeons and Dragons Online Character Database

    Advice/Tools, Product Reviews

    So this is for all those of you out there not interested in paying the Wizards of the Coast Use tax in order to use their character builder/managment software.

    MWMDragon over at www.dungeonsdragons.selfip.com has created a new database specifically for storing your 4th edition character information, which of course can be useful for a variety of different applications.  Personally (if I weren’t paying the WOTC tax) I would use it because I keep all of my data electronically and it would be a convenient way of storing said data w/o worrying if my hard drive is going to crash.

    MWMDragon said that “It is meant to aid in online pnp gaming, by making a safe storage place for everyone’s character sheets during and after play.”  If that sounds like something useful to you then go ahead and check out the online character database.

    Please note that it isn’t the most glamorous looking piece of software ever invented.  There is a help button but it just brings up a shot of the character sheet instructions from the PHB.  Of course since all you are doing is filling in data from your character sheet I don’t see that anyone smart enough to read the PHB and the internet will need any help using the database.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    6 Comments

    If You Don’t Want It Messed With - Don’t Put It In

    Advice/Tools, Dungeon Masters

    One lesson I’ve learned the hard way is to be careful what I say as a Dungeon Master.  Believe it or not the players listen.

    Sometimes when describing a scene I will add a sentence or two of flavor just to make the scene stick a little bit.  The players take this added flavor text to heart and before long they are so focused on the color of the princess’ dress that they are completely overlooking the half burned letter from the evil overlord that she was attempting to destroy when they walked in.  Suddenly the color green is an omen for death at every step and they want to go out confiscating every bundle of green cloth in the country.

    Okay, maybe a bit of exaggeration, but not a whole lot.  Usually it is something more like the quality of a chair or the sturdiness of a table or the location of a fur rug.  The players expect that there is something special about it.  Why?  Because I’m the DM and I wouldn’t be saying anything if it weren’t important.

    The lesson is that I should keep my mouth shut unless I want the players to interact with it.  If it isn’t something that I as a DM really want to deal with then I should probably skip it.  Players will ask all sorts of questions and try all sorts of things without being handed a bag full of dead ends.

    On the reverse side you can always add your own false leads here by putting a different inflection on your voice and adding emphasis perhaps where you shouldn’t.  But I recommend that you do this only sparingly because frankly it can lead to frustrated (or worse, bored) players.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    6 Comments

    5 Tips for Managing DM Prep Time

    Advice/Tools, Dungeon Masters

    Okay, so you have an idea for a nifty new campaign that you want to run but you really don’t have the time to put it all together.  What do you do?

    This can be a huge problem for a lot of dungeon masters, particularly those with a creative bent who aren’t thrilled with using someone else’s work.  All too often these folks turn into the guy (or gal) who is constantly “working on it” but who never actually ends up running a game because they never actually finish.

    Here are some ideas:

    1 – Create only what needs to be created for the campaign.  Don’t flesh out an entire world rolling up dozens of NPC’s if they will never be used.  Leave that kind of nonsense to the professionals they get paid to make up fluff you don’t.
    2 – Set a deadline.  Write down the date that you will have it finished.  Mark it on your calendar and tell someone else.  That way they can chew you out if you don’t finish.
    3 – Set aside a specific time of day when you will work on it.  Hint: the earlier in the day the more likely you will actually do it.  Stick to your time just as if you were attending an important class or going to work.
    4 – Use random name generators.  There are tons of free ones on the web.  Save yourself time where you can.
    5 – Make pre-made home-made.  Borrow from whatever sources you can, particularly maps.  Drawing out awesome maps is very, very time consuming and many of the maps in a campaign (particularly outdoor maps) end up being tossed aside very quickly.  Spend time only on the maps that the players really need.

    I hope these tips help and enjoy your game!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    Tips For Drawing A World Map

    Advice/Tools, Props, Tokens, Cards and Maps

    Creating a world from scratch is a daunting task.  Personally I don’t recommend it unless you know that you are going to be playing a long campaign and that everyone is behind the idea.

    However, sooner or later most of us decide to at least make a drawing of the fantasy world we have imagined.  Here are some tips to make the job a bit easier and to get a more coherent end result.

    1 – Start with a  coast-line.  Draw out the continents first.  The major land masses will help define cultures as well as other major geographic features.

    2 – Decide where the mountains go.  Mountains, if your world follows real-world plate tectonics will be somewhere near the coastal regions where continents collide.  This is not strictly necessary because a fantasy world is a fantasy world, but players will find it familiar.  Mountains also define where water is and which way it will flow.  Rivers flow downhill (assuming gravity is the same on your world as in ours).  This means that rivers will not cross mountains or flow up into them.  Rather they will flow down from the mountains towards the coastal regions.

    3 – Decide on the major civilizations as well as major volcanoes and deserts.  These features further help define the world and the interactions between the intelligent races.  Most races will naturally avoid wastelands, volcanoes and deserts.  These features naturally tend to destroy major cities and civilizations.  Likewise they make trade difficult.  Civilizations will tend to start near sources of resources as well as easy means of transporting them i.e. rivers.

    4 – Finally add other geographic features like forests, plains, small swamps and other geography that will not have a major (i.e. global) impact on the civilizations.  These kinds of features will dominate life locally but do not generally define where or how civilizations are built.  Also many of these features will naturally define themselves, such as swamps forming around river deltas as they empty in the sea.

    Until next time have fun drawing your worlds.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    How To Spot Game Exploits

    Advice/Tools, Dungeon Masters, Players

    Finding and abusing game exploits is an important ability for pretty much anyone who plans to play a game for the long term.  I’m going to talk about some skills that can be applied in generic terms to just about any game out there, including Dungeons and Dragons.

    Look for the infinite combo.  In other words, anything that adds a bonus but which doesn’t cost a resource, or which costs a resource which can be replenished.  In D&D the primary combat resource is actions.  There are only so many things that a character can do on his turn.  Once those actions are gone he has to end his turn.  Anything that allows more of the most crucial resource, or which bypasses that crucial resource can probably be abused.

    Which brings us to the next point.  Identify the critical resource.  If you ask a newbie to D&D what the most important number on the character sheet is, a lot of them will look at one of two things, either hit points or damage.  The truth is that neither of these is really the critical resource when it comes to combat.  There are ways for each class to deal massive amounts of damage, and hit points only matter if you get hit.  How you play the game will overshadow both of these.  What then is the critical resource?  There are several, but the most important in my opinion would be the number actions a character can take and the character’s base ability scores.  Anything that modifies these resources is asking for trouble.

    Now look for ways to modify the critical resource. Anything that adds to or takes away from the critical resource is powerful.  Potentially these things can be abused and badly.  In 3rd edition, for example, there were ways to raise base ability scores far beyond their intended levels.  This meant that characters could do ridiculous things far before they reached epic levels and after that it just got stupid.

    Look for the rule-breakers and special circumstances.  A lot of D&D is about combat.  This means that taking a look at the areas of the game that “don’t have to do with combat” can often be the most devastating ways of breaking combat. One example from basic D&D would be the spell Phantasmal Force.  A basic second level spell that could quite literally end any encounter against any level of opponent in one round.  But a lot of people I played with didn’t figure it out until they saw me play a magic user, at which point the DM would ban the spell.  A lot of people would read the spell and see that it “never causes any real damage” and simply gloss it over, thinking it could only be used in marginal situations or for role-playing purposes.  Not realizing that if you put an army of orcs to sleep for 1d4 turns that you had won the fight.

    Hope these tips help, and have fun breaking your game!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Combating Rules Lawyers

    Advice/Tools, Dungeon Masters

    When GM’ing a Dungeons and Dragons or RPG Game session nothing can bog down a campaign or the evening more than when a player who knows the rules to the letter better than the DM keeps trying to force the system and point out any errors the DM may make. One of the best things about a D20 system is its flexibility and a DM should vary from the rules to keep the game interesting and entertaining as long as the decisions made are fair and can be reproduced by everyone (players and DM alike).

    When a DM varies from a rule in the player’s handbook or other guide, they DM should ask the player’s not to interrupt the campaign and argue about it, but all issues or concerns can be shelved for after the game. The DM can choose to permanently use the new rule or option that he introduced or if he agrees with the player, maybe some experience can be awarded for being so actively interested in keeping alignment with the structure of the rules.

    When I used to DM I had a rules lawyer constantly challenge my variations early on, I made it clear that although my gaming was based on Dungeons and Dragons 3.5 Edition at the time, that I had taken the liberty of adapting some custom rules for my campaign. I had a clear published list of the various rules, and differences in my campaign, such as how I handled the healing and herbalism skills were very different than the core rulebook handles them.

    I also did not hesitate to fudge a few die rolls for the effect of a story line, mostly these were in a players favor, I didn’t want a player killed by the enemy rolling a critical hit on the first round of combat, or I told a player that a saving throw was successful when the player really would have been a toasted marshmallow from the enemy wizards fireball.

    All of this is to keep the game entertaining, interesting and keep your players coming back for more. In the end, the rules aren’t as important as keeping players and the game master happy and entertained for the few hours per week that they meet to game.

    This guest post brought to you by Dragon Blogger.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    How To Run A Session Without Combat

    Advice/Tools, Dungeon Masters, Play

    There are a lot of risks here as a DM.  What happens if they go where you haven’t planned?  What happens if they start a fight with someone you haven’t fleshed out?

    Be warned, you are leaving things wide, wide open for the players.  This means that they will go and do things you are not prepared for.  What do you do?  You get prepared.

    Prepare a few encounters.  The most likely that they will face.  Get some monster cards for some human guards.  Or if you are in elf land, some elves.  Make up a goblin encounter for when the party decides to sleep in the woods.  And then treat any “special” NPC’s just as you would any normal character in terms of game mechanics.  Just change the flavor a bit.

    Finally, practice negotiating with the PC’s.  Just because they start a fight doesn’t mean you have to end it.  Sue for mercy.  Surrender.  Offer a compromise.  There is no need to flesh out combat stats for something that just lays down its weapons and sues for peace.  Either the characters will slaughter it outright or they will role-play, and trust me it isn’t very fun to just slaughter stuff, especially when the possibility of becoming discovered as murderers is real.

    The big question on the backs of some (if not all) of your minds is what about XP and treasure?  Aren’t these fundamental to the system?

    Of course they are.  So get together your little treasure packets.  Just like you would if you were having a normal combat game.  Hand out the treasures after the characters do something interesting.  They spend their time gambling, or working hard to win a chess tournament – very good.  Hand them out a couple of treasure packets and XP for beating a hard encounter.  If they fail, hand out less XP and less treasure.

    If they find out where the Duke’s daughter is being held, let the Duke award them with a treasure packet.  Give them XP for their level.  If they get her back then give them another packet and more XP.  That nifty chart in the DMG that outlines the target XP awards for an encounter by level is ideal for this.

    No go and play nice!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    How Much Realism is Too Real?

    Advice/Tools, Dungeon Masters, Fluff/Inspiration, Play, Players

    Is there such a thing as too much realism in a fantasy game?  Most people that I have talked to would agree that yes there is a line that can be crossed where the game gets too real and it is no longer fun.

    So where do you draw the line?  My simple answer is “when it isn’t fun anymore.”

    Unfortunately in a game as dynamic as D&D, the definition of what is fun is as varied as the people who play it.  This means that the amount of realism that should be included in your game in order for it to be fun will also be different for each player.

    Some players want the game to feel as real as anything.  They want the game to feel as close to real life as possible.  This could mean live action role-playing and speaking in character at all times or complex house rules to govern occasional situations that arise.  Grappling and disarm rules, for example, have evolved over the various editions of D&D.

    Realism can also come in the form of the way that the game world evolves.  Treatment of social structures, businesses, commerce, family life, religion, and so forth can all be made more realistic – that is they can more closely mimic actual organizations or people, or they can draw closer to some fantasy ideal.  The level of realism again needs to reflect what is fun for the players.

    Some players really want to be involved in a game that is totally foreign to their lives.  They want to imagine themselves doing and saying things completely different from what they live day to day.  Other players would rather play a game much closer to their lives.  They simply want to extend their imaginations to the point where they are the heroes in an existence that greatly mirrors their own.

    As players it is important to understand where the expectations begin to impinge on the expectations of others.  If the degree of realism for one player is so diametrically opposed to another player’s then they may not be happy in the same group.  This means that they need to communicate with each other in order to find a compromise or agreement; even if the agreement is that one or the other leaves the group on peaceful terms.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Religion in A Fantasy World

    Advice/Tools, Fluff/Inspiration

    Like other aspects of a fantasy world, religion can be very important to making it feel believable and alive.  Often religion is used as a hook to start various adventures.

    One caution I would make would be to try to give it as original a feel to it as possible.  In our world there are many, many religions and as many viewpoints about it as there are individuals on the planet.  Most of us, if we are religious, have a monotheistic view, but in reality our definitions of deity are so varied that we may as well worship a dozen different divinities.  The point I am making is that it is okay to draw upon the world around us in order to get NPC’s or PC’s with realistic feelings and reactions to religion.

    Most people who get a knock at the front door by missionaries from one church or another do not respond favorably.  We have reasons.  We have purposes.  We just don’t care.  Often we play practical jokes on them.  More often we just ask them to go away.  Sometimes we get harsh, even violent with them.  Sometimes we invite them in and willingly listen to their messages, seeking something better in our lives.

    The same thoughts and feelings also affect people in fantasy lands.  Most don’t attend church – unless they have to.  Most of them who do don’t follow everything the church says unless there are strong social consequences.  Some follow the teachings because they are strong believers.  Even these people struggle with aspects of the teachings.  They have temptations.  They have weaknesses.  Most of the time they succeed, but sometimes they fail.

    Bringing a bit of this realism to a character can really give them a feel that goes beyond the numbers and the statistics.  A rogue who was raised by a cult somewhere may still struggle with guilt about leaving them behind.  Perhaps he hates the life he has chosen, but lacks the strength of character to change.  Maybe he has tried before and failed.  Maybe he is just waiting for the right person to push him over the edge.

    Perhaps the cleric that you play is devoted only in word but not in feeling.  She has studied and goes through the motion, but really doesn’t have any conviction.  Perhaps she is a corrupt priestess or maybe just happy to live a comfortable life living off of the donations of the followers – until forced into an adventure.

    Taking a different view of religion – other than blind devotion – can take your character to a new dimension of interest and playability.  At some point most of our characters will react with a cleric of some faith or another.  Put a little thought into how the character really feels about it and the session might go a bit differently than expected.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Using Terrain

    Advice/Tools, Dungeon Masters, Play

    Local area encounters can be spiced up by using small variations in terrain.  Overland travel can become its own encounter by providing different types of terrain for the characters to traverse.

    Overland travel can really make a session interesting.  Travelling through a desert where temperatures fluctuate throughout the day and night provides for unique challenges.  Combine that with a lack of water, food and other resources, and the characters will be in a position to do more than hack and slash at the nearest enemy.

    Hurricanes, tornadoes, floods and forest fires can all also change up the scenario quite a bit.  Often these kinds of natural disasters are too much for low level parties to handle.  Mid-level parties generally have the resources to deal with these sorts of problems though they can be a test.  At higher levels, fighting dragons in hurricanes in swampland with danger from multiple sources makes things more interesting than yet another dungeon encounter.

    Mix terrain with weather, disasters and clever monsters that use the terrain to their advantage and you have a recipe for something interesting and challenging.

    Have fun with it!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    1 Comment

    How To Make Monster Stat Cards

    Advice/Tools, Props, Tokens, Cards and Maps

    So I’ve been getting all this email lately about making monster cards for D&D.  Don’t get me wrong, I don’t mind one bit.  I rather enjoy the fact that people out there care enough to ask rather than just moving along the internet to some other site.  However, in the interest of saving everyone some trouble I’m going to give out the how and where of making monster cards for Dungeons and Dragons 4th edition.  3rd edition users can follow these directions but frankly you’ll be disappointed.  I don’t know if there is a 3rd edition template out there.  If so, somebody please put the hyperlink in a comment below.

    Okay, so the first thing you need to do is visit http://magicseteditor.sourceforge.net/ and download a little program called Magic Set Editor.  This program is 100% free and has been around for quite some time.  It is a beautiful and nifty little application that can be used to make all kinds of cards for just about anything you can think of.

    Next download DDM RPG Stats Side template.

    The set editor requires that you have templates installed for all of the various cards that you want to make.  Again the template is free.

    Now just go to town making the monsters that you want.  If you are like me then you won’t have any pretty pictures to put on your cards.  You may have noticed that I don’t publish art on the cards on this site.  There is a reason for this.  That art belongs to somebody and in general artists like to get money when people use it.  I have very little of this money and use it mostly to buy food and clothes for my children, so my cards end up with art.

    But I’m sure that if you were to print cards and use them only at your table that nobody would no the difference if you downloaded some nifty artwork and printed them on your cards.  If however you started distributing those cards across the internet and trying to sell them to make millions (good luck with that), then somebody will get pissed off and toss a lawyer your way (and don’t think the DMG will help you out of that mess).

    Really that is just about all there is to it.  If you are looking for support or help about using the set editor then frankly I’m about the worst person you could ask.  I will simply direct you back to the link above and say look it up on their message board which is pretty popular and full of answers to just about every question you could invent.

    In case you are wondering you can poke around the internet (might I recommend Enworld) and find templates for making magic item cards and power cards as well.  However, since the new Character Builder from wizards prints these automatically and calculates all of the values you need automatically I honestly have to suggest using their software unless you have some serious compunction against supporting the company that brought us the game.

    If I get enough interest I will hook up a post with some links to the different magic item templates and other useful accessories for Magic Set Editor as they pertain to D&D.  Otherwise ’nuff said.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    4 Comments
    « Older Posts