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December 2016

Nerdarchy > 2016 (Page 2)

New DM Handbook: My Philosophy on Mechanics

Introduction

Integral to this series is my initial philosophy on how to run my D&D games.  In all honesty, I have no handbook philosophy machanics idea how to run a game without breaking it.  For a vast majority of it, I’m not going to stray very far from the books, but I also recognize that 5E isn’t perfect, and it doesn’t fulfill all of my needs.  As an example, I intend on being somewhat flexible with the Backgrounds, as is necessary, but really only if none of the preexisting ones don’t fit the character concept.  Beyond that, my DM cornerstone is going to be if it’s logical.

Does it make sense?

My foremost directive when applying any decision or rule is if, as I just said, it’s logical based on game mechanics, my lore, and whether it makes sense.  As an example, according to the rules, the Ranger Beast Master must use an action to give their Beast Companion (different than a pet) a command whenever they want them to perform an action.  That follows the rules of how a Beast Master works, but it doesn’t make any sense.  If every round is six seconds long, that means that the Beast Master makes a command, the Beast Companion follows the order, then sits back down without any command to stay. handbook philosophy machanics handbook philosophy machanics

When was the last time an attack dog stopped attacking before the target is dead or down without a command to do so?  Common sense would dictate that the Beast Companion would continue their last order until their target is dead or a new order is given.  Without any kind of real-world experience, the balance in my mind is that the PC has to manage the Ranger and the Companion.  If they’re not careful, they could be put in a situation that one or both are at risk to die.  A smart DM would maneuver them to force them to choose between their Ranger and their Companion.  That makes the most sense to me.

Logical Settings

“Fire for Effect” – Out of the Box D&D Encounters #30

out of the box encounters hobgoblin  Introduction: One trope in D&D that needs work is the concept of the encounter as a “one thing shows up and does one other thing.” There should be no reason why, unless otherwise specified, that multiple monsters of similar alignments and motivations would not work together.
Similarly, if these creatures work together more than once, they should have some sense of how each other works as well as their strengths and weaknesses. Grouping like-minded individuals might turn what would be a typical encounter into something a little less predictable.
  The following is one such encounter where two monsters, tactically minded and ruthless in combat, work together to create a small fighting force that would be dangerous to deal with, especially in a confined setting where collateral damage is something to consider.
As an example of this, I am presenting two races that fit the bill – Fire Giants and Hobgoblins. Both love war, are tactically sound, and would likely work in concert to achieve a goal. Both share the Lawful Evil alignment, so you can expect them to behave in similar fashions and seek similar solutions to the same problems.
  In the correct environment to add complications, and you have a problem that needs to be solved – quickly! The introduction of this encounter might well be used as a doorway to start an adventure, so this could be the start of something larger.
Environment: Urban/Small Town
Suggested level:  10
D&D sorcerer

D&Dize – Dr. Strange Sorcerer Supreme

MONK: Way of the Four Elements

I chose monk because of the martial training that he’d need to use to understand how to unlock his chakra’s and the like. Also, some of the abilities that that he has are magic’s that come from within him, hence the use of “ki”. Remember in the Marvel Superheroes RPG where magic was divided into:

  • (P) Personal = magic that is without incantation, somatic, or material components, but taxes that user. Ki works well for this.
  • (U) Universal = Power that comes from using the residual magic’s around the area. They require free use of hands and speech and possibly a component. I like Wizard for this.
  • (D) Dimensional = These abilities require the entreating of a cosmic entity who is “composed” of magic, who can use “all” magic as personal magic because, unlike us, they are inherently composed of magic. Anytime Dr. Strange would call on the Hoary Hosts of Hoggoth or the Flames of the Faltine, or the Crimson Bands of Cyttorak, and so on, these would be Dimensional spells and they take just a little longer to cast but they are tremendously powerful and they require a full incantation AND the use of somatic gesture AND good-standing with the entity being called upon. I like Warlock for this.Dr. Strange Dormammu monk

Level 18 as a monk is insane, I know, especially for a guy who doesn’t often engage in hand-to-hand. I rectified this by making his strength and dex low so that, no matter how much damage he can do with his hands, he has a low chance of hitting. Even if he does hit and do all that damage, fine, it’s magical damage anyway at that level of monk, so it can be passed off as a “contact spell”.

I like 18 for his Monk level because all the benefits that you get from Monk at 18th level, he actually has. In the comics, he battled Mistress Death and is immune to all earthly disease and poisons and he is now extremely long-lived. Just as his mentor, the Ancient One (who lived for 500 years), Strange can be killed, but he will age at a very retarded rate and cannot be affected by aging spells. He can dispel magic’s, magically speak any known language, and the Deflect Missiles ability can be explained by one of his eldritch shields. Lastly, for Monk, is the level 18 ability to attain the astral form without spell components. Yeah, that’s him.

WIZARD: Abjuration

I really like Wizard for his Universal spells because they fit perfectly. It’s based on his intelligence and if it’s a high or low magical realm then his spells will be affected accordingly. More than this, Dr. Strange is quite powerful, but whether he outclasses his opponent or is outclassed, like his earlier battles with Baron Mordo or with entities like Dormammu, he usually wins by out-thinking his opponent. He is always able to give himself the time to defeat an opponent by holding them of with his defensive spells until he finds the perfect spell to take out his opponent non-lethally. This is why I chose Abjuration for

“Council of Three”- Out of The Box D&D Encounters # 28

Introduction:

out of the box encounters basilisk

SONY DSC

  This is yet another dungeon-based encounter. It uses spells instead of monsters for it’s basis, and provides a minor puzzle. Depending on how this goes, the players could receive a boon, a trap, or even a future adventure. To be fair, since everything in this encounter is completely based upon player choice, they are truly in control of how good or bad this goes. This will be player agency in action.
  An encounter like this might give a DM who might be running a lot of combat-based encounters a chance to switch things up a bit. Mind you, if they set off the trap in this encounter, they might get the sort of combat they might be looking for.
Environment: Dungeon
Suggested level: Any
  As the characters enter this chamber, they will be struck by it’s ancient and ritualistic feel. Ancient carved reliefs decorate all of the walls, and depict several scenes. (I see them in an ancient Mayan or Aztec style, but feel free to use whatever fits your campaign). When you enter this chamber, you enter a long and rectangular room. Your entrance is in the center of a 20’ wall, and the room extends out from this entrance to a distance of 40’. A raised stepped platform occupies the furthest 10’ of the room. Upon this platform is a stone plinth with what looks like three heads upon it.
  Should the players choose to examine the carved reliefs on the walls, allow them a relatively easy Investigation (DC: 10) to discover the following:
  The left wall depicts scenes of ancient figures in tribal garments. They are kneeling with hands raised upward. Rays of light or energy beam down from above upon them.
  The right wall shows figures in tribal garb cowering before an oversized figure wearing an elaborate feather head dress and wielding a massive saw-toothed blade. A halo of blades hovers above the head of the oversized figure.
  The far wall behind the plinth shows a depiction where tribal figures worship some sort of small sphere.

Studs: Fashionably Useless Studded Leather Armor VS Brigadine

We, as a race, tend to have a bad habit of believing what we are told. In the days before the internet this studded leather armor brigadine armor   was especially true since fact checking often involved going down to the local library and pouring over texts. It is no surprise then that Gygax and company made a few errors in their initial attempts at something as extensive as what Dungeons and Dragons would become.

This doubly true when at the time sometimes the scholarly text they were basing their information on was what was incorrect! Which brings us to the biker punk fantasy that is studded leather armor.

Studded leather armor, as you might realize at this point, did not exist. The most commonly accepted reason this misconception came to be is probably misidentified brigandine.  Many pieces of brigandine look a ton like studded leather armor from the outside. The armor is essentially a leather outer layer with studs holding oblong metal plates under the armor. This is all well and good but one thing to bear in mind is that armor, especially organic armor, is almost never found in a state that looks as it did when a medieval person was using it.

D&D books

In defense of Fifth Edition Dungeons & Dragons and its streamlined approach

Fifth Edition Dungeons & Dragons Role-playing Game

Several Dungeons & Dragons miniature figures. The grid mat underneath uses one-inch squares. (Photo credit: Wikipedia)

Considering for decades Dungeons & Dragons has been the most recognizable name of all tabletop role-playing games, and considering the popularity of Fifth Edition D&D, it might seem the game itself needs no defending. However, from time to time I have noticed online forums with various concerns or complaints raised against the game.

The most common complaint I’ve read is that in Fifth Edition a player cannot make the type of character he or she wants, that more rules are needed in order for there to be more character diversity, that currently only similar, cookie-cutter characters can be created because of the limited number of classes and rules.

I understand. I disagree, but I understand.

“Jailbreak” – Out of the Box #27 D&D Encounters

Introduction: out of the box D&D encounters   
  While researching something else entirely in the Dungeon Master’s Guide, I  glanced at the passage on the “Mirror of Life Trapping” purely by mistake (pages 181, 182, DMG). Because of the fluid nature of this mirror’s possible past, it may contain up to twelve random creatures already. How they got there and why they ended up in the vicinity of the Mirror could be any number of reasons.
  That means this encounter, if you set it up right, could be infinitely adjustable to your group’s level and abilities. It could be a campaign starter. It could be a campaign ender – even if only by accident. Since the contents set the challenge level, take care in making sure you stock the mirror wisely.
  For the purposes of this encounter, only one of the twelve cells is free, so as to not trap the entire party, and to deliver enough random oddities to truly challenge your group. This encounter should only trap one character, leaving the rest to solve the problem. It may well set up one of those moments where the entire party say “What have we done?”
Environment: Dungeon
Suggested level: 4-5 (although it’s infinitely scalable)
  The characters will enter a room or cavern roughly 50’x50’, with a ceiling 30’ high. The room is covered in patches of bio-luminescent fungi, giving the entire room an ambient glow.
  The most unusual feature in this room appears to be a very thin rectangular object floating flat and horizontal over the floor at a height of 15’. It has an elaborately carved 1” thick wooden frame around it’s outer rim. It shows no obvious signs of suspension and hovers silently in the air. It is roughly 4’x2’.
  A steel ball is suspended 5’ above this object by a rope. That rope continues straight up to the ceiling, where a pulley redirects the remainder on an angle downward to a metal ring attached to the far wall. The rope is attached by a thick knot to this ring.