Archive for the ‘advice/tools’ Category

here’s a solo monster that doesn’t get repetitive

Wednesday, July 6th, 2011

I ran a solo monster that one of my players described as “maybe too gross”, which means, success! I thought I’d share it in case you want to disturb your players.

I’m not providing specific attack and damage numbers, since I just ran it using Monster Manual 3 on a business card. I made it a 14th-level solo, but it should work at any level.

Description: The creature was found in the throne room of a once-magnificent ghoul-infested palace. It’s a large, twisted collection of bodies, body parts, and palace treasure, all in roughly human form: each of its arms is a whole person, bending at the waist like an elbow and using arms like fingers; its stomach is a barrel of brandy; and its head looks at first to be tiny, but it’s just a regular-sized human head on the top of a huge, bulky body. Instead of a jawbone, it has a hand, the fingers of which each end with a tooth.

The monster’s left shoulder is a golden chest with a key in the lock, and the animate corpse who forms its left arm is attached to the lid of the box. The creature has been impaled through-and-through with a golden harpoon, which doesn’t seem to have slowed it down.

Note: This is a lot of information to give the players. I shared out the details, like the cask and the harpoon, over several rounds.

Actions: This was a solo monster, so I had it roll 2 initiatives.

On the first initiative, the monster made a pretty normal attack: a level-appropriate slam that targeted 1 or 2 adjacent creatures.

On the second initiative, it would do something unique and creepy every round. This was the round that really bothered the players.

Round 1: The dangling body of a harlequin, missing its head, raises a flute to a different head, and plays a tune. This is a will attack that causes the target to make a basic attack on an ally. (In my game, this attack critted, so I ruled that it became a Dominate (save ends) rather than a single basic attack.)
Round 2: A beautiful courtesan lodged in the creature’s back takes out a bottle of perfume and sprays it (blast 3, fortitude attack). Anyone hit must kiss the courtesan as a minor action (possibly spending a move action to approach) or take 15 damage at end of their next turn.
Round 3: A protruding chainmail hand dislodges the golden harpoon and throws it. It’s a +3 spear.
Round 4: the jaw-hand comes out of the mouth (extending unnaturally far, giving this attack reach) and makes a non-damaging Grab attack. If the target is grabbed, they are pulled adjacent to the monster, next to its mouth.
Round 5: If a target is still Grabbed from round 4, the mouth bites them, doing massive damage. If not, the monster roars in frustration, coating people in necrotic spittle (blast 5, low necrotic damage).
Round 6: 2 legs hanging from the creature’s torso wrap around an adjacent target (a Grab and damage).
Round 7: A dead, unconscious, or bloodied target (in that order or preference) is grabbed and stuffed into the creature’s body (with appropriate gross sound effects). If the creature is unconscious, it may make escape attempts on its turn.
Round 8 and on: Anyone grabbed on round 6 (alive or dead) is forced to reach out of the creature and make a basic attack.

After around 8, the monster is out of tricks, but battles don’t usually go that long anyway. If they do, things are probably getting boring, so I planned to have the monster start shedding body parts and losing hit points.

Natural 1s: If any PC rolled a natural 1 on a melee attack on the creature, it got an immediate action that let it move its full movement in a straight line, through opponents. Anyone in the way suffered a Fortitude attack or was knocked prone and took a little damage. This let the creature break out of flanks and occasionally threaten ranged opponents.

Bloodied: Like many recent boss monsters, all status effects on the creature ended when it became bloodied.

Countermeasures: The PCs could tinker with the creature in various ways to hurt it.

If a successful Thievery check was made on the golden box in its left shoulder, the lid would come off, along with the attached left arm. After that, the creature would only be able to target one creature, instead of two, with its main attack. (My PCs tried this several times but failed the thievery check.)

If the PCs pulled out the golden harpoon, they got a +3 spear/javelin, and prevented the special attack on round 3.

If the PCs turned the spigot on the barrel in the monster’s stomach, high-quality brandy would run out, filling every square the creature occupied for the rest of the battle. If the PCs decided to light the brandy on fire, it would do damage to any creature in a brandy-soaked square.

When Theory Meets Practice – Magic Items

Tuesday, June 14th, 2011

There are a lot of interesting ideas for running D&D or making tweaks to the rules that sound really cool when you first think of them but that sadly don’t work out in actual play. I will explore many such ideas in this series: going over what makes the ideas attractive in the first place, explaining why they don’t work, and suggesting compromise solutions.

PCs Go on Special Quests to Obtain Magic Items: This is the kind of thing where a character or the party goes on a side quest to find an important magic item before continuing to the next big adventure.

The Attraction: What could be cooler than a side quest to retrieve your Holy Avenger? Or that cool Robe of Eyes you had your eyes on? A side quest really makes finding these items a fun unique experience. Not to mention it feels more realistic than just happening to pick up a holy avenger in the cyclops lair.

This sort of thing is a staple of fantasy literature. Furthermore, you do it all the time in rpg adventure games and in mmorpgs. Why not in D&D?

The Hard Truth: Side quests take too much time. Sad but true. In 4th edition, even a relatively simple adventure is going to take 2-3 sessions to complete and longer ones can take 6 or more sessions! A side quest, even if it’s just one fight and a little bit of buildup, is going to take a minimum of one entire session, unless you run super efficient games (which I don’t) or are willing to abstract the quest into a skill challenge (which could work).

Couple that with the fact that an average group is 4-6 people and that means A LOT of side quests if you want to give everyone equal play time and gear. Basically, unless you want your campaign to become a never-ending series of side quests (which might be okay), the whole notion is best avoided or saved for plot specific quests.

The Compromise: As stated above, you can always bite the bullet and try to capture the flavor of side quests but without all the pomp and circumstance. Maybe at the end of a big adventure, run a few quick skill challenges for players who are due for some loot and want to quest for a specific piece of gear. If they win the skill challenge, they get the gear. Otherwise, they have to wait a little longer or make do with another piece of equipment.

Alternatively, you can make the quest to get a powerful item part of the main adventure. Maybe the Blackguard villain wields a powerful cursed sword. However, when washed with holy water and placed upon an altar of Bahamut, it is transformed into the potent Holy Avenger! This method serves a double purpose of making the item feel more meaningful than some random bauble found in a treasure chest, and it makes the villain more unique. And of course a big benefit is that it doesn’t disrupt the normal flow of the campaign.

No Magic Items: In this campaign, there are NO magic items! (more…)

a picture of every creature in the Monster Manual 1, where they live, and their level range

Monday, June 6th, 2011

Every creature in the Monster Manual

(Click for unreasonably large size)

I crammed pretty much every MM1 creature on one image.

Every monster has a level band, showing the level range between the highest and lowest version of the monster. Monsters are divided up according to their most common location: the planes, the wilderness, civilization, the sea, exotic lands, and the dungeon.

Although it’s not necessarily the best way to make encounters, you could cross-index the level and location of your party and see at a glance all the monsters they’re likely to encounter.

Assumptions:

  • For level band purposes, I’m ignoring minions, which I believe are game constructs for representing monsters of significantly lower level.
  • I’ve made a lot of judgment calls. Some creatures with planar origins are common in the natural world, but I only drew them once. I tried to rely on flavor text. A lot of undead can be found anywhere; I’ve somewhat arbitrarily split them between the wilderness and dungeon, depending on whether I associate them with crypts.
  • I didn’t plot monsters constructed by wizards, such as battlebriar, boneclaw, colossus, eidolon, flameskull, golem, guardian, helmed horror, homunculus, and zombie. I did include skeletons, which tend to outlast their creators.
  • I’ve also identified some monsters as “exotic”: creatures likely to be found on lost continents, distant deserts, and frozen wastes, not the magical Europe that most D&D campaigns start in. Culturally imperialist distinction? Perhaps.
  • I’ve generally anchored monster names at the bottom of the level bands because I think that the low-level versions usually represent the bulk of the species, and the high-level versions are usually leaders or champions.
  • coral is beautiful… but evil

    Friday, May 27th, 2011

    Needle by Hal Clement

    Needle by Hal Clement

    For a sci fi book about sentient viruses who possess humans in order to solve mysteries, Hal Clement’s “Needle” has a lot of specific details about the ecology of Tahiti.*

    The protagonists – the human protagonists – are very aware of the dangers of the island. One of the worst is… coral??

    Apparently there’s some sharp coral out there, and if you really gash yourself open, you can be in trouble. There’s also something called “stinging coral”. Huh. I always thought that coral was just something pretty to look at while you drowned because your snorkel was clogged with seaweed.

    Let’s D&Dize coral!

    DAGGER CORAL: Anyone who moves into or starts their turn in dagger coral will be subject to many stab attacks, as the millions of heat-loving organisms all decide that they want to start a new life inside the PC. However, dagger coral has a defeatist attitude and gives up easily. Each successful attack by dagger coral will be followed by another attack, on the same turn, until the dagger coral misses. Once the dagger coral has missed a character, it will never attack the same character again.

    STINGING CORAL: Creatures who start a turn near stinging coral are subject to an attack that does ongoing poison damage. Furthermore, stinging coral is vicious. Every turn, the coral may add 5 squares to its area, as a Wall. It tries to extend itself to be adjacent to as many creatures as possible. Every hit on stinging coral destroys a square of the coral.

    BRAIN CORAL: Because brain coral looks like brains, it is obviously psychic, vastly intelligent, and evil. It can telepathically communicate with any adjacent creature. Since a single brain coral can extend for miles, brain coral can provide a lot of information about the local area. Brain coral tries to exert dominance over other creatures, although it prefers threats of violence to actual violence. If angered, it can destroy its own tissue in a massive psychic attack; unaugmented it attacks Will, and does 1d6 damage and Dominates the subject (save ends). For every square of brain coral permanently sacrificed, the attack does 5 extra psychic damage.

    * Are you sold on this book yet? How can you not be sold? That is a premise, friends.

    Use this race/culture randomizer to make your campaign completely original!

    Monday, May 16th, 2011

    In my campaign world, the…

    northern humans …dress… in standard medieval garb
    southern humans all Renfest: the guys wear doublets and rapiers and the girls wear bodices and tricorn hats
    elves like Mad Max: one shoulderpad each, and 1 in 10 guys wears a jeweler’s loupe
    dwarves like French aristocrats: white wigs, cravats, beauty marks
    orcs in Victorian/steampunk garb
    goblins for the Arctic regions, but for some reason they all wear midriff-exposing furs and chainmail bikinis
    gnolls like I Dream of Jeannie
    mermen all sword-and-sandal
    gods/angels in loincloths and tattoos, and use blood used as facepaint
    demons like various incarnations of David Bowie

    If you want to run an alchemist character, you probably want to roll on random tables

    Thursday, April 28th, 2011

    Yesterday I proved (to my own satisfaction) that 4e alchemy doesn’t work, and suggested using Gamma World ammo rules as a fix. Today, let’s tackle problem 2: that 4e alchemy is not enough fun for the type of people who want to be alchemists.

    There are two reasons to use alchemical items:
    1) to fill out your party’s abilities with a few situational attacks, for instance burst attacks or attacks with a certain damage type
    2) because you want to play a giggling experimenter, like Dragonlance gnomes or Warcraft goblins

    The first group is pretty well served by the existing alchemy rules, which basically provide wizard-like powers to anyone who can throw a vial.

    The second group is going to be disappointed by alchemy. It’s a predictable power level? I don’t mix anything? I won’t accidentally cause an explosion, from which I will emerge, comically sooty, and pronounce “IT WORKS!”? What kind of alchemy is this, anyway?

    If ever there’s a character archetype who needs random charts to roll on, it’s the alchemist.

    Let’s try this:

    People with the Alchemy feat get access to a new encounter minor action called “Tinker”.
    (more…)

    alchemy makes you go bankrupt

    Wednesday, April 27th, 2011

    In this post, I set out to

  • propose that the 4e alchemy system is overpriced for its power;
  • prove it; and
  • offer a solution.

    Alchemy is not used

    I remember that in earlier editions, my D&D groups relished tossing holy water, and, even better, dousing enemies with oil and lighting them on fire. However, in my current group, no one seems very excited about the alchemy rules.

    Furthermore, I don’t think there have been a lot of message board posts, Dragon articles, or gamebook support of alchemy after its introduction in Adventurer’s Vault in 2008. People don’t seem very interested in the 4e alchemy implementation.

    My first intuition is that alchemy is overpriced: the cost for making a one-shot level 1 alchemical item is 20 gp! That’s a big chunk of change for a level 1 character, comparing unfavorably with “free” for at-will, encounter, and daily powers, so they’d better deliver. I decided to crunch the numbers and compare alchemical items against at-will attacks.

    CRUNCHING NUMBERS

    STEP 1: How much damage do alchemical items do?

    I’ll look at 3 representative items: holy water, alchemical acid, and alchemical fire. I’ll assume level 1 characters using level 1 alchemical items vs level 1 monsters. All these items attack Reflex with a +4 bonus, which is comparable to level 1 characters’ other attacks, and hits the average level 1 monster’s Reflex defense around 60% of the time. Damage expectation will be based on 60% of the damage scored on a hit plus 40% of the damage scored on a miss.
    (more…)

  • a city map you can use

    Monday, April 25th, 2011

    I drew this map for two marathon sessions of picaresque gaming this weekend, and the players seemed to like it. You guys can use it if you want:

    If you’d like to print it, here’s a PDF version.

    Here’s a couple of things that happened in Setine over the course of the weekend:

    -Rory (playing the new Vampire class to the hilt) purchased the loyalty of enough guild beggars to attract the notice of Vomit, the leader of the beggar’s guild. Vomit looks to be gearing up for a turf war.

    -The cleric of St. Jimmy has gotten his ludicrous cult recognized as an official civic religion. Tenets of the religion include the fact that St. Jimmy has a volcano in his forehead and there are mermaids swimming in your well water. The business formerly known as Hank’s Hardware is now known as St. Jimmy’s Temple, Hardware, and Gifts.

    -Claire, the disgraced paladin, discovered the rotten core at the center of the Temple of Love. (The PCs subsequently stole the rotten core and fenced it for much less than it was worth.)

    -The Playhouse is performing a 15-minute-long onomatopoeic play by Bang the Wizard, in which an eladrin falls off a ladder. It sounds pretty artsy to me, but apparently it’s doing pretty well. Unfortunately, Bang didn’t read the fine print of the contract and accidentally signed herself into a five-year commitment.

    -The apprentice thief needs to plan a masterwork robbery in order to be promoted, and couldn’t be happier. On the other hand, the avenger is beginning to discover the nature of his god, and isn’t quite as happy about it.

    -Lord Percival spent a lot of his money on a horse, which he lost, and the rest of his money ended up in the pocket of his butler.

    Table Cost

    Wednesday, April 13th, 2011

    Next time you design a new rule or game element, calculate its Table Cost. That’s a measure of the strain it places on the players around the table, in terms of time, brain stress, and suspension of disbelief. Rules with low Table Cost are less annoying to use. Rules with high Table Cost are more annoying to use, and they’d better have something else going for them, or they Get The Axe!

    Recall Cost
    +0: Not easily forgotten, because it’s obvious when should you should use it. (“I need healing, let me see what healing powers I have left!”)
    +2: Somewhat easily forgotten. Your CHARACTER could be reasonably expected to remember it. When it’s not the focus of attention, you don’t have to think about it. (“I can activate Fire Form to get through the lava!”
    +5: Easily forgotten. The PLAYER has to remember it, because it’s based on a generic or a meta-game trigger. May require something to be tracked from round to round. (“I became Bloodied, so my Animal Fury kicks in!”)

    Speech Cost
    +0: You don’t need to bother anyone else with the details (you roll 3d6 extra damage when flanking)
    +2: Requires you to specify a game term aloud (“…and I do 15 fire damage”)
    +5: Requires you to specify a game term aloud EVERY TURN (“…and I’m using my minor action to sustain the Flaming Sphere”)

    Belief Cost
    +0: Provides a vivid mental picture (“I slam into him and push him back a step”)
    +2: Abstract (“When I hit this guy with my mace, I give you an AC bonus”)
    +5: Defies imagination (“So I guess the fog is prone?”)
    (more…)

    How to Design a Combat Encounter in Less than 1 Minute

    Tuesday, April 12th, 2011

    A while ago I gave a guide for designing a combat encounter in about 5 minutes. But what if you can’t be bothered to wait that long? What if your players are itching for a fight and you want to deliver it right now?

    Follow these simple steps to get started immediately:

    1. Pick up the Monster Vault or Monster Manual of your choice.
    2. Go to the index. Spend about 20 seconds looking up a standard monster of the party’s level or up to +4 levels higher.
    3. If there happens to be another monster around the same level on the same page, you’ve lucked out and can add it to the encounter. Either way, you are using a number of monsters equal to the number of players in the party.
    4. If you have D&D dungeon tiles, draw 3 random tiles from your supply and arrange them in an interesting configuration. If you don’t, draw a weirdly shaped room on your grid map and put a couple of pillars in it.
    5. If you have minis, pick random minis the same size of the monsters you plan to use. Otherwise, use whatever tokens or dice you would normally use.
    6. Make everyone roll initiative while you describe the scene! If you are at a loss for words, say the following: “On your travels you suddenly encounter a group of horrible [INSERT MONSTER NAME HERE]. They are in no mood to talk. It would be a shame to die today, but every hero meets his or her end eventually!” See, it’s nihilistic. The players like that.
    7. Do your best to kill the players. That will really piss them off.

    I recommended printing this list out and keeping it in your back pocket in case of an emergency.