Sunday, 2 August 2015

Dungeon Master: Bloodlust Weapon

A weapon craving the blood of a target is quite a popular archetype. However, to make such a thing a reality in table top role-playing games, we need to use fluff and mechanics. What I will do today is put forward several different ways to make such a weapon a reality. I also want to mention that I would usually avoid giving this kind of weapon to a player in most forms. Taking away options from the players usually makes things less fun, not more. I will also focus on the kind of weapon that will want to focus on a single target after it tastes it's blood and not the kind of weapon that likes to target one kind of enemy (Dungeons & Dragons 5th edition has enough of that).

When the weapon tastes the blood of a creature, it will have an overwhelming urge to finish the job. Until that creature lies dead or the craving subsides, the wielding of the weapon will feel the push towards that one target.

The Carrot

One way to make such a weapon is by giving an incentive for the character to attack the target. By giving a static bonus to hit and attack or a dice roll for extra damage against the creature the weapon has targeted, you don't take away the characters options but give an incentive to go after a certain target. This is probably the only type that I would consider giving a player as an actual beneficial magic item (the rest are more like cursed items).

Variant 1: After a character hits a creature using this weapon (addition restriction could be that it needs to bleed), any subsequent attack against this target gives a bonus +2 to hit and damage. The target must die or be out of visual range before a new target can be chosen.

Variant 2: After a character hits a creature using this weapon (addition restriction could be that it needs to bleed), any subsequent attack against this target gives a bonus 1d6 to damage. The target must die or be out of visual range before a new target can be chosen.

The Stick

Of course, we can try to punish a character for not attacking the correct target instead. There are multiple ways to do so including a penalty to hit, damage taken for attacking the wrong target or even not giving a choice in the matter. If given to players, they will act more like cursed items.

Variant 1: After a character hits a creature using this weapon (addition restriction could be that it needs to bleed), the creature that was hit becomes the target. An attack against anyone but the target will have disadvantage. Killing the target or being out of visual range makes the creature that was hit no longer the target.

Variant 2: After a character hits a creature using this weapon (addition restriction could be that it needs to bleed), the creature that was hit becomes the target. An attack against anyone but the target will result in 1d6 damage to the character wielding the weapon. The target must die or be out of visual range before a new target can be chosen.

Variant 3: After a character hits a creature using this weapon (addition restriction could be that it needs to bleed), the creature that was hit becomes the target. The character wielding the weapon is overcome with an intense blood lust and cannot willingly move farther away from the target. They can also not attack anyone but their target.


Note: I'd be hesitant of even using this as a cursed item but it works well in the hands of an NPC.

Sunday, 26 July 2015

Dungeon Master: Foreshadowing and Hints

Foreshadowing is an extremely common element in the fantasy genre at large. At the same time, information can be extremely valuable to the players. Some creatures in particular are much harder to fight if the party is not prepared for them. From ancient prophecies to captured enemies, there are many different ways to give such knowledge to the players. I hope to present multiple examples of how this can be achieved as well as bring up some issues associated with them. I will do so by mentioning large concepts that are present any time that information is given to the player and how they are important. I'm just going to say right here that as always, finding the right balance for the group is important.

Timing

When players are given information can play a very important role. If information is provided too early, the players may forget that they were even told something important and if it is too close to the task that requires it, the players are more likely to connect the dots. Depending on the task being attacked, the situation the players are in and the actions of the players, any length of time could be valid. However, there are also times where it will be impossible to obtain certain information. If the players are actively looking for information about one kingdom attack another and there are currently no plans to do so, it stands to reason that there won't be any documents for such a thing in the general's quarters (still technically possible if there is a backup plan).

Reliability

Can the information be trusted? Obviously, if every bit of information the Dungeon Master gives the players from a town drunk is incorrect, they won't trust a single thing the drunk says. At the same time, if every word one of the gods says is true, they will believe every bit of information that is told to them by that god. Most people in the world are probably less reliable than a god but know at least something that is true. If the players are being told a story by an NPC, it stands to reason that some of the details or elements might be wrong even if most of it is true. Finding a good balance for the reliability of information that players receive will then play a massive role in both the players' ability to tackle problems as well as building the world in general.

Obviousness

Who here has ever read a confusing prophecy? In such a case the meaning of the information is usually known just prior to when the characters need it or after they've already solved the problem. Seeing my players infer information based on context is a good thing. However, sometimes the information players receive will be far more obvious. It's generally hard to misinterpret a villager telling you, “Yeah, there's a cave over there. I pick mushrooms by it all the time.” At some point, being too far into one extreme can be extremely annoying. No one wants to get a cryptic prophecy when trying to ask a guard if there are any weapon shops in a city (excluding some joke games, of course). As always, finding the right balance for the group is the key.

Specificity

How specific the information the players receive will also play a role in how they approach a problem and shape events. If the players are told that the magic thingy lies in this 50km square, their actions will be completely different than if I told them exactly the building, room and nook it was hidden in. This is a difficult section to fully explain since there are many different elements that make it up. If the party is looking for a particular person, we could know exactly where they are, exactly why they are there, why they are still there, where they were before, what their favourite weapons are and much more. Each one of those sections could be addressed differently (maybe we have no idea where they came from or what they are doing, but were able to track them down to a city via rumors).

Examples

  • Prophecies (can be ancient prophecies about soon to occur events, ancient prophecies about events centuries away or fresh prophecies about either)
  • Sounds in a dungeon (hearing the flapping of wings beyond a door gives the players certain information)
  • Town gossip
  • Recruited spy
  • Captured enemy (the higher the rank, the juicier the information)
  • Old book studying the same item you are now studying
  • Corpse stuck in a trap giving you the hint that there is a trap
  • Smell coming from an empty room
  • Erie feeling (necrotic magic in particular may give sensations when close)
  • Heat (especially when adjacent room is on fire)

Sunday, 19 July 2015

Dungeon Master: Binding Creatures to Terrain

There are many different ways of going about creating new monsters for players to encounter. We can, of course, create monsters from scratch. This method has the benefit of allowing the creation of brand new, completely original monsters. Sometimes, however, what we want instead is to create a slightly different monster than what is currently in the monster manual. The difference can't be too minor in this case (wow, one extra charisma. I'm so scared), but have the potential to completely change the way the monster works. Today I hope to discuss how to do so by linking monsters to the terrain.

Why Bother?

Over the course of mythology and D&D, there have been many monsters that are bound to certain terrain. Obvious examples are water monsters such as a kraken (though a kraken that can walk onto shore gives me an idea...). Typically there are many stories of undead ghosts in particular being linked to a certain building, area, date, time of day or object. By closely relating a monster to some kind of terrain or other factor (items can be used as well), it allows and creates a bunch of new ways to approach the monster. Usually at least one of these ways allows the total avoidance of the monster if the players are clever enough to figure it out. Personally, I consider this a plus since I don't want every encounter between monsters and players ending in fighting to the death and I have been lucky enough to have a group that feels the same way.

There are a few logistical reasons as well. If we already have a bunch of monsters, we can easily create more variants of a monster by creating a link to the terrain. It can be as simple as applying a template to link a monster to the terrain. However, I would suggest a little more care to be taken to make it a truly unique experience for the players. It is still less work to do it this way than to make a creature from scratch and the creatures that result are already balanced by the monster manual.

Example: Smoke Spirits

When you have to kill something, killing it with fire is usually a good way to go. However, like any kind of killing, you run the risk of having your enemies come back for round 2 as an undead husk out for revenge. It's just something that happens as an adventurer (though it may happen more often with the some Dungeon Masters). In this way, fire is no different.

When a creature or person is killed by fire, it is possible for the spirit of the being to remain and seek revenge on the living. In some cases, they may also seek the possession of a new body to regain what they have lost. These beings, however, are firmly trapped in the smoke close to the place where they died. Usually, a fire spontaneously starts and the creatures attack from the smoke that is created. To protect themselves, adventurers need only to avoid the smoke (any spell that moves the air, such as thunderwave, can also move the smoke away and even put out the fire that caused the smoke).

The source of the smoke (the fire) can also return after the creatures in the smoke have been slain, bringing back the creatures that lurk in the smoke. In such a case the being is usually a more powerful spirit and blessing the grounds or another event may be required to permanently stop this phenomenon.

Easy Examples: Shadow (simply restrict to the smoke in the area)

Variant 1: Add 1d6 damage from choking on the smoke on a hit.

Sunday, 12 July 2015

Creature: Javelin Soldier

Often times I find myself looking for more challenges to throw towards my players. Sometimes, this challenge comes in the form of combat. Maybe it's the fact that I never got over that Roman era campaign I was a part of, but I often find myself making use of javelin wielding fighters with heavy armor. Below I give an example of one such fighter for Dungeons & Dragons 5th edition.

Tactics

This type of fighter typically holds their javelins in the same hand as their shield, allowing easy access to their weapons. When met in close quarters, unless out of javelins, they will prefer to continue fighting with the javelin as if it was a spear (this allows them to throw it as a range weapon if necessary). Only when they are completely out of javelins will they draw their swords for combat. Due to their range ability and high Armor Class, they can be very deadly for a 1st level party.

Appearance

The most obvious example of the type of fighter created here is of the heavily armored roman soldier with their multiple javelins. Because of the wide use of javelins across history, they are far from the only ones that fit this archetype. This kind of fighter is easily used in just about any situation and can make sense in just about any appearance. The type of armor and side arm can also be changed quite easily (changing the side arm to a higher damage one handed weapon will give a reason for this kind of troop to draw that weapon in close combat instead of a javelin, though a javelin still gives a range option without losing actions to change weapons), but changing the armor type will also change the difficulty they pose to the player characters.

5th Edition Stats


Hit points 12
Armor Class 18 (Chain mail & Shield)

STR 16  (+3)
CON 15 (+2)
DEX 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)

Attacks

  • +5 Javelin (30/120) x4
  • +5 Short sword (melee)

Proficiency (+2)

  • Athletics
  • Perception
  • Survival
  • Insight/Animal Handling (pick one)

Fighting Style: Defense (+1 to Armor Class), Protection or Dueling from the fighter class (see basic rules).

Variant 1: The rules above assume human was used. 1 feat can be added to add further challenge (recommended).

Variant 2: Change race from human to any other by removing 1 from two abilities (STR & CON or STR & DEX recommended). Then apply new race as listed in the rules.

Variant 3: You can use the basic rules to level these fighters to a higher level. This is usually done for officers or more highly skilled members.

Variant 4: Changing the armor type will change the Armor Class and make the situation easier or harder for the player party.

Sunday, 5 July 2015

Creature: Shadow Hand

There exists many an adventurer who claims to have encountered beasts of different sorts. Sorting fact from fiction in these cases is quite a difficult task and made even more so by the innovations in magic research. Animated statues in particular have given me trouble in the past. However, with that said, it does appear that I have observed something that I cannot explain away so easily.

I have come across quite a few different forms of shadow creatures I have called “Shadow Hands”. As the name suggests, they are hands formed of shadow. The first time I came across one was in an underground cavern. At the time it caused nothing but a minor inconvenience since all it did was grab and hold my leg. It did however hold on tightly enough to prevent my movement. I was quickly able to disperse it with a simple spell and continue on.

It seems that there are multiple different types as I had a nastier experience later on. The area I found this particular specimen was in what appeared to be the crypts of an old temple. Based upon my research the temple itself must have been destroyed about 300 years before my arrival. While I was exploring the relatively small area I once again I failed to notice the Shadow Hand until it got hold of my foot. Once again I dispersed it but this time I noticed a sensation in my foot after taking a step. After examining my foot I noticed a dark hand print and felt considerably worse than when I entered. It took me about a day or so to recover afterwards.

After my two experiences I tried to do more research and was able to deduce that there is a great amount of diversity within these creatures. Some forms will disperse after getting sunlight cast upon them. Others will still retain their form but become considerably fainter and weaker. I also feel that I was quite lucky in my first two encounters as it is far more common to come across these things in groups. I will be recording all of my notes below. What concerns me most is why are they trying to grab someone? Are they trying to drag me down or are they trying to pull themselves up?

Example provided for 5th edition D&D based on the “Shadow” creature. For stats, refer to the Monster Manual entry (preferred) or the Princes of the Apocalypse supplement as only differences are noted here.

Dungeons & Dragons 5th Edition Stats

Shadow Hand
Small Undead, Chaotic Evil

Challenge 0 (10XP)

Hit points 1 (1d6 – 3)
Armor Class 12

Differences from Shadow

  • Replace attack with a grapple action using regular grapple rules.
  • In sunlight, the Shadow Hand dissipates and dies.
  • The Shadow Hand can try to hide in the shadow cast by a creature by entering its square and attempting the “Hide” action.

Variant 1a: Attack does 1d6 + 2 necrotic damage and reduced strength as described under “Shadow”.

Variant 1b: Attack is the same as “Shadow”.

Variant 2a: Use the rules presented for “Shadow” to determine result of being in sunlight.

Variant 3: If the Shadow Hand is able to kill a living creature it can use the life force it drained to pull itself into this world (optionally, roll a D20 with 11 or above meaning the shadow will pull itself into the world). Replace the Shadow Hand with a Shadow.

Variant 4: Increase hit points to 1d6 (3).

Sunday, 28 June 2015

Dungeon Master: The Element of Time

Time is an important concept of everyday life and a powerful tool in the hands of the Dungeon Master. However, it is a difficult thing to get right. The amount of time to accomplish tasks as well as the actions that the world takes as time passes are extremely important elements that I wish to discuss. This will also partially intersect with my previous article about the world, but there are quite a few things I wasn't able to discuss in that article because of the scope. The main goal will be to inspire thinking on this topic and how it can be used to make unique and exciting campaigns and situations.

Party Resources

The resources available to the party are dependent on the amount of time the party members can spear to gain resources. It may be as small as taking a short rest in D&D 5th edition or as large as going on a multiple year long journey to obtain magic sword number 5 in order to be able to challenge the big bad (alright, that is a bit cliche but still). However, doing so will naturally affect the difficulty for the party to accomplish their task. If the party can rest after tackling a room with no penalty, it may prove too easy if the dungeon was designed to be tackled all at once (it would be just fine if the intent was to go extremely slowly and one room at a time).

There are a few ways that time could play a role. If the players wait around in the dungeon, maybe some monsters will stumble upon them (our good old friend the wandering monster table provides) and prevent their rest. The passage of time has an effect on the world in this case. However, there may be cases where this doesn't make sense such as unintelligent undead not wandering past the rooms they were instructor to stand and guard (giving the players access to more rest). Time could still be an important factor because of external factors such as deadlines or competitors (bad guys could be getting stronger while the players sleep). There could also be cases where you reward caution or simply use the passage of time to bring the world to life (looters get into the dungeon while the players are resting in their camp, clear a couple rooms but then die).

Obstacles

Players will end up losing time when confronted by an enemy army (army battles take time), an overfull river or a thick slab of stone. It's only natural for obstacles to take time away from the players as they overcome them. In such cases it becomes necessary to consider what could happen in that amount of time that the players are occupied. It could be nothing but the consideration needs to be made.

Take for example the situation where after going through a portion of the dungeon, the players hit a solid wall of stone. Picking their way through will take time, if they have the tools and possibly tire them out (you might not have them roll for fatigue after just one such stone wall). If they don't have the right tools to do so, it will take even more time for them to go back to a town and buy supplies (this may not necessarily be the case if it was a passage filled in with rubble instead).

Bring the World to Life

The passage of time can be used as a central point of a campaign (for players who have very long lifetimes and are combating other beings with lifetimes just as long) but it can also be used in order to make the world feel alive. It is very easy to get into a situation in a tabletop role-playing game where the only actions take place in a small radius around the party (this may be even desirable for some grounds). However, it is just as valid to have the entire world moving along as the players work.

Let's use the situation of a big battle as a case study. Right after the battle takes place it will leave an area filled with bodies and equipment. Stories may be told back in the cities the players visit. If the players pass by the same area a few days later and see large grounds of scavengers (grave robbers and carrion eaters alike), it starts to make the world seem like it actually functions. They may come across the same area months later and see necromancers using it as a source of materials for their work, now that the area has become safer. All of this starts to create a story for this tiny area and makes the event all the more meaningful to the players (especially if they are responsible).

Conclusion

The concept of time is a generally interesting concept and it remains so in tabletop role-playing games. It allows the creation of many situations and the exploration of many ideas while in play. I cannot hope to cover every idea or way to do so, but I hope that at the very least this serves as a starting point and inspiration. As always, feel free to comment.  

Sunday, 21 June 2015

Dungeon Master: Keeping Classes Balanced

Maintaining some level of balance between classes is usually a goal for a Dungeon Master. Even small changes and house rules can unintentionally benefit certain classes over another. I hope to put forward some general guidelines to keep classes generally balanced when adding house rules or adding new classes. By no means will this be exhaustive, but I hope to form a starting point. I also hope to explain why I feel some kind of balance is important (in this case, I mean whatever the group considers fair). As usual, I will use D&D 5th edition as my example. The basic assumption here is that the players are happy with the balance currently presented and the Dungeon Master wants to preserve this. 

Why Even Bother?

Classes can't be the exact same in every way. If we do that, we are left with only one class (classless systems have their own advantages, but even there not every character is the same). The rules may inherently favour certain classes that a Dungeon Master may want to fix (this is determined by the gaming group). The changes introduced to fix this skew are made to intentionally shift the balance between classes. The key here is that we want classes to be balanced (balance being whatever the group defines it as) but not homogenized. However, the balance that is created between classes is something that needs to be maintained once we achieve something we are happy with in order to make every class useful. 

Keep in Mind Where Damage Comes From

Magic classes in D&D 5th edition can attack multiple attributes, do multiple types of damage and do a massive amount of damage at once. Non-magic classes do many attacks that do less damage, have generally less types of damage they can do and usually attack AC. When adding a rule that has to do with the amount of damage being done it is important to also think about how the same rule would work for the classes that do many attacks that do less damage as well. If we don't, we risk making some classes stronger than others when we didn't intend it.

This concept extends to certain other aspects of the game such as:
  1. Range vs close quarters combat
  2. The different attack actions in comparison to each other

Not All Classes Are Created Equal

Some classes step on each other's toes. However, if each one has something that makes it attractive and effective they will both be used. They could even be used in the same party and not outshine each other. A classic example for this kind of case is the sorcerer and wizard. This idea needs to always be considered when adding new classes and subclasses.

If we do not have a relative balance between similar classes, we run into a problem. From my experience the weaker classes simply stop being used entirely. This varies depending on the group but eventually there is a point where a class is considered so under-powered enough that no one wants to touch them. If I didn't want players to play a class, I'd probably just not offer it to the players but still use it myself to build NPCs. I've played in games where the original player classes were used only for NPCs and more powerful classes were made and offered for players. Since this fit into the over the top tone of the game, the players (including me) didn't mind and since the weaker classes weren't offered, we couldn't be tricked into playing them.

In D&D 5th edition we run into another related problem. Instead of just having multiple classes we also have different subclasses or paths. The exact same issues are at play here but now it has to do with different types of the same class (at this point, I have never seen anyone want to play a beast master ranger after reading the rules).

Situation Means Everything

Let's assume we have done it. Our group is happy with every class, every subclass and every rule including house rules. Now let's imagine that your party consists of a wizard who loves to blow stuff up, an undead hunting cleric, and a spear wielding fighter who looks like he stepped off a boat following the Trojan war. Some classes will simply be more effective in certain situations. That's fine. I'd argue that actually, that is how it should be. It is still possible to create a campaign that will end up punishing people for playing certain classes or characters. This can sometimes happen accidentally and general I feel it should be avoided. The result is some members of the party will feel useless every single time.

If a Rule Is Meant to Aid Everyone Equally, Make Sure It Does

Some house rules are meant to benefit all classes equally and in such cases it is important to try to avoid affecting the balance between classes when it is not intended. It's obviously easier said than done but at the same time some effort should be taken. I am in favour of having players approve house rules since that way I know the rules are accepted (there are of course exceptions, since some campaigns may be built around certain house rules), especially if it includes a class that a player is using (they may notice something the Dungeon Master won't).

Conclusion

Well, there we have it. It isn't everything that can affect class balance when running a game or adding house rules but at the very least it is a start. If there is any feedback, disagreements or suggestions for important topics I missed, please do comment.