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Rolling Word Play – 3

The Inspiration of Chance and Improvisation – Word Play

I’m starting a series where I generate Roleplay ideas based on random words. Let’s see what words I get to play with today:

Massive Analyst
This is a pill taken by a creature that is desperate for an answer that they cannot yet grasp. Many of those that have taken the pill take a long time to re-emerge from their semi-comatose state.  Some never return, lost in the midst of a mental or spiritual maze.  For most, they have returned profoundly shaken and many are never the same again. The epiphanies they bring with them are often not simple and take events in a completely different direction.

Here is a way of playing out the effects of a Massive Analyst on a d10 die roll:

1 – Utterly lost. Re-roll again the following day to see what happens next.   Add a mental quirk to your character sheet from this life-altering experience.

2-3 – Confused in the unconscious realm. You re-emerge 1d10 days later, but have lost some of your mental sharpness.  Add a condition to your character sheet to reflect this.

4-5 –   You return quickly but altered by the experience.  Add a mental quirk to your character.

6-7 – You were unaffected by the experience and were able to return quickly.  You will gain +1 to the die roll if you ever decide to retake this pill.

8-9 – You found an answer to the question.  Check with the GM to see what wisdom you gained.

10 – You had a profound epiphany.  It is greater than you could have possibly imagined!  Check with the GM for details.

 Activate Understanding
A scene of devastation. Zombie roam across an area known as the Death Zone.  They are surprisingly fast and aggressive, attacking living organisms, which either bleed out or become animated undead husks like themselves.

The source of the trouble is in a grave.  A powerful magical ring was left with the corpse of an elderly lady who died a few years ago.  She carved it and used her magics to prolong her life.  As her own energy drained away, the ring’s stored energy was still working.  As the flimsy wooden coffin in which she was buried deteriorated, the ring’s influence tainted the soil and cause an un-life in the corpses of those in the graveyard.

The town records and library will have information on an old woman who dodged death for so long (she was over 140 years old) and where she was buried.  There is also information about how to use witchcraft to change the energy flow in an item.  Using a ritual and a few key ingredients, the ring’s energy can be changed to generate a flow of peace and rest.  This is a way to finally end the reign of un-life.

Sorry Accept Patience
A society run by a zealous religious faction expects their citizens to report their own sins and the sins of others.  For those who are brought to receive their punishments, they must first ask for repentance (Sorry), accept they are wrong and sign a confession (Accept).  Having signed, they must then await punishment, which will be delivered when the religious faction deem it appropriate (Patience).  This can sometimes take several years and can even be provided in smaller installments.  The faction controls the populous in this way, with fear of punishment and of being reported for sins.

Rolling Word Play – 2

The Inspiration of Chance and Improvisation – Word Play

I’m starting a series where I generate Roleplay ideas based on random words. Let’s see what words I get to play with today:

Drag Intention
A tactic used by a Gillatora; a long, spikey creature with 2 tentacles and a powerful beak.  It deliberately weakens its enemies by stunning them with its beak before grappling them and dragging them along the ground where rocks and other debris can cause further damage.  If the ground is smooth, it can also drag their victims along its spike-covered back.

Judge Cook
All societies have their own system of justice, on which they promote fairness and deter selfish, harmful actions.  In one particular society, the judge and the cook is one in the same.  Those who are found to be corrupt and selfish are prepared a complex and tasty food dish.  They then must replicate the meal and dedicate several hours and days (depending on the severity of the crime) to perfecting it.  If they are able to consistently impress the judge (often the same person who served them the original dish) then they are allowed to dedicate time to improve the dish.  This is not only a good way to improve recipes but a way of focussing the mind of the criminal.  This new dish becomes the ex-criminal’s new speciality dish.  One day, they too might become a judge-cook for other wayward citizens.

Basic Desperate Relationship
In a dystopian future, relationships are seen as essential.  Everyone must buddy up as single individuals have been found to be most likely to resort to terrorism and episodes of violence in this dark future. Where the relationship has started to breakdown, there is a certain amount of help provided to by the state. The relationship states are as follows:

Blissfully Operating (BO) Essential Functioning (EF) Basic Working Relationship (BWR) ….. Basic Desperate Relationship (BDR) Advanced Desperate Relationship (ADR) Failing Relationship (FR) Deadly Relationship (DR)

Those below the dotted line are considered a risk and a potential burden on society.  A BDR is usually because one partner raises complaints or their working efficiency is down below acceptable standards.  BDR provides credit to attend talks on relationship issues and attending a check-in (compulsory attendance by both partners to agree on ways to improve their relationship) once a week.

Advanced (ADR) includes counselling sessions and even starts with credit for a short holiday for first time offenders.  Failing and Deadly are a concern to the society at large.  Those caught before they do anything fatal result either in divorce of partners or a clean slate (memory wipe).

Rolling Word Play – 1

The Inspiration of Chance and Improvisation – Word Play

I’m starting a series where I generate Roleplay ideas based on random words.  Let’s see what words I get to play with today:

Relevant Salmon
A group of salmon who are dependent on a single entity for their survival.  Like a hive mind, they collect their intelligence and ‘pool’ it together into one fish, who leads the others; hopefully to salvation and safe spawning grounds.

There have been instances where a salmon has been caught and all other salmon have attacked the unsuspecting fisherperson until they dropped their catch.  Unfortunately a myth has grown up that killing the one, relevant salmon will grant you wishes.  There is no record of this being confirmed, but there are records of a single salmon being speared and the entire group instantly dying.

Drafty Chocolate
Made from cocoa beans grown in the harsh tropical caves of Hinreln, the taste mentally transports the user to those harsh, windy conditions.  The shock can be good or bad depending on the creature, but it has been proven to lower the body temperature significantly and is highly sought after by those in hot, desert climates.

Suspicious Negotiation
A term that can be applied to many situations, but the particular story to earn this title is a play, very popular in rural towns in which royalty do not reside.  The story starts with a king who rules over a peaceful nation.  In the story he sees a fey creature (the sort of creature varies with each telling) imprisoned in his city.  Fascinated, he ignores his advisors and buys the creature for himself.  The king asks it questions and using its charms and illusory powers the fey creature convinces the king that it can see into the future.  For each question the fey creature conjures up a dystopian vision which in turn feeds the king’s growing concerns.  As the story goes on, the visions get worse and the king’s paranoia alienates him from everyone around him.  The story ends with the fey creature tricking the king into being released.  It then kills then king and assumes his form.

The Inspiration of Chance and Improvisation

Dice roll tables and rolleable options can make up a great deal of the choices in Roleplaying sessions. The results of a sea voyage, chance encounters on the road to the next town, loot found in the room of a dungeon. The random element keeps things exciting. For a Games or Dungeon Master it can mean the plotline changes or lengthens, but so long as they are comfortable with that, then great.

Another crucial part of roleplay is the interactive story-telling. If you take part in a roleplay you are actively improvising. Worldly examples include the TV show Whose Line Is It Anyway and Robin Williams when he was creating characters like the Genie from Disney’s Aladdin.

I am lucky enough to take part in an improvisation session every fortnight. This is good for my vocal performance work but also complements roleplaying perfectly. The sessions with Rag and Bone Arts are such fun and so good at keeping you on your toes. Not only that, but they teach collaboration. If you are not working together then the story will go nowhere or one person will dominate and the story will suffer. In one scenario you might be a shop owner only speaking in questions, the next a gang of ex-pop stars in a dystopian future under an authoritarian regime. Maybe you are trying to sell beer dregs and cat hair marketing it as the new trendy drink or perhaps you find yourself as Juliet in a modern retelling of the classic tale. Yes, we played all these scenarios out and many more!

Roleplaying is about interactive storytelling and it includes all the above ingredients.

Making Combat Challenging

A lot is made of level-appropriate material.  In D&D combat, this term is referred to as CR (Challenge Rating).  A level 4 party will be roasted alive by an ancient dragon, but will also make meaty fries out of a similarly-sized party of goblins. To avoid Total Party Kill (TPK) or Total Party Boredom, the GM/DM has plenty of options…

Find a suitable opponent
The Critical Rating is made for this.  For example, a few Manticore will provide a good battle for five level 4 adventurers.

Add more fodder until they are dangerous
A band of goblins are easy to kill off, but not so easy when they can attack 3 times more than the players can.

Strategic advantage
Weaker opponents on a flat field or dungeon floor will be easy.  But what if they are ambushing the party and get surprise attacks?  Perhaps they have the high ground and ranged weapons or you are on uneven terrain that only your opponent can move across easily. Increase the odds against the players even further by having them stealth so as not to wake even more opponents or you could have traps in place in case they charge in unprepared.

Modified creatures
If the monsters are too weak, why not give them an extra arm, a magical weapon or poisoned arrows to increase their abilities. If the monsters are too powerful, then make them aged, young or mentally addled in some way, giving them disadvantages on their rolls.  Want the creature to have a special move not in the rulebooks?  Go for it!  If it makes the combat interesting, then why not!

Playing loose
This option is fun, if played right. Create creatures with only a few stats and hit points firmly decided, and be flexible with the rest, such as their moves and attacks.  This option is a way of keeping the players on their toes and making combat challenging. However, this option can backfire is done too often; especially if it appears to directly counteract the player’s moves (e.g. “aha, it is actually immune to damage by your fireball and your ranged weapons!”).  The important thing is to have an idea of what this creature is capable of and then improvising how it might react in a fight.

As always, the most important thing is for the players to have fun.  So long as the combat element of the game is varied then they will have plenty to sink their sword or arrows into.

Magic Users, Part II

How Characters Cast Spells

In Part I, I discussed the types of spellcasters and how they interacted with magic in the fantasy realm. It’s time to look at the mechanics of spellcasting.  How does it work in practice?

Here are the basics…

  1. Prepared spells:  Some spellcasters need to prepare spell for the day from a greater resource they have access to.
  2. Known spells:  Some spellcasters learn spells until they know them, meaning they do not need to prepare them in advance.
  3. Spell Slots:  Most spellcasters have Spell Slots (Monks are the exception), which represent their capacity to cast spells before their magic is used up and they need to replenish their energy.
  4. Spell Modifier:  All spellcasters use a modifier to work out how effective their spells are.  This affects their Spell Attack rolls and rolls for the Spell’s Difficulty Class for opponents to try and match or get a higher result when they roll a saving throw.

Each character class or sub class is a little different, so let’s compare…

Bards don’t study magic, they take what they know and perform. For that reason, bards have known spells and a charisma modifier.

Clerics are conduits for divine power.  They use Wisdom as a modifier.  They can cast any cleric spell available up to their current spell level, but need to have them prepared.  This is their Wisdom modifier + Cleric Level.

Druids draw on nature, as clerics draw on the divine.   They use Wisdom as a modifier.  They can cast any druid spell available up to their current spell level, but need to have them prepared.  This is their Wisdom modifier + Druid Level.

Eldritch Knight is a subclass of the Fighter.  Like Bards, they have known spells they learn as they improve and apply to their fighting style.  They draw from the wizarding spells and their modifier is Intelligence.

Monks learn to use magical energy called Ki.  They channel this energy in their martial art practices uses Ki Points.  The subclass Way of the Four Elements can cast elemental spells using Ki points.  Like Bards and Eldritch Knights, these become Known but are referred to as Elemental Disciplines and not spells.  They use a Wisdom modifier to determine out how effective their spells are.

Paladins learn to draw on divine magic as clerics do.  They use Charisma as a modifier.  They can cast any cleric spell available up to their current spell level, but need to have them prepared.  This is their Charisma modifier + half the Paladin’s Level.

Rangers learn to draw on nature as Druids do. But they behave far more like Bards and Eldritch Knights, applying what they have learned and using their Known Spell, learning more as they level up.  They use a Wisdom modifier.

Arcane Trickster is a subclass of the Rogue.  Like Bards and Rangers, they don’t study magic, they take what they learn and apply it. For that reason, these Rogues have known spells .  They use an Intelligence modifier.

Sorcerers have no need to study as magic is in their veins. Very much like Bards, they perform what they know.  Because of this, Sorcerers have known spells and a charisma modifier.  They also have Sorcerer Points, which can be used to enhance their spells in some way.

Warlocks are peculiar because although they have spell slots, all of these slots are the same level as their current spell level. They can still cast lower level spells but they will be using a higher level spell slot to do it.  They perform the gifts of their patron, so like Bards, they have known spells and a charisma modifier.

Wizards are the students of magic and draw from a spellbook to prepare spells (They should also use physical components as part of the spells’ preparations but not all roleplays apply this).  Because of this their known spells are whatever spells are in their spellbook, so researching and finding spell scrolls can be exciting!  They use the Intelligence modifier.  The number of spells they can prepare is their Intelligence modifier + Wizard Level.

Magic Users, Part I

Why spells can give players a headache!

Magic is as integral to D&D as dragons and faeries. It allows for anything to be possible; from creatures with strange, otherworldly abilities, to travel between planes, to crazy spells such as being able to polymorph into a dinosaur! But, to paraphrase a well-known superhero movie, with great power comes a great deal of rules!

The 5th edition rules for D&D have tried to keep spellcasting (using magic to affect something) as simple as possible, but it still takes some getting used to. That’s what we’re here to do…

In this first article, I’ll look at the different types of spellcasters.

Your spellcasters come under the following types…

1) those who have a natural gift for magic  2) those who study it  3) Those who are blessed with magical powers for their beliefs  4) Those who pick it up as they go along

The natural
The sorcerer is the gifted magic user, who has through some cosmic reason or exotic lineage been chosen to carry such power.

The student
Wizards are keen to master magic and require spell books to record what they have learned and to prepare their daily spells. Eldritch Knights also study magical techniques to enhance their fighting prowess. Monks learn to channel magical energy known as ki.

The blessed
Clerics and Paladins draw on the divine magic of their deity. Warlocks gain powers in return for serving their patron (an otherworldly being).  Barbarian Totem Warriors also gain gifts through their spirit animal. With nature as their muse, Druids and Rangers learn to use magic from their environment.

 

The knack
Gifted performers known as Bards learn tricks on the road as they perform and can weave magic with their music. The Rogue type, Arcane Tricksters also learn tricks which enhance their shadowy lifestyle.

That’s enough magic talk for now.  If you want to discuss anything in particular, let me know.  Next time, we get into the rules…

Aquatic NPCs

In a week when the Best Picture at the Oscars featured a fishy lead in The Shape of Water, here is a way to introduce a fishy feel to your D&D campaign. Set these NPCs loose on the story, for free:

Merfolk Warlock (Level 4) and a Merrow Fighter (Level 4)

These characters are part of a Sub-Aquatic Six Pack I have created. All six characters have been given character class levels and a rich backstory to bring them to life. If you’re interested in taking a look at the full version, it is available on the Dungeon Master’s Guild, for under $5.

If you are interested and do get a copy, please let me know what you think.

What’s the most important part of being a good DM?

Every Dungeon Master (DM) is different and their style and craft grows just as their players learn and grow together. A lot has been said online about learning to DM, including Matthew Colville in his introductory video on his YouTube channel.

There are many skills DMs can improve and hone over time, such as story-telling, improvisation, characterization, learning and adapting rules as well as diplomacy with a party of players who aren’t getting along.  It can be exhausting building worlds and frustrating swapping out plots they made for new ones the players choose to follow.   But it can also be very rewarding.

So what is the most important part of being a DM?  A sense of humour is important, for sure.  Patience is definitely a virtue.  Imagination is very important and adaptability vital.  But to outline what I consider the most important factor in being a good DM, watch DM Matthew Mercer in the following classic clips from Critical Role:

Grog and the toilet

Another clue is this scene from Episode 3, where the group is planning 

My personal answer to this question is simple; It’s listening.  It’s giving the players the space they need for their characters to grow and be creative.  The DM facilities their adventure, he does not control the players.  This means that the characters have room to interact and have brilliant moments such as those highlighted above.  It also means the DM doesn’t have to be a full-time performer, actor, comic; that would be exhausting!  Let the players play and then there is a healthy balance between player interaction and adventuring.

Delving into D&D

Saving Throws

Recently I’ve been getting a few questions regarding the mechanics of D&D and how it works. The Player’s Handbook is excellent but it is just one explanation and sometimes what might make sense to one person might baffle another.   So this series is about looking at an element of D&D and explaining it in more detail.

Let’s start with a description of Saving Throws taken from Wikipedia:

A saving throw is a roll of dice used to determine whether magic, poison, or various other types of attacks are
effective against a character or monster.

What are they for?
In D&D they are used to determine whether a character can resist or avoid the effects of a threat, such as a
trap, drinking poison or being charmed by another creature.

How do they work?

When the Dungeon Master (DM) reveals a threat to the player, they will be asked to roll a saving throw based on one of their character’s attributes.  But which one?

Here are the 6 attributes as described by the Player’s Handbook, p.173:

Strength – measuring physical power
Dexterity – measuring agility
Constitution – measuring endurance
Intelligence – measuring reasoning and memory
Wisdom – measuring perception and insight
Charisma – measuring force of personality

I’ve listed 20 possible scenarios below and sorted them into the attribute the character needs to save against.  Next to that is the reason why that attribute is the one being used.

How do you roll a saving throw?

You roll a saving throw against a difficulty class given by the DM.  Often these are pre-determined; for example a monster’s attack effects (Beholder’s eye ray effects have a difficulty class is 16) or a magic user’s spells (8 + spell
caster’s ability modifier + proficiency bonus).

For difficulty classes not pre-determined, it is up to the DM to decide how difficult it is to avoid or
resist the threat. These range from very easy (difficulty class of 5) to nearly impossible (dc of 30).  The DM should
also say what character attribute it is against.

Now you know what you are rolling against, you roll a d20 die and add you attribute modifier.  If your character class has proficiency against that attribute, you add their proficiency number to the die roll.  For example, a Level 3 Wizard with intelligence of 16 needs to try and pass an intelligence save.  His intelligence modifier is +3 and as a
Level 3 wizard he can add his proficiency of 2. So his saving throw is 1d20 +5.

If the saving throw equals or is greater than the difficulty class, then they successfully save.  This normally results in avoiding or reducing the effects that were threatening them.

So does it matter what attribute to use when making a saving throw?

Yes, it will matter to the character making the save.  Each class has proficiency in saving throws for two attributes (see list on p.145 of the Player’s Handbook).  Here is an example:

Meet Pevel, a Level 5 rogue from my online RP campaign, Agora Core.  Rogues have proficiency in saving throws for  Dexterity and Intelligence.

In this example, Pevel is being attacked by a Beholder (yikes!).  The Beholder can attack with its many eye rays.  Let’s blast Pevel 10 times with 2 different eye rays. The first time through, we will use the Petrification Ray, which requires
a Dexterity saving throw.  Then we will repeat the dice rolls but this time, we will use the Sleep Ray, which requires
a Wisdom saving throw.  For both, the difficulty class is 16.

Pevel’s rolls without adding modifiers are:

13, 5, 1, 6, 12, 7, 14, 20, 18, 17

Against the Petrification Ray, Pevel uses his Dexterity saving throw.  As a Level 5 rogue, he add his proficiency, which is +3. So with his Dexterity modifier, his saving throw is 1d20 + 6.

That means his saving throws rolls are:

19, 11, Nat 1, 12, 18, 13, 20, Nat 20, 24, 23

Against the Sleep Ray, Pevel uses his Wisdom saving throw.  As a Level 5 rogue he is not proficient in Wisdom, so simply adds his Wisdom modifier.  He saving throw is 1d20 + 1.  That means his saving throw rolls were:

14, 6, Nat 1, 7, 13, 8, 15, Nat 20, 19, 18

The difference between the two results shows how your chances of success vary depending on your character’s attributes and class.  For the Dexterity saving throw in which Pevel was proficient, he successful rolled 16 or more 6/10 times.  But for the Wisdom he only succeeded 3/10 times.

What if there is no threat?

If there is no threat, then the character is not reacting to imminent danger to their life.  Any actions they take become an Ability Check instead.  These still use the core 6 attributes, but more often than not use skills, which character can have proficiency in.  For example, spotting a trap is a Perception Check (Wisdom-based), and working out how to disarm it with an Investigation Check (Intelligence-based).