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.

DM Notes #8

In the Roleplays you have played, what Player Characters stood out? Which ones are still memorable and why?

This is the question I asked myself recently when thinking when creating new characters for my D&D modules.  I think it’s important to mention that by a stand-out character I do not mean that one character should dominate the game to the detriment of the other players, but that the player characters can certainly be unique, eccentric, dogged or their journey more poignant somehow.    For each player or viewer, they will have their own favourites and certain memories will stay with them that differ from the other players.  For example, Critical Role’s Vox Machina’s player characters are all very unique and distinctive and each had their moments to shine over the course of the campaign.

For my first choice, I am going to select a PC that I once played.  My favourite and certainly most memorable has to be Lupa.  I joined a sandbox game (a game with a very open plot based on what the characters chose to do) after the first session so I took over an NPC that they players met.  The Co-Dungeon Masters had to customise her special abilities to match her NPC background.  She was found in a glacier and could control and manipulate ice and hard rocks.  Like a Monk using Ki points in D&D 5e, the co-DMs gave her power points that she could spend each day on her abilities. It was so much fun trying to make larger objects move in this tundra-like wilderness such as throwing boulders into battle.  She was very useful in combat, but the point-based system prevented her being too overpowered.

For visual reference, I imagine her to look similar to this stunning image drawn by Anndr.

Her story didn’t go how I expected at all.  The party met a lot of refugees in the wastelands that they were unable to help. Then two of the party saw a giant rock cow marching across the landscape.  Lupa attempted to control and befriend the cow.  To all our surprise, it worked (natural 20)!  Suddenly we had a cow so big it had trees and grass growing on its back. We steered the cow back to the refugees and picked them up.  From that moment on, my mission became clear.  I was still interested in helping out the party but my priority was to look after these refugees and secure their future.  By the end of the roleplay, I had found them a home and created my own civilisation!

Level 5 – Episode 2

The Wolf’s Head Regiment

The party are in search of an ancient gong that they hope will open a portal to the Fey Wilds.  Having already dispensed with their Hobgoblin guide each room is a mystery and delving deeper into the Hobgoblin stronghold of the Wolf’s Head Regiment reveals that everything is not quite as it seems.  Especially  when it comes to inventories…

 

Level 5 – Episode 1

Looting

After defeating Vijo – the magical servant of Graz’zt – the party has an uneasy rest ahead of them as they start to hear whispering voices in the Underdark.

A Lich expects them to deliver living beings to him, whilst their travelling companion Ntay wishes to find an ancient lake.  Will the party stay united or heed the voices?