Two Problems that Provoked Bounded Accuracy

One of the key design features of D&D Next is something the designers call bounded accuracy. Bounded accuracy reins in the steady escalation of bonuses to checks and attacks that characters received in earlier editions. I love bounded accuracy.

To explain my affection, I want to consider two problems with (nearly) unbounded accuracy in the third and fourth edition.

Third and fourth edition both assumed a steep and steady increase of plusses to your skill numbers as your character advanced. This rewarded you with a sense of accomplishment as you saw your character improve, but the increases led to problems at higher levels.

In third edition, at each level, characters received an allotment of points to improve selected skills. If you reached high level, and concentrated your improvements on the same skills, you gained huge bonuses to those skills.

The huge bonuses created a dilemma for dungeon masters and authors trying to set DCs for high level adventures. You could set very high DCs that challenged players who specialized in a skill. These DCs were impossibly high for non-specialists, so if the party lacked a specialist in a particular skill, the task became flat out impossible. Alternately, you could set low enough DCs to give non-specialists a chance, but these DCs grant the specialists an automatic success.  (Again, by specialists, I just mean a character who concentrates skill improvements on the same skill, not a super-optimized character.)

Third edition assumes that the DM will justify the sky-high DCs required to challenge high-level specialists by describing obstacles of legendary proportions. At first level, the rogue must climb a rough dungeon wall; by 20th level, he must climb a glass-smooth wall covered in wet slime—in an earthquake. At first level, you must negotiate with the mayor; by twentieth level, he’s king. And you killed his dog.

In the skill section of the third edition Epic Level Handbook, the epic-level obstacles become absurd. Here we find the DC for balancing on clouds, sweet talking hostile creatures into sacrificing their lives for you, and so on. I understand that some folks enjoy playing characters as mythic, godlike creatures, but to me, that game doesn’t seem like D&D anymore. Given the rarity of epic play, I suspect I stand with the majority.

Fourth edition tried to resolve the problem of high-level DCs becoming either impossible for typical characters or automatic for specialists. The system grants every character a flat, half-level bonus to checks. Now skilled characters maintained a flat +5 bonus when compared to their peers. Everyone enjoyed steady increases, but no one fell too far behind. This approach fixed the math, but when you compare characters of different levels, it defies logic and breaks your suspension of disbelief.

By level 10, a wizard with an 8 strength, gains the same ability to smash down a wooden door as an first-level character with an 18 strength.

“Wow, Wiz, have you been working out?”

“Thanks for noticing. My strength will be 9 soon.”

Of course, Wiz never gets a chance to show off his new prowess, because those DC 16 wooden doors have all been replaced by level-appropriate, DC 20 barred doors.

In truth, the players never really advance because they stand on a treadmill.

You can see the treadmill on page 126 of the 4e Rules Compendium in the “Difficulty Class By Level” table. Using this table, your character no longer gets better at easy checks, she just faces higher DCs. That table makes Living Forgotten Realms adventures work across entire tiers.

Fourth edition is inconsistent about whether the rising DCs in the “Difficulty Class By Level” table represent increasingly legendary barriers in the game world. For example, the DCs for breaking doors rise as the doors become sturdier. But social skills tend to be pegged to the DC-by-level table. (The system just assumes you killed the king’s dog.) The Living Forgotten Realms adventures used for organized play mostly abandon any attempt to flavor the rising DCs as increasingly legendary challenges. The challenges never change, just the DCs.

By reining in the scale of skill bonuses as character’s advance, D&D Next solves both problems. The system does not reward players with the same magnitude of improvements as their character’s advances, but the small improvements are real improvements, not steps on a treadmill.

While bounded accuracy solves problems, characters still need to stand out from their peers. A specialist should stand out and enjoy a chance to shine. The current ability bonuses are too small to achieve this. You can read my opinion on ability bonuses and checks here.

In D&D Next, ability modifiers are too small for the ability check mechanic

Imagine the scene: Fastfeet the Rogue and Joe Average need to cross a rickety rope bridge before kobolds have time to drop a bolder from the cliffs above. Fastfeet, with dexterity 20, stands as the quickest halfling alive. Joe Average. with dexterity 10, has a hopelessly mundane, non-D&D name. Let’s call him J’oe. Better.

The wobbly bridge has rotting and missing planks, so crossing it without slowing requires a dexterity check. The DM decides that the crossing counts as an EASY check: DC 10. No problem thinks Fastfeet, I’m optimized to have the highest possible dexterity. I just can’t roll a 1…or a 2, or 3, or 4. Hmmm, I may as well try diplomacy.

Fastfeet, the quickest halfling alive, still suffers a 20% chance of missing an EASY check. Despite being the quickest possible character, Fastfeet only gains an extra 25 percentage points in his chance over J’oe average.

The problem stems from the mere +5 that a 20 characteristic adds to the check. The D20 roll swamps it. This leads to two problems:

  • Exceptional characters do not noticeably stand out. Whether your character has a poor or a great characteristic, every ability check pretty much feels like a coin flip. This becomes particularly noticeable with checks that encourage everyone at the table to try. That’s when everyone puzzles over an ancient map fragment, the resident sage says she will try a history check, and everyone chimes in, “I’ll try too.” Most times, the expert character gets no chance to shine, because her numerical bonus barely exceeds anyone else’s. The success goes to the person who happened to roll a 19.
  • Even when an exceptional character attempts something easy, the outcome remains unpredictable, as in Fastfeet’s case.

I asked Mike Mearls about this issue, and he said that the DM could simply rule that a easy check is an automatic success for characters of advanced ability. The advice patches over bad math with DM fiat. As a DM, I would make that ruling, because the system’s rotten foundation forces it. I would rather see math that works.

You may think that I’m overlooking the skills that address my problem with the math. Forget skills. D&D next has no skill checks or ability checks, only checks. Unlike earlier editions, skills no longer provide a system for determining success, so for example, the skill descriptions no longer include rules for resolution. Skills represent a small number of areas where extraordinary focus and training might help your character make checks.  Skills stand as an optional rule for granting a bonus to a limited number of checks. Most checks rely entirely on ability modifiers.

This means that Fastfeet’s +5 won’t get any better. No athletics or balance skill exists to improve the odds. Even if one did, most characters only get 3 skills.

In 3rd and 4th edition, the DM typically asks for skill checks rather than ability checks. Fastfeet probably has acrobatics skill, granting another +4 or +5 to the check. Suddenly that easy check becomes easy.

Third and fourth edition assumed checks would be skill checks, so both the skill and ability contributed bonuses. Next assumes ability checks. Skills add an unusual bonus rather than an inevitable addition.

I think this simplification makes for a better game. In addition to the virtue of simplicity, an over-reliance on skills tends to encourage players to solve problems by looking at their skill list, rather than thinking about other things their character could do in the game world.

I like the new approach, but in D&D next, the system’s numbers still seem to assume characters always get a skill bonus stacked with an ability bonus. In practice, a first level character gets a maximum bonus of +5 to a typical check. Little mathematical difference exists between a character with extraordinary ability and one with average ability. In third and fourth edition, a level 1 character like Fastfeet saw a bonus closer to +9 or +10, big enough to make a practical difference.

The solution seems obvious. For checks, the ability modifier must double, to +1 for each ability score point over 10. Now Fastfeet enjoys a +10 to dex checks, appropriate for the quickest halfling alive and consistent with the bonus typical in earlier editions.
Obviously, Fastfeet cannot also enjoy a +10 on his bow attacks. The original modifier scale must remain as combat modifiers, separate from ability check modifiers.  The two scales introduce a small, necessary complexity.

On the other hand, calculating ability modifiers becomes easier. A character with 15 dexterity has a +5 ability modifier. As an added bonus, odd-numbered ability scores gain significance in the game. Suddenly 15 really is better than 14.

I realize this change bucks the history of ability modifiers established in 3rd edition, but I can trump that with an earlier precedent.  Check page B60 of the Moldvay basic set from 1981. “To perform a difficult task, the player should roll the ability score or less on 1d20.” The mechanic flips the numbers, asking for a low roll, but your ability score has the same numerical effect as the modifiers I suggest. In the late 70s, I saw this mechanic used frequently. So the change qualifies as old school and it fixes the system. Seems like a win.

Still not convinced? Consider this. Over the course of an adventure, an exceptionally-strong fighter might make a hundred attack rolls. The +5 attack modifier she gains from her 18(00), I mean 20, strength improves them all. She dominates the battlefield. Over the course of the same adventure, the smooth talker with a 20 charisma may get 8 diplomacy checks, tops. Over the course of so few rolls, the 1-20 spread of the die buries the mere +5. The diplomacy skill can help. Still the most charming person you ever meet, in game terms, seems little better than the half orc who picks his nose as he negotiates with the elf king. The player who optimized the smooth talker hardly gets a chance to shine.

The 11 Most Useful Types of Miniatures

Top miniatures gallery

When the Harbinger set of pre-painted miniatures arrived in 2003, I mainly used tokens, cardboard heroes, and similar items to stand in for miniatures. Unpainted miniature barely tempted me. I lacked enough time for the pastimes I already had, so I could hardly add miniature painting to the slate. But the new pre-painted miniatures seemed affordable and appealing. I figured I would augment my cardboard with a few common monsters, orcs and skeletons and the lot.

And so I began sliding down a slippery slope.  Wizards of the Coast closed the local Gamekeeper store and marked down the Harbinger boxes, so I snapped them up. New sets came, and I decided I might as well get enough boosters to collect a nice set of commons.  When 3.5 arrived, I looked at my shelf of 3.0 edition books that I had not read yet, and decided to budget more money toward edition-proof miniatures and less on books. Soon, I had a big collection. Now I feel compelled to gather the best possible figures for an encounter.

If you’re cheaper or more sensible than I am, you can still follow my original plan and collect a small group of broadly useful miniatures. I use some figures so often that I never bother to file them away. Based on my experience running organized play events, I present the 10 most useful types of miniatures.

Type

Figure

Notes

Drakes

Bloodseeker Drake, Crested Felldrake, Guard Drake

For some reason, adventure authors love adding spiders and small drakes as critters and pets to round out encounters. With few low-level options, who can blame the authors? Nobody wants to fight lovable beasts like wolves.

Spiders

Deathjump Spider, Spider of Lolth

Elementals

Medium Earth Elemental, Loyal Earth Elemental, Medium Fire Elemental

Medium sized elementals appear frequently in adventures of all levels. Earth elementals nose ahead of fire as the most common. You can skip the water elemental figures.

Sadly, Wizards never produced a translucent, medium-sized air elemental. The dirty Shardstorm Vortex stands as the best alternative. The solid-plastic air elemental in Harbinger may rank as the worst figure ever to appear in a D&D miniature set.

Thugs

Human Thug

Thugs, especially armed with clubs, appear frequently in heroic-tier adventures.

Guards with pole arms

Human Town Guard, Royal Guard, Phalanx Soldier

For some reason, town and palace guards always carry spears or halberds.

Bowmen

Free League Ranger, Graycloak Ranger, Militia Archer

Most encounters call for an enemy capable of ranged attacks. In urban encounters, bowmen appear all the time.

Overall, too few humanoid miniatures sport ranged weapons.

Elf Warmage

Elf Warmage

I always carry a few miniatures suitable for player characters that I can loan out. Players borrow this elf warmage more than any other figure. Plus, she often finds work as a patron, bystander, or fey villain.

Statues

Animated Statue, Earth Element Gargoyle

I love to toy with players’ metagame expectations. Every D&D player knows that statues invariable come to life and attack─at least when they have a miniature on the map. So whenever a statue appears on a map, I drop a statue or gargoyle figure on top of it. Inevitably, the players edge nervously around the potential hazard. It never ceases to amuse me. Does that make me a mean DM?

Of course, sometimes, the statues really do attack.

Skeletons and zombies

Boneshard Skeleton, Skeleton, Warrior Skeleton, Zombie, Zombie

In the early days of the hobby, dungeon designers could put living creatures in a remote and unexplored dungeon without a source of food, and no one would care. Now days, that sort of design will get your DM card suspended. This surrender to logic makes undead more useful than ever.  (This also holds true for the elementals, above.) In my opinion, the unarmored, boneshard skeleton ranks as the best. The need for ranged undead means blazing skeletons and skeletal archers also see tons of use

Spirits

Lurking Wraith

I think the Lurking Wraith ranks as the single best D&D miniature figure ever produced. Not only does the translucent figure look great, but it works in numerous encounters at every level. Unfortunately, I’m not the only one who loves this figure. Miniature vendors charge about $9 each, much more than the typical price of a medium-sized, uncommon figure. You can get unpainted, blue versions in the Castle Ravenloft board game. I hope a painted version reappears in the upcoming, undead-themed, Dungeon Command set.

Goblins

Goblin Sharpshooter, Goblin Cutter, Goblin Skullcleaver

The ubiquitous opponent for beginning characters. Many different goblins appeared in the D&D miniatures run, but the best came in the last few sets. Get a bunch with melee weapons and bunch with ranged weapons. They’re cheap.

 

Lair Assault: Kill the Wizard – notes and miniatures

I’ve run every Lair Assault except for Spiderkiller. I’ve enjoyed them all, but all the past Lair Assaults suffered from oversights that seemed to show insufficient blind playtesting.

For example, Attack of the Tyrantclaw failed to note whether the T-Rex would attack the other dinosaurs. The whole encounter turned on that huge detail. And then we had the Pixie Music Box problem.…

In Talon of Umberlee, if the players camped below decks, the Kraken could not attack and the sahuagin boss could barely move without squeezing. The module never accounted for this strategy. Can the bad guys start tearing down the masts and rigging to coax the characters out? Can they set the ship on fire? If I were the sea god, I would have sunk the ship first, and then seen how the thieving characters fared against my warriors, but that hardly seems sporting.

Kill the Wizard raised only one minor question, which I’ll mention later. So in my experience, the challenge ranks as both the best constructed and difficult Lair Assault. I’ve run it once, so far, at Dean’s Dugout in Naperville Illinois.

I loved having the players land in random places in the dungeon. The divided party adds a new strategic dimension to the challenge. When players suddenly find themselves alone, facing monsters, they feel a real sense of peril. Plus, the random element adds extra uncertainty to replays. I wanted to conceal the landing spots of players who could not see each other. However, to keep things moving, I simply placed all the characters in a room the first time initiative came up for any character in the room.

The scenario ran very long. In the store, neither of the two tables came close to finishing after 6 hours. We simply ran out of time. Perhaps if the players adopted a stealth strategy, the event could come closer to the advertised 3-4 hour running time. As it stands, I recommend doing everything possible to speed play and encourage fast turns. Next time I run this one, I may resort to extreme measures. If players start their turn by examining the map and mulling over what they want to do, I may just hand them their initiative card and tell them they’re delaying until ready.

Kill the Wizard explicitly forbids taking a short rest. The challenge presents no game-world explanation for this, but the dungeon master can invent a source of time pressure. Perhaps Variel’s key is magically linked to her life force. As soon as she loses possession of it, its power to open the gates begins to fade.

Without a short rest, the players cannot recharge encounter powers. The challenge does not spell out whether until-end-of-encounter effects survive the trip through the gate and carry on into the dungeon. Because the encounter never describes any delays that would cause effects to exceed their five minute time limit, I say that effects last. Bottom  line, the characters need all the help they can get. The Drowslayer lives up to its name.

By the way, I notice all the Lair Assaults except Talon of Umberlee reward players for loading their characters with powers that buff until the end of the encounter. This makes powers like Wizard’s Fury very potent. I’m not fond of how the single-encounter design overvalues a class of powers. I liked how Talon of Umberlee rewarded more traditional character design.

I have a lot of miniatures and prefer using them over the tokens. I used the following miniatures:

  • Variel – the Elf Warlock from the 2008 starter set
  • Iron Defenders – Dungeons of Dread 36
  • Etherik – Eladrin Pyromancer, Against the Giants 45
  • Arcane Students – Tiefling Warlock, Dungeons of Dread 47
  • Bar-lgura – Desert of Desolation 44
  • Owlbear – Against the Giants 35 or Blood War 57.
  • Flesh Golem – Aberrations 45 or Night Below 46

I created my own Drowslayer and black pudding figures, as you can see in my last post.

Lair Assault: Kill the Wizard – I made a Drowslayer

As a Dungeon Master, I enjoy representing the action on the table with the correct miniatures. No battles against Starburst candies at my table. I typically judge public-play events, so I don’t pick the monsters in the adventures I run. When I lack miniatures to match the creatures in an adventure, I happily seize the excuse to go shopping for more miniatures.

My collection included figures for most of the creatures in the Kill the Wizard Lair Assault. I wanted a second Barlgura figure, so I purchased one. The adventure’s random monster table calls for a third Barlgura with a roll of 1 on a d6. Oddly enough, at my table, the odds of that outcome stand at none in 6.

barl-gura

When I must run monsters that lack any suitable miniatures, I’m annoyed. So the Drowslayer construct posed a problem.

Fortunately, another Dungeon Master at my friendly neighborhood game store seems even more bloody minded than me about fining appropriate figures. He showed off a Drowslayer figure that he sculpted from oven-bake clay, and that his wife painted. I was unfamiliar with oven-bake clay, so the discovery sparked my imagination.

Inspired, I created my own Drowslayer. I cut a maw into a ping-pong ball, threaded some arms made of thick, black wire, and then impaled the ball on a dowel for a stand. I used Sculpey to make a base and some eyes, baked and glued, and then painted.Drowslayer miniature figure

I also made some black pudding figures.Black pudding miniature figures

Immersive vs. Gamey in D&D Next, the score is 1-1

When I first started playing Dungeons & Dragons, people would tell me that the game interested them, but that felt intimidated by all the rules. No problem, I explained, you can play without knowing any of the rules. You play a character, like a mighty fighter. The dungeon master describes the situation, and you just imagine what your fighter would do. If a goblin attacks, just say, I hit him with my axe.

The concept pleased me. As a player, you could immerse yourself in being your character without thinking of the rules. At some point in our D&D history, we all enjoyed this style of play, so as the orc bore down on us, we raised our shield and drew our sword. Where instead of studying our list of powers, we think, if I can cut the rope holding that chandelier, I can bring it down on that brute’s head.

We still sometimes frown on the practice of letting the artifice of the game stand in the way of playing in character. You have heard of metagaming. If the DM drops a battle grid on the table, you know a fight will come, but don’t start buffing yourself. Your character suspects nothing.

Then action points appeared with Eberron. We all loved them, even though managing action points forced you out of your character’s head.

With the fourth edition, the designers set a goal of giving each class interesting things to do during combat. Why should only spellcasters gain the fun of managing resources when we can invent resources like daily martial powers and Hunter’s Quarries?  Every player can join the supposed fun. This opened a flood gate.

You could no longer play D&D by simply immersing yourself in your character. The game added too many constructs that lacked any relationship to the game world. Playing your fighter now required an understanding of things like marks and an entire economy of encounter and daily powers that had everything to do with the rules and nothing to do with the game world.  Playing a ranger meant laying down a Hunter’s Quarry that represented nothing but a floating damage bonus.

Most commonly, these sorts of game mechanics are called dissociated mechanics, and some deeper analysis of them exists elsewhere.

The problem with these mechanics extends beyond just the game’s learning curve. They tax anyone who prefers to play by immersing themselves into character. You can no longer enjoy the game inside the head of Roid the fighter, who likes to hit things with an axe. The game forces you to make decisions that you cannot possibly make in character. Why cannot Roid reuse that daily power again today? He has no idea. When can he spend an action point? What’s an action point to Roid?

Let me be clear about two things:

  • I am happy to think about the rules of D&D as I play D&D. However, I dislike when the rules prevent me from making my character’s decisions in character, from immersing myself in the game world.
  • Rules for things like hit points do not count as dissociated mechanics.  Hit points exist as an abstraction of something in the game world, namely your character’s health, fatigue, and morale.

Many players feel perfectly comfortable with dissociated mechanics as long as, looking back, they can explain them as part of the story. So what if an action point represents nothing in the game world–it represents something in the story. To this mindset, perhaps action points are like that surge of energy that brings Rocky off the mat at the end of the final movie bout. Why does Rocky only get that surge in the final fight? He always saves his action point until the end. (You can see the scene where Paulie coaches Rocky to save his action point in the director’s cut.)

I realize that plenty of players feel perfectly content playing the game as a game, and could care less what Rocky or Roid thinks. But why create game rules that interfere with the enjoyment of folks who prefer to dive into their character’s head? Until late in the 3.5 edition, such rules found no place in the D&D tradition. D&D should excel at immersion for the players seeking it.

By the time D&D Essentials reached the market, the game’s designers seemed to have learned a couple of lessons: (1) Not everyone wants to play a character complicated by things like resource management.  (2) You can invent fun abilities for classes such as rogue and ranger without resorting to dissociated mechanics.

Have the designers forgotten lesson number 2?

I want to turn your attention to two mechanics that appear in the D&D next playtest documents. One is unjustly accused of being dissociated, the other guilty as charged.

First I’ll consider the fighter’s combat superiority feat with its expertise die.

As I see it, the expertise die represents a moment of time and attention that the fighter can spend to achieve something extra on the battlefield. The fighter’s round takes the same six seconds as anyone else’s, but his expertise and training slows down the action, making him able to accomplish more. Perhaps the fighter spends an extra instant drawing a bead on an enemy, parrying a blow that would strike an ally, or tripping a foe already unbalanced by a blow.

As such, the expertise die represents something “real” in the imaginary world, and not some meta-game abstraction.

When I first considered this model, I remained bothered by the Deadly Strike maneuver.  When you hit, you may spend an expertise damage to deal extra damage. I imagined a fighter spending an extra instant winding up to deliver a powerful blow. If he missed, through the benevolence of the rules, he somehow regains that instant to use for something else. The do-over feels like an intervention by the game rules to prevent a player from feeling bad about wasting an expertise die. In character, how could the fighter possible explain the spent and regained moment?

But I realize my first interpretation is wrong. The six-second round represents a lot of time in a battle. The combatants do not actually take turns winding up and swinging like batters in a baseball game. Instead the fighter dodges and weaves, parries and feints, tests his opponents and searches for vulnerabilities. He does not waste time doing an extra wind up before he hits, or at least not before he knows he will hit. Perhaps the blow lands and the fighter spends an instant to wrench his blade or to slam an elbow into his enemy’s gut. Perhaps the fighter spots an opening and takes a moment to wind back for a powerful blow because he already knows his blow will land.

A thread on Wizards’ D&D Next forums considers the gamey aspects of combat superiority in overwhelming detail. Much of the discussion dwells on teasing apart the protect maneuver. Can a fighter decide to jump in and block an attack after a roll determines a hit? I’m sympathetic to the concern, but I’m comfortable with Protect for a couple of reasons:

The dice rolling and other business between beginning an attack and writing down the damage ranks as the one of the biggest abstractions in D&D. The timing of that business hardly matches action in the game world. Your successful to-hit roll simply poses a threat that can still be countered.

  • The fighter’s ability to spot a likely hit and block it seems as natural as, say, a basketball defender’s ability to block a likely basket.
  • I feel like I can use the Protect maneuver without breaking character. “I see the orc wind up for a killing blow on the wizard. I slam my shield into the way and shout, `Not today, you fiend!’”

The expertise die works as a mechanic sufficiently grounded in the game world. The designers deserve kudos for it.

The rogue’s Knack mechanic, on the other hand, exists as pure metagaming. Why does a first-level rogue gain the Knack advantage on a maximum of two checks per day? Nothing in the game world leads to that limit. It exists purely as an artifice of the game, a way to prevent the rogue from gaining too much screen time in the story of the day’s adventure. The Knack mechanic’s appearance is particularly discouraging because it seems like such a gratuitous soiling of a core class. I’m bracing for the likelihood of a warlord class loaded with dissociated mechanics, but this is the rogue. Surely the designers can invent a non-dissociated mechanic that reinforces skill mastery and expresses the rogue’s talent for skills.

Rolling in a box

The picture of my DM screen in the first post also shows a transparent, plastic cube.

As a dungeon master, I like my players to feel a little sense of jeopardy, a small sense that their character might not survive this combat. Rolling my dice in the open enhances that drama at the table. The players know I’m not fudging rolls to spare them–or to pick on their character.

I like when a tense moment brings players to their feet, and when everyone at the table watches to see the outcome of a roll. In one memorable moment, I reminded a player that his movement would provoke a pair of attacks, but he cockily laughed off the risk. I rolled a pair of natural 20s and the table burst out laughing. If I had rolled behind the screen, and simply announced a pair of crits, the event would fallen as flat as a card trick on radio.

Despite all this, I would rather not kill any characters (unless this is Lair Assault, when I will coup de grace your dying body). One of the virtues of fourth edition is that the system prevents a couple of bad rolls from turning into a dead character.

Rolling in front of a DM screen raises the problem of keeping the dice corralled. I roll into a transparent, plastic box purchased from a craft store. Unlike a big tray, the box packs easily, takes little space on the table, and never hides the outcome of a roll.

Update: I use this Containables 3-1/2″ x 3-1/2″ x 5″ Plastic Container with Removable Lid. It comes in a set of 4, but I can no longer find just one of anything similar.

Dungeon master’s screen

At the big conventions like GEN CON, I always like to walk the Dungeons & Dragons play area to see how some of the other dungeon masters run their tables. I see very few DM screens. I understand the appeal of dropping the screen; I don’t like peering over that little wall either.

Nonetheless, I continue to use a screen for D&D for a few reasons:

  • I track initiative using folded cards draped across the top of the screen. Though I could stand the cards on the table, hanging them makes them a bit more visible.
  • As a player, I prefer not to see the DM’s notes. But when the DM spreads his pages on the table, my eyes tend to settle on them. I would rather not worry about averting my gaze from Medusa.
  • Some players want to look, but I want to maintain an element of surprise and uncertainty.
  • I reference some rules and tables often enough for them need a place on a screen. This includes rules for monster knowledge checks, some uncommon actions, and the “Difficulty Classes for Level” table, which is essential for organized play.
  • Tradition.

Despite my preference for a screen, standard-sized screens stand too tall for my taste. I prefer the 6” tall mini version of the World’s Greatest Screen from Hammerdog games.Mini dungeon master's screen on table

This screen is constructed like a loose-leaf binder, with clear-plastic pockets on both sides. I filled the DM-side pockets with the tables and rules I needed most at the table. For the player sides, I inserted artwork cribbed from the first edition, Advanced Dungeons & Dragons screen.  In my opinion, David Trampier stands as the finest of the early D&D artists, and his collage on this screen may be his best work. It still calls me to adventure.  Not shown in the picture, the players’ side also includes a tribute to Gary with the image of a signed cover of the first Greyhawk supplement.

Signed Greyhawk Cover

You can download a PDF copy of my fourth-edition rules inserts here and my fifth-edition inserts here. I created the inserts using Adobe FrameMaker, so I’m afraid the source files will be unusable to tinkerers.