Monthly Archives: March 2015

Improved fifth-edition dungeon master screen and initiative tents

When the first set of fifth-edition Dungeons & Dragons basic rules arrived, I created dungeon master screen inserts. I put these pages in my mini screen from Hammerdog Games. Others have attached them to screens of their own creation. As I have used my screen, I noticed that I never reference some panels, and that some questions still often lead me to the books. Based on experience, I revised my screen inserts.

Download the updated dungeon master screen inserts.

The new PDF includes all the pages in the old set, but adds some new pages, and tweaks the old pages. Choose which pages to use.

Mini dungeon master's screen on table

I never looked at my screen’s list of skills and tool proficiencies, so I replaced this panel. Instead, I added an insert for encounter building. When I improvise an encounter, I typically reference the Experience Thresholds by Character Level table. This table helps me avoid creating an easier or harder fight than I want. Also, the table offers a handy guide for awarding experience for non-combat encounters.

My screen will also lose the insert for movement types. I don’t need a whole page to tell me that slower forms of movement cost an extra foot for each foot moved.

I still wanted the table of typical difficulty classes and the jump distances, so I copied those items to a new panel. This replacement adds the effects of cover and the DCs for tracking and concentration checks.

Everyone knows you can use an action to cast or attack, right? In place of these obvious entries, the table of Actions in Combat adds rules for grappling and shoving .

Finally, my existing screen had no rules facing the players, only pictures. I yanked one of the pictures and added the table that shows experience points needed to level. I hope players stop asking me how many points they need to level up.

Initiative tents

Initiative tents

I also updated my initiative tents for fifth edition. The player tent loses the insight score and adds a place for armor class. The monster tent replaces the various defenses with the three most common saving throws. On the player-facing side, I added a big box for armor class. Sometimes, I speed combat by marking the AC where everyone can see. You can set these tents on the table or hang them atop your DM screen. For more on using the tents, see “Everything I know about tracking initiative.”

Download the initiative tents.

Dungeon master’s tools and miniatures update

In this post, I offer additions to my dungeon master’s tools, notes on miniatures, and some tavern decor.

Gaming Paper

In October 2013, when I presented my photo guide to dungeon master’s tools, I still ran fourth-edition Dungeons & Dragons, which meant the combat encounters typically featured poster maps or dungeon tiles. Fifth edition’s quicker, more numerous fights mean I’m sketching most encounters on a grid. In addition to using dry- and wet-erase battle maps, I sometimes draw dungeons on Gaming Paper. This paper resembles gift wrap, except rather than balloons or Santas, it features a 1-inch square or hex pattern. Unlike erasable maps, the paper offers permanency, so you can store and pack the maps without rubbing marks away. Plus, you can draw a bunch of maps before a game without running out of flip-mat.

Drawing a dungeon as it's explored on gaming paper

Gaming paper can reveal a dungeon as it’s explored

Giants, size, and miniatures

Fifth edition changed giants from large size, as in third and fourth, to huge size. I approve. Giants needed a boost over ogres and trolls. The stone and frost giant miniatures in the Tyranny of Dragons compare in size to earlier huge figures, such as the titans in the old D&D miniature line. Despite the growth, the new giants continue to use large-size bases, probably so the figures fit in the retail box. The 5E designers seem to fear that the size change will enrage collectors of giant figures on undersized bases, so the Dungeon Master’s Guide states, “If the miniature you use for a monster takes up an amount of space different from what’s on the table, that’s fine, but treat the monster as it’s official size for all other rules.”

Large storm giant and huge frost giant, both on large, 2" by 2"  bases

Large storm giant and huge frost giant, both on large, 2″ by 2″ bases

Do not accept this compromise. For fifth edition, set giant figures on huge-size, 3-inch bases so these monsters take the proper amount of space on the battle map. I’ve used the large-to-huge expansion rings that came in the old Monster Vault, but this only saves me the five minutes needed to cut 3-inch disks from cardboard.

Attack wing flying miniatures

Every time a new line of randomly packaged miniatures reaches stores, gamers protest the random assortments. Many people insist on buying exactly the figures they need and believe that the blind packages prevent them from getting what they want. But they can avoid the random packs by getting figures as singles from internet resellers. If you want common figures rather than the splashy rares, then singles come cheaper. When a new set arrives, I typically buy some boxes to start a collection, then buy singles to fill gaps and to get groups of useful figures.

The D&D Attack Wing Starter Set includes 3 dragons

The D&D Attack Wing Starter Set includes 3 dragons

For Tyranny of Dragons, I wound up short some of the flying dragon figures. The dragons look great, but I balked at their steep prices as singles. So the Attack Wing Miniatures Game Starter Set seemed like an ideal purchase. The box packs 3 dragon figures like the ones from the Tyranny of Dragons miniature set. These would cost much more as singles. Plus the box includes the game.

Attack Wing Red and Tyranny of Dragons dragon

Attack Wing red dragon on its short post compared to Tyranny of Dragons green dragon

The drawback: The Attack Wing versions only fit atop shorter posts intended to work with the game’s bases—bases too big for D&D’s one-inch grid. The good news: The short posts fit the Tyranny of Dragons bases. Your players will only notice how cool the Attack Wing dragons look, not that they fly an inch closer to the table.

Update: The Attack Wing posts fit together to create extensions. You can use the extensions to show a creature’s altitude. This makes the Attack Wing figures more versatile than the ordinary miniatures.

Spell Cards

When I first saw pictures of Game Force Nine’s fifth-edition Spellbook Cards, the cards seemed like a strained effort to find something to sell for the new edition. After all, friendly neighborhood game stores everywhere still have fourth-edition power cards gathering dust, marked 50% to 75% off.

D&D Spellbook Cards - Arcane

D&D Spellbook Cards – Arcane

My assessment changed. I plan order the Spellbook Cards at my FLGS. My new outlook stems from my post on not hoarding spells, the new players at my D&D Encounters table, and my wish to avoid total party kills. Battles keep turning against players, while their spellcasters choose cantrips over the spells that could win victory.

In fourth edition, complete power descriptions appeared every character sheet, so players never failed to use their dailies and encounter powers. Now the spell descriptions stay locked in the Player’s Handbook. Players skip their unfamiliar spells and spam Firebolt.

I plan to hand new spellcasters a few spell cards that can help them tap their character’s potential. I hope to avoid dead characters and reduce the need to coach from behind the DM screen.

The cards may help me too. I will pull spell cards for enemy casters and clip them to my DM screen. No more pausing the action so I can search for a spell description.

Dungeon Decor

I collect miniature figures for unarmed non-player character, from royalty to beggars. Setting them on the map helps set the scene in a tavern, street, or throne room, plus the figures discourage players who tend to think every NPC with a miniature represents an enemy to fight. In addition to miniatures for non-combatants, I’m enchanted by miniature-scale props that sit on a battle map and make the game more vivid.

Tavern Dugeon Decor

Tavern Dungeon Decor

The Kickstarter for the Dungeon Decor Tavern set suits me perfectly. I added on to my pledge for extra tables and chairs. Players often move their characters over tables and chairs printed on a map as if they present no more obstacle than a rug. Your armored dwarf is not so light on his feet. If my next bar brawl includes 3-D tables and chairs, I’m certain the players will treat them as terrain rather than as a colorful pattern.

Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord

In my last look back at Judges Guild’s 1977 City State of the Invincible Overlord, I avoided mentioning the product’s oddest quirk: Every non-player character has an adventuring class and almost anyone worthy of a name has 4 or more levels, mid-level for the era. Did everyone in the city begin as an adventurer, and only later settle down to become a candlestick maker?

In some cases, yes.

In some cases, yes.

All the fighting men and magic users seem weird now, but in 1977, they revealed potential answers to two questions no one asks anymore.

In the 70s, a player at my table asked, “Since townsfolk should be weak, what stops us from looting the town rather than the dungeon? They could never hit our magic armor. A bunch of shopkeepers and even the town’s militia would rout against a few fireballs?”

As a dungeon master the time, I would not dream of limiting a characters freedom by telling them they could not do something. The game allowed characters to attempt anything. By the ethos of the day, any game master who interfered with a player’s freedom of action was guilty of an abuse of power. (For more, see “Why second-edition Dungeons & Dragons dropped thieves and assassins.”)

So I wondered what I would do if the players upended the game by targeting the townsfolk. The player characters’ combat abilities overwhelmed the 0-level citizens and their 1d4 hit points—a single blow from a house cat would slay many of them. I could launch human wave attacks on the players, but I had no stomach for such imaginary slaughter, and the PCs would still win. I would need to summon high-level do-gooders from afar to pit against the players, now in the role of super villains. The game would degenerate into a total-party kill or a succession of escalating face offs.

Thankfully, my players honored the game’s social contract and stuck to the dungeon. Still, the question and my lack of an answer unnerved me.

As D&D adventures expanded beyond the dungeon, DMs everywhere faced the problem of how to counter players who saw towns as easier targets than dungeons.

In his Alexandrian blog, Justin Alexander observed that Gary Gygax seems to have designed early village settings in B2 Keep on the Borderlands and T1 The Village of Hommlet to punish players who target citizens. “The underlying assumption here (and in a lot of early city modules) seems to be that some significant percentage of PCs are going to be murder hobos: B2 deals with that by specifying centralized legal repercussions. T1 assumes that the PCs will succeed in looting a house or two (and therefore specifies the loot), but also lays out a comprehensive social network that’s going to come looking for their blood.”

The City State of the Invincible Overlord reached players in 1977, years before T1 or B2. Authors Bob Bledsaw and Bill Owen faced more potential for murderous looting than Gary. Most players who sit to play an adventure will follow the plot threads, but the City State offers a sandbox, which gives players free reign. Why bother leaving town for gold and the experience points that it brings?

While the city doesn’t encourage adventurers going from store to store, murdering the proprietors for their cashboxes, it allows for it. Every location includes an account of coins and other treasure, usually hidden, often trapped. The treasure stashes in town match the loot available from the dungeon.

So what stops players from treating the city as a sprawling gold and experience farm?

First, the City State features an even more robust legal system than the Keep on the Borderlands. The initial guidelines devote with two pages to crime, trial, and punishment. With enough bribes, a murderer might escape execution, but the price in treasure offsets any gains. Even an ordinary foot patrol consists of 2-24 level-3 guards and the Overlord can call knights and wizards to challenge greater dangers.

orcus in box

In case of loan default, open box.

Second, some citizens posed greater threats than they appeared. As I mentioned in my last post, any shopkeeper could be a polymorphed Ogre Mage or Dragon. Worse, a loan shark might have a way to counter thieves and scofflaws with Orcus the Demon Prince.

I think I’ll try Lending Tree.Last, the NPCs create a balance of power. In the City State, every inhabitant gets combat stats, and the local baker could be a badass—actually he probably is. For example, the silver smith is a level-6 fighter aided by the (fighter 4) tinsmith next door. Even the lowly (fighter 5) tanner pays a troll to guard the cashbox.

Although the City State’s population seems dangerous, in the Judges Guild world, it ranks as a lower-level city. Its follow up, City State of the World Emperor, warns that its NPCs tend to be a level or two higher.

In games today, player characters have reasons to behave that do not stem from the threat of a weaver kicking their ass. Most campaigns require players to adopt non-evil alignments. The D&D Adventurers League typically requires non-evil characters. The campaign allows PCs in the Zhentarim faction to be lawful evil, but warns, “Just because a player has a character with a darker side doesn’t mean that player has a license to make the game less fun for others at the table.” More, D&D’s social contract has shifted away from allowing players free reign as long as they act in character. Today’s players respect their DM’s preparation by following the threads of the adventure, and avoid actions that ruin other players’ fun. For example, the Adventures League guide says, “If a DM or another player feels as though a player is creating an uncomfortable situation through the excuse of ‘it’s what my character would do,’ the DM is free to give the offending player a warning for disruptive behavior.” I will flatter myself by imagining the authors cribbed my post, “A role-playing game player’s obligation.”

All those fighters and mages in the City State reveal a possible answer to another question no one asks anymore. In a D&D world, what character class do ordinary people belong to?

In the era of the City State’s 1976 development, D&D products had only showed characters in a dungeon or on a battlefield, so everyone fit the game’s character classes. This led players to ask what classes unseen townsfolk fit in. People toyed with a few possibilities:

Stuck at level 0. Even with experience, ordinary folk never rise to distinguish themselves. Gary Gygax adopted this approach for Advanced Dungeons & Dragons and it carries to fifth edition. D&D casts player characters as special—extraordinary individuals capable of gaining levels and rivaling heroes of legend.

Advantage: Players feel heroic and powerful. Because few rival their potential, they take center stage in the game world.

Disadvantage: Power corrupts. Players feel tempted to behave without a realistic sense of the consequences their actions.

A level-20 tailor creates the world’s finest trousers. Everyone has a class that advances as their skills improve. These non-adventuring classes gain experience differently than adventurers. Dave Arneson experimented with this approach when he created the Sage class, adulterated in the Blackmoor supplement. Such specialized classes peaked with third edition’s Expert and other NPC classes.

Advantage: Both NPCs and PCs in the game world operate according to the same rules, creating a mechanical consistency. I’m a level-3 blogger and a level-2 dungeon master. If I collected g.p. for this, perhaps I would gain XP faster.

Disadvantage: Character classes weigh NPCs with rules, calculations, and bookkeeping that rarely makes the game more fun.

Curiosity: In third edition, a high-level, expert tailor gained hit points and became harder to kill, suggesting that some hit points come from plot armor.

If you only have Fighting Men, everyone looks like a fighting man. Ordinary folk take the same few classes as shown in the game’s little brown books. The authors of the City State adopted this approach.

Advantage: Everyone poses a potential challenge to PCs, forcing them to behave with a realistic caution. This prudence reflects the reality that even the most dangerous warrior can be overwhelmed by a mob or slain by an arrow in the back.

Disadvantage: Making everyone a match for PCs seems implausible. If player characters must complete long and dangerous adventures to become mid-level fighters and magic users, then how did everyone in town gain similar levels? A city full of such dangerous dyers and wheelwrights defies the game’s logic.

Also, powerful NPCs can diminish the role of the player characters. If everyone has power comparable to the player characters, then what makes the PCs the heroes of the game world? The potter and the carter can just grab a few buddies and slay the dragon themselves.

Some of the joy of role playing comes from the chance to feel powerful, to seize the spotlight. People play D&D to act without the compromise and frustration of the real world. Making everyone an adventurer makes the PCs common.

In the era of the City State, players could feel common without diminishing play. PCs did not need to be central to the game’s story, because any story was purely accidental. Players chased gold and the experience it brought, end of story. Then, powerful NPCs either served as bystanders or obstacles.

As D&D became less about chasing treasure and more about thwarting evil, NPCs changed from potential sources of loot into folk to protect from the closing darkness.