Monthly Archives: September 2018

The Best Ways to Track Initiative in Dungeons & Dragons

In my last post on tracking initiative, I surveyed every tracking technique I knew, from apps to combat pads. Five years later, I feel ready for a stronger statement:

If you don’t use card stock tents to track initiative, you are doing it wrong.

Sure, you can still run a fun game, but with initiative tents, your game will become a bit better.

Initiative tents enable two tracking methods that both work well. If you track initiative wrong, you can choose which improvement suits you best. One technique puts names on the cards, the other uses numbers.

To use numbers, create a set of tents numbered from 1 up. When initiative starts, the players compare numbers and take the card the matches their place in the order. The highest takes 1, second highest 2, and so on. The DM takes cards for the monsters’ place in the order. Everyone sets the numbers at their spot at the table so everyone can see their place.

Initiative tents

To use names, each player puts their character name on a card. When initiative starts, the players roll and write their scores on their card. Someone collects the cards, and lines them up in initiative order where everyone can see. I let a player sort the cards before I drape them in order atop my DM screen.

These tracking methods boast two advantages: They make the initiative order visible to everyone, and they let the dungeon master delegate tracking to the players.

When players can see the tents and initiate order, they can see when their turn is coming and plan their actions. This speeds play. Plus, the visible initiative invites players to remind less-attentive people of their turns. It prevents DMs from accidentally skipping someone’s turn.

Numbered tents do a better job of keeping players aware of their place in the order, because everyone collaborates to establish the order and everyone displays a numbered tent.

Delegating DM chores to the players leads to better games. Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the DM’s attention. A DM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck created by the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain tasks to do, they remain engaged in the game and have more fun.

Unless you run games for young kids or new players, let the players manage most of the initiative.

Named tents do a better job of delegating initiative, because the DM can ignore the entire process of establishing the order.

Tracking with numbers

Dungeon master and D&D freelance author Teos Abadia champions tracking with numbers. You can read more about this method in his blog.

To make numbered tents, fold index cards and use a marker to write numbers on either side. Twelve cards should be enough for every player and type of monster. White cards work fine, but colored ones offer more visibility at the table. You can reuse numbered tents.

Tracking with names

For a minimal initiative tent, use index cards. Cutting a card lengthwise yields two tents suitable for draping across a DM’s screen. Cut from top to bottom for three, smaller tents suitable for standing on the table. I like using colored index cards and giving each player a unique color, so they can identify the color from across the table. All my monsters get white stock. Before a game session, pass out the cards and have players write a name on each side. When initiative starts, everyone rolls and writes their score on their card.

I prepare the monsters’ tents in advance. This lets me write the monster names and either pre-roll their initiatives or just use static initiatives that set all the monsters at 10 plus their dexterity bonus. Static initiatives rely on the players’ rolls for a random element. Skipping the monsters’ rolls saves time, but tends to cluster the monsters’ turns.

Many DMs who drape initiative tents on their DM screen use something to mark the current place in the turn order. A binder clip on the active character’s tent works well enough.

Although tents with just names and scores work well, I add extra information to my tents. With the tents draped across my DM’s screen, I gain a quick reference. For instance, I have players write their characters’ armor class and passive perception scores on their tents.

Some DMs who use initiative tents just give players blank tents, show a sample, and ask everyone to follow the example. But I’ve created formatted tents with spaces to write in. Download my formatted tents here.

My monster tents show armor class, the three most common saving throws, and include spaces for attacks and other information. On the player-facing side of the monster tents, I added a big box for armor class. Sometimes, when a fight went long enough for the characters to figure armor classes, I used to mark the ACs where everyone could see. This sped turns a bit.

Now, I save the monster tents so I can reuse them. This discourages me from writing ACs where players can see. Also, this encourages static initiatives. I can write an initiative score of 10 plus dexterity modifier and reuse it in every fight.

Some of my tents have initiative scores I rolled a year or more ago. Is it wrong if I reuse a year-old roll? Have you ever wondered why my shambling mounds always prove quick to act while my bugbears never get a drop on anyone? I should probably cross out those rolls.

My player tents include spaces for AC and passive perception, plus space for up to 8 separate initiative scores. As an extra time saver, I have players pre-roll initiative. During the a game session, I never slow for initiative. When an encounter starts, I hand all the tents to a player for sorting, and then I drape the folds on my screen.

Some eager helpers won’t wait for initiative. At the end of every encounter, they re-order the tents. I never have to call for initiative. While this skips a dramatic moment, it also blends the line between combat and the rest of the game. I suspect that’s better. What do you think?

D&D Locations and Tactics that Encourage Dynamic Combat Scenes

Last summer, I played in the Dungeons & Dragons adventure Hecatomb. The multi-table event put numerous parties on a massive battlefield. Our characters scrambled to destroy arcane obelisks while fighting monsters. To start the event, the dungeon master pointed to the empty grid, “There’s your part of the battlefield,” then he set markers for the obelisk and monsters. Now fight.

I’ve played countless battles on that same featureless grid. Sure, sometimes the blank space represents an open cavern, a desert, or a hilltop, but in every case, the empty field adds no interest to the scene. At least we had squares to count.

The dull setup turned duller when we realized that our party’s sharpshooter could safely destroy the obelisks and the monsters lurking two maps over, without ever letting threats come close enough to strike back. Our melee characters could only “ooh” and “ahh” like an audience for Annie Oakley.

In D&D, the empty grid has an equally humdrum opposite: the square dungeon room with doors on either end. I’ve played that map countless times, and I know how that goes as well. If the monsters win initiative, they crowd the door and nobody moves again. If the players win initiative, fireballs and hypnotic patterns cull the weak, while the sharpshooter drops the boss. Only the monsters who make saves get to crowd the door.

Perhaps some of these combat scenes prove fun. Sometimes players enjoy a chance to revel in quick victory. Mostly, they make DMs consider dismissing the fight with a quick visit to the theater of the mind or they consider altogether fewer fights. This makes me sad because while I enjoy exploration and role-playing, I also enjoy dynamic, tactical battles.

To map locations that lead to exciting battles, take my suggestions:

Monsters deserve cover

In a fantasy world with D&D sharpshooters and fireballs, combatants would hunker down in trenches like soldiers at the Somme. Melee fighters would advance under cover of Fog Cloud. Such tactics probably lack the heroic flavor you want, but you can give monsters a fighting chance without getting too tricky. Just add some total cover, and play creatures with the good sense to duck between their turns. This hardly counts as high strategy. If you throw a rock at a rat, it runs for cover. Faced with melee and ranged attacks, many foes will stay out of sight and let intruders come into reach. That usually works. By reputation, treasure hunters are bloodthirsty and undisciplined.

Such tactics encourage characters to move to engage. Melee fighters get more to do. They deserve to shine.

Total cover takes just few columns or stalagmites.

One caution: Newer players can find foes that duck behind total cover frustrating. You may need to dial down the tactic or explain the rules for readying actions.

Start some monsters out of sight—especially the boss

In the typical D&D battle, all the party’s foes start in plain sight. This makes the strongest monster an easy target for focused fire. Too often the mastermind dies before acting, or even before finishing a monologue. The players never learn of the fiendish plan that will end their pitiful lives. Consider starting that climactic battle with the main foe out of view. Let the characters spread out to attack the guards and lieutenants, and then have the biggest threat appear on its turn. In D&D, villains must fight and monologue at the same time.

When some lesser foes begin out of view, fights benefit. First, this gives some total cover. Plus the battle feels more fluid; the situation more uncertain. As characters move into the room, they spot unseen foes. As monsters emerge, the players wonder what other surprises wait.

Give flyers some air

Cover plus room to fly makes a good lair for a beholder

I find beholders irresistible. Who doesn’t? But just about every showdown against a beholder that I’ve played or run ended in disappointment. Too often, scenarios put them in a room with low ceiling, letting melee attackers rush in and smack them like t-balls. Any beholder worth its 17 intelligence finds a lair with a high ceiling and elevated places that provide total cover. A hole in the roof or some high columns will do. Between flying and antimagic, Beholders should frustrate every do-gooder.

What works for beholders works for every other flyer. Don’t ground flyers under a low ceiling. Let them fly over the melee ranks and bite the lightly-armored spellcaster attempting to concentrate.

Let the monsters intrude for a change

In an earlier post, I suggested an easy way to make dungeons feel vital. The method reverses the tired pattern of monsters that seem to wait in rooms for their chance to be slain. Pick a room where you would normally put monsters. In a published adventure, the room might already include some. Then assume the monsters have temporarily left the room. As the characters interact with other features of the room—the fountain or the bookcase—the monsters return. This trick begins fights with characters spread out instead of in a defensive formation. Characters who avoid melee may land in harm’s way. Some character may be surprised. The dungeon feels active.

Watch Counterspell range

Counterspell ranks as one of the 4 most annoying spells in fifth edition. Any encounter centered on an enemy spellcaster threatens to turn into a Counterspell duel where the foe does nothing. All that nothing amounts a boring encounter. Spellcasters can avoid Counterspell two ways: Either cast outside the spell’s 60-foot range or cast from out of sight. So place enemy casters in locations big enough for more the 60 feet of distance, and then favor spells that work from that distance. Fireball delivers again. After casting, duck behind total cover and let the melee characters come for a taste of shorter-ranged spells.

As for casting from out of sight, non-player spellcasters typically lack Greater Invisibility, but a few of their buff spells can be cast from total cover.

Love the small loop

The opposite of the static, bottlenecked encounter comes from encounter areas built around at least one tight, looping circuit through the dungeon. Such a layout enables foes to circle around and bring the battle to characters in the back—the characters who so rarely enjoy the chance to face foes up close. Meanwhile, melee characters rarely resist the temptation to chase skirmishers. The layout invites active battles.

Make encounter areas from clusters of rooms

D&D brings a long tradition of dungeons filled with square rooms with a door. Once upon a time, that game felt new enough to make even the 20-by-20 room a fitting battlefield. In today’s game, that worn setup rarely works. Don’t just draw a big square on a grid and call it a battlefield. Dynamic encounters demand more thought.

Rather than confining encounter areas to a single room, consider building sites from clusters of small rooms with one or more paths that circuit the location. Groups of rooms add places for total cover and for hidden foes. They encourage characters to pursue enemies, adding movement and excitement. On these maps, make the distances small enough so characters can move from room to room, and from attack to attack, with a single move.

Out of marching order

I pity players who favor melee characters. Fifth-edition D&D delivers too many advantages for ranged attackers. Spellcasters get fireball and hypnotic pattern. Ranged rogues can more easily attack from hiding. Archers get sharpshooter and crossbow expert. In addition to getting the best feats, ranged attackers get to fight out of harm’s way.

But battles with movement and cover tend to play to the strengths of melee characters. The monk finally gets to flaunt her speed! The backstabber gains places to dash, disengage, and reasons to engage. The paladin can drive foes from hiding. Sure, these sort of encounters may frustrate and threaten sharpshooters, but that just adds an extra benefit.

Don’t follow this advice for me. Do it for the beholders. Those characters won’t disintegrate themselves.

Related: In my side trek “To Steal a Primordial,” the party attempts to intercept a group of drow before they can escape to the Underdark. To foster a moving battle, I designed the scenario’s last map using much of my advice here.

Four Ways the New D&D Adventurers League Rules Reshape the Campaign, and One Way They Don’t

The new Dungeons & Dragons Adventurers League campaign rules change treasure from a prize for looting to an award for the real hours players spend pursuing an adventure’s goal. This change aims to reward more styles of play, to balance the power characters gain from magic items, and to offer players a better choice of items. While the new rules promise improvements, they reshape the campaign in unexpected ways.

1. Treasure does much less to drive exploration and tempt characters to take risks.

D&D started as a game where characters plundered dungeons and kept score in gold. The rules awarded as much of 80% of experience points for gold, so no one missed the game’s point. Tomb of Horrors stands as co-creator Gary Gygax’s earliest dungeon to reach print, and its villain has no grand plot, just a knack for killing grave robbers. In Gary Gygax’s home games, his players beat the tomb by snatching the treasure while ignoring the demi-lich.

Modern D&D adventures still use treasure to tempt and motivate players. Recently, my players in the Tomb of Annihilation landed in a classic Dungeons & Dragons situation: They entered a room with a deadly monster and heaps of treasure. The monster caught them unprepared, so they fled, and then they debated whether the treasure merited the risk of battle.

Does this predicament still have a place in the D&D Adventurers League?

Single-session League adventures usually rely on loot as a symbolic motivation for players. In the first scene, a patron might offer a reward, but also a job that does good. To finish within a set time, these adventures avoid treasure-hunting tangents. Authors contrive these adventures so a well-behaved do-gooder will win as much treasure as grave robbers and thieves. I have never played or run a single-session League adventure where players lost treasure because they failed to find it or failed to slay a monster. The new rules for treasure awards won’t change how these scenarios play.

The hardcover adventures stay closer to D&D’s tradition: Treasure drives exploration and tempts characters to take the risks that make D&D exciting. The new League rules for treasure undermine some of the rewards that propel these adventures. Characters probably won’t choose to risk a battle for a promise of gold.

To be fair, the new rules offer a sliver of motivation for grave robbers and treasure hunters. Characters who find a magic item don’t just keep it, but they do unlock the ability to spend treasure points for the item.

Still, few players will feel lured to a risky fight by treasure, and I’ll miss that predicament. On the other hand, my players spent hours looting the seemingly endless crypts under Castle Ravenloft. I won’t miss another grind like that.

The flavor of treasure points takes some adjustment. In my mind’s eye, heroes open a chest and a golden glow lights their faces as they look down in wonder at a treasure point.

2. Tables will stop fighting for imaginary items.

By the old League rules, players seeking the best magic items worked to take as few magic items as possible. A low count of items meant your character could claim an adventure’s permanent item. It also might mean that another character particularly suited to the item lost it. In a way, this made sense. In the imaginary world of the game session, only one wand exists. By delivering only one wand each time an adventure runs, the campaign imposes some scarcity. But the League’s campaign world might include thousands of the same item. A character who claimed a “unique” wand might spend their next adventure with 2 other characters wielding the same wand.

Why should a particular character be denied the item just because another character who happens to play at the same table wants the item too? The new League rules still impose scarcity, but not in a way that capriciously denies some characters the magic items they want.

3. Scarce gold imposes tight limits on healing potions, spellbooks, and material components.

In most D&D campaigns, characters get tons of gold, but have nowhere to spend it. That applies to fifth-edition games that award hoards by the Dungeon Master’s Guide, and to the first 7 seasons of the League. All that gold meant characters could easily afford enough healing potions to enter every fight a full health. From level 11 up, parties with a cleric would always split the 1000 gp cost for Heroes’ Feast and laughed at poison and fear effects—and at assassins, yuan-ti, and green dragons. Power-hungry, teen-level wizards brought simulacrums and, in one case, soured an adventure by winning D&D for me. Of all the classes, only wizards might run short of gold. They bore the cost of adding spells to their books. At conventions, when wizard players shared a table, they snapped photos of each others spell lists, and then spend gold and downtime to share spells. Avid wizards collected every spell.

By delivering a fraction of the gold to players, the new League rules rebalance the campaign’s economy. Level 11 through 16 characters who sink all their gold into healing potions can still only afford 11 per level. Simulacrums come at a cost few will pay. Heroes’ Feast becomes a luxury rather than an automatic buff.

The limitations tax wizards most. Forget collecting all the spells; now you face difficult choices. Eleventh-level wizards can add Contingency to their spell books, but even if they save every gold piece, they can’t afford the material component until level 12.

Meanwhile, in a campaign without gold for unlimited healing potions, Healing Spirit now stands as the key to starting every encounter at full health.

4. Characters don’t get magic weapons until level 5.

By the old League rules, a party of new characters will probably find a permanent magic item during their first adventure. By the time the party reaches level five, about half the group will own a magic item. By the new rules, only characters who opt for colorful trinkets like a Bag of Holding will gain permanent items in levels 1 through 4. Characters who rely on weapon attacks will save their points and, at level 5, buy the most useful item: a +1 weapon.

This changes how monsters resistant or immune to non-magical weapon attacks play. For instance, wererats make a popular foe in low-level urban adventures. They boast immunity to non-magic weapons that aren’t silvered. With scarce gold, few characters will lavish 100 gp on a silvered weapon. So until level 5, only spellcasters can hurt a humble wererat. Then, at level 5, everyone grabs a magic weapon and the immunity becomes meaningless. In the new League, resistance to non-magical attacks becomes impotent at level 5. I miss the grades of resistance in third edition.

5. Most characters will select distinctive sets of magic items.

Just like with the old campaign rules, players intent on optimizing their characters will seek adventures that unlock choice items. Every bard will still play that adventure that unlocks the Instrument of the Bards. Now, an all-bard party can play and everyone gets one! I’ll pass on that table, but I will watch that session’s movie version. In my imagination, it’s the D&D movie staring Fred, Ginger, Gene, and a tone-deaf actress voiced by Marni Nixon.

Beyond optimizers, most characters will still carry a unique mix of magic items.

For one, characters of the same type will tend to play different mixes of adventures, unlocking different sets of magic. Few items prove as compelling to a class as that violin for bards.

Also, the point costs encourage variety. A character will earn 48 treasure points advancing through tier 2, levels 5-10. By rule, those points must be spent on items available to a tier 2 character. Some characters may select three uncommon, 16-point items from table F. Others might choose rare items from table G for 20 points, and then have points remaining for curios and wonders. They could choose 2 rares and an irresistible item like an Alchemy Jug or an Immovable Rod. I expect many players to select items that catch their fancy or fit their character’s personality. The hardcover adventures even include unusual, permanent items available for just 2 treasure points.