Monthly Archives: October 2019

Insight Played Wrong Can Become the Most Unrealistic Thing In D&D, a Game With Djinns In Bottles Who Grant Wishes

In Dungeons & Dragons Wisdom (Insight) checks commonly lead players to pile-on checks. One character talks to someone, asks to roll insight, and then everyone adds their roll. The group supposes that just one success will spot a lie. If the dungeon master allows such checks, someone almost invariably uncovers any deception. By such rules, lying to big groups becomes impossible, which makes insight checks the most unrealistic thing in a game with djinns in bottles who grant wishes.

If you want any intrigue and deception in your game, never roll group insight checks where one high roll brings success. Instead, opt for one of two methods. The choice of method depends on whether you, as DM, want players to roll their check.

  • If the players roll, the numbers on the dice give players unearned hints. Low numbers tell the players they probably failed and not to trust their insight; high numbers suggest they succeeded and that, for instance, an NPC who appears honest can be trusted.

  • If you roll in secret, the players feel deprived of some control over their fate. After all, some DMs will fudge rolls to protect a planned narrative. Also, players like rolling dice, especially if rolling gives unearned hints.

Players roll group checks

If you allow players to roll, call for a group check where everyone makes a Wisdom (Insight) check and at least half the group must succeed.

This method may see odd, because group checks apply to situations where one failure could potentially cause the whole group to fail. For instance, one noisy character could alert the guards the party wants to sneak past. But group checks actually fit insight checks with no sure answers. If at least half the group succeeds, the successful characters reveal their insight to the others. If too many characters fail, the group suffers a difference of opinion that leaves everyone uncertain. Or perhaps Terry the Apothecary just proved hard to read.

Don’t tell players which characters suspect lies. Players who know that and their die rolls gain a metagame-based lie detector.

Set the difficulty class for the checks by adding 10 to the liar’s Charisma (Deception) bonus, so the DC equals the liar’s passive deception.

DMs roll a single check

As a DM, you could roll a secret, group Wisdom (Insight) check, but tracking several die rolls and bonuses would slow the game. Instead, roll one check for the character in the scene with the highest Wisdom (Insight) bonus. By using the highest insight score rather than a group of scores, this method benefits the players. On the other hand, the players lose any hints they gain from seeing the numbers. Don’t grant advantage for help coming from the other players. We don’t want to make spotting lies unrealistically easy. This method presumes that the rest of the group offers little help to the most insightful character. Either the others also spot the deception, or they muddy the waters by being more easily fooled.

Alternately, roll one Charisma (Deception) check for the liar against a DC set by the group’s highest passive Wisdom (Insight) score. If the deceiver fails, describe signs of deception. On success, the liar seems legit. I like this reversal because the odds stay the same, but you roll on behalf of the more active character.

Usually a liar only needs to make one deception check, but if the pressure increases thanks to sharp questions, or their lies begin to unravel, you might require fast talking and another check.

Success and failure

Whatever type of check you use, if the outcome favors the players, a liar shows signs of deception and an honest character seems trustworthy. Otherwise, the target of the check seems hard to read.

Rather than flatly stating that someone lies, describe signs of deception: A lying person may sweat or otherwise appear anxious. Perhaps they start speaking in a manner that seems rehearsed. Someone with something to hide might avoid eye contact or become hesitant while speaking. Perhaps their words and body language fail to match. For example, they might nod yes during a denial. For countless more symptoms, search the internet for “signs of deception.”

When a check goes badly against the players—call it a fumble even though D&D lacks critical failures—the party may get the wrong impression. Perhaps an honest person shows misleading signs of deception. Follow what works for the story and your inclination to deceive the players. Maybe an honest person just feels nervous in the presence of such esteemed adventurers (or such temperamental and murderous treasure hunters).

In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

As a dungeon master, I rarely ask everyone in the party to make perception, investigation, or knowledge checks, because someone almost always rolls high. With these checks, just one high roll yields the information the players want. Why bother rolling for a virtually certain outcome?

I asked this question of Dungeons & Dragons fans and gained hundreds of responses.

Many comments mentioned that passive checks—especially passive Wisdom (Perception) checks—fit most times everyone might roll.

So why roll instead?

Even though DMs realize that saying “everyone roll” almost guarantees success, they ask because players enjoy rolling. For many players, the game only begins when the dice fly.

Plus, “everyone roll” is D&D theater. You know the outcome but asking grabs attention and spurs the players into real-world action. Jamie LaFountain writes, “Everyone rolling is a nice smoke-and-mirrors trick when you want to get a piece of information out to the group and give the illusion of risk of failure.”

Sometimes everyone rolls without a request from the DM. One person makes a check, and all the other players snap to attention and try too. For example, the character at the dungeon door looks it over, muffs a perception check, and then everyone else starts rolling and calling numbers. What should a DM do?

First, you might gently remind your players that rolling a check that the DM didn’t request counts as a slight lapse of table decorum. “When I’m a player I loathe that everyone at the table feels the need to also roll a check,” Sam Witkowski writes. Such piling on robs the active player of their moment—their chance to be rewarded for their action. Checks should happen when a DM decides that a character’s action in the game world merits a check.

Ask the other players what their characters do. If nobody approaches to spot the door’s faded inscription, ignore their checks. If everyone takes a turn up close, consider any time pressure, but let everyone roll (and maybe a wandering monster opens the door from the other side).

Actions prompt checks, so making a perception check typically means taking a closer look. If the party just crosses a room and you want to see if someone notices a trap door, D&D’s rules suggest using passive Wisdom (Perception) rather than calling for a roll. You can limit passive checks to those closest to the trap door, so players benefit from letting the perceptive character lead. (And remember in dim light, the check is at disadvantage, a passive -5. Darkness counts as dim light for characters relying on darkvision.)

Players pile on lore checks too. These are checks against skills like History, Arcana, and Religion to discover if a character brings some knowledge to a situation. Everybody rolling for knowledge typically assures success. Such group rolls often show that the most unlikely character knows some bit of obscure lore.

Group knowledge rolls diminish the choices of players who invested proficiency in knowing things. If you always let everyone roll for an inevitable success, the value of knowledge skills drops to almost nothing. Success comes from making five rolls rather than from proficiency.

When everyone rolls, the one sage proficient in a skill will seldom roll a better success than the four know-nothings in the party. Still, some DMs enjoy the surprise of seeing the barbarian beat the wizard’s arcane knowledge. Such occasions can reveal character.

The next time every character wants to pile on a knowledge check, consider letting them, but ask players to roll only if they think their character might know something. Then if the barbarian lucks into a 20, say, “I’ll tell you about the enchantment on the door, but first can your tell me how someone fostered by wolves knows about wards forged on the plane of Mechanus?” Asking “how can this be so?” fuels creativity. “The barbarian may not know what that symbol means is or what civilization used it, but they remember seeing something similar 10 years ago on a crypt outside of Blahland,” writes Jonathan Hibberd. Either players add interesting bits of background to their characters, or they admit to knowing nothing.

Letting everyone roll a lore check works best when you have lots of information to offer. Every success yields a fun fact. By granting information for good rolls, you can make an information dump feel like a series of rewards.

For extra value, try to make the tidbits feel unique to each character’s background, nature, and outlook. D.W. Dagon writes, “A Religion check from a cloistered scholar is going to be resolved very differently to the same check from an outlander. It’s a great opportunity to bring forth each character’s unique backstory in a way which forwards story.”

DMs who want to see if a character discovers a secret may ask for everyone to roll. The player who succeeds gains confidential information. Don’t do this if you expect players to share the information. Players tend to guard secrets, even when they have no reason to.

Everyone roll almost guarantees success, but sometimes no one rolls better than a 6—including the character starting with a +5. If you call for everyone to roll, expect success, but be ready for a fail. If the adventurers must know something, then just tell them.

Some DMs keep track of characters’ proficiencies for this purpose. “If I can prepare,” Thomas Christy writes, “I love to find out who is trained in pertinent skills, and then feed their players information ahead of the session.” During the game, the players can reveal their knowledge in-character. When players remember their knowledge, Tom rewards inspiration.

You can treat knowledge skills as passive. Without a roll, tell players what their character knows based on, say, their Intelligence (Religion) bonus. I often reveal lore based on characters’ proficiencies and background. For instance, the druid knows of the cursed trees surrounding the grove, while the dwarf knows about the flooded mine. This technique works especially well for the information players must learn to continue. Essential backstory feels like a reward for a character’s choices. Players won’t know what knowledge comes from their characters’ aptitude and what you had to reveal to advance the plot.

If you want to make checking for a bit of obscure lore into a real test, allow fewer characters to roll.

  • Limit the check to characters with proficiency. This rewards the cleric proficient in religion even if their knowledge is hampered by low Intelligence.

  • Limit the check to the active character, possibly just the person who asked, and then grant advantage based on the party’s advice and assistance. This encourages action.

  • Limit the check to the most knowledgeable character, and then grant advantage based on the party’s help. I love when this enables a quiet player to gain the spotlight based on their character’s aptitude.

You can impose similar limits on investigation. Limit Intelligence (Investigation) rolls to the best detective or to the active character, and then grant advantage based on the help from other characters.

Wisdom (Insight) checks commonly lead to pile-on checks. If you want any intrigue and deception in your game, then more than one person should never roll a Wisdom (Insight) check. Next week, I’ll explain how to cope with Insight.

How to Run Better D&D Games By Doing Less

If you are a dungeon master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought dungeon masters should make all the players’ die rolls to better conceal ACs and other secrets. (See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about dungeon mastering in rooms like this at Origins

I’ve learned a lot about dungeon mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, dungeon 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 at the dungeon master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see The Best Ways to Track Initiative in Dungeons & Dragons.

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features.

Running allied non-player characters. Whenever an non-player character might take the side of the players in a fight, I always print an extra sheet with the character’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tallying experience points. Players keep track of the gold they win. Why not have a player keep track of experience points too? After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Githyanki marked with numbered disks

Githyanki marked with numbered disks

Numbering monsters. I use numbered markers to distinguish the miniature figures on my battle map. Compared to players attacking “this” and “that” monster, the numbers avoid confusion and speed play. Tracking damage becomes easier. See Number Your Monsters to Stop Wasting Time Finding Them on the Battle Map. Usually, I hand one player a stack of numbered markers and let them tag the monsters.

Track damage dealt to foes. Damage dealt is not secret information for the DM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. When a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe their moment. Delegate. The game doesn’t just belong to the dungeon master. It belongs to everyone at the table. See Should a Dungeon Master Invite Players to Help Create the D&D World Beyond Their Characters?

Why You Should Play in the D&D Adventurers League (and a New 1-Sheet Quick Start)

If you want to play more Dungeons & Dragons, but can’t find opportunities, then you must try the D&D Adventurers League. The League runs an ongoing, official campaign for D&D. This campaign lets you create a character and bring it from table to table, game store to store, convention to convention. In online league games, I’ve joined players connecting from Germany, Russia, and New Zealand—and I only occasionally play online.

For most players, the league solves the problem of finding a D&D game.

Many local game shops host regular league games. These programs thrive on new players and they welcome guests. Some business travelers who live on the road make a point of seeking games in the places they visit.

Most D&D games at conventions follow the league. For some D&D players, league games at one annual convention amount to all their D&D play for the year.

To start with the league, I suggest going to the Adventurers League site and looking for a game store hosting games. Then contact the store. If nothing is close enough, find a regional convention and make a weekend of gaming. Or play online.

Even if you prefer to find or start a home game with a consistent group of players in an ongoing campaign, the league makes a great place to start. In league games, you will meet players and dungeon masters whose style matches yours. You can find and recruit like-minded players for a home game.

While the league’s campaign rules create a certain consistency, the league aims to accommodate players who favor different play styles, whether role playing, story, or combat. DMs and players vary from table to table and they bring their tastes to the game. If one session doesn’t suit you, try a different DM or a different location.

The league operates in seasons matched to the hardcover adventures published by Wizards of the Coast. The 9th season, supporting Baldur’s Gate: Descent Into Avernus, launched in September. 

Until now, the league administrators have coped with troublesome players by weighing the campaign with more and more cumbersome rules. See The Adventurers League Campaign Rules Offered a Game. How Gamers Played to Win. This season marks a change of direction toward lightweight, elegant campaign rules. By season 8, the league required players with a stubborn commitment to mastering legalities. Season 9 makes the league more welcoming to casual players than ever.

The league offers an unmatched opportunity for DMs and adventure writers to boost their skills. For DMs, no practice works as well as running games for strangers. For adventure authors, running games for strangers gives you a better sense of the characters that players bring, the choices they make, and the tactics they adopt. No home game can bring the same experience. I suspect the best new authors penning Adventurers League scenarios bring ample experience running for strangers.

To help you start with the league—and to help veterans bring new players on board—I present a 1-sheet, quick start guide for the league’s new Season 9. My thanks go to Adam Corney, who did the heavy lifting of updating the sheet for season 9.

How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History of D&D in 12 Treasures from author Jon Peterson.

The sheet organizes these traits under the heading, “Personality,” and measures of personality dominate the list more than abilities like strength and health. The Blackmoor campaign represented Charisma with three scores—Credibility, Looks, and Sex, as in “sexual prowess.”

Blackmoor evolved from miniature wargame campaigns. These games only represented individuals when they served as commanders for military units or as leaders of countries. When the referee needed to determine how well a commander followed orders or honored an alliance, measures of personality such as courage and loyalty mattered. One early campaign adopted a system for generating life events such as marriages and sickness for important characters. You can imagine how health and even sexual prowess could factor in such a game. Abilities like strength never figured in play.

Blackmoor started with players controlling single characters who would act in political intrigue and as leaders in battle, so the game emphasized traits for personality and leadership. The characters could fight solo or learn magic, so Strength, Health, and Brains found a place in the game.

In the Blackmoor campaign, Dave used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. For example, on page 28 of The First Fantasy Campaign (1977), Dave describes how characters had to roll under their Dexterity score to remove their armor before drowning in Blackmoor Bay.

That example cites D&D’s Dexterity attribute, a score the original Blackmoor characters lacked. If Dave and his players used ability scores for saves, how did the rules omit a score for dodging? For his game, Dave also borrowed the saving throw categories from Chainmail—a 1971 set of rules for miniature-figure battles. Boggs speculates that these types for Dragon Breath, Spider Poison, Basilisk Gaze, and Spells covered enough cases to make a Dexterity attribute unnecessary.

How did Blackmoor’s personality traits turn into D&D’s six ability scores?

In 1972, Dave introduced his Blackmoor campaign to Gary Gygax, the author of Chainmail. Dave’s game transformed bits of Chainmail into something new and irresistible—something that broadly resembled D&D.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. Dave recalled that Gary and his Lake Geneva group “had a lot more spare time than I did and they had a lot of ideas, so they came up with their own version of the rules.”

In the case of ability scores, Gary reworked the Blackmoor attributes into D&D’s. For example, Gary never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution.

Gary consolidated Credibility, Looks, and Sex into Charisma. (Later, Unearthed Arcana and other roleplaying games would experiment with splitting Charisma back into traits for charm and beauty.)

Gary’s early games paired players with gangs of followers, so Charisma helped recruitment and retention. As play styles turned away from henchmen and hirelings, Charisma became less important. The 1977 Basic Set provided no rules crunch for Charisma.

On the Blackmoor character sheet, Cunning looks like a late addition. In both Dave and Gary’s pre-D&D campaigns, Cunning became the prime requisite for clerics. “Cunning” suggests a faith-healing charlatan more than a priest who’s spells worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. So eventually Cunning turned to Wisdom and became a measure of spirituality.

Unlike fighters, wizards, and thieves, the cleric lacks a clear archetype in the fantasy tales that inspired D&D. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and Van Helsing. These clerics made an awkward fit in the pulp-fantasy world of D&D and lacked a place in other games. In 1975, when TSR adapted the D&D rules to different settings to create Metamorphosis Alpha and Empire of the Petal Throne, the games dropped clerics and their Wisdom attribute.

Instead designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha swaps Wisdom for Mental Resistance. Empire of the Petal Throne replaces Wisdom with Psychic Strength.

Apparently, these games led Gary to see a need for a similar rating for D&D characters. Instead of adding a new attribute, Gary broadened Wisdom to include willpower. The Advanced Dungeons & Dragons Player’s Handbook grants characters with high wisdom a bonus to saves against “mental attack forms involving will force.” Only a strained definition of wisdom includes willpower, but until then Wisdom only served clerics. The broader scope gave Wisdom similar weight to the other attributes.

Years later, Wisdom would gain an association with perception. Games without Wisdom tend to associate perception with Intelligence.

Dexterity arrived to the game last. Gary must have felt that Strength needed a counterpart for characters wielding crossbows, so Dexterity showed aptitude for ranged weapons. After the original books reached the public, the Thief entered the game and took Dexterity as a prime requisite.

Even though the original D&D release turned the scores from measures of personality into measures of ability, the game still says that the scores aid players “in selecting a role” like one of those personality tests that help students select a career.

When Gary wrote D&D, he never explained how to use ability scores for checks. In his own game, Gary preferred a loose method where he decided on a character’s chance of success and improvised a die roll to match. For saves, Gary just elaborated on the system from the Chainmail rules.

So according to D&D’s original rules, ability scores counted for little. The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die.

These slight effects mean that early D&D characters in the same class all played much the same. But ability scores ranging from 3 to 18 seemed to promise bigger game effects than a mere +1. With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Wisdom and Intelligence yielded more spells, and so on.

With that development, D&D started down the road to the modern game, which builds on ability scores as the foundation for every check and save.

Related:
The awkward role of Wisdom in fantasy role playing.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

For 25 Years, D&D Put Saving Throws In Groups Made For Just 3 Creatures and 2 Spells