Monthly Archives: June 2021

Two Ways to Exploit D&D’s Ready Action In Tricky Ways

Usually, D&D games feel the most fun and immediate when the game’s rules aren’t the center of attention. So for example, the fifth edition uses the blunt simplicity of advantage and disadvantage instead of the fussy lists of pluses and minuses found in prior editions. But the Ready action adds rules where players and dungeon masters can wring benefits by exploiting the game text. Using these tricks throws a spotlight on the game’s rules and might send players to the books or to search for rulings from lead designer Jeremy Crawford, so the tricks don’t fit every table.

A Dungeons & Dragons round unravels 6 seconds of mayhem where combatants all fight at once into turns played at the game table. The ready action lets players hesitate a moment to take an action outside their usual turn. Since all the turns in a round share the same 6 seconds, Ready actions leave space for wonky rules exploits.

Use this one weird trick to avoid counterspell

You cast counterspell as a reaction “you take when you see a creature within 60 feet of you casting a spell.” So if you cast a spell out of sight, no foes can counter it. “When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.”

To avoid a counterspell, just ready a spell by casting it around the corner or beyond the 60-foot range of a counter, and then choose to trigger the action when your target comes into view or within range of your spell. Jeremy Crawford writes, “Counterspell foils the casting of a spell, not the release of a spell that was cast previously using the Ready action.”

Nothing in the ready action prevents you from readying and then moving while concentrating on the ready spell. As an added bonus, readying a spell out of view enables you to release it without the mystic movements or words that would expose you as the source of the spell. Of course, with many spells, something like flames jetting from your fingertips reveals you as the caster.

Although this exploit works, I never use it because—despite Jeremy’s defense of the rules as written—it feels like an unintended consequence of the fifth edition text, allowing a trick that only a rules lawyer could love.

Slow ranged attackers by a third just by moving out of sight between turns

Creatures in fifth edition D&D can move into view, fire an attack or spell, and then duck back into complete cover. Such duck-and-cover tactics make the most effective defense against ranged attackers who can’t shoot through walls and other obstacles. The typical archer has to choose between two options:

  • Circle the obstacle and potentially move dangerously close to the target.
  • Ready an attack for the moment a target pops into view.
archer photo

Photo by Alireza Sahebi

Few D&D players appreciate how much using a Ready action hurts their ranged characters. Combatants forced to ready attacks suffer from two disadvantages that tend to fall more heavily on players.

  • The Extra Attack feature only works “when you take the Attack action on your turn.” Because Ready actions trigger on another creature’s turn, a character with Extra Attack who readies an Attack action only gets a single attack despite the feature.
  • The Ready action only lets you postpone an action, not an action plus a bonus action, so characters typically able to trade a bonus action for another attack lose that addition.

Combined, this means that martial characters who typically attack three times per turn thanks to the Extra Attack feature and feats like crossbow expert can only ready a single strike.

Because most adventuring parties include ranged attackers who can prove brutally effective in fifth edition, this technique tends to bring more advantages to DMs. But should DMs use this bit of rules mastery to frustrate players? If the party lacks characters with the Sharpshooter feat, I opt for just keeping foes in sight to gain the simple benefit of cover. But Sharpshooter negates cover and ranks as the most efficient feat in the game, so against it, I reluctantly adopt tactics that force players to ready actions.

How to Make a Mind-Controlling Sorcerer Who Forces DMs to Keep up with Some Fast Thinking

I made a character who can short-circuit adventures and force dungeon masters to do some fast thinking. Does that make me a troublemaker? I feel guilty as charged, but I blame curiosity. I wondered how experienced Adventurers League DMs accustomed to quick thinking would manage the character. While I haven’t played Poggry enough for a statistically significant sample size, I have made DMs visibly pause and ponder ways to make success in social encounters a bit less sudden.

My sorcerer Poggry favors spells like suggestion that influence the unwise and weak-willed. Normally, in a Dungeons & Dragons world, suggestion raises the anger of folks who prefer to keep spellcasters out of their heads.

According to the Player’s Handbook (p.203) spells like suggestion with verbal components require “the chanting of mystic words.” After making that incantation, the caster gives the suggestion in what D&D designer Jeremy Crawford calls “a separate, intelligible utterance.” Most Dungeons & Dragons worlds make magic common enough for ordinary folks to recognize spellcasting when it starts. In a D&D world, suggestion starts fights or finishes them. Unlike charm person, targets of suggestion don’t necessarily know they succumbed to a spell, but the mystic words reveal the magic.

So Poggry took the Subtle Spell metamagic option. “When you cast a spell you can spend 1 sorcery point to cast it without somatic or verbal components.” Suggestion still requires a material component like a spellcasting focus, but the caster just needs it in hand, so sorcerers able to hide their hands under something like a cloak can cast spells without notice. No wonder evil sorcerers favor capes. And just as real-life magicians sport bare arms to show that they have nothing up their sleeves, perhaps spellcasters in D&D worlds keep their hands empty to appear trustworthy.

Aside from the need to hide a focus, Subtle Spell turns suggestion into a sort of Jedi mind trick. If a target saves, they just ignore a bad recommendation. If they fail, they follow the suggestion and feel persuaded. The Sage Advice Compendium explains, “Assuming you failed to notice the spellcaster casting the spell, you might simply remember the caster saying, ‘The treasure you’re looking for isn’t here. Go look for it in the room at the top of the next tower.’ You failed your saving throw, and off you went to the other tower, thinking it was your idea to go there.” You can never know the source of the impulse, although a rash enough action might imply magic at work.

As a bonus, sorcerers boast real charisma, so when a subtle charm person seemed like too much, Poggry could charm to persuade. He combined a talent for deception with disguise self. I like heroic characters, so I imagined Poggry as a positive fellow from a bad situation who gained such talents for survival. Sample dialog: “It’s nice that you get to sleep on top of beds here. Where I come from, we always had to hide underneath them.”

If you opt to explore evil impulses by combining similar magic with a sociopath, share your plans with the rest of your group and gain their consent. A darker take on a manipulative sorcerer makes establishing hard and soft limits as described in Tasha’s Cauldon of Everything especially important.

Players of sorcerers commonly complain that their characters’ know too few spells, and choosing spells like disguise self over attack spells makes that limit even tighter. For a more versatile alternative with the same spellcasting tricks, you could design a caster such as a bard with Subtle Spell from the Metamagic Adept feat. Pick the College of Eloquence for maximum persuasion.

Using suggestion to tell enemy combatants to go jump in a lake gets old. When I played Poggry in combat-intensive adventures, he proved a bit dull. When I finally played him an adventure with a masquerade ball, intrigue, and exactly one fight, he became a delight. My poor DM for that session might disagree.

Spells like a subtle suggestion can potentially reduce an adventure full of diplomacy and intrigue to a few failed saves. Combined with a knack for deception, a spell like disguise self can turn an assault on a stronghold to retrieve some mcguffin into a solo milk run. Either spell can wreck the expectations of a written adventure. Such magic can force DMs to imagine ways to reward a characters’ talents while leaving room for the rest of the party to contribute. Think fast! (Or just call for a break to dream up new complications.)

Related: Should Charm Person Work Like a Jedi Mind Trick?

Tip: Plant Character Knowledge Before the Game

Characters in Dungeons & Dragons worlds bring knowledge that players lack. And that knowledge goes beyond sword swinging and spell crafting. Rolls that call for religion, nature, arcana, and history all check a character’s in-world knowledge. Sometimes characters know better than players. For example, as a DM, I warn players whenever their characters’ knowledge of the world says that a particular monster will likely kill them in a fight. Maybe your 1st-level characters shouldn’t attack the manticore.

For my latest game, I planned an investigation where the characters’ knowledge might help connect clues and would certainly provide perspective. For instance, the players could succeed without knowing Zuggtmoy and Lloth feuded as hated rivals, but that tidbit would help explain a discovery on the Abyssal plane of Shedaklah. I preferred not to interrupt the narrative for a Religion check and information dump. (Believe me, when the characters made the discovery, nobody wanted to pause for my lecture on religion.) I considered planting the lore in the world, but describing, say, an open book turned to a page about the rivalry seemed forced at best. So I adopted a tip from DM Tom Christy.

Before an adventure, Tom considers the essential backstory and pertinent lore that might arise, and then reveals it to individual players before play. “I love to find out which characters are trained in pertinent skills, and then feed their players information ahead of the session.” This knowledge can come from skill proficiencies but also from each character’s background, nature, and outlook. For instance, the druid knows of the cursed trees surrounding the grove, while the dwarf knows about the flooded mine.

During the game, players can share their knowledge in-character. When a player reveals knowledge, Tom rewards inspiration.

slips containing written adventure background information

For my latest adventure, I wrote the useful bits of game-world lore on slips of paper. Before the game, I awarded the slips based on the characters’ experience in the world. So the elf who knew religion got facts about the demon queens. These tidbits even included personal information about a key non-player character one adventurer would have met.

I explained, “These slips list things that your character knows. Right now, they’re just some of the countless facts you happen to know. Sometime during the adventure, this information may become pertinent, and then you should share it.”

This technique boasts key advantages: The information sharing comes when players find it important and feels organic to the in-world narrative. More importantly, players get the spotlight to share lore as their character instead of just having the DM tell what characters know. DMs already spend enough time talking.

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

4 Tips For When One Player Scouts the Dungeon

Does find familiar rank as the most unbalanced spell in Dungeons & Dragons? For the price of learning a mere 1st-level spell, wizards gain a scout, an extension to all their touch spells, and a battlefield helper. If players make good use of familiars, the spell rates a better value than fireball. But still, does it rate as unbalanced?

When designers aim to balance characters’ spells and abilities, they look to give each character equal time as the focus of attention—as the lead character contributing to the party’s success. Mainly, gamers question balance whenever one character proves so deadly in combat that the other players wonder why they showed up for the game. In a fight, a familiar can use the Help action to boost allies, but no one minds that support.

Instead, familiars can feel unbalanced during D&D’s exploration pillar. Smart players can use a bat or an owl to scout cave systems from end to end or to peer into every window of the villain’s lair. Such scouting isn’t limited to familiars. Druids can wild shape into a creature like a tiny spider and creep unnoticed through a dungeon. One of my players used an arcane eye to scout 5 levels of the Tomb of Nine Gods without ever leaving the entry hall. An arcane eye can’t pass solid objects, but that dungeon’s halls, caves, and central atrium mostly lack doors. The player controlling the eye could have exhausted the entire session spying, but noticed impatient players and called the scouting short. Nonetheless, for an hour or so, I frantically scanned the adventure trying to summarize the visible parts of 50 pages of dungeon. I don’t blame the scrying wizard for smart play, I love gaining familiars and scout for as long as the other players’ patience can bear.

Familiars, wild shaping druids, and scrying wizards all challenge dungeon masters to reward smart play and the players who choose scouting abilities, without turning the rest of the party into passive bystanders who wonder why they showed up. Stealthy or invisible characters can also scout and create similar challenges. Finding a good balance proves difficult because no approach works for every dungeon and lair.

What tricks can help DMs strike the right balance?

1. Include doors and window covers.

The sort of creatures able to spy unnoticed typically lack the strength or thumbs needed to open doors, so the best limit to scouting becomes snug doors. Create dungeons with enough open paths to reward short scouting trips, but enough doors to force characters ahead. If a player quibbles that surely some doors leave gaps for a mouse or spider, roll and let the dice decide.

As for my own character’s favorite trick of sending an owl to peer into windows, consider balancing the temptation of open windows with a few drapes, shutters, soot stains, and just dark interior rooms.

2. Scout between sessions.

I like to end each session by asking for players to outline their plans for the next session. This helps my preparation. Also, if the players plan to tackle a dungeon or stronghold, you can handle scouting either through a 1-on-1 mini session or just by sketching a players’ map and planning a quick summary of discoveries for the full group. If that seems too passive, you can ask the scout to make, say, a stealth check and base the amount of information on their degree of success or failure.

3. Consider dungeon inhabitants.

Monsters and even ordinary critters can create a barrier to spying. Players scouting in a beast shape or using a familiar tend to dismiss the risk of something noticing or attacking a bat or spider. As a dungeon master, be clear about the risks and the checks a scouting critter might need to make to pass dungeon predators.

When familiars or characters scout alone, encounters that would never challenge a party or even a single adventurer can create interesting dilemmas. A servant who spots a cat prowling the manor might put a character or familiar in a pickle simply by closing the window leading out.

For creatures as small as a spider, consider adding wandering monsters, vermin really, that might try to make a meal of the scout. Sure, a cave centipede poses no risk to a druid, but in spider shape, the druid faces a choice of retreat or the price of shifting to humanoid form to squash the critter. As with any wandering monsters, I recommend making the rolls for an encounter openly. For such encounters, don’t bother creating a list of potential monsters. Just imagine one creature that suits the environment capable of forcing the scout to weigh risks and rewards.

4. Split the party.

Occasionally, entertain the idle players waiting for the scouting to finish by giving both the waiting characters and the scout something to do. By “something to do,” I mean fight. And by “entertain,” I mean threaten their characters’ lives. Characters waiting for scouts to return still face risks from patrols or wandering monsters. The most entertaining situations engage both the scout and the remaining party at the same time. In these predicaments, follow my advice for handling split parties.

These split-party jams work best when they feel like the natural consequence of a risky situation when both the scout and the waiting party know monsters lurk nearby. If scouting leads to a pattern of attacks from behind, players will feel punished for smart play. Still, the invisible, flying, or wild-shaped scout who presses their luck too far can lead to some of the game’s most exciting moments.

F’Chelrak’s Tomb: The Earliest D&D Adventure Worth Playing

The second Dungeons & Dragons supplement, Blackmoor, arrived in April 1975. It featured Temple of the Frog, the first adventure in print. A year later, three more pioneering adventures reached gamers.

The May 1976 issue of the UK magazine Games and Puzzles included an introduction to D&D by Games Workshop co-founder Steve Jackson. “D&D is an attempt to recreate fantasy adventure using greatly modified tabletop wargaming rules.” The article devotes a half page mapping and keying “The Dungeons of the Ground Goblins.” In June 1976, California gamers Pete and Judy Kerestan published D&D’s first standalone adventure, Palace of the Vampire Queen.

To explore D&D’s origins, some modern players have tried playing these dungeons. Don’t. Temple of the Frog runs as an infiltration mission. Players looking for classic D&D will only find a total party kill.  “The Dungeons of the Ground Goblins” and Palace of the Vampire Queen describe their rooms by pairing rare words of description with lists of monsters and treasures. Both demonstrate why D&D co-creator Gary Gygax thought adventures wouldn’t sell. Any dungeon master could easily create a similar monster zoos using the Dungeon Geomorphs and Monster and Treasure Assortments that Gary’s own TSR Hobbies would soon sell.

But one other adventure reached print in June of 1976.

The Dungeoneer

Dungeoneer01_3rdWhile still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.

If you want to enjoy an adventure in the spirit of ’76, explore F’Chelrak’s Tomb. The tomb fits the early game’s style: It capriciously slays characters and drops magic like candy from a parade, but it also packs enough ideas to fill a game session with wild fun.

Jaquays published 6 issues of Dungeoneer, sold the fanzine, and then started work at Judges Guild. There she penned early, classic adventures like Dark Tower and the Caverns of Thracia.

F’Chelrak’s Tomb ranks as the first published adventure that remains playable in something like its original form. The cheapest legit versions of the adventure available now are in used copies of The Dungeoneer Compendium. Sadly, Judges Guild no longer sells the PDF version of that collection.

About the tomb

As soon as dungeon masters turned from megadungeons to smaller sites, they started devising tombs. F’Chelrak’s Tomb boasts plenty of save-or-die moments, but it lacks the menace of its contemporary from Origins 1975, Tomb of Horrors.

Instead, F’Chelrak’s Tomb offers the chaotic whimsy of a Deck of Many Things. One room features a gallery of objects shrouded by sheets. When revealed, each object has some crazy effect. A sculpture of the Medusa might change the revealer to stone. A statue of a gorgeous woman could either change the revealer’s gender or it could come to life and become a lover or slave. A great stone face might polymorph the revealer into a monster, grant a point of constitution, or split a character into good and evil versions. A statue of Death disintegrates the revealer. “No resurrection is possible!” One sheet covers an artifact: a shield that doubles as a mirror of life trapping. When the owner traps too many lives, the mirror makes room by freeing Morac, a 9th-level chaotic evil lord. I suppose he wants his shield back. (I didn’t know chaotic evil was an alignment in 1976).

If left on the floor, the sheets can animate and attack because, obviously.

The adventure rests on more than the gallery. A new monster merges the Human Torch with kobolds. Some vertical architecture calls for cross-section diagrams. Traps, tricks and interesting curios litter the place.

Like the Tomb of Horrors, F’Chelrak’s Tomb comes from a time when players aimed to beat dungeons and they kept score in gold. In this spirit, the dungeon can win by stumping players with the puzzle in the first room, by hiding essential paths behind secret doors, or by tricking players into leaving after they loot a false crypt. (Today, trying to trick players into dropping out of an adventure seems unthinkable.)

The early presentation

The entire adventure spans just four pages, including a page of maps. Maps (titled “Charts”) number 1 and 3 use a familiar overhead perspective. Maps 2 and 4 show vertical cross-sections on the same graph paper, making them look like overhead maps too. Cross-section 2 puts the high-point at the top, but 4 puts its high-point on the right. The key for map 3 lists numbered locations, interrupts those numbers with a list of numbered objects, then revisits the same locations with a lettered list of traps and secret locations. This dungeon starts as a puzzle for the DM, but it can be deciphered.

Explaining the tomb to modern standards would take at least 12 pages of text. Jaquays does it in 3 by leaving all the details to the imagination of the DM. What will F’Chelrak or Morac do if they get loose? What are the stats for an attacking sheet? (Hint: Use the rug of smothering.) If an unlucky character get polymorphed in to a monster, what one? DMs must find the most fair or interesting answer to many questions.

Running F’Chelrak’s Tomb today

Using original D&D rules, I estimate this adventure would challenge a party of level 4-6.

You could also run this adventure using fifth-edition rules.

If you wanted to run this adventure as a one-shot with the feel of the early game, let the players take a party of 12, 2nd-level characters. In 1976, adventuring parties tended to be large. Many PCs will die, but that only captures the spirit. Although many of the monsters in the tomb pose a grave threat to such low-level PCs, the PCs enjoy overwhelming numbers. Nonetheless, To reduce the chance of total party kill, put only 2 manticores in room 4. Somewhere in the adventure, give survivors a rest to heal and level up. If F’Chelrak finds them, they may need to run. That qualifies as smart play.

If you want better combat encounters and a lower body count, start each player with a 5th-level character. Make the following changes:

  • Replace the 10 gremlins with magmin. The gremlins penalize melee attacks by melting weapons, but 5E characters would sweep them away with spells and ranged attacks.
  • When the players take Morac’s shield, release 6 specters rather than just 1.
  • In the flooded tomb, put 3 ghouls rather than inventing a water gargoyle. Keep them hidden in the dark water so that only water-breathing PCs can easily confront them.
  • Make F’Chelrak a level-9 magic user based on the mage stats. If he possesses one of the PCs, he will study the rest of the party before attempting to reclaim his treasure from the party.

Related: Mark Grisham created a free, 2 room tomb for original D&D that uses F’Chelrak for inspiration.