Category Archives: Advice

Fourth Edition Improved D&D Design For Good, But One of Its Innovations Still Leads to Bad Adventures

Some gamers say that ability checks make D&D less fun. These fans of an older style of Dungeons & Dragons prefer a game where instead of rolling perception to spot a trap door, characters tap the floor with their 10-foot pole. I like that style of play just fine, but I like ability checks too. Making a successful check gives me fleeting satisfaction. Checks give a clearer way of deciding success than the method Gary Gygax used in 1974. (He estimated the odds and improvised a roll.) Plus, rolled checks add a random element that can bring surprises, especially to DMs who call for a check despite being unprepared for failure.

Still, ability checks lack enough entertainment value to carry a D&D game. I know because lately I’ve played too many published and organized play adventures that leaned hard on ability checks for any amusement. I would share examples, but I’ve forgotten them.

Adventure designers hoping to plan fun D&D sessions sometimes string ability checks together into encounters, travel sequences, and even adventures, but those batches of ability checks just turn into forgettable games. I understand the temptation that leads to a reliance on ability checks. Dreaming up obstacles that characters can overcome with checks seems effortless. Traveling through the woods? How about a survival check. Talking to the innkeeper? Give me a diplomacy check. I could do this all day, and my game session only lasts a few hours. Inventing challenges that players need to overcome with their own ingenuity proves much more work. Besides, we DMs would all rather focus on the story behind challenges.

The fun of D&D comes from immersing in the role of a character, and from making decisions and seeing the results in the game world. But ability checks tend to eliminate the players’ decisions from the game. So one of the dungeon’s diabolical challenges just becomes a Wisdom (Perception) check followed by an Dexterity check. The Dungeon Master’s Guide explains, “Roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success.” Ability checks challenge characters while leaving players idle. “Today we’re playing White Plume Mountain. Everyone roll an ability check and tell me how your success helped the party win one of the three magic weapons.”

Some roleplaying games feature rules that make checks reveal character. Such mechanics allow talented experts to flaunt their skills, but in D&D, the d20 tends to make skilled, talented characters seem inconsistent or inept. A single d20 yields numbers like 1 and 20 as frequently as middle numbers, so D&D tests rolled on a d20 often result in the extreme numbers that cause experts to botch checks and the untrained and untalented to luck into success. In D&D worlds, the mighty barbarian fails to open a pickle jar, and then hands it to the pencil-necked wizard who easily opens the lid. (For help making the most of swingy d20 tests, see
How to Turn D&D’s Swingy d20 Checks Into a Feature That Can Improve Your Game.)

The joy of the d20 comes from how the die delivers extreme swings that can add surprising twists to a game session. This merit also means that game challenges built around bunches of skill checks play like a series of coin flips.

The most engaging adventures challenge players to

Adventure designers don’t deserve the blame for thinking ability checks can sustain a fun adventure. The fault lies with fourth edition and its skill challenges.

Ability checks entered Dungeons & Dragons 6 years after the game’s debut, and then checks took twenty more years to become a core mechanic. See (Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.) Even when third edition settled on a core d20 check mechanic, adventures rarely made batches of checks into a focus until fourth edition and its skill challenges reached gamers.

Skill challenges satisfied three design goals.

  • To give the non-combat parts of the game the same mechanical rigor as the fights. This helped refute the notion that all the rules for combat proved D&D was just a game about fighting. Plus the designers felt that if they “made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.” (See How Years of Trying to Fix Obnoxious People Shrank D&D’s Appeal.)
  • To make the DM’s role undemanding. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance.
  • To avoid frustrating players who struggled to overcome an obstacle. Without checks, D&D challenges could sometimes lead to players becoming stuck, especially if a DM focused on one “correct” action required to overcome an obstacle. Fourth edition attempted to eliminate such frustrations by emphasizing skill checks and skill challenges over concrete obstacles and over players’ problem solving skills.

None of these goals aimed to add fun for the players, although players who dislike puzzles may approve of the third benefit. Tip: If players dislike brain teasers, skip those challenges or let stuck players make Intelligence rolls for hints. If everyone rolls, someone virtually always succeeds.

Ability checks aren’t much fun. I enjoyed fourth and as the designers say without fourth there would never be a fifth, but its skill challenges created the myth that a series of ability checks offer enough fun to sustain a game, and that myth has led to some dull games.

When the game emphasizes character skill, the players never need to make meaningful decisions or engage the game world. They just look at their character sheet for the best applicable skill. I suppose this improves on playing guess-the-solution-I-thought-of with an inflexible DM, but picking a skill and rolling is much less fun than D&D can be.

Related: My account of the story of fourth edition starts with The Threat that Nearly Killed Dungeons & Dragons—Twice.

D&D and the Role of the Die Roll, a Love Letter

The skill challenge: good intentions, half baked

Player skill without player frustration

How to Turn D&D’s Swingy d20 Checks Into a Feature That Can Improve Your Game

Dungeons & Dragons uses d20 rolls to randomly determine success and failure. A single d20 yields extreme numbers like 1 and 20 as frequently as middle numbers, and this shapes the game. In the real world, experts attempting routine tasks rarely fail and novices making a first try rarely succeed. But D&D tests rolled on a d20 often lead experts to botch checks and the untrained and untalented to luck into success. The d20 often makes experts look inept, defying everyday experience.

Seeking a better match with reality, some roleplaying game designers create games with core mechanics that total the results of multiple dice. This creates a bell-shaped curve of probabilities that makes the highest and lowest numbers rare, and lets players build heroes that show the sort of reliable competence we see in fiction.

Meanwhile, in D&D worlds, the mighty barbarian fails to open a pickle jar, and then hands it to the pencil-necked wizard who easily opens the lid. Such outcomes feel wrong, but with the right mindset, that swingy d20 can become a storytelling feature rather than a bug.

To start, as a DM, don’t ask the barbarian for a check to open the damn jar. “Remember that dice don’t run your game—you do,” explains the Dungeon Master’s Guide. “At any time, you can decide that a player’s action is automatically successful.” This means skipping rolls on tasks “so easy and so free of conflict and stress that there should be no chance of failure.” For best results, rate “easy” generously. Let talented or skilled characters skip the rolls where only a comical fumble would explain failure.

For knowledge and information checks, drop the roll and tell players what their characters should know. 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 everyone at the table rolls a check with the swingy d20, someone usually rolls high. In D&D, letting everyone roll certain checks practically guarantees success. The one wizard proficient in, say, the Arcana skill will seldom roll a better success than every one of the other 4 know-nothings in the party.

For a real test that acknowledges the skilled and talented characters, 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.

Granting an expert character advantage reduces the chance of an unlikely fumble, and improves the chance that talent will lead to success.

  • Limit a 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 groups to have the character most suited to a challenge to lead the way.
  • Limit a check to the skilled characters 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.

When someone fumbles a roll, instead of describing the failure in a way that makes the hero or monster seem inept or comical, describe the stumble so the fault comes from tough opposition or an impossible situation. DMs feel tempted to narrate bad rolls for laughs. We can narrate a 1 with a description of how someone’s hat tilted to cover their eyes and gain an easy laugh that feels fun in the moment. But too many descriptions like that turn characters into clowns and their opponents into jokes. Instead, use a 1 to describe a foe’s superhuman speed or the swirling hot ash clogging the air and stinging the heroes’ eyes. When you describe outcomes, even the fumbles, flatter your heroes and monsters.

Despite all these techniques, the d20 brings extreme numbers that create shocking failures and inexplicable successes. To cope, treat the swings as a storytelling challenge to embrace. The dice make us surrender some control, adding the risk that the story won’t go as we plan. Events beyond our control make the game unpredictable and exciting. Savor that.

“As often as possible, I like to stick with whatever the dice tell me, partly because as a DM I love to be surprised,” explains D&D lead rules designer Jeremy Crawford. “I love that sense whenever I sit down at any table where I’m DMing. I don’t actually know what’s going to happen because I don’t know what the dice are going to say. The dice can turn something I thought was going to be a cakewalk into a life or death struggle.”

The dice nudge, and sometimes shove, D&D games out of their expected course. They give D&D games a way to surprise us, and to challenge us to become more creative—to invent storytelling twists we would not have imagined without the random nudge.

Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It

Decades ago, I read game designer Steve Jackson explain why he swapped the d20 to-hit roll in Dungeons & Dragons for the 3d6 roll used in his alternative combat system Melee (1977). Steve considered the 3d6 bell curve so superior that he trashed the d20 without a second thought. His roleplaying games The Fantasy Trip and GURPS use 3d6 core mechanics. Then, I struggled to grasp Steve’s dislike of the d20.

Now, I understand Jackson’s disdain, but I love D&D. Like esteemed game designers such as Jeremy Crawford and Monte Cook, I find reasons to embrace the d20.

In Cook’s designer’s notes for his Numenera RPG, he describes the d20’s flaw. “Using the d20 introduces a great deal of randomness into a game. It’s difficult to use a d20 as a task resolution die and still have character aspects play a big part in success or failure without all of a sudden finding yourself using pretty big numbers.” He gives an example like this: Suppose two archers try to hit a bullseye by rolling a 20 or higher. An untrained person with a decent 12 Dexterity gets +1 and hits 10% of the time. In comparison, a 12th-level ranger trained in the bow and boasting an 18 Dexterity gets a +8, but still only hits the bullseye 45% of the time.

D&D games show this dynamic when the DM asks everyone to roll an Intelligence (Arcana) check to recognize ancient sigils, and then the brainy wizard fails while the barbarian knucklehead succeeds. That outcome may seem funny the first time, but similar scenes play frequently and can feel disappointing. Instead of rewarding the player who chose to make a character good at something, the d20 roll often makes experts look inept.

If D&D used bigger bonuses, then experts would get a boost. Suppose the expert archer gained a +25 and hitting the bullseye required a roll of 30. Now, the sharpshooter feels more like Annie Oakley. But that arrangement makes difficult tasks impossible for unskilled characters when we really want success to become rare.

Instead of using big modifiers, fifth edition’s bounded accuracy uses modest bonuses that give every character a chance of success at the price of making experts inconsistent.

Monte describes an alternative. “Now imagine that you used 2d10 instead. 2d10 gives us a more normal distribution. In other words, you end up with a much better chance of getting a 10 than a 20. Using the same bonuses, the archer still hits the bullseye 45% of the time, but the unskilled guy only 3% of the time. That makes more sense.” With a 2d10-based game, clumsy newcomers at Faerûn athletic competitions luck into fewer medals. (In one of my very first posts, I grappled with a related issue.)

This more natural range of outcomes leads game designer Steffan O’Sullivan to write, “I’m not fond of dice systems with a flat distribution. I’m solidly in the bell-curve camp.” O’Sullivan created the Fudge RPG, which became the basis for the popular Fate system. Both games use a set of four special 6-sided dice marked on two sides with a plus (+), two with a minus (-), and two blanks. “When you need to roll dice in Fate, pick up four Fate dice and roll them. When you read the dice, read every + as +1, every blank as 0, and every – as –1. Add them all together. You’ll get a result from –4 to +4, most often between –2 and +2.” No roll requires counting past 4, so even little kids add the results easily. “The fewer mathematical calculations used to figure out a dice result, the more likely you are to stay in roleplaying,” O’Sullivan writes. “So Fudge Dice were born, and I like them a lot. They’re a joy to use and don’t slow the game down at all, one of my early design goals.” The system’s bell curve makes results of -4 and +4 rare, but possible. So a +4 (1.23%) matches my real-life chance of a bullseye, while an Olympic archer scores a bullseye on any roll better than -4.

Despite the virtues of the bell curve, Monte Cook still opted for a d20 for Numenera and D&D creators Gary Gygax and Dave Arneson chose the d20 for to-hit rolls and saving throws. The d20 rolls beautifully, it generates a big range of numbers without adding, and the icosahedron feels deliciously different from the bland cubes in countless games like Monopoly. Gygax became particularly enchanted with the exotic new dice from Japan.

Most importantly, d20s yield predictable odds compared to mechanics that combine multiple dice. Monte Cook explains, “If you’re using a system where the GM has to assign a target number for a task, it’s a lot easier to do that on the fly with a d20 than, say 3d6 or 2d10. Why? Because with a d20, the difference between, say, 17 and 18 is the same as the difference between 8 and 9. They’re basically just 5% increments. With a bell curve, that’s a lot harder to figure for the GM, particularly on the fly.”

In 1974, D&D lacked ability checks. To decide between success and failure, Gary Gygax suggested that DMs estimate the chance of success, and then improvise a roll that fits the odds. A d20 roll made the math easy.

Playing D&D means learning to embrace the d20’s swings. To help gamers love the d20, D&D’s current rules architect Jeremy Crawford offered advice on the October 3, 2019 episode of the Dragon Talk podcast. “Any time the d20 is in the mix, that is a swingy die so get ready for the unexpected. What I encourage groups, players and DMs alike to do, is rather than viewing that as something to chafe against or be unhappy about, embrace it as a storytelling opportunity. Over the years, the longer I play D&D and DM D&D, the more I have come to love the unpredictability of the d20, because so often it will create moments that will challenge the DM and the players to really stretch their storytelling ability to come up with a fun reason for why this transpired. Why did the ace rogue who triggered this battle, why did she end up going last?

“When the d20 throws you a curve ball, catch it and follow through with the curve. Just see where it leads you rather than saying, ‘this is dumb’ or ‘this isn’t how it should play out.’ No, in D&D, what the d20 does is really showing how this is going to play out. Let’s ride it and see where this craziness goes.”

If I were magically transported back to a version of 1974 that somehow lacked Gary Gygax and Dave Arneson, would my attempt to bring dungeons and dragons to the world use a d20? I might choose Fudge Dice, but I would never stop giving those new icosahedrons from Japan forlorn looks.

Related: D&D and the Role of the Die Roll, a Love Letter
When You Describe Outcomes, Flatter Your Game’s Heroes and Monsters
In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

For D&D Travel, Steer Clear Of Rolls Versus Random Punishment

Dungeons & Dragons brings fun from many sources: from acting the roles of characters, from creating stories with friends, and from making choices and seeing their consequences in the game world. This post focuses on that last source of fun: Seeing choices play out, and sometimes surprise us, thanks to D&D’s volatile mix of rules, dice, and the hidden information behind the DM screen.

The choices players make during character creation lead to consequences throughout a character’s career. Every saving throw plays out the consequences of a choice made days or even years ago. But when choices quickly lead to consequences, D&D proves most engrossing. When my choice to play an agile rogue lets me dodge an explosive rune, I feel satisfied, but when I figure a way to trigger the trap from a distance, I feel pleased and engaged.

I once complained how casting the foresight made D&D less fun for me. Foresight erases the effect of a lot of the games choices. I thought gaining advantage on everything would prove fun, but it made the game less entertaining. Rather than making numerous small choices during a session to gain an edge, the wizard makes one choice to cast foresight and the rest matter less.

Originally, players rolling a D&D character faced no choices except for class. Now, players typically control every aspect of character building and most players talk about rolling a character in the same way we talk about dialing a phone. Most players like control over character creation, but that control also tempts designers to create situations that engage numbers on character sheets more than the choices players make in the moment.

Years ago, I played an adventure where the party floated on a raft down river with canyon walls on each side. As we floated, unreachable monsters atop the walls hurled down rocks and we made checks to avoid damage. The situation blocked any choices, so we could only ride along and take our licks.

The adventure’s designer surely hoped for a tense scene with plenty of action as characters race down a river dodging perils. On a movie screen, the sequence might have worked, but at the table it played as string of random punishments—an unwelcome chore.

To be fair, character-building choices factored into the outcome of the scene, but those choices came long ago when we chose how dexterous to make our characters. In a game, the most entertaining choices come in the moment. Character design choices come in second, often a distant second.

Surely some readers see the river raft scene as obviously flawed, but adventures by well-meaning authors include similar roll versus random damage sequences, especially when the party must cross from point A to B. That includes many adventures that I’ve played at conventions. Again, I understand the authors aims. After all, on the cinema screens in their imaginations, the sequences work, and besides authors learn by imitating adventure written by other pros who set similar patterns. Fourth-edition skill challenges often fit that pattern. “I learned it from you.” Sure, skill challenges offered choices, but typically with the obviously correct options of picking the skills with the highest options. Only small children find such decisions compelling.

The roll-versus-random-punishment dynamic often makes travel sequences fall flat. Suppose the party in Aglarond uncovers a lead that prompts a trip to Battledale. The DM decides to make the trip interesting and give a sense of distance by rolling for random encounters along the way. That approach creates a roll-versus-punishment sequence with only one choice: Quit (y/N)? So the party trudges on hoping to resume their story in Battledale soon.

Some might argue my point by recommending better ways to handle the travel sequence. Perfect! None of those better ways include the roll-versus-damage dynamic. They bring choices and the story to the journey, or they cut past the journey.

Just Because a Dungeon Numbers Every Room Doesn’t Mean Players Have To Explore Room-by-Room

If I had run Expedition to the Barrier Peaks when it reached me in 1980, the first session might have ended in frustration. Barrier Peaks includes lots of empty rooms. Of the 100 or so rooms on the first level, fewer than 20 contain anything of interest. I would have dutifully let the players poke through 80 rooms of “jumbled furniture and rotting goods,” gaining “only bits of rag or odd pieces of junk.” Two hours into that grind, my players would suddenly remember that their moms wanted them home.

Level 1 of Expedition to the Barrier Peaks

In 1980, we ran every dungeon room at the same speed: The pace where players describe their movement and actions in careful detail because if they fail to look under the bed, they might overlook the coins, and if they never mention checking the door, they die in its trap.

Some dungeon masters then and a few now would say that dutifully running level 1 as a room-by-room crawl builds tension. Besides, Barrier Peaks includes wandering monsters to add excitement. Then as now, the pacing of dungeon exploration depends on players. Some enjoy a more methodical pace while others grow impatient for action. But even players who favor careful play will appreciate skipping the slow parts. After the players poke through three or four rooms full of rubbish, dungeon masters can summarize groups of similar rooms by saying they hold nothing of interest.

Even though modern adventures seldom contain sprawls of empty rooms, they often include locations best summarized. For example, Dragon of Icespire peak includes Butterskull Ranch, a 10 location manor occupied by orcs. Once my players defeated the orcs and nothing threatened them, I summarized their characters’ search of the house instead of forcing a room-by-room waste of play time. When players defeat the main threat in a dungeon and erase most of the peril, they lose patience for careful exploration. You can just summarize the loot and discoveries that remain.

Any site that merits numbered locations can mix areas that deserve different paces of play from square-by-square attention to cutting to the next scene.

As you pace the game at such a site, choose between methodical exploration and a summary based on the novelty, peril, and choices ahead of the players. When players first enter a dungeon, they face all three elements. A new dungeon starts with novelty because players know little about the threats and discoveries ahead. Even with all those empty rooms, the crashed spaceship at Barrier Peaks starts with unprecedented novelty. If a dungeon lacks peril, then its just an archaeological site; summarize the discoveries. Dungeons tend to start with key choices over marching order, light, and strategy. Does the party plan to explore carefully or rush ahead to stop the midnight ritual? Will they listen at doors or check for traps? Does someone scout?

Once these choices set a pattern and the dungeon starts to seem familiar, DMs can summarize the exploration until the situation changes.

Especially when you run a big dungeon like Barrier Peaks, you can switch your pace between methodical exploration and summary many times during a session. In the areas with nothing new to discover and no threats to face, take the shortcut of summarizing. Then when the players encounter something new, slow to a pace that lets them account for every action. “What do you want to do?”

For More Entertaining D&D Battles, Stop Players From Focusing Fire

In combat, tactically-minded Dungeons & Dragons players focus their characters’ attacks on one monster. By concentrating damage and eliminating enemies, they zero each monster’s hit points as quickly as possible, reducing the number of monsters able to counterattack. The fourth-edition Player’s Strategy Guide included a figure that showed the benefits of this tactic. Focusing fire offers the simplest and most effective tactic in the game. However, the tactic can make combat a little less fun.

The advantages of focused fire: 17 attacks or 27 attacks

When adventurers focus fire, battle scenes sputter out as monsters fall until the battle ends with outnumbered foes near full hit points mobbed by the entire party. Players won’t spend any resources on a fight that seems won, so they chip away with cantrips and basic attacks. The battle wears on even while the outcome seems obvious. (For help with this predicament, see How to End Combat Encounters Before They Become a Grind.)

More exciting fights leave many monsters standing until the last round, when most of the monsters fall in a turning tide of battle. So hindering the players’ ability to focus fire not only helps keep more monsters fighting, it also helps keep combat interesting to the end.

To avoid becoming the next to die, monsters chosen as targets for focused fire typically have two options:

  • Dodge. If a monster dodges, its attackers can either try to hit while suffering disadvantage or move to another target, sometimes facing an opportunity attack.
  • Move. Monsters getting targeted can move to a safer position, even at the price of disengaging or taking an opportunity attack. Often a creature can avoid focused melee attacks by moving past the front line to attack the spellcasters and ranged attackers further back. Give the wizard a taste.

Such tactics count as common sense rather than genius. Even the most bloodthirsty monster who takes a beating at the front will play defense or maneuver to let fresher fighters come forward.

As a dungeon master, while I know the advantage of preventing focused fire, I always feel hesitant to let my creatures dodge or move. I blame loss aversion and I should know better. Creatures that dodge or disengage may lose a turn when they could attack, but dead creatures lose all their attacks. Creatures who suffer an opportunity attack sometimes die to a free attack, but just as often they live longer. Also, against characters with multiple attacks, taking a single opportunity attack hurts less. If the free attack does finish the monster, so what? You have unlimited monsters. Besides, players love when that killing blow comes free.

Related:
4 Simple Tactics that Make Cunning D&D Foes Seem More Dangerous

D&D Locations and Tactics that Encourage Dynamic Combat Scenes

6 Things to Include in a 1st-Level D&D Adventure

The best 1st-level adventures make a great first impression. To start a campaign, we want 1st-level adventures that excite players and leave them eager for the adventures to come. More importantly, new players typically get introduced to Dungeons & Dragons with 1st-level adventures. That’s good because starting at 1st level makes a better impression than a plunge into the deep end with a higher-level character sporting a bewildering array of abilities.

As an introduction to D&D, I favor starting adventures that offer a sampler of all the game offers. Even at first level, I prefer adventures with a feeling of risk and with something at stake. I like to feel like a daring hero at all levels, and nothing feels so brave and scary as playing a new character risking their life to become a hero. But starting adventures need to avoid a big downer: dead characters.

By tradition, new D&D characters start as fragile as soap bubbles. The fifth edition design team felt comfortable sticking to this tradition because players lose very little play-time investment when their new character dies. Just write a new name on the sheet and play the deceased’s twin! Still, plenty of players invest creative energy in their new character’s personality and background. Even without that emotional attachment, losing a character feels like a loss. Nobody likes to lose.

If you’re reading this, then you probably qualify as a D&D fan, and I know the game hooked some of us despite new characters who died minutes after creation, but I suspect the potential fans scared away by a quick loss outnumber us. I want to win new fans to the game, not to haze potential fans with casualties.

Many starter adventures, even recent ones from the D&D team, seem to welcome the likelihood of dead characters. Lost Mine of Phandelver starts with a deadly ambush. Dragon of Icespire Peak can pit 1st-level characters against a manticore powerful enough to rout the party.

When I want to make a deadly starting adventure a little safer for new players, I contrive a way to give their characters the benefit of and aid spell. Have the priest reward a good deed by giving the party a boost. Or perhaps returning a holy symbol to the chapel earns divine favor. Five extra hit points makes 1st-level characters almost twice as durable.

Aside from such tricks, a 1st-level adventure can spare characters by including the right foes. See number 2 of my list of 6 things to include in a starting adventure.

A place to explore. The game starts with dungeons, and I like delivering what new players expect with a tiny dungeon. A size of 3 to 4 rooms leaves time for play outside the dungeon, showing new players that the modern game offers much more than gilded holes.

Weak foes in multiples to fight. Many new players will look at the spells and attacks listed on their character sheets and feel eager to test them in battle. Even long-time players like me like to see a fight or two. The ideal starting foes prove easy to hit and kill, rarely deal enough damage to one-shot the mage, and never had parents.

“Never had parents” depends on the players, but I choose foes younger players will feel happy to fight. Think undead, constructs, and plants. Spiders, insects, and the like also work, although they don’t technically qualify. These foes avoid second thoughts about what to kill.

Sadly, the fifth edition bestiary includes almost no weak creatures that qualify. Twig blights rate as best. Skeletons work well enough, especially if players learn and prepare for their vulnerability to bludgeoning, or with lower hit point versions as, say, snake or lizard skeletons. No one tries to befriend a twig blight or to capture a skeleton for questioning. You can easily reskin both types of creatures, so turn twig blights into animated furniture that deal bludgeoning damage.

A reluctant ally to win. A roleplaying scene makes an essential ingredient to adventure, but if players don’t enter the scene with a goal, then they often don’t know what to do. If the scene lacks an obstacle, then it lacks interest. Gaining help from someone who seems reluctant or even hostile feels like a win and adds an upward beat to the adventure’s drama.

See Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens and Improve Roleplaying Investigation Scenes With These 23 Reasons an NPC Won’t Cooperate

Something to figure out. Players love to figure things out. The process makes them feel smart and capable. It reveals hidden order in the (game) world, and we love finding order in a jumble. In D&D, this joy of figuring things out can come from various sources: mysteries, puzzles, and objects with unknown functions like traps and magic. For a new adventure, make the thing to figure out very easy. Just figuring out that the holy idol belongs back in the indentation of the altar qualifies. If the adventure includes a trap, make the trap obvious and the challenge figuring out how to avoid it.

See The Fun Thing D&D Players Love that No One Mentions and that the Game Almost Lost

Something magical and fantastic. Sometimes low-level adventures falter by sticking close to the mud and the mundane. If the rats-in-the-basement adventure rose above cliché, then it still rates as bad because it lacks any magic or wonder. D&D brings the fantastic to our lives, and new players deserve a taste of it. So if the villager has trouble in the cellar, make it from a gate to hell that needs closing. Bonus: Manes and lemures make suitable monsters. (Kids will have no trouble destroying fiends, but watch out for concerned parents.)

A secret that hooks the next adventure. A starting adventure should leave players with a clear path to their next outing, even if that simply means a treasure map leading to a magic sword. Just avoid hooking the second episode too early. You might lead the party away from the current goals.

D&D’s Best Monsters for Fun and Utility

I love beholders and I know most Dungeons & Dragons fans share my affection, but fights against beholders tend to fizzle into disappointment. At first, the eye beams incapacitate a character or two, so the monster feels threatening even if fear or paralysis idles a couple of players who stop having fun. But beholders can’t damage reliably enough to threaten level-appropriate foes, so the battle turns into a series of rolls to see if bad luck kills a character who suffers random disintegration.

At the table, beholders disappoint, but some less glamorous monsters prove more better than they seem at a glance. The lowly twig blight offers my favorite example. As foes for new characters, blights boast several advantages:

  • They’re creepy.
  • They’re supernatural, unlike the mundane foes that tend to appear a low-levels.
  • Even new characters can fight several.
  • Needle blights and vine blights team to ranged and special attacks.
  • No one worries about their families.
  • Not rats.

Blights may lack flash, but they make useful foes.

For similar reasons, I love giants. Aside from giants, the D&D monster toolkit includes few foes able to challenge higher-level characters without complicating battles with a bunch of special attacks and abilities. Plus giants logically appear in groups that hardly make sense for beholders, dragons, or other more exotic monsters. The simplicity of giants isn’t a bug; it’s a feature.

Gith boast similar virtues: They logically appear in numbers, threaten higher level characters than other humanoids, and don’t slow fights with complexity. Geoff Hogan writes, “I always present them as being friendly but with a culture and history that is hard to understand, so players are always scared of breaking a taboo.” Plus, elite types of Gith give DMs more options for adventures.

When I asked D&D enthusiasts to name their favorites, John touted animated armor as simple troops. “Their blindsight makes them good guards, but as programmed automatons with Intelligence 1, players might invent fun tricks to avoid battle.”

“I love ghouls because they’re dangerous for many levels,” writes Eric Stephen. The ghoul’s appearance in the Advanced Dungeons & Dragons Dungeon Masters Guide example of play “scared the shit” out of him at age 12. “You see a sickly gray arm strike the gnome as he’s working on the spike, the gnome utters a muffled cry, and then a shadowy form drags him out of sight. What are you others going to do?” I love describing ghouls with milky eyes and ragged dagger nails, scuttling to tear and feast on living flesh.

Dave Clark recommends wyverns as a lower-level alternative to dragons. Wyverns give a taste, but save a real dragon showdown for later in a campaign. When a wyvern stings and players learn the high damage total, I love the fear and surprise at the table. Does that make me a mean DM?

Other surprisingly scary monsters include shadows and skulks. Marty Walser favors shadows. “Players start crapping their pants after losing several points of Strength, which is basically the new dump stat in 5e since few people go with Strength fighters.” “I think skulks are great as terrifying tier 1 foes, and they scale well into tier 2 in large numbers because of invisibility and advantage,” writes Graham Ward. Graham notes that players who research and prepare for skulks can overcome their invisibility and prevail. That adds a rewarding story thread.

Of course many monsters shine because they feature special attacks and abilities that, unlike the beholder’s eye rays, tend to create fun battles. I’ve run several entertaining fights against bulettes. Their burrow speed lets them hit and run, leaving worried players to wonder where the land shark will next erupt from the ground and crash down.

Ropers gained recommendations. Ropers grab and reel characters, while players worry about the nearing maw and try to decide how best to escape. “Every roper encounter is hilarious,” writes ThinkDM.

Creatures that swallow characters usually create fun encounters. When characters get swallowed and then cut their way out, players feel badass and love it. Teos Abadia’s list includes froghemoths, behirs, and giant toads. Teos also favors creatures that deal damage on contact, making a remorhaz a double win.

Jeffrey S. Mueller recommends manticores for challenging, low-level fights. “A few of them can really create a lot of fun scenarios for an encounter other than the usual stand and bang it out fights.”

Some monsters flop when miscast in a typical, three-round D&D combat, but they excel in other roles. Arithmancer Ken suggests hobgoblin iron shadows as spies able to cast charm person and disguise self. If caught, powers like Shadow Jaunt and the silent image spell give them a good chance of escaping.

Eric Menge casts doppelgangers for similar roles. “They make great spies, thieves, and grifters.” He also takes a page from the Fantastic Four comics where one of Doctor Doom’s robot doubles takes the fall. “You killed the villain! Oh no! It’s just a doppelganger! Wahwah!”

As mere combat foes, nothics never live up to their creepy appearance, but as story pieces they excel. Before running a nothic, read the advice from Keith Ammann in The Monsters Know What They’re Doing. Eric Menge also likes nothics as patrols. “They’re better watchdogs than serious threats. Use them in creepy search parties or in patrols around objectives to give PCs a challenge.”

My 5 Biggest Game Mastering Blunders Ever and What I Learned

As a dungeon master, I’ll never stop making mistakes. Between the demands of the task and my own limitations, missteps will come and I try to forgive myself for them, and then learn from them. Looking back at all the games I’ve run, a few blunders stand out as the memories that my brain insists on fretting about late at night when I struggle to sleep. Most of these goofs came at conventions, where the strangers at the table added to my shame. At least the lessons from these five mistakes made me a better game master.

1. I meddle with a player’s character.

Very early in my journey as a dungeon master, the party scried the campaign’s villain, the anti-paladin twin-brother of a paladin in the group. (I pioneered connecting a characters’ backstories to the campaign in reckless ways that I would avoid now.) The anti-paladin had gained a wish and as the party watched, this blackguard wished that his brother could become just as good as him, meaning not good at all. All this seemed to make sense at the time. In my memory of the scene at the game table, I hear a record scratch. The paladin’s player stood and said, “No way. I won’t play that character. If you do that I quit.” So I improvised a reason to make the wish fail. Perhaps in the Gygaxian tradition of perverse, literal interpretation, the anti-paladin suddenly became good. Meanwhile, I learned that DMs can kill and curse characters, but their players still deserve creative control over their characters.

2. I arrive overconfident and under-prepared.

In 1984, my gaming interests had wandered from Advanced Dungeons & Dragons to other role-playing games. I was not an RPGA member then, but I had run an event of my own at Gen Con, landing me on the RPGA DM mailing list. Perhaps the RPGA found themselves pinched for judges, because they asked if I would run an RPGA slot, and I agreed. The RPGA sent a dot-matrix printing of the module that would reach stores as I11 Needle.

Needle for convention DMs

Needle for convention DMs

With the confidence of youth, I gave the adventure a quick read and assumed I could return to the AD&D rules after a couple of years away, and I expected to dazzle my players. The event failed to go as planned. As we played, I found myself scrambling to read the adventure ahead, and at the end, my players politely filled me on on the rules I’d forgotten. I got no complaints, so I cannot be certain that I left unhappy players, but thinking back on this event makes me cringe. I suspect that in a box in the Wizards of the Coast headquarters sits a file transferred from TSR that includes a permanent record of any poor feedback scores I received. I wish I could run that table over again and do it properly.

Whenever I sit down as a dungeon master, especially with strangers at a convention, I feel a keen responsibility to make them pleased they spent hours gaming with me. Every time I sit in the DM’s chair, I try to redo that table in 1984 and do it right.

3. I cut short a game instead of failing forward.

At Gen Con 1985, I brought no lack of confidence despite my 1984 misstep. Inspired by Fez, I created a tournament of my own, a three-round, science fiction roleplaying event. I wrote and adventure, previewed it for friends, and recruited some to help me as game masters. This listing from the event catalog describes my game.

HOMEBOUND: 2029
Description:
2000: Begin journey to Alpha Centauri. 2012: Communications w/ earth are cut short. 2015: Alien life is discovered on Alpha Centauri. 2029: You return to a vastly changed world.

No, my blunder was not my optimistic date of 2000 for interstellar travel. I imagined an economic boom fueled by cheap fusion power. Oops. At least we have social media.

Like Fez, Homebound mostly factored rules out of the adventure. The outcome of the players’ choices came from natural consequences rather than die rolls. But one puzzle proved so hard that no one solved it. Instead, every party found themselves captured by secret police in the train station. Steeped in the unforgiving roleplaying tournament style of the time, I saw the players’ failure as the end of the adventure. In my defense, decades later I would play in tournaments where falling rocks caused sudden TPKs. Better luck next year.

But my buddy Mike also ran tables, and he improvised an escape from the secret police. He let players fail forward. Guess what? His players had more fun. I still regret creating an adventure—even a tournament—that failed to put fun first.

4. I fail to warn a new player of a risk their character would understand.

Flashing forward a few years, I was running a science fiction campaign set on a colony planet cut off from civilization and fallen to ruin. Mike invited a friend who had played some D&D and relished the chance to revisit some monster bashing fun. Meanwhile, we were playing a more realistic and more lethal game using a version of Basic Roleplaying from Chaosium. The new player decided to ambush some guards, rolled a series of misses, and then died suddenly to returned fire. Our guest player felt enraged. “I just wanted to play a fun game, and you kill me just like that?” To the new player, his character’s death felt unreasonable and personal.

Setting aside the problem of matching the game to expectations, I should never have let him take a substantial risk without explaining the danger. This became the third of my Four Unwritten Rules No Dungeon Master Should Break.

5. I fail to consider my players’ emotional reactions.

Not all my mistakes come from thirty years in the past. I still learn. In 2019, I ran Blood on the Moors multiple times for the Adventurers League at the Origins convention. Players filled out feedback forms and weeks later I got rating scores. To my dismay, I scored lower than I usually do. Where did I go wrong? I only have theories, but I know a mistake I made.

D&D play at Origins 2016 with the D&D Experience in the balcony

Blood on the Moors works as a creepy adventure where players enter a dungeon and hear unsettling voices in their heads. “The characters should occasionally hear whispers they can’t block, geared to their vulnerabilities. If they have lost someone, perhaps they are whispering about their loneliness. If they did not want to descend into the darkness, perhaps the whispers are about being lost and forgotten.”

The adventure succeeds at setting a disquieting mood, and although my draft lacked a content content warning, the published version includes one. “This adventure contains themes of abandonment, grief, mental illness, and mind control. Player discretion is advised.”

I should have started the adventure by advising players of the the troubling aspects, gotten feedback on whether I should voice the whispers or just summarize the mood, and then given ways players could tell me to skip past any uncomfortable bits during play. Instead, I performed the voices.

I don’t know that my voices ruined anyone’s fun, maybe other mistakes led to my poor scores. But I know I would never run a similar adventure without taking steps to ensure every player feels comfortable.

Later, when I received my scores for Gen Con, I saw a big increase and never felt so much performance anxiety lifted.

How to Bring Player Character Backstory Into Campaigns Without Overstepping

The Dungeons & Dragons Player’s Handbook tells players to create backstories for new characters. Xanathar’s Guide to Everything adds pages of tables to help players invent their characters’ backstories. The books‘ support for backstory makes sense: Such imagined histories help roleplay and when dungeon masters connect the characters’ backstories to their campaign, the game feels more personal to players.

Like any creative collaboration, using character backstory in a campaign proves harder than it seems. When a DM adapts or elaborates on a character’s backstory to fit the campaign, the additions might not fit the player’s vision. In a game, players only enjoy full creative control over their own characters. They deserve to keep that control without unwanted meddling, and that goes beyond not seeing people in their character’s backstory killed for dramatic effect. When a DM tinkers with backgrounds, player characters may stop feeling familiar and the players may lose a sense of owning their characters. I’m always hesitant to introduce important NPCs from PC backgrounds because I’m worried I won’t do the characters justice or portray the relationship the way the player envisioned it.

One method of incorporating character backstory works without ever returning to the people or places in a character’s history. Create new situations or characters that resemble the events from the character’s history. So if character left magic school after being falsely accused of stealing a valuable tome, put them in situations where other folks face false accusations or face exile from their home. If a character lost someone, don’t try to kill more of their family, but do create new situations that recall those memories. Such rhymes with the past help players reveal their characters.

Of course, most DMs want to go beyond mere rhymes. For a more powerful use of backstory, visit people and places from the characters’ histories. Reappearances highlight a player character’s unique importance to the campaign and follow the Small World Principle, but using characters from backstories takes more care.

I once played in an Adventurers League scenario that the DM started by asking everyone to name someone beloved from their character’s background. I named my monk’s master teacher. Later my teacher and the other beloved non-player characters appeared as prisoners to be rescued by the bad guy. The master my monk idolized died. Although I felt comfortable with the twist, this wasn’t the story I imagined.

Back when few players invented a backstory for characters because new characters died so often, I ran a campaign that included a paladin, and I invented an anti-paladin twin for the character. I liked the drama and failed to notice how trite and campy evil twins would eventually seem. I got lucky. My contribution to the character’s backstory worked. The player liked his character’s special importance as the brother of the group’s arch enemy. And no one mocked the evil twin trope. That was a different time.

Both those examples of DMs meddling in backstory ended fine, but either could have ended with hard feelings because the riskiest method for including character backstory is when DMs surprise players by plundering their histories for cheap motivation or lazy pathos. The motivation comes when, say, a character’s teacher just happens to be kidnapped for human sacrifice. The pathos comes when villain murders your character’s parents. Both combine when the DM opts to make a loved one into a villain. This I’m-your-father twist starts with a backstory that includes kind grandmother, and then ends when the DM turns her into a cult leader spilling blood for Orcus. Surprise!

Such surprises can sink a campaign even though similar twists can work fine in fiction. Writers of fiction create their characters and make them suffer as parts of the same job. In a D&D campaign such tricks can feel like the DM has forced a character into certain choices or trashed the creative work a player invested in backstory. A player could see Nana wielding the sacrificial blade and think not in my world and check out of the game. Early in D&D’s history, such stunts proved so irresistible to some DMs that many players felt most comfortable imagining their characters as orphans without a single attachment to their past.

Finding victims and villains from backstory works in D&D when the DM and player settle which parts of the backstory should be preserved in history and which parts a DM can revisit and elaborate for the campaign. Some players would welcome villains from their backstories as ongoing foes. Some might happily see Nana leading the cult of Orcus and the teacher they idolize captured despite his deadly fists of fury.

Collaborative planning does lose a potential surprise, but only to the one player behind the backstory. You can surprise the other players, the biggest audience for their story.

So, discuss ways to bring backstory into the game before play. As a DM, look over a character’s backstory and ask questions like these:

  • What characters and places from your backstory would you like to revisit in the game?
  • Based on your background, what unfinished business does your character have?
  • What sorts of situations would give your character a chance to resolve those loose ends, and how do you imagine the outcome?

None of this discussion means that you need to let players script situations and outcomes. D&D remains a game with dice, where unplanned twists can add to the fun, but the players‘ answers to these questions can inspire your preparation.