Category Archives: Advice

The Pros and Cons of D&D’s Ability Checks

In the early years of Dungeons & Dragons, players searched by telling the dungeon master where they wanted to look, and then the dungeon master told them if something was there. The game resolved most actions using back and forth dialog, plus clear cause and effect. Before skills and core mechanics, resolution relied on the on the logic of the game world. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

Old-school gamers swear by this method, and with good reason: It grants players, and not the dice, control over their characters’ fates. It makes player decisions and ingenuity count. The details of the game world matter.

But some tasks demand a character’s talents to succeed, so this sort of resolution cannot cover every action: listening at doors, creeping behind an enemy, balancing atop a rope spanning a moat.

Once skills and ability checks entered the game, they began to spread. Over the years, D&D’s rules encouraged players to rely more on checks. This trend peaked in fourth edition. In skill challenges, players overcame obstacles by explaining how their character’s skills could help, and by rolling checks. As written, players never needed to engage the game world or to show ingenuity. They just found the best applicable skill.

Although fourth edition promoted checks more than many players wanted, the emphasis brought advantages.

Making characters unique

In the original D&D game, characters that shared a class and level all played about the same. Without ability checks, their ability scores rarely affected play. Without skills, they all featured the same capabilities.

The fourth-edition designers created a game optimized for a style of play where players built awesome characters and then showed them off in encounters—either battles or skill challenges. Character building became as much a part of playing D&D as time at the table.

By emphasizing checks, the game highlights each character’s talents and limitations. When a player invests in a persuasive character with a high charisma, they can win allies with a die roll. On the other side, if you play a character with an 8 Intelligence, your own brains cover some of your character’s stupidity, except when you make intelligence checks. You might solve a real puzzle, but an abstract one makes your character face a check.

Commenting on another post, Andrea Back describes it well, “Without skills, you end up with you playing you in a fantasy dress, with all your own limitations and qualities laid bare.”

On the other hand…

In the fourth edition, designers made the mistake of emphasized the parts of D&D that video games do best. If you want character building, electronic games offer more options, and you can play your character at any hour from the comfort of home. Tabletop games thrive when the focus on aspects that computers can’t match, so why focus on choosing skills and playing against random chance? By joining live players and a DM, we gain the ability to speak as our character and attempt any action, even ones not in the rules.

Skipping the dull parts

Sometimes a check can provide a shortcut for tasks that could prove dull. If the players want to search a cluttered room, but want to avoid the tedium of describing how they cut the straw mattresses, sift the dirt in the flowerpots, and so on and on, a check seems like a time saver. Fourth edition’s Streetwise skill seems contrived to skip the urban role-playing that the designers found tiresome.

On the other hand…

As a DM, I steer the game away from activities no one seems to enjoy, but I feel wary of letting someone use a die roll to cheat the other players out of the fun of interacting with the game world and actually playing the game. However, if the entire table agrees, we can just substitute a Wisdom (Survival) check for that trip to Tomb of Horrors.

Shaping the game

Different players favor at different parts of the D&D game. Some lavish attention on crafting characters. For them, the fun at the table comes from showing off their creations. Fourth edition was made for players like this.

Some players use their character to shape the sort of game they want to play. Sometimes this means making a character good in an area where the player feels weak. If you lack charm, but play a charismatic paladin, you can let a persuasion roll do all the talking. Even the most timid player can enjoy the benefits of a magnetic personality.

Sometimes players craft characters able to breeze through challenges that the player finds tiresome. They claim that their character has more brains, and ask to solve a puzzle with a check. I once met a player who optimized characters for combat because he wanted to speed through the battles.

On the other hand…

We gather at the game table to enjoy the tactics, ingenuity, and silly voices. Most of the time, we would rather act as our character rather than just rolling dice on their behalf.

More than once I’ve seen a player make an impassioned speech in character, asking the Baron, for instance, to defend the settlers. The player’s voice trembles with passion as she speaks of courage, loyalty, and the honor of the Baron’s ancestors, calling their spirits by name. The player steps down from atop a chair to applause and tearing eyes. But then, feeling bound by the system, I ask for a Charisma (Persuasion) check with the advantage earned for an outstanding performance. Then the orator rolls, and flubs. Sorry, you fail.

In situations beyond diplomacy, specific actions can also make a check seem pointless. If someone taps the bottom of a chest looking for the secret compartment, skip the search check and just reveal the location. If someone describes an ingenious use of leverage to lift a gate, skip the strength check.

Rolling for surprise

We all savor the split-second drama of waiting to see the outcome of a die roll. Every player remembers a moment when a lucky roll made a crazy, long-shot scheme work, or when bad rolls caused a plan to unravel and forced everyone to plan B and then to C. If these moments came from a DM’s ruling, they would seem like cases of DMs steering the game to fit their story. The magic comes because the dice twisted fate, making a surprise that proved unforgettable.

On the other hand…

Sometimes an extreme roll lets a 98-pound weakling batter open a door or causes the mighty barbarian to fall from a rope. Such outliers diminish the qualities that make characters unique.

On an unlikely success or failure, sometimes I use some outside cause to explain the fluke. If the barbarian falls, did the knot slip loose? If a clumsy oaf picks a lock, did someone just forgot the latch? By narrating a cause outside the character’s control, the effect remains, but the character still feels consistent.

Finding the sweet spot

If an elite acrobat sprints across a swaying rope bridge, do you require a check or just let them show off? If someone specifically examines the bottom of a chest, do they still need a roll to find the hidden panel there? Can someone skip a puzzle if their genius character aces an intelligence check? If someone offers a generous bribe to a corrupt guard, do they still need persuasion?

I don’t know, but when I reach the table, I can judge.

Some players love to roll dice. For them, the game only moves when they make rolls. Others like speaking in funny voices or solving puzzles and boast of sessions where no one rolled a die. Most players favor a style in the middle.

Original D&D and fourth edition mark extreme approaches to ability checks, from no checks to a game that can—if players choose—rely entirely on checks. Each approach brings some advantages. In our games, we can adopt either style—or find a balance that suits us.

Running Scenes and Summaries that Invite Choices and Reveal Characters

My last post explained how scenes and summaries allow game masters to speed past uneventful time in the game world and focus on the action. This post offers more advice on running scenes and doing summaries.

Running a scene

Before starting a scene, you need two essential ingredients: (1) characters with a goal and (2) an obstacle that stands in their way.

To start a scene, set the scene. Describe the time and place. Make the description vivid. Finish your description with the thing that will spur the players to action. In a classic Dungeons & Dragons game, the call to action comes from the monster in the room. Mention the monster last, because otherwise your players will plan their attack and ignore your description of the bas-relief, the incense, and the patter of dipping liquid.

A monster will launch some scenes into motion, but other triggers could be the duchess asking why the characters intruded on her battle council, birds crowding the rooftops to silently watch the players, or anything that invites players to act. A good call to action hardly needs the usual follow up question: “What do you want to do?” Nonetheless, characters might ignore the call. The party might see the gathering flocks as a threat, or the druid might want to have words, or perhaps they count the birds as an omen and move on.

The rules of most role-playing games dwell on the scenes, leaving little need for more explanation.

How to do a summary

A summary skips the uneventful parts of passing game time. It begins when the scene ends—when players look at the scene’s outcome and decide what to do next. Often, they choose a goal that carries them to their next scene.

During a scene, the players’ choices tend to focus on overcoming an immediate obstacle. But during a summary, the players’ choices tend to drive the adventure. If players pass too many summaries without a choice to make, your game may start feeling like a railroad.

In a summary, damage is healed, resources replenished, and so on. Players can describe as much of the activity as the game master.

“We go to the docks and find the captain of the Salt Mist, and then hire her to sail north to the City of Sails. Does anything happen along the way?”

“No. After 3 days at sea, you dock in Luskan on the Open Shore.”

If the passage of time presents new developments that might change the players’ plans, then mention the events and give players a chance to interrupt the tale and make new choices. Perhaps something happens on route. “On your second day at sea, you spot a thick column of smoke rising from inland, just beyond a hill.”

You might remind the players what makes their new options interesting. “As you talk about investigating, the captain seems too willing to put you ashore, and you suspect she may be eager to leave you behind.”

When a summary takes players someplace new, add enough description to give the flavor of the experience, and a sense of the passing time.

A summary can include colorful moments that inspire players to act in character. For example, if the party spots a live stag with an arrow in its flank, does the druid heal the beast, or does the ranger finish it and host a feast? Such moments usually lack the ingredients of a scene, but they offer hooks that let players reveal their characters.

Accelerating the pace

When a summary covers familiar ground, shorten the narrative. That first journey to the City of Splendors deserves some color. The third can pass in a sentence.

As players approach their ultimate goal and the climax of the adventure, they will lose patience for long summaries. When adventurers first reach Barovia, players may enjoy stately trips from town to town. But when the party stands ready to confront Strahd, cut directly to the gates of Ravenloft.

A cut eliminates all the narrative between scenes. The players might say, “We want to question the longshoreman to see if anyone saw the Salt Mist.”

“Okay, now you’re in the Siren’s Call as the place fills with thirsty roughnecks.”

Cuts rush past the flavor of the game world, and short circuit the players’ chances to make choices. Early in a campaign, avoid cutting between scenes.

Near the end of a long campaign, cuts grow more welcome. When few choices remain and when players feel eager for the story to reach a climax, cuts accelerate the pace.

Letting players take the narrative

In How to Say Yes Without Turning Your D&D Game Into a Joke, I talked about how the GM bears responsibility for the game’s challenge. Often, a GM must control the narrative so players face meaningful obstacles. But in a summary, no obstacles block the characters’ progress. This makes a summary the ideal time to let players tell their characters’ tales. For example, if the players spend 10 days waiting on town, ask each player for their character’s story of the downtime.

At the end of the adventure, when the characters return to the town they saved, let them tell of their hero’s welcome. Who celebrated with the fetching Sheriff? Or maybe keep that to yourself. This is a family table.

During a summary, when players take the narrative, characters gain chances to reveal their personalities. Plus, you get a break while they do the talking. That’s how you win at Dungeons & Dragons.

How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure

This started as a post on pacing until I checked other game masters’ advice on pacing and discovered that nobody discussed the same topic. Some “pacing” advice helps GMs run at a brisk tempo. For that, see my posts on initiative, delegation, and how to end a battle. Some explained story beats, dramatic tension, and the three act structure. I’m not clever enough to finesse such narratives without my players noticing a loss of freedom.

So this post covers scenes and summaries.

Have you seen the image that explains Dungeons & Dragons as the game where a 3-hour walk takes 5 minutes, but a 5-minute battle takes 3 hours? That sentence tells the difference between scene and summary.

Game mastering advice rarely talks about scene and summary because game masters tend to manage the two by feel. Mostly, feel works okay, but often not. Although scenes feature the game’s excitement, dull role-playing sessions start when a GM tries to make a scene from time that should pass in summary. On the other hand, a bad summary makes player feel rushed and railroaded.

Scene

In a role-playing game, scenes focus attention on the times when players fight a battle, talk to an non-player character, or search a chest for secret compartments. In a role-playing game session, scenes show all the action. During scenes, players make every decision for their characters. In combat scenes, game time expands so players can focus on small decisions and use the game rules to determine outcomes.

Summary

A summary skips the uneventful parts of passing game time. Summary speeds past the times when players travel a safe road, search a library, or collect a reward from a patron.

A good summary leaves players with a sense of passing events and with chances to pause and make decisions. During a summary, characters heal damage, tally and replenish resources, weigh their options, and make the choices that lead to the next scene.

When to run a scene

To start, a scene needs two ingredients: characters with a goal and an obstacle that stands in their way.

Goals

The classic D&D scene starts with the goal of treasure and the obstacle of a dragon. Sometimes, monsters attack and the party goal becomes to survive. (In those cases, especially, think about the monsters’ goal. See Create better encounters by considering what your monsters want.) The most interesting encounters often feature a goal different from kill all the monsters.

A goal needs enough stakes to merit a scene. If the party goes to the fletcher for arrows, the chance to save a few silver hardly calls for a negotiation scene.

Typically, role-playing scenes combine a goal of gaining help or information, with the obstacle of an uncooperative non-player character.

When characters lack a goal and a GM launches a role-playing scene anyway, players wind up wondering they are supposed to do. See A priest, a warlock, and a dwarf walk into a bar and…nothing happens.

Obstacles

The obstacle in a role playing scene comes from any NPC reluctant to help anyone who asks. For help creating the obstacles needed for compelling role-playing scenes, see 22 Reasons why a non-player character won’t cooperate.

A true obstacle must bring a chance of failure. If players face a locked wooden door, but they have unlimited time and an axe, the door fails as an obstacle. On the other hand, if the crash of an axe into boards could bring monsters, players face a dilemma and the scene has an obstacle.

Exploration

When players explore, they have a goal—perhaps only find the treasure—but they may face unknown obstacles. The unseen hazards make the players’ choices important and make the exploration work as a scene. If a scene continues for too long with unknown obstacles, players may lose interest. Add a reminder of nearby peril. Perhaps strange sounds echo through the stones, or a chill passes the corridor.

In exploration, when no obstacles lurk nearby, the game master can rely on summary. “You look through all the rooms in the cellar and find a polished, black ring among the rubbish.”

Exposition

Sometimes game masters start a role-playing scene without a goal or obstacle because they want exposition. At the start of an adventure, players tolerate such scenes. The implied goal becomes, learn our goal. Scenarios often add a minor obstacle by introducing a patron who needs the right questions to provide extra help and information. However, such weak scenes typically work better in summary.

I used to make the mistake of trying to conclude adventures with a scene where characters meet their patron to collect payment and tie any loose ends. I learned that as a scene, denouements never hold attention. While players tally their loot, just summarize the medal ceremony.

Exception: Scenes that work as a reward

When a game master announces treasure, players tend to pay careful attention to their reward. Likewise, role-playing scenes that reward players with information can hold attention even when the scene lacks an obstacle. These scenes feature players with questions and a colorful NPC ready with answers. Crucially, these scenes still feature a goal. Players must want the information enough to have fought for it and won. Don’t dump unwanted backstory and call it a scene. See How to reveal backstory in a role-playing game session.

When to do a summary

Whenever an game session lacks the ingredients for a scene, a goal and an obstacle, you can rely on summary. If you feel unsure about switching to a summary, ask the players. “Do you want to do anything special, or should we move forward?”

During a summary, as game time speeds along, players can feel like they lose some control over their character. Among other things, my next post will explain how to do a summary without making players feel like passengers on a railroad.

Next: Running Scenes and Summaries that Invite Choices and Reveal Characters

What I Wish the Player’s Handbook Had Explained About Some More D&D Spells

In my last post, I offered some extra explanation for common spells that called for it. This post covers more spells.

Hex

Until Hex ends, the caster deals an extra d6 damage every time they hit the hexed creature with an attack. Some players hope that spells like a Magic Missile qualify for extra damage, but no. Actual attacks include an attack roll. Hex rewards casters capable of rolling lots of attacks from spells like Eldritch Blast.

The target of a hex suffers disadvantage on ability checks made with an ability of the caster’s choice. This penalty does not affect saving throws, so the disadvantage rarely comes into play.

Hypnotic Pattern

Creatures outside the 30-foot cube spanned by a Hypnotic Pattern see the pattern, but don’t suffer its effects.

When creatures become hypnotized, their intelligent allies typically focus their attacks on breaking the spellcaster’s concentration.

Creatures with advantage on saves against being charmed also gain advantage saving against Hypnotic Pattern. Creatures immune to charm cannot be affected.

Hypnotized creatures can’t take actions, but they can still evade attacks. Neither the victims’ AC nor their saving throws suffer penalties.

Suggestion

Players dream of casting Suggestion unnoticed, but observers will spot the enchantment. In addition to the usual gestures, casting Suggestion requires a verbal component of mystic words. The verbal component includes more than just the suggestion itself.

A suggestion must seem reasonable, so many suggestions include a bit of context. Jeremy Crawford offers some plausible suggestions:

“Flee! A dragon comes.”

“Don’t attack; I intend no harm.”

“Your sword is cursed. Drop it!”

In most cases, giving the king a suggestion like “execute the queen because she plots against you” would fail. Designer Mike Mearls says that the suggestion would seem too unlikely and too obviously harmful. “Context is really key. If the queen was already on trial, then it might work to push king to a guilty verdict.”

Wall of Force

Although a wall of force blocks spells just like in past editions, the new text fails to make this obvious. The description of Wall of Force only says that nothing can “physically pass” through the wall.

Designer Jeremy Crawford explains that a wall of force grants total cover, and that spells cannot target things behind total cover. (See page 204 in the Player’s Handbook.) Also. total cover blocks areas of effect from extending from their point of origin into the wall of force. This means that the wall blocks virtually all spells and their effects.

Spells like Teleport and Misty Step can pass a wall of force. These spells target the creatures who teleport, not the destination. Misty Step only requires the caster to see a destination in range. This interpretation fits D&D tradition, which says that creatures who teleport travel through the astral plane and that walls of force do not extend to the astral plane.

In the past, a wall of force could not block gaze attacks. This still applies to monsters, because they have gaze attacks that only require a victim who sees the eyes. However, the Eyebite spell implies that the caster targets victims.

When a caster creates a wall of force consisting of ten 10-foot panels, all the panels must form a single flat surface with a side of each panel connecting to another panel’s side. The wall cannot include checkerboard-style, corner-to-corner links.

Spells where the affected can’t see the areas of effect

For spells like Silence and Darkness, marking the spell’s area of effect on a map steals the uncertainty experienced by characters under the spell. Creatures in a Fog Cloud cannot see whether a step takes them deeper into the cloud. Creatures in Hunger of Hadar cannot see a path out and desperately want to find it.

A Silence spell that affects some characters can create a fun situation. Instead of marking the silence on the map, tell the characters who can no longer hear. Those players may not talk to other players, nor can the other players talk to them. Nobody sees the bounds of the silence, but they know who can’t be heard. If someone wants to help lead the characters out of the silence, they must point and gesture.

Spells like Darkness and Fog Cloud effectively blind characters, leaving them with no knowledge of the spells’ reach.

If a spell leaves out some of the party and enables them to see the area of effect, handle the spell in the easiest way: Mark its area on the battle map and let everyone take advantage of the perfect information. This assumes that characters shout directions to guide their blinded allies. Also, this assumes that everyone gives and follows directions perfectly. As long as players and their foes sometimes benefit from the assumption, it seems fair.

If a spell blinds everyone in a party, ask all the players how they intend to act and where they plan to move. Then go back to taking turns. When someone leaves the spell’s area, you can mark it the battle map. But until the next round, you can hold the players to their declared actions without being unfair. Everyone in a round takes their actions in the same six seconds. Any character who found a way out was too busy getting there to guide anyone else.

If a spell blinds monsters, then as the dungeon master, you must take the familiar job of reacting as the creatures would. Outside of a spell’s area, smart creatures might shout instructions to guide allies. Inside, smart creatures might spread out, assuming the caster aimed to blind as many creatures as possible. Aggressive creatures might charge the spellcaster. Cautious creatures back away until they can see. If more than one action seems equally likely, roll a die. Whatever the monsters do, explain their rational. Players should feel that the monsters act on something other than the DM’s perfect knowledge.

What the Player’s Handbook Should Have Explained about 6 Popular D&D Spells

Fifth edition Dungeons & Dragons features popular spells like fireball that leave little room for interpretation, but others that require extra help. Some spells only become clear after you chase rules in other parts of the book, others make key points easy to overlook, and some just call for tips to run at the table.

Animate Objects

The Animate Objects spell description never mentions that casters always choose to animate a handful of sling stones or similar tiny objects. I suspect the designers never realized the spell would play this way, and that makes me sad. I want a spell that causes tables, chairs or, best of all, statues to spring to life and attack. In fantasy, that scene appears everywhere. It resonates.

Instead, casters choose to use Animate Objects to make make 10 tiny rocks fly up bonk the victim. Visually, the spell looks just like Telekinesis. Except Animate Objects features an attack at the upper limit of the power curve. If I ever expand my list of 4 most annoying spells, Animate Objects ranks number 5 based on failed potential. The ten attack rolls also slow play, and that just adds to the sadness.

Animate Objects never matches the popular imagination because the spell works best with 10 tiny objects, which together deal more damage than any other option. I want a spell that forces casters to animate furniture in a room, but D&D delivers a spell that only forces a caster to carry a handful of copper pieces to animate.

When animated objects lack legs, they can fly. Because the spell turns objects into creatures, I would rule that a large-sized object could carry a medium-sized rider. This allows, say, a large flying carpet able to carry someone for a minute. Animated brooms lack the size to carry a rider, but halflings can fly medium-sized surfboards.

Banishment

When Banishment sends a creature back to their native plane, the banishment makes a popping noise.

If fighting temporarily stops, and then banished creatures return to the battlefield, reroll initiative. This makes the restart of battle more interesting than just letting every player ready an attack for their foe’s return. Plus, the banished creature’s return rates as a game situation that calls for initiative. Everyone stands ready. The best initiative proves quickest to attack.

For more on initiative, see What to do When a Player Interrupts a Role-Playing Scene to Start a Battle.

Counterspell

The game lacks an official way for spellcasters to identify spells to Counterspell. As a DM, you could require a Wisdom (Perception) check to see the casting, and then a Intelligence (Arcana) check to identify the spell. Nobody dislikes Counterspell enough to impose such hurdles.

Instead, use designer Jeremy Crawford’s house rule: If the spell exists on your spell list and you can see the caster, then you can identify the spell. You know the spell’s default level, but not whether the caster has raised the spell to a higher level.

Counterspell targets the caster of a spell. Characters cannot target someone they cannot see or someone behind total cover. Whenever possible, enemy spellcasters will work their magic out of sight or beyond the 60-foot range of Counterspell.

Force Cage

Force Cage brings enough power to turn many showdowns into one-sided beatdowns. The spell imposes one limitation: The spell’s material components cost 1,500 gp. If the material components for a spell have a price, casting the spell consumes the components. I suspect the designers think the price of a Force Cage limits the spell more it actually does. By the time 13th-level characters can cast the spell, they typically gain 229,242 gp worth of loot.

Globe of Invulnerability

Players rarely cast Globe of Invulnerability, but enemy casters might. Spells of level 5 and lower cannot pass into the Globe of Invulnerability, but Dispel Magic can target and dispel the globe.

Guidance

If a player stands at a threshold of potential fight and wants a d4 bonus to initiative, they can cast Guidance. Initiative counts as a Dexterity ability check, so Guidance helps. Some players always want this boost, so they claim their clerics spend every minute casting Guidance like a nervous tic.

This tactic creates three side effects:

  • Guidance includes a verbal component, so casting creates noise.
  • Because the cleric spends every moment either casting Guidance or concentrating on Guidance, their passive perception suffers the -5 penalty imposed on passive ability checks made with disadvantage.
  • The first time a party member grows tired of the constant incantations and demands silence, I award the player inspiration.

Next: Suggestion, Wall of Force, and more

How to Say Yes Without Turning Your D&D Game Into a Joke

In my last post, I explained how challenging myself to say yes to players made me a better dungeon master, even though I sometimes said no.

Sometime in the 90s, I returned gaming conventions after more than a decade away. Some folks played Dungeons & Dragons differently than I remembered. I played with a DM who said yes to more gifts than Santa Claus. Any time a player wanted to try some lame scheme, the DM would permit it—and grant a big bonus for creative thinking. His game held no challenges. It only existed for his players to show off.

My DM’s habit of saying yes should have created a collaborative story that enchanted me, but instead I felt bored.

Some folks equate saying yes with good storytelling. From this perspective, characters are the foundation of story. Players control the characters. Only bad DMs keep the storytelling to themselves. Saying yes to the players lets them contribute to a shared story.

Say yes to deeds that reveal a character’s unique abilities. In one convention game, a water genasi monk’s fast swim speed let her breeze through this encounter.

Except good storytelling rests on characters who face obstacles. If you make obstacles that just enable characters to demonstrate how great they are, then you create a certain, notoriously dull sort of story. Your story features a Mary Sue who can only impress everyone by being wonderful.

In D&D, players never ask a DM to say yes to something that adds obstacles. Players ask for advantages. Players see a high Performance skill on their character sheet, and then ask to sing a cave-in away because maybe the right note starts a landslide. Saying yes isn’t the route to compelling stories.

But D&D isn’t really a storytelling game. Nobody wants to hear a story about your D&D character. The fun of D&D comes from playing the game. For most of us a big part of that fun comes from a chance to feel wonderful and impressive in our character’s shoes.

I often meet players who want to win D&D when they devise a superior character. The play at the table, for them, just offers a victory lap.

So does my desire for a game that challenges me and my characters make me an oddity?

For most players, credible obstacles help make role-playing games compelling. Call of Cthulhu typically ends in insanity or death, but you still get to thwart a dark god against overwhelming odds. Your characters’ losses make them more heroic than the D&D characters who always come out of scrapes better than before.

Nobody sits at a D&D table for vicarious insanity or death. In D&D, characters improve by gaining experience and magical gear. That steady improvement makes the game addictive. D&D players relish chances to show off.

I suspect most players crave a mix of challenges, chances to show off, and chances to feel powerful by overcoming real challenges.

Case in point: My friend Tom is a by-the-book DM with stronger mastery of the rules than anyone I know. Some have called him a dick DM, and he wears that label with a note of pride. He doesn’t try to win against players, but he won’t say yes to a brazen attempt to use Performance. Tom is an expert at running monsters so they make tough, canny foes. Sometimes Tom kills characters. He killed one of mine. If D&D players favored DMs who simply let characters show off, then Tom would rate as a bad DM. Not Tom. As a DM, he reached an elite, level-4 ranking in the Heralds Guild of DMs. This means Tom served a DM at conventions for table after table of strangers, and earned nearly perfect scores on their feedback forms. In his games, when characters show off, they earned it.

D&D works best when DMs find a balance between credible challenges and letting each player feel like a bad ass.

NFL star Cam Newton dominates pee-wee football

Sometimes finding the right mix just requires the players and DM to focus on their roles: Players work to make their characters awesome, while their DM takes charge of posing challenges. In this role, the DM acts as the characters’ biggest fan. As a fan, I want the characters to triumph against real tests. I want a 6’5” 250 pound NFL quarterback to face elite athletes rather than pee-wee football players. Let the Fantastic Four beat Doctor Doom rather than Paste-Pot Pete.

So as a DM, when the players ask you to say yes to something that ruins a challenge, you can say no without feeling like a bad DM who refuses to share the game with players. They have their part, you have yours.

Sometimes, your role as fan of the characters might call for a yes. I can think of three perfect occasions:

1. Say yes to inventive solutions.

When I started as a DM, I followed Gary Gygax’s model. I pitted my players against the most devious deathtraps I could invent. I would build in ways for the players to surmount the obstacles, but the players’ solutions rarely matched mine. The 6 or more brains across the table always proved more clever than me. Soon I stopped including solutions to the predicaments. The players across the table still escaped every impossible pinch. Their invention surprised me and I relished it.

I don’t recommend pitting players against impossible situations, but I do recommend learning to love an ingenious solution. Some DMs grow so attached to a “correct” solution to a predicament, that they reject their players’ ingenuity.

For more, see Player Skill Without Player Frustration.

2. Say yes to stunts and exploits that go outside the rules.

A few years ago I ran the Confrontation in Candlekeep delve at Gen Con. At the end, a dragon flies from Candlekeep tower to tower, table to table, exchanging attacks. At one stop, a character jumped atop the dragon and rode it table to table. After the event, the player giddily recounted the tale to anyone who would listen. He wasn’t alone. Players loved riding the dragon so much that DMs made it part of the adventure. Designer Teos Abadia remembers, “The result was great fun, a nice mechanic for players ending up at other tables, and some really spectacular falls!”

In Mike Shea’s post, A Collection of Awesome Events, he asks players to recount an awesome D&D moment, and then reaches a surprising conclusion: Players love it when they get to break the game. Riding the dragon steps outside the usual exchange of blows in a D&D battle. The Player’s Handbook offer no rules for it. But for players of Candlekeep, it created unforgettable moments.

When players suggest a bold or clever idea that ends a big encounter or that wrecks a major villain, I feel tempted to reject it. I worked to set the stage and a sudden end feels like a waste of effort. But for players, an ordinary battle can’t match the excitement of that one time when they broke the game.

3. Say yes to deeds that reveal a character’s unique qualities.

At a convention, I ran an adventure where a pack of wolves confronted the characters. One player tried to make friends with the beasts and I asked for an Animal Handling check.

The player showed his character sheet. “My background happens to be Raised by Wolves.”

“Turns out, you know these wolves.”

Obviously, if some unique quality grants an advantage that threatens to regularly upstage the other characters, you can still say yes, once. After that, the wolves the player meets might be rivals.

Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master

As the co-creator of Dungeons & Dragons, Gary Gygax set an example that seemed to encourage dungeon masters to battle players. As soon as players gained an edge, Gygax created something to foil them. When players started listening at doors, He created ear seekers. When they collected too many magic items, he invented magic-item saving throws. When players boasted about their invincible characters, he created Tomb of Horrors.

Until D&D, games were adversarial, so the DM-versus-player model felt natural to the first D&D players. Gary and his players enjoyed the battle of wits brought by his style of play, but other dungeon masters too the style too far. Too many DMs played to defeat the players and their characters.

For decades, most tales of bad D&D games started with DMs abusing their power, punishing players so the DM could “win.”

Thankfully, role-playing matured. Gamers began to see the dungeon masters as something between a neutral facilitator and collaborator sharing an equal role in a shared storytelling.

This spirit of collaboration tells DMs to say yes.

The notion of saying yes comes from improvisational comedy. “The first rule of improvisation is AGREE. Always agree and SAY YES,” Tina Fey writes in Bossypants. “When you’re improvising, this means you are required to agree with whatever your partner has created. So if we’re improvising and I say, ‘Freeze, I have a gun,’ and you say, ‘That’s not a gun. It’s your finger. You’re pointing your finger at me,’ our improvised scene has ground to a halt.”

As a DM, saying yes accepts the players as collaborators. If they want to attempt a battlefield stunt, say yes and make it exciting. If they have a character idea, say yes and make it special. If they want to visit the school of magic in a town without one, invent a secret school that was there all along.

Sly Flourish’s analysis of his dungeon master survey took thousands of bits of DM advice and distilled the 7 most-common nuggets. Number 6: “Say yes.”

The fourth edition Dungeon Master’s Book touts the benefits of saying yes. “As often as possible, take what the players give you and build on it. If they do something unexpected, run with it. Take it and weave it back into your story.

“When you say yes, you open more possibilities.”

Say yes has helped my DMing, because my first reaction tends to be no. I used to say no a lot. “No” let me keep the game safely on the track I planned. But saying no cost opportunities to improve the game. Now I say yes, unless I have a damn good reason.

Role-playing games are new, so we feel tempted to borrow techniques from older mediums. Older media once followed the same pattern of borrowing. During the dawn of filmmaking, directors staged movies like plays, by setting a single, stationary camera in front of the actors. When filmmakers stopped shooting movies as plays, cinema leaped forward.

Often, game-mastering advice borrows suggestions meant for fiction writing—or for improv. Some of it still works, but some no longer applies to a game. In improv, performers always say yes. In gaming, yes can take a game in the wrong direction.

I chased all the DM advice about saying yes that I could find, and I the recommendation always came with strings attached. You should say yes—except when you should say no.

Saying yes can conflict with some of a dungeon master’s responsibilities:

  • Posing challenges
  • Protecting the game world
  • Giving each player a contribution

In those conflicts, DMs must balance the merits of yes against against their other duties.

Despite the exceptions, saying yes remains powerful because it challenges DMs like me to defy our first impulse. Saying no always feels safe and easy, but yes often leads to a better game.

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

Are you a dungeon master? Tired losing every fight? Tired of player characters beating your monsters like pinatas? Get used to it. For DMs and for the Washington Generals basketball team, losing fits the job description.

Still, if the monsters show cunning, then the players who outwit them feel a sweeter triumph. And even the most tactically shrewd DMs will be outwitted. The players outnumber the DM by at least 4 brains to 1.

This post presents simple tactics that challenge players to work harder to win their battles. Victory will only taste sweeter.

1. Move after an action

In fifth-edition Dungeons & Dragons, creatures can move, then attack or cast a spell, and then move again.

Creatures with ranged attacks, and especially spellcasters, should seek total cover between actions. They can can pop out, cast spells, and then duck back behind the wall. If your enemy spellcasters start out of sight, they stand a much better chance of loosing a few spells. If they cast from out of the 60-foot range of Counterspell, their chances get even better.

Flying creatures with ranged attacks benefit from weaving in and out of range. Flyers with melee attacks do best by swooping to hit a single target and then flying away. Such attacks provoke a single opportunity attack, but that beats taking blows from a PC with multiple attacks, and then giving other melee attackers a chance to pile on.

When you weigh whether to provoke an opportunity attack, remember that against foes with multiple attacks, taking a single opportunity attack hurts less.

Flying creatures who make good use of flight tend to sideline melee-based characters, so too many flyers may frustrate players. Try not to discourage the folks who just want to hit things with a sword. The game already saddles these melee players with weaker characters than the ranged players. Thanks Sharpshooter.

2. Use the Dodge action

Players virtually never use the Dodge action. Who wants to take a turn doing nothing? But having some monsters in a group Dodge can prove effective.

  • When a couple of monsters block characters from reaching monsters that have ranged attacks, the blockers should dodge while the ranged attackers deal damage.
  • When a monster lacks enough movement to reach an enemy without dashing, then move and Dodge.
  • When characters gang up on one monster to focus their fire, use Dodge. The characters can either move to another target—and face an opportunity attack—or they can try to hit while suffering disadvantage.
  • When a spellcaster concentrates on a spell hurting the characters, use Dodge.

Dodge does not rate as a tricky tactic. Faced with grouped attacks and with allies in view, even the dullest monsters may go on defense. I would.

In retreat, sometimes Dodge works better than the Disengage action. Disengage lets you avoid attacks during your turn, but grants no defense after your turn ends. Dodge helps against opportunity attacks, and protects you until your next turn.

Fit tactics to temperament and intelligence

When you decide how monsters should act, fit tactics to their temperament and intelligence. Disciplined hobgoblins might take a Dodge action, but aggressive orcs never will. Dim-witted ogres just club things—unless a smarter master calls orders.

Even creatures with animal intelligence may use their abilities with cunning. A real-world wolf will draw the attention of prey and take the equivalent of a Dodge action while the rest of the pack attacks from the flanks.

3. Use the Help action to grant advantage to powerful attacks

The Help action lets a creature assist an ally making an attack. If a fight includes smaller creatures cooperating with something with big attacks, just one of the mooks can spend an action to grant the boss advantage on an attack. A crafty goblin can trade his meager attack for a chance to help a friendly ogre bash skulls.

4. Focus fire

Against characters at low level, I avoid having monsters focus their attacks on individuals. Characters will die. At level 7 or so, characters become nearly impossible to kill through ordinary attacks. Monsters can start focusing attacks and the healer can shine. To avoid hard feelings, I suggest revealing why the monsters target characters. See What game masters (and their monsters) should say during a combat encounter.

The focus fire tactic opens a trick for brutish monsters surrounded by allies, especially when they face spellcasters. Use the Shove action to knock Poindexter prone, and then let the allies make melee attacks with advantage.

Play to match the players’ skill and interests

For some players, tricky combat strategies will make your game seem less fun.

If you pit your mastery of the Dungeons & Dragons rules against newer players, then the game will seem complicated and intimidating. If your players prefer combat scenes that just give their characters a chance to show off before the story resumes, then skip the tricky maneuvers. Such players may prefer demolishing extra monsters over matching wits with fewer, more cunning foes.

On the other hand, if your players enjoy outwitting their enemies, play the villains up to their intelligence score.

What to do when a player interrupts a role-playing scene to start a battle

Every dungeon master sees an impatient player spoil a scene sooner or later. Or sooner. The party talks with the Viper Queen when a player grows restless and blurts out, “I hit her with my axe!” If you have yet to deal with such a scene, I hope your second turn in the DM’s chair goes as well as your first.

Instigators who interrupt role-playing scenes expect to end tiresome banter and be rewarded with a free attack. While everyone was talking, they struck by surprise! As they see it, they earned first strike. Cheating them of a free attack just makes you a bad DM who wants to screw over the players.

Roll for initiative!

Except the rules say something else: When a character makes a hostile move, roll initiative. The instigator takes a turn when it comes. If a player with higher initiative wants to stop the attack, then they gain their chance. If a foe with higher initiative wants to stop the attack by, say, bashing the instigator’s skull, then they get a chance too.

To picture how initiative works, imagine a Western where two gunslingers face each other. Each dares the other to draw, but the first to move may still fall to someone quicker to shoot.

Instigators argue that the Wild West showdown differs from the scene in the game. The gunslingers stand ready, but the characters in the game are just talking.

Nope. The players at the kitchen table are just talking. In the game world, the Viper Queen faces a group of hardened, armed killers. While the woman with the lute seems agreeable, the ranger keeps an arrow nocked and the dwarf fingers his axe and glowers. (Charisma was his dump stat.) The Viper Queen knows these types by bloody reputation. When the dwarf hurls an axe, he takes no one by surprise.

Sometimes, players actually work to surprise foes by launching an attack during a conversation. Perhaps the characters wear cult robes, someone adopts a disguise, or the murder attempt happens at a festival. Before the players earn surprise, these scenes call for Charisma (Deception) checks to seem friendly and to hide deadly intent.

Most of the time though, the sudden attack comes from one player’s impatience. When someone interrupts a role-playing scene with an attack, I explain that despite their “surprise,” everyone will act in initiative order. Then I offer the instigator a chance to take back their action. I hate seeing role-playing scenes cut short even more than I love screwing over the players.

Often, instigators recant their attack. When they don’t, their action may call for more discussion.

If a scene runs its course, and the party grows tired of the villain’s monologue, and someone attacks, then fine. Roll for initiative. But if someone finds a scene tiresome and doesn’t care if anyone else likes it, then starting a fight rates as a jerk move. Players who enjoy role playing and cautious play deserve their fun without some instigator launching an attack.

The excuse of “that’s what my character would do” does not entitle a player to spoil the other players’ fun.

On the DM’s Deep Dive show, Elite DM Teos Abadia explains how he lets the party intervene in-game. “I’ll freeze time. ‘Everyone can see that your character is about to kill this person. Everybody has a chance to stop this. What do you all want to do?’” Teos makes it clear that the single player stands alone against everybody else in the party.

Ultimately though, the game’s social contract does not allow one character to drag an unwilling party into a battle. Players bear responsibility for imagining a character who can cooperate with the other characters on the adventure. (See A role-playing game player’s obligation.) For the game to work, all the players must decide on a mutual course of action.

If you happen to be playing when some player picks a fight that you want no part of, and your DM fails to follow my advice, then try persuading the rest of the party to abandon the instigator to die alone. That’s what my character would do.

Ask this question to create ideas and mysteries that grab players’ attention

I like to generate ideas by taking two notions that strike my interest, but that seem impossible together, and then inventing ways to put the two notions together logically. Angry GM calls this game How Can this be True?

Like all dungeon fans, I like tombs filled with traps. Such places offer easy explanation. In the real world, Chinese emperor Qin Shi Huang had architects construct crossbow traps to kill thieves who violated his tomb. (This emperor’s tomb helped inspire Hidden Shrine of Tamoachan.)

I also like dungeons with clues and puzzles that let clever looters bypass the death traps. Traps with clues make an irresistible combination, but they defy explanation. Why would someone build death traps, and then offer the hints needed to avoid the traps? In “5 reasons someone might build a dungeon filled with clues and tests,” I played a game of How Can this be True and offered 5 ideas.

By drawing players into a game of How Can this be True, you can capture their attention and set them looking for answers.

On the Table Top Babble podcast, game master Ruth Tillman told of hooking players through an unplanned game of How Can this be True. To create a game session, she took pieces from a few adventures and put them all together. One piece featured thugs with Yakuza tattoos who jump the characters. Her characters happened to be in Savannah, Georgia. “I needed a fight and I made the mistake of leaving in those guys and not changing their origin.” After the confrontation, the players found the mystery of Japanese mobsters in Georgia irresistible—more compelling than what Ruth had planned. She ran with the new angle.

When you play How Can this be True, you may also create a compelling mystery.

Your non-player character may need to draw attention to an incongruity. Few players solve a puzzle room in a dungeon, and then wonder why anyone would build the room. Such rooms have become a convention of Dungeons & Dragons that few question. But if the old sage wonders, the players will—especially if the learning the dungeon’s purpose becomes the key to some larger goal.

The television show Lost hooked viewers by putting a polar bear a tropical island and making them ask, “How can this be true?” Lost kept asking the question without ever giving viewers satisfying answers.

In your game, close the circle. Generate ideas by asking how can this be true, hook players by introducing the two elements that defy explanation, and then when they earn an explanation, reveal it.