Category Archives: Advice

How to run an ambush

Group checks and the ambush

In “How D&D Next almost made knowledge count” and in “Is it noticed? How to run alertness,” I discussed the inevitable success that comes when a group rolls to gain one success. The reverse of this phenomenon appears when a group makes a check and just one failure can drag down the effort. The designers of d20 role-playing games mostly ignore these issues.

Credit the fourth edition Dungeon & Dragons designers for introducing a group-check rule for some tasks. From a game-play perspective, I like 4E’s group-check rule because it makes some group tasks possible. From a realism perspective, I fail to understand how three stealthy party members cover the racket from the clanking dwarf and paladin. In this post, I ignore the 4E rule, which I’ve never seen applied to perception anyway.

No situation highlights the problems of group checks more than the ambush. Using the simplest interpretation of the rules, everyone in a group setting an ambush must roll to hide, giving all a chance to doom the effort with a single bad roll. When the targets of the ambush arrive, every target gets a chance to spot that worst hider.

Based on real life, you might suppose that ambushes typically work. The group setting the ambush has the advantage of planning, preparation, and surprise. They just sit out of sight until their targets arrive. Unless someone sneezes or the targets have x-ray vision, the ambush works.

Based on the game, the word “ambush” describes a imaginary event that can never happen.

In “Is it noticed?” I suggested a fix. I advised assuming that the targets of an ambush take-10 to spot it. In effect, you set the DC for the ambushers’ hide check based on the targets’ lowest take-10 to spot. While this enables one creature to set an ambush, it still fails when a group prepares an ambush and everyone must roll to hide. My method only gives a group a chance of setting an ambush if the GM either (a) requires just a single hide check from the worst hider or (b) relies on 4E’s group check rules for the attempt to hide.

In a comment, Sr. Rojo suggested a method for handling ambushes that I like better.

How to run an ambush

To run an ambush, follow these two steps:

  1. Allow the group setting the ambush to take-20 in their effort to hide.This reflects their time advantage, which lets them pick a good site and then arrange themselves for maximum concealment. When you set an ambush, you have time to work out the best hiding place you can muster.
  2. When the targets reach the ambush site, ask them to roll to spot. The DC to spot the enemy equals 20 plus the ambushers’ worst hide bonus.Unless the ambushers stink at hiding, the DC to spot the ambush may be unattainable for some targets, and will present a challenge to the rest. Unlike most group spot checks, this check presents a reasonable chance of failure. Rather than assuming the targets of the ambush take 10 on their spot check, you can let them roll, and still give the ambushers a fair chance.

As with any spot check, you can limit the check to those characters keeping watch and in position to notice. If the party wants to an ambush a company, only the few soldiers on watch get a spot check, not all 100 enemies.

Take 20 and the rules

“When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20.” – Pathfinder Roleplaying Game Core Rulebook, p.86

Some rules lawyers might argue that the hide attempt does not qualify for a take-20, because it carries a penalty for failure. I disagree. Unlike climbing or disabling a trap, the act of perfecting a hiding spot carries no penalty for failure. Your best hiding place may not be good enough, but that comes later.

Dungeons & Dragons fourth edition and fifth edition both lack a take-20 rule, so this method requires some latitude with the rules as written. In practice, if the players set an ambush and you tell them they automatically roll a 20 on their hide check, no one will gripe.

If the players walk into an ambush, you, as the game master, set the DC they must reach to spot the ambush. Even in a game without a take 20 rule, a DC equal to the ambushers’ worst hide bonus plus 20 makes a good target.

Next: Is it found? How to handle a search

Is it noticed? How to run alertness

Introducing the spot check

In this post, I cite “spot checks” to refer to third edition’s Spot checks, Next’s Wisdom (Perception) checks, and tests of awareness made with 4E and Pathfinder’s Perception skill.

The Spot skill and its descendents rate a character’s ability to notice something while doing other things like traveling, fighting, or resting. Before Spot entered the game, unless you searched, you noticed the things the game master decided you noticed. A thief might hide from you, but their success depended on their roll to hide, not on your ability to spot.

Spot the spider

Can you see me?

When the game master simply decides what the characters perceive, the game plays fine. After all, the game master adds things to an adventure to enrich the adventure. If you let the dice say that the PCs fail to catch a scent of brimstone, or fail to spot the cloud of bats erupting from the cliffside, then the game suffers.

Nonetheless, when Spot skill entered the game, game masters and designers dutifully worked spot checks into every situation. Whenever the party opened a door or topped a hill, everyone made a new round of spot checks. At some game tables, every bit of information had to be earned with a spot check.

I will explain why you should skip many spot rolls, reserving the spot check for a small number of specific circumstances.

Passive perception and taking 10

Fourth edition attempted to rein in spot rolls by introducing passive perception. In principle, a dungeon master could skip perception rolls and use the characters’ passive perception to determine just what they notice as they explore.

“Passive perception checks help you set the scene. They tell you right away how much of the details of a room or encounter area the characters notice.” – Fourth edition Dungeon Master’s Guide p.26

Passive perception extends the mechanic of taking-10. Instead of players stating that they take 10, the game master assumes it.

Passive perception avoids putting the players on alert by asking for a roll when they see nothing. And it avoids interrupting the narrative for all those rolls.

What’s not to like?

The problem with passive perception

Passive perception forces the dungeon master to do the extra work of tracking all the passive perception scores and of setting perception DCs. Typically, this extra effort only yields a process that amounts to the DM deciding in advance what the PCs will notice. Seem familiar?

Most DMs running for regular groups know the approximate perception bonuses of the PCs. If you bother to create something interesting or something that advances the adventure, would you hide it behind a DC that prevents the group from ever seeing it? Never. Not even authors of published adventures will hide things that enrich the adventure beyond the perception of a typical party.

Secrets add fun to the game, but only when uncovered. If the players overlook the secret door, it’s just another wall. – Monte Cook, “Dungeoncraft” in Dungeon 137

But suppose a virtuous DM devises an adventure that gives keen-eyed parties a significantly different experience than unwary parties. The players still never know that their keen-senses paid off. The work of managing perception stays in the DM’s head, its effects unnoticed by the players, extra work, arguably for nothing.

If you would set the DC required to spot something within the reach of the PCs’ passive perception or take-10 value, then skip the DC. They spot it. The players will not ask you to show your work.

As a diceless method of resolving spot checks, passive perception falls short, but it still works as a way to set a difficulty class. More on that later.

The play value of rolling to spot

None of this means that you must always decide in advance what the players see. Random rolls can add an element to the game.

  • Unpredictability makes role-playing games interesting, mainly for the game master. The printed adventure cannot surprise the GM. Only the players actions and the random luck of the die add surprises to the game.
  • Randomness helps the game master keep some distance from the characters’ fates. The players should see the course of the game determined by their choices and by the luck of the die, not by the GM’s whims and mood.

Ask for spot checks (a) when success is uncertain, and (b) success hinges on keen senses in the game world.

Group perception checks almost always succeed

The outcome of group perception checks is rarely uncertain enough to merit a check.

Anytime every player can attempt a spot check, someone will succeed. Suppose a party of five adventurers, all with +0 to their check, passes something that requires a spot DC of 15, what D&D Next considers a moderate DC. If one person rolls, the chance of success is 30%. If everyone rolls, each has a 30% chance of success, which means the odds of someone succeeding grows to 83%. This supposes that no one is particularly good at spotting—everyone has a +0. One alert character pushes the chance of success closer to 90%.

When the odds of everyone missing something amounts to a rare fumble, does stopping the action to roll make sense? With some groups, absolutely. In particular, younger players love to roll, so group rolls create excitement despite the minimal chance of failure. Let them roll.

“Listen or Spot checks can get repetitive and dull if players have to make them over and over, especially when it usually only takes one success out of the whole group to succeed, making their success typically a foregone conclusion. Think twice before asking for such checks. They’re interesting when the PCs are trying to find a hiding or invisible foe, but get dull fast when they’re walking through the woods and you ask for them for every hour of travel.” – Monte Cook, “Dungeoncraft” in Dungeon 137

For most groups, you can consider any ordinary group perception check an automatic success. Skip the pointless activity, tell them what they see, and move on.

When you devise adventures, never mistake a group perception task difficulty for a challenge. On the rare occasions a group fails to spot something, they fumbled. This certainty is not a bad thing. In most cases you want the players to spot the “hidden” things in your adventure, either because these interesting things enrich the adventure, or because they advance the plot.

Hard checks change the equation. These checks impose DCs so high that only one or two members of the party can even hope to succeed. That’s the water elemental stirring the reeds under the bridge, or the key glimmering below the school of silvery fish. In these cases, allow a roll. You must be comfortable with the likelihood that no one will spot the ambush or the key.

If your players have become accustomed to calling for group perception checks, you can tell them not to waste their time, or you can let them have their fun, knowing that their success is virtually certain.

Individual perception checks may merit a roll

Of course, many spot checks can only be attempted by a character or two. This gives you a chance to add an element of uncertainty, and gives your players a potential reward for investing in perception.

Sometimes a spot task may be limited to the characters…

  • leading the party in marching order.
  • with darkvision or another requisite ability
  • spending an action the heat of battle to look
  • with applicable talents such as the ability to spot traps or arcane phenomena
  • taking the role of lookout

The D&D Next exploration system turns some of these limitations into specific rules: “When a character chooses to keep watch as an exploration task, the character makes a Wisdom (Perception) check to detect hidden creatures and an Intelligence (Search) check to detect hidden objects (such as traps and secret doors) as the group travels during the current exploration turn.”

D&D Next writes this as a rule, but it applies to other games too. In many situations, only a few members of the party can make perception checks. Their skills pay here. Keeping watch is a task akin to mapping or tracking.

“Don’t be afraid, in some cases, to only allow one or two characters to make the check. It’s with in your prerogative to rule that most of the party is preoccupied in other activities while one character is more or less ‘keeping watch.’ This isn’t covered in the rules, but in a case-by-case basis, you can decide that only a character who’s trying to listen or keep an eye out has a chance of making a check.” – Monte Cook, “Dungeoncraft” in Dungeon 137

Group perception checks guarantee success, so individual checks like these represent a chance for players who invested in perception skills to reap benefits.

Even if only one or two characters can possibly notice something, you might ask all the players to make the roll, and then only consider the checks from those able to notice. This avoids giving clues about, say, the location of the breeze coming from the unseen exit.

Favor search over spot

Before you ask for a spot check, consider whether a search makes more sense. In most cases, this comes down to the circumstances, see “Choosing which type of perception check fits a situation.” Sometimes, you may be tempted to give someone a chance to spot something hidden, but hypothetically visible to spot. Favor making the players search. Searching plays better than spotting for a couple of reasons:

  • Searching engages the characters in action, forcing them closer for a look.
  • Searching invites the players to make decisions about when, where, and how to search, and how much time to risk.

If someone steps into a room, aces a die roll, and sees the key at the bottom of the fountain and the odd scratches on the floor behind the chest, you have replaced the interaction and decision making demanded by a search with an abstract roll.

Hiding and sneaking

When one creature attempts to hide from others, do not ask for spot or listen checks. Instead, use passive perception or take-10 scores to set the DC to sneak or hide. Pit the active creature’s stealth check versus the highest applicable take-10 score. In the case when a group could roll to spot, this method makes hiding possible, because group perception checks virtually always succeed.

In combat, if someone chooses to look for a hiding creature, they can spend an action and roll versus the hiding creature’s check. In Pathfinder and 3E, active looking takes a move action. In 4E, active looking takes a standard action.

The same system works for ambushes. If someone hides to ambush, they roll to hide. Later, when the ambush springs, compare the hide check against the highest passive perception or take-10 score of the targets.

While this procedure may not follow your game’s written rules, it makes sense because the targets of the ambush are busy traveling and, by default, taking 10 on perception.

Five questions to ask before calling for a Spot check

The game master almost always asks players to make spot checks, except when players take an action in combat to look for something.

As a game master, before you ask for a check, consider these five questions:

  1. Is something sneaking or hiding? Skip the spot check. Instead, use the party’s best take-10 (passive perception) scores to set the DC for the hide or sneak attempt.
  2. Can the thing to spot be noticed from the character’s vantage? If not, wait for the players to search.
  3. Does noticing something fall within the take-10 value of the most perceptive PC? Do not roll. Something is noticed.
  4. Does everyone in the party have a chance to notice something? Do not roll. Something is noticed.
  5. Are only one or two characters in position to notice something? Ask for a perception check.

Next: How to run an ambush

Secrecy, metagaming, and perception checks

When players roll their own perception checks, they learn something from the number on the die roll. Players with bad rolls know that their search may have missed something; players with great rolls may trust the game master’s report that they found nothing.

As a game master, you can make perception checks in secret, but players hate this. Some of the fun of the game comes from rolling dice. If the GM rolls for your character, you start to feel a loss of ownership. You feel like a bysander watching the game rather than participating.

Who should roll perceptions checks?

Clear box for dice rolling

Clear box for dice rolling

Many players take pride in running their character without relying on any metagame information. These players can roll, obviously blow their check, and press ahead knowing that if a trap awaits, they missed it. If you have such players at your table, let them roll their own checks. Still, even for these players, knowing the rolls can rob the adventure of some sense of peril and mystery.

Some players take the unearned information that comes from the number on the die and they use it to make choices. For them, remind them that their characters don’t know they blew a search check, so the characters lack any reason to repeat the search. If they keep searching anyway, roll the second check for them, out of their view. And if you simply ignore the second roll, no one will know.

Roll substitution

If you want a game that emphasizes a sense of challenge and risk—or you have a table of unrepentant metagamers, I suggest an occasional roll substitution.

Tell the players, “Whenever you make a perception check, I will secretly roll a d6 and a d20. If I roll a 1 on the d6, the information I tell you will be based on my d20 roll rather than on yours.”

With this approach, most of the players’ rolls still apply, so players remain connected with the game. The visible roll gives the players a fair sense of how their characters performed, just as you might have a sense of your performance on a real-world test. But players can never feel certain that a 19 on the die means they found everything to find. And when someone rolls a 1, but sees a glimmer on the horizon, it may be more than a mirage.

Misdirection

If you only ask for perception checks when something can be noticed, the checks will put players on alert. Once or twice a session, when nothing can be found, you should call on players to make a Spot or Perception check. No matter what the roll, frown, shake your head, and tell them nothing. Not only will this unnerve the players, but it trains them to avoid assuming that they must have missed something.

Next: Is it noticed? How to run alertness

Choosing which type of perception check fits a situation

Both fourth edition Dungeons & Dragons and Pathfinder apply a single Perception skill to all observation tasks. This cuts any confusion about which skill applies. Both D&D Next and third edition split the single skill into two or three.

3E D&D check 4E & Pathfinder check D&D Next check
Search Perception Intelligence (Search)
Spot Perception Wisdom (Perception)
Listen Perception Wisdom (Perception)

Magnification specs

For more on the advantages of multiple observation skills, see “A short history of perception in Dungeons & Dragons.”

In this guide, I sometimes refer to the perception tasks as Search, Spot, and Listen. In your game, apply the skill or check that fits the task.

Choosing which type of check fits a situation

D&D Next offers two types of observation checks, Intelligence (Search) and Wisdom (Perception), raising questions about which applies to a situation.

Spot and alertness checks

Wisdom (Perception) could have almost been called Alertness as these checks cover general awareness. When choosing whether to make these checks, consider the following observations:

  • Characters usually make Wisdom (Perception) or Spot checks to notice something while they’re busy doing something else: traveling, fighting, and so on.
  • Characters usually make Wisdom (Perception) or Spot checks because the game master calls for the check. The characters are busy, but the game master wants to determine if they notice something unusual. Characters make Wisdom (Perception) rolls when they look but don’t touch.
  • Wisdom (Perception) and Spot match with Tarzan’s alertness.
  • Wisdom (Perception) checks show keen senses too, but this typically only applies in one situation: Characters listening at a door make Wisdom (Perception) checks.

Search checks

Intelligence (Search) checks apply when characters spend time to examine and investigate.

Characters make Intelligence (Search) checks when players call for the check by asking to search.

Intelligence (Search) matches with Sherlock Holmes’ use of intellect of observe.

If you spend a moment to scan the surrounding trees, or press your ear to a door to hear what might lurk beyond, you’re relying on Wisdom (Perception) rather than Intelligence (Search). As a rule, if you’re not positive that Intelligence is the right choice, then Wisdom is the ability to use.” – D&D Next playtest rules

Listen checks

Third edition included a Listen skill as a nod D&D’s long tradition of characters putting their ears to doors. Aside for listening at doors, Listen skill frequently overlaps with Spot. When characters might both see and hear something like the monsters sneaking close to ambush, just roll to spot. Allowing characters to use both Listen and Spot to notice one thing makes stealth too difficult and adds excessive die rolling. Reserve Listen for cases where nothing can possibly be seen.

Next: Secrecy, metagaming, and perception checks

Game masters guides fail to give perception enough attention

In the early days of Dungeons & Dragons, perception worked by a simple system: To find hidden objects, players said where they wanted to look, and the dungeon master said if something was there. This method has advantages: It rewards player skill and ingenuity and allows the players to engage with the game world. The features of a location become more than fluff to be glossed over in favor of a search check.

The Hack & Slash blog makes a case that the say-where-you-look method should be the only method.

For all these advantages, the say-where-you-look method suffers a few limitations:

  • It leads to tedium as players spell out how their characters probe, sift, and break down every object the game master mentions.
  • The characters in the game world (and the game master) have a better image of the location than the players, which can lead to oversights and confusion.
  • Some secrets require keen senses in the game world to spot, such as the secret door that, even in original D&D, required a roll to notice.

Game masters guides: long on mood music, short on observation

In “A short history of perception in Dungeons & Dragons,” I recapped how D&D added various perception checks to fix these limitations. But the added checks introduced new issues.

I checked.

I checked.

As perception checks invaded the process of spotting and finding, questions arose. Does the DM decide to make a check or the players? Who gets to roll? If everyone rolls, how do I deal with the almost inevitable success, and should I even bother calling for a check? How can I prevent all the rolls from slowing the game? How can I prevent checks from nullifying player skill and ingenuity, and from making the details of the game world irrelevant?

When I scoured the web for advice on running search and perception tasks, I found no shortage of game masters with such questions. But when I referenced a pile of published advice on running a game, I found scant advice. My fat gamemastery tomes include more advice about mood music and snacks at the game table than about perception. Clearly, the writers of dungeon master’s guides operate on intuition and experience and they never consider these questions—or they cannot answer them.

In my next series of posts, I aim to to better. I suggest ways to avoid long recitals of places to look, and to avoid pointless die rolling. My advice for handling player observation and perception favors player ingenuity and choice over rote and chance, while accepting that sometimes observation depends on a character’s skill.

Next: Choosing which type of perception check fits a situation

Making aid-another checks more than a way to wring a bonus from the rules

Third-edition Dungeons & Dragons introduced the aid another action and rolls to assist a character making a check. This mechanic carried into fourth edition and Pathfinder.

Pulling Together - NARA - 534164Typically, in a role-playing game, the game master tells the players when to make a check. For more, see “When should a game master call for a check?” Ideally, rolls to assist with a check should work the same way. When a player describes actions she takes to help, the GM should ask for her to contribute an assist check. For example, when Jasper the rogue tries to convince blind Auntie Fears that he’s a member of the Family, his player rolls the bluff check. If Astrid whispers Family lore in Jasper’s ear, the game master asks her to make a check to assist.

Too often, rolls to aid another come when the players ask to make the roll. The GM tells a player to make a check, and then everyone at the table, and the pizza guy at the door, all start rolling to assist. Everyone has lost immersion in the game world and turned to wringing plusses from the rules.

Assist with specific actions

When someone asks to aid another, as the game master, you should ask, “How do you assist?”

Sometimes the answer may be obvious. If a boulder blocks the tunnel, the more muscle, the better. Sometimes, the answer requires some ingenuity, so the players need to explain what actions they take to help.

Limiting who can assist

In many situations, not everyone can crowd in to assist. If the whole party wants to smash a ordinary-sized door, they will need battering ram. Even in role-playing tasks, you can limit how many characters can plausibly help. No one wants to enter a car dealership and be swarmed as every salesperson pushes to assist the sale. Ye Olde Wagon Shoppe is no different.

Assisting in role playing scenes

In role-playing situations, you will typically talk through an interaction that leads to a check. If someone wants to assist with the diplomacy, intimidation, or deception, they must speak up and contribute as the scene plays out.

For example, when Jasper bluffs Auntie Fears, you would normally role play the scene and then ask for a check to decide if Auntie is fooled. If Astrid wants to assist by whispering background to Jasper, she must help during the scene. Once you call for a check to find an outcome, she cannot interrupt and declare that she assisted retroactively.

Aid another may demand a different skill

Players take specific actions to help, so their aid-another checks depend on the actions they use. Just because Jasper makes a bluff check doesn’t mean Astrid rolls a bluff check too. Astrid might need to make a history check, or depending on Auntie’s family business, a streetwise check. If Astrid draws her knowledge of Family lore from the diary she read after the last scene, she might even assist without a roll.

Look for chances to grant an assist check

Sometimes when players become totally immersed in the game world, they will act to help, and then forget to lobby for an assist check. Ask them for the assist check. Everyone wins when players act in the game world and you can reward them for it.

Converting Scourge of the Sword Coast from D&D next to fourth edition

The regular players at my regular Dungeons & Dragons Encounters games include a mix of fourth-edition loyalists and folks indifferent to edition. Although I would happily run D&D next, I have bowed to the group and still run Encounters in 4E. That means converting the current Encounters season, Scourge of the Sword Coast, to 4E. The conversion creates a few challenges beyond just finding fourth edition stats for the monsters.

Pacing

Combats in D&D next take far less time than in fourth edition.

Scourge of the Sword Coast

Scourge of the Sword Coast

Scourge of the Sword Coast lasts 12 encounters sessions. The season starts with two sessions introducing players to their home base of Daggerford and another session for the finale, leaving 9 weeks for the bulk of the adventure. Typical parties will visit four adventure sites, each with 20 or more numbered locations. The adventure budgets two sessions per site. In each site, most parties must win several battles to meet their objectives.

In D&D next, a party can role-play, explore, and finish a few fights in a 2-hour session. In 4E, not a chance. At most, players can drop a sentry, and finish one battle.

My fourth-edition time budget means that I have to cut locations, enemies, and material like a sailor jettisons weight as my ship takes water. I must condense each location to a couple of key encounters, and two fights. (If a session fails to include at least one battle, some of my players will leave disappointed.)

The surplus of material brings one benefit: Because Scourge of the Sword Coast includes far more material than I can play through, I can give the players plenty of choices, confident that their path leads to something in the text.

Encounter scale

In D&D next, every combat encounter taxes the party’s resources, while in fourth edition, only big encounters challenge a party.

Unlike characters in D&D next, 4E characters typically regain all their hit points and most of their spells and powers after a fight. Some attrition comes as they slowly lose healing surges, but 4E characters rarely run out of healing surges. Characters’ encounter powers make them more powerful during the first rounds of a fight. Characters can focus encounter powers on outnumbered enemies, leaving few survivors to return attacks. After the encounter, characters regain all that firepower without meaningful losses. They might even gain action points and grow stronger. No 4E player will waste a daily on a small encounter, so even that small element of attrition never factors in. In 4E, small fights just add flavor without challenge.

Between battles, fourth-edition characters regain most of their resources. This design aims to encourage players to adventure on instead of resting after a five-minute work day. While 4E removed some built-in reasons for players to quit early, the best reasons for pressing on still come from the adventure’s narrative, or at least from wandering monsters.

Smaller combat encounters dominate Scourge of the Sword Coast. In the adventure sites, D&D next players must pick and choose their battles, perhaps avoiding some. The sites have organized defenders, which means if the characters retreat, they face pursuit and give the monsters a chance to reinforce. In D&D next, this adventure design works.

For fourth edition, I’ve focused each site on a couple of big fights. The organized defenders make this change reasonable. Once a fight begins, the monsters can rally guards from other locations. One battle featured the party pursueing monsters through a network of cellars, struggling to prevent the fleeing goblinoids from joining more waves of reinforcements.

Adapting difficulty

Fourth-edition D&D makes preparing monsters and encounters easy.

This conversion process highlight one of my favorite aspects of fourth edition. The game makes adjusting monster and encounter difficulty simple. The Adventure Tools’ Monster Builder allows me to search a list of all the monsters published for the game. I can find suitable replacements for creatures in the adventure. The original monster level hardly matters, because the tool lets me add or subtract levels. The tool automatically adjust hit points, defenses, damage and so on. I favor fourth edition’s approach of building encounters with a mix of monsters in different roles. So even if Scourge of the Sword Coast only lists vanilla goblins at a location, I pick a variety of goblins for my encounter.

As much as I like the scalability of 4e monsters, the demands of organized play have forced authors to rely on scaling more than I like. Later Living Forgotten Realms adventures typically scale the same monsters across an entire tier. I once ran an adventure that pitted my table’s first-level party against a group of trolls, including minions. Somehow, seeing new characters one-shotting hulking trolls offended my D&D sensibilities.

On the high end, I ran a battle interactive that scaled kobolds to eighteenth level for my high-paragon table. Flavor aside, the mathematical adjustments utterly failed to make these kobolds into anything more than an opportunity for players to demonstrate their powers. Even the most elite kobolds in the entire world cannot hope to challenge 18th-level heroes.

I’m not criticizing the volunteer authors of these adventures. The job of creating adventures that scale across 10 or 20 levels poses enough challenges without requiring different types of monsters at different levels.

Fourth edition also makes balanced encounters easy. Include one monster per character. Optionally, add as many minions as you have figures—minions never swing the tide of battle. When running the organized defenses of Scourge, I often start with a few defenders and then add extras as the battle develops. Even against waves of attacks, 4E characters prove resilient enough to escape defeat.

When should a game master call for a check?

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.

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. Until skills entered D&D, the game relied on checks like the d6 rolls that tell whether you spot the secret door or whether you can hear anything behind it.

Once skills and ability checks entered the game, they began to spread. 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 search check seems like a time saver. (In an upcoming post, I will suggest how to run these scenes without tedium and without skipping to a search roll.) Fourth edition’s Streetwise skill seems contrived to skip all the urban role-playing that the designers apparently found tiresome.

Some players lobby for checks as a way to bypass challenges they dislike. More than once, I’ve heard the player argue that their character is smarter or more charming than they are, and so a simple intelligence or diplomacy check should provide a solution to a puzzle or to a role-playing scene.

White Plume MountainAs a game master, 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 Dungeoneering check for that trip to White Plume Mountain.

While some actions require a die roll to resolve, as often as possible, I prefer to rely the logical cause and effect of the game world. Players say where they want to look, and I say if something is there.

I have a confession to make. When I run a game with skills, sometimes I feel bad if I fail to let players use their skills. After all, the game says you can use Search to find stuff, Diplomacy to sweet talk the Baron, and so on. The players invested in these skills while dreaming of chances to use them.

To help me decide when to call for a check, I settled on two principles:

  • Limit checks to situations where no more description of an action can determine whether it succeeds or fails.

  • Clever and specific actions that would probably succeed, do succeed, even when a skill applies.

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 he 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 diplomacy check at +2, which the orator flubs. Sorry, you fail.

No more. Screw the check. Now, I will rise to applaud, and in the character of the Baron, rally my men to glory!

In situations beyond diplomacy, specific actions can also trump skills. 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.

When you apply these two principles, the players will lose a few chances to use skills. Accept that. Skills like Perception and Diplomacy rank as the game’s most frequently used, so players will still get chances to use these skills in situations with no obvious outcome. As for Streetwise, good riddance.

Related: Player skill without player frustration and Puzzle traps.

Actions players always take and choices players never make, part 2

This post continues a list I started in part 1.

Players will not mix and mingle.

Adventure authors come from a secret coterie of role players who enter a tavern or a royal ball and then spend the evening mixing and mingling with the non-player characters with no particular goal or objective in mind and certainly without ever rolling a die. I know this, because I frequently run into adventures that expect the characters to uncover clues and background as they aimlessly mingle.

I feel sure these dungeon masters do more than simply describe certain NPCs in enough detail for metagaming players to realize that they are supposed to meet. Whenever players do something because the metagame makes them think they are supposed to, the game suffers.

In Scourge of the Sword Coast, during the first session, players enter a inn that includes three non-player characters with information leading to adventure. The adventure suggests no way for the dungeon master to engage the players with these non-player characters, presumably because the writer just assumed the players mingle with the occupants of the bar. 

In practice, as a DM, if I want the players to learn what these NPCs know, I must find ways for the NPCs to engage the characters. For example, Vosson Raker might learn of characters’ journey and ask if they saw signs of gnoll raids. Edic Tilveram might ask if they came from Julkoun. Ledoris eyes the characters, wondering if they meet the description of the adventurers who shorted Filarion Filvendorson. No, this isn’t a big job—less of a job than inventing those names, but its not too small a task for the adventure’s author. I paid for the adventure and I want it ready for play.

For more on this subject, see “What Murder In Balur’s gate taught me about engaging players in role playing” and “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.”

Hint: In a place where news travels by word of mouth, the locals will ask visitors for news.

ADCP5-2 Best Defense Battle Interactive

ADCP5-2 Best Defense Battle Interactive

Players will assume that they can defeat every monster.

Before the days of plotted adventures and balanced encounters, this bias did not exist, but decades of storytelling and careful balance has taught players to expect only encounters they can beat.

Sometimes I write adventures that include monsters more powerful than the player characters. Either the monsters act as obstacles to be avoided, NPCs to be met, dangers to add time pressure, or distractions that can be lured to fight other threats. In short, some monsters can serve interesting roles other than trading attacks for 4 rounds. But setting up these non-combat parts always poses a problem because characters assume they can beat every monster, and should probably fight.

Overcoming the players’ assumption that they will never be outclassed requires careful effort. I make descriptions that weigh heavily on the characters’ knowledge that a particular threat is overwhelming. The characters live in the game world and should have some sense of what menaces they could defeat—certainly more sense than their players do. Sometimes I drop a colossal miniature on the table to emphasize the point. And still, when I want to avoid the risk of a total party kill, I must plan a way for foolish characters to escape the deaths they richly deserve. Too frequently, the party includes a reckless instigator or someone convinced that it has to be an illusion. “That thing can’t be as bad as it looks! Charge!”

Hint: Players justifiably hate being railroaded into an encounter they cannot win. They hate being taken captive. And they hate hate hate when their captors take their stuff. But if you present them with an easily avoided menace, tell them that their characters know in their heart that this battle will overwhelm them, and if they still rush in, then you can take them captive. Just give them a chance to win back their stuff quickly. Not because they deserve it, but because otherwise it will take them too long to update their tear-dampened character sheets.

Players never settle for a partial victory.

Few players join a Dungeons & Dragons game expecting to make compromises or to settle for less than total victory. Who can blame them? One of the joys of D&D is the chance to play the hero: To escape the compromises and lesser evils of the real world and solve every problem with an cunning plan and a quick sword. Still the fun of a game comes from the choices. Some of the best moments of recent battle interactive events comes when the collected room debates a shared, ethical dilemma. Should we free the enslaved elementals, or become their slavers to advance our cause? Should we surrender our city to the advancing forces of darkness, or should we destroy it, denying it to the enemy? While your game table may not decide on the future of the Realms, these sorts of questions enable players to explore their characters and make the game come to life.

In CORE5-3 Lost Refuge, the characters find themselves trapped with some villagers in the heart of a camp teeming with cyclops. They face the choice of whether to make an easy escape, leaving the captives to their fate, or assuming the greater risks of taking the captives along. The adventure assumes players will wrestle with the choice, but I ran this adventure five times and no party gave the safer option a moment of consideration.

As long as a chance of total victory exists, players will always seize the chance. Only when the choices become mutually exclusive will players begin weigh their options.

Actions players always take and choices players never make, part 1

At conventions and in organized play, I’ve served as dungeon master for a lot of adventures from other authors. Every adventure author makes certain guesses about what the players will do. Typically the authors guess pretty well, but sometimes they make guesses that are utterly wrong. Sometimes authors waste pages accounting for actions that no player will ever take, or fail to account for obvious choices, forcing the dungeon master to scramble to bridge gaps. Of course, many dungeon masters create their own adventures, so the author who guesses wrong is also the DM who wastes time prepping, or who winds up scrambling.

Even though no author or DM wants to run a railroad, even though seeing players make surprising choices ranks as one of the best parts of being a DM, we can all benefit by anticipating our players actions a bit better. Over time, I have learned some things players will always do, or never do, in a particular situation.

dungeon adventure

My list includes examples drawn from Living Forgotten Realms adventures. I selected these examples because I ran each of the adventures at least five times. Through several plays, missed assumptions about how players would act stood out. The adventures still worked. I can attest that I enjoyed running all these adventures and that my players seemed to like them too. I also pick on Scourge of the Sword Coast, simply because I just finished reading the adventure in preparation for Dungeons & Dragons Encounters.

Players never report back to authorities.

In CORE5-8 The Dantalien Maneuver, players take the job of scouting to discover if Thay forces have crossed the Umbar River to invade Aglarond. Once the characters learn the answer, they are to report back on their findings. The adventure puts that instruction in bold. When players report back, they get their next mission. I suspect report back appears in bold because as soon as playtest groups spotted the Thay forces, most started freelancing. Once players get a whiff of a problem to solve—those Thay forces invading—the DM will be hard-pressed to swing them back on course. When I ran this adventure, I had the patron repeat the crucial importance of reporting back without delay, yet all of my groups struggled mightily against the urge to act, and many went freelancing.

Players will follow every lead to the end.

ELTU3-6 True Blue also sends characters on a mission with instructions to report back on its completion. The players seek some notes and materials for Lord Krieger of the Iriaebor Council and Andrielle, a priestess of Chauntea. After gaining the materials, players learn that Andrielle might be doing something unsavory in her tower. With their mission accomplished, they face the choice of either bringing the notes and materials to Krieger or going straight to Andrielle’s tower. The adventure wastes several pages exploring what happens if the characters report back to Krieger first. I say wastes because no players ever report to Krieger first. Never.

As soon as players gain a lead—word of suspicious events at the tower—players follow the lead to the end.

The latest encounters season, Scourge of the Sword Coast, flirts with a similar problem. As the players complete various missions for the people of Daggerford, they discover clues pointing to trouble in a particular location. While the adventure assumes that players will wait to the climax before investigating the location, I suspect that most groups will investigate the moment they identify the location.

Next: Part 2.