Category Archives: Advice

The Dungeon Master’s Guide 2 remakes the skill challenge

(Part 4 of a series, which begins with Evolution of the skill challenge.)

Just a year after fourth edition’s debut, the Dungeon Master’s Guide 2 upended the original skill challenge. The new material makes just one specific revision to the original rules:  It provides new numbers for challenge complexity and difficulty class to address serious problems with skill challenge math.

Beyond the numbers, I suspect the designers sought to remake the skill challenge as much as possible without scrapping the existing rules. The big changes come from original rules that are now ignored, and from advice and examples that completely remake how challenges run at the table.

The Dungeon Master’s Guide 2 strips away the formal game-within-a-game implied by the original skill challenge: The structure of rolling for initiative and taking turns is gone; the new summary contains no mention of it. In the example skill challenge, the players jump in to act as they wish.

I disliked the original, story-game style implied by the original skill challenge rules, and welcomed the new advice. But the core of the original skill challenge rules remained, and some friction existed between those original rules and the recast skill challenge. In this post, I will explore some points of friction, and discuss some ways to overcome them.

Scoring with failed checks discourages broad participation

The 4E designers tried the match the formulas for constructing a combat encounter with similar formulas for a skill challenge. So a skill challenge’s complexity stems from the number and difficulty of successes required─an odd choice in a way. You don’t grant experience in a combat encounter by counting how many attacks score hits.

This scorekeeping works fine when you run a skill challenge as a collaborative storytelling game within a game

In the original skill challenge, every character had a turn, and no one could pass. This forced every player to participate. The new challenge drops the formal structure, leaving the DM with the job of getting everyone involved. The DMG2 helps with advice for involving every character. However, the players know three failed skill checks add up to a failed challenge, so now some players will fight against making any checks for fear of adding to an arbitrary count of failures and contributing to a failed challenge. This stands in total opposition to the original ideal where everyone contributes.

Obviously, some failed skill checks will bring the players closer to a disaster, by alerting the guards, collapsing the tunnel, or whatever. On the other hand, the foreseeable, game-world consequences of some failures do not lead to disaster, yet players worry about attempting, say, an innocuous knowledge check because they metagame the skill challenge.

Hint: You can encourage more players to participate in a skill challenge by forcing the characters to tackle separate tasks simultaneously. For instance, if the characters only need to gain the support of the head of the merchant council, then typically one player makes all the diplomacy rolls. If the characters must split up to convince every member of the merchant council before their vote, then every player must contribute. Just give the players enough information to know which methods of persuasion will work best on which members of the council.

Scorekeeping may not match game world

In the story-game style of the original skill challenge, the players’ score can exist as a naked artifice of the game, just like the turns the rules forced them to take. I suspect that the original vision of the skill challenge assumed the DM would tell players their score of successes and failures. After all, the players could even keep accurate score themselves. This avoided the need to provide game-world signs of success or failure as the players advanced through the challenge. After the skill challenge finished, you could always concoct a game-world explanation for the challenge’s outcome.

Now on page 83, the DMG2 tells you to “grant the players a tangible congruence for the check’s success or failure (as appropriate), one that influences their subsequent decisions.” (In word choices like “tangible congruence,” Gary’s spirit lives!)

This works best if the challenge’s cause of failure is different from the players’ success. For example, if the players must infiltrate the center of the enemy camp without raising an alarm, then their successes can bring them closer to their goal even as their failures raise suspicion and take them closer to failure. These sorts of challenges create a nice tension as the players draw closer to both victory and defeat.

If moving toward success necessarily moves the players away from failure, then running the challenge poses a problem.

The first Dungeon Masters Guide introduced the skill challenge mechanic with an example where the players attempt to persuade the duke before the duke grows too annoyed to listen.  Good luck role playing the duke’s demeanor as he is poised one success away from helping while also one failure away from banishing the players.

Even worse, if a skill challenge lacks any clear marker of failure, running the challenge presents a problem. The first D&D Encounters season, Halaster’s Last Apprentice, included a challenge where the players seek to find hidden chambers in the Undermountain before they amass the three failures allowed by the rules. Why do three failures end this challenge? Is it because the players grow restless and are now all on their smart phones? The adventure suggests that rival groups might be seeking the lost chambers, but it fails to capitalize on this. The adventure follows the conventional advice by taxing each player a healing surge, and then saying that they found the crypt anyway.

“Why do we lose a healing surge?”

“Well, you know, dungeon stuff.”

Why is the game turning the dungeon stuff into a die-rolling abstraction? I thought some of us liked dungeon stuff.

Hint: You can fix a lot of bad skill challenges by adding time pressure. Every failed attempt wastes time. Too many failures and time runs out. Convince the duke before he is called to the wedding that will cement his alliance with the enemy. Find the hidden crypt before the sun sets and the dead rise.

Next: Spinning a narrative around a skill challenge

Tips for battle maps and dungeon tiles

I do most of my dungeon mastering at conventions and game stores. This post shares some of my tricks for working with battle maps on the go.

Wizards of the Coast includes pre-printed battle maps with Encounters and Lair Assault adventures as well as most of their published adventures. I love the maps, but they never lay flat. The folds and creases always seem to topple figures on the map.

To solve this problem, I purchased a sheet of Plexiglas from the window department at the local home improvement store. Laying the sheet on the printed map forces it flat and prevents it from sliding. You can even mark up the sheet with a wet-erase pen. Suitable Plexiglas sheets cost about $15.

Living Forgotten Realms adventures encourage you to use dungeon tiles. As I’ve confessed in other posts, I prefer to bring the best possible production value to the table. Particularly if I’m running the same adventure several times at a convention, I feel like the extra effort of assembling maps pays off.

For the times when I plan to set loose tiles on the table, I spread sheets of non-slip drawer liner, available anyplace that sells housewares. The liners grip the table and keep loose tiles in place. The lightweight material easily rolls up for transport.

For all but the simplest layouts, loose tiles take too long to arrange on the table, so I like to assemble maps in advance. I use removable mounting putty to stick the tiles on foam-core art boards. Office supply stores sell both the boards and the putty. Get the white putty, and not clear removable mounting dots, because the clear stuff sets after a while and will damage the tiles.

I transport my maps and Plexiglas in a cheap, $10 artist’s portfolio case.

Next: Evolution of the skill challenge

Solving the limitations of battle maps

In “Battle maps take over Dungeons & Dragons,” I wrote about how the widespread introduction of battle maps improved the fun of combat encounters. Everyone knows where everything is. The game never gets bogged down with boring descriptions of layout and dimensions.

Nonetheless, as much as the simple map avoids confusion, it suffers two weaknesses where I still search for improvements.

Elevation

Without 3D terrain, battle maps do a poor job of representing elevation, and cannot clearly represent rooms with multiple, overlapping levels, such as balconies.

When I create my own adventures, the limits of the flat map limit the kind of spaces that I imagine. So sometimes I work to break the constraints of the map. For example, I once ran a vertical dungeon, perched on walkways and platforms carved into—and jutting out of—a giant cliff. While this kind of environment can inject some fresh wonder into the game, I’m always annoyed when an encounter forces, say, a balcony into an essentially static combat. If an encounter adds the complexity of multiple levels, I want a dynamic encounter with characters on the move between levels, trading fire and flying around. If you have levels, force the characters to go to them before they clear the room.

I used to have trouble representing flying creatures at the table. Players constantly had to ask which creatures were in the air, and who could attack who. The flying figure stands from Litko game accessories solve this problem for medium creatures. The stands allow you to position one figure over another, or to set a die under a flying figure to indicate elevation. Fourth edition’s non-Euclidian geometry simplifies flight, because flyers can rise or descend one square of elevation for each square moved across the map.The flight stands come in three pieces that require assembly. Typical CA glue will fog the clear acrylic, so I suggest using the Craftics #33 Thick Acrylic Cement. Use nail clippers to trim the long tabs on the vertical support so they fit flush with the base and platform.

I want to find some convenient brackets or holders that raise dungeon tiles over the battlefield as with my improvised balcony in the photo. Ideal holders would be compact enough to fit in my convention bag, but heavy enough to stay put. Do any MacGyvers out there have suggestions?

Lighting and visibility

Someday, I hope we all have touch-sensitive, electronic battle maps that sense and track the presence of a particular miniature in a particular spot, and automatically reveal the parts of the cave that that the players can see. Until then, dealing with lighting and line of sight is a chore that I too often gloss over. Some methods help. You can reveal the map as the players explore, either by lifting coverings, laying new tiles, or just drawing as needed. However, in a big battle, where some combatants lurk in the darkness, the matter of tracking who sees what becomes unwieldy.  Does anyone have any tricks for handling lighting and visibility?

Next: Secrets to storing and retrieving D&D miniatures

Player skill without player frustration

The Zork II computer game from 1981 includes a locked door that you can open by solving a clever puzzle. The door has the old-fashioned sort of lock that lets you look through the keyhole and see the other side. Except here, the key is in the other side of the lock. You slide a mat under the door, and then poke the key out onto the mat. When you pull the mat back, you have the key. (See Zork 2, part 2 for more.)Zork II Box Art

Back when D&D consisted of the original brown box, before skills, before rogues, before thieves, all the obstacles in the game invited that style of play. You overcame obstacles by immersing yourself in the game world, making decisions, and problem solving. I loved it.

This style of play suffers from the same problem as the puzzle in Zork. When Zork II came out, I had only ever seen that sort of old-fashioned lock in my grandma’s house. And if you’ve never examined that kind of lock, the door puzzle simply leaves you stuck and frustrated.

In the old computer adventure games, when you became stuck and frustrated, you had to send money for a hint sheet, and then wait for it to arrive in the mail. With table-top games, that never has to happen.

The great thing about table-top games is that the dungeon master can allow creative solutions.

Sadly, not every DM is open to creative solutions. Typically, these DMs fall into the mindset of beating the players. Frustrated players mean I’m winning D&D!

Fourth edition attempted to eliminate frustration by emphasizing skill checks and skill challenges over concrete obstacles and over players’ problem solving skills. When every obstacle has a DC and multiple skills, then no one gets frustrated. If you find a locked door you can pick the lock with thievery, or break the door with strength.

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

Of course, you can emphasize player-skill with any edition of D&D.

Have you ever noticed how the Tomb of Horrors makes the demi-lich only vulnerable to a short list of curiously-specific attacks?

The demi-lich’s skull can be harmed only as follows:

  • a forget spell will force the skull to sink down without taking a soul
  • a shatter spell thrown at it inflicts 10 h.p. of damage
  • a power word, kill pronounced from the an astral or ethereal magic-user will destroy it.
  • only a fighter with a vorpal blade, a ranger with a sword of sharpness +5, or a vorpal weapon, or a paladin with the like or even a +4 weapon can inflict damage on the skull
  • an exorcise spell will cause it to sink as a forget does
  • a dispel evil spell inflicts 5 h.p. of damage
  • a holy word pronounced against it will inflict 20 h.p. of damage
  • a thief slinging one of the large gems in the crypt will inflict 1 h.p. of damage per 10,00 g.p. of value, i.e. 1, 5,, or 10 h.p. of damage, but the gem is thereby shattered

A power word, kill does nothing, unless you happen to be ethereal or astral! How would anyone think of that? Also, the demi-lich is vulnerable to the destruction of very expensive gems. That messes with the players in the best(?) old-school tradition. Only someone immersed in that tradition would even consider the gem attack. Is Gary guilty of the same sort of inflexible, narrow approach that I criticize? Yes. In the case of Tomb of Horrors, that’s the way Gary wanted it. He created the Tomb to be “ready for those fans who boasted of having mighty PCs able to best any challenge offered by the AD&D game.”

When I DM, I love to be surprised. I think one of the great joys of being a DM is crafting some trap or obstacle, leaving a couple ways to overcome it, and then watching as the players crack the problem with a third way. I’ve run campaigns for groups who proved so good at coming up with unexpected solutions, that I stopped worrying about planning any solutions. I just sat back and watched the players come of with something.

I have three bits of advice for refereeing game-world obstacles that demand player skill to overcome.

  • Watch the players for signs of frustration. Be prepared to let the characters uncover a new clue, or to just have something on the other side of that locked door come and open it.
  • It’s good to say yes, but avoid being too quick to accept implausible solutions. If a couple of players are deeply engaged in a predicament, and you allow any dumb idea to work, they just get annoyed. The last thing you want is a player arguing that something you allowed wouldn’t actually work.
  • Watch out for clever ideas that break the game. I remember a player who regaled me with a story that he remembered fondly. His party defeated a dragon by enclosing it in a wall of force shaped like a giant fishbowl, complete with an opening on top too small for escape. Next, they created water above the opening, filling the fishbowl and drowning the dragon. I suspect that no version of wall of force ever actually allowed such shenanigans, but as a one-time trick, the stunt created a moment the players’ loved. I wonder what the DM decided to do when the players kept trying to repeat it. If you can use this trick on a dragon, the dungeon becomes your aquarium.