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Speeding up Combat

19 June, 2009 (10:18) | Advice, Articles | No comments

In my last series of posts I talked about making Skill Challenges more central to the game play of D&D 4e by adding in elements from combat into SCs. In this article I will be talking about how to speed up combat, add more drama to combats and make combats feel more like the epic fights players are use to from fantasy movies.

In fantasy books and movies heroes rarely get hit based on the skill of their opponents but rather on their own failure to block at a critical time. Thinking about this and listening to Ryan Macklin’s Master Plan podcast on tangibility in mechanics led me to the idea of having the players be the only ones able to initiate an attack. Only when a player fails to successfully hit his opponent can that opponent strike back. To keep the game from over balancing the player’s opponent should automatically hit the player with an attack of it’s own of equal power (i.e. a Daily power if attacked with a Daily power). Another balancing factor is that whenever a player or an NPC draws an Opportunity Attack that attack will automatically succeed.

Using this option will both speed up combats in your game but also make each roll of the d20 more exciting as the players watch to see if they will hit or be hit. This also makes the players feel more in control of the combat because it is their roll that determines their fate not the roll of the DM. Movement tactics will become much more important and the decision to take a hit to get better position will be that much more important.

As you can see it does not take much to take normal combat and speed it up. Let me know how this works at your table.

- J.B. Mannon

Episode 40 - Religion

18 June, 2009 (12:31) | Podcasts | 1 comment

This Modern Death
Episode 40 - Religion
Running Time - 01:02:09

Kristin, Randy and Shaun discuss the role and use of religion in RPGs. Also, we’re going to GenCon and GOCon 3. At the latter, we’ll hopefully be able to check out A Penny for My Thoughts by Paul Tevis.

Lastly, big thanks to Jenn from the Trap Cast for hooking us up with a room for GenCon! Also, come check out the forum and send us your questions about Dogs in the Vineyard!

Promos Played

This show is a member of Goblin: The Gaming Broadcast Network.

Creative Commons License

This Modern Death by http://www.thismoderndeath.com is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.

Website: http://www.thismoderndeath.com
Forum: http://forum.thismoderndeath.com
Email: thismoderndeath@gmail.com

 
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Props

10 June, 2009 (10:07) | Advice, Articles, How-To | No comments

One word that brings to mind LARP’s, or at the least a bunch of guys sitting in their parents basement with cloaks on, is prop. So lets fix that. Props are great tools that can help players feel a connection to their characters and the world around them at large.

For instance, in one campaign I ran, one character got a note that was incriminating for an NPC. The player hated the fact that the rest of the group gave up the note. Now I had typed the note and dyed the paper with coffee and crumpled it up. It looked cool and it was cheap and fast I think I spent 10 minutes working on it. I remember the players crowding around the page when I handed it to them. The fact that they traded something that was not much, but the value of this little clue became much larger. I then made that part of the bigger plot. So props can change the direction of a campaign. So keep that in mind.

Well what can you do as props? Maps that you hand draw or do as printouts. Notes, Journal pages, ID’s, Passcards. The list is endless, you just need to think about the things the players will interact with in a physical manner. If they mess with something then think of how you might make a prop out of it. For those really ambitious these types of things can be the memories that people have from the game. Some things to do get a ton of cool looking fonts from hand writing to graffiti to wingbats. Those can help to add little bits if you have the time learn to use a graphics program as well. They are invaluable skills and if you post them others can get some use out of everything you create as well. Get a laminater and use it for badges. Get a big collection of head shots of people. Those are useful even if you just need to grab one for an NPC.

So now you see there is something about props that is cool and makes the game better. Plus you don’t have to be a guy sitting is his parents basement to do it. Though those guys do have the time to make great props. :)

By  Zendead

Skill Challenges Part 3

10 June, 2009 (10:01) | Advice, Articles, How-To | No comments

In my last Skill Challenges post I wrote about making Skill Challenges (SCs) more like combat by adding penalties. In this post I am going to address the other side of that concept and talk about adding rewards to your SCs.

I feel that if you are going to add more difficulties to your SCs then it is only fair to balance that with rewards equal to the potential for damage. Again, this balance of carrot and stick is similar to how combat feels. Players know going into combat that at the end of it they are going to have a nice XP boost and probably some treasure to share out. If your players know that they will be receiving similar rewards from a SC they will involve themselves just as much as they would in a combat.

Just because the players deserve an equal reward in SCs does not however mean that you need to hand out the same rewards. Experience points are always a good way to go and you should hand out the XP that the DMG suggests at the end of a SC but it hardly makes sense to hand out gold for successfully discovering that the evil cultists hideout. A better alternative is to give the PCs some special bonus that will help them in the next combat.

The simplest bonus you could give your players is a +1 or +2 to combat rolls. A small bonus like this is good for low DC SCs. For more difficult SCs you may want to give your players a one encounter special Power. An example of a good one encounter special Power might be to give a party the At-will Power to deal 1d6 fire damage on top of their normal melee attack as they were given containers of liquid fire by a merchant who wants them to stop the thieves who stole from him. Another example of a special Power might be an Encounter Power that will cause any undead the player touches to immediately disappear owing to an amulet of power that a priest gave them to help end the undead threat.

The rewards you hand out for completing a SC should reflect both the goal of the SC and the PCs actions during the SC. Who noticed what the PCs were doing while they were trying to accomplish their goal and might be willing to lend a helping hand? What knowledge did they obtain while doing the SC that would help them prepare for what lay ahead? Give the PCs things that will help in the short term and help them win the encounters that will lead to long-term rewards.

This is the end of my Skill Challenge posts for now. My next article will be on adding tension and speed to your combats by making them more like Skill Challenges.

-J.B. Mannon

Episode 39 - Burning Wheel AP, Part 3: When One Door Closes, another Opens

10 June, 2009 (00:00) | Actual Play, Podcasts | No comments

This is the final episode of our Burning Wheel actual play series. Special thanks to Katie Sullivan for providing the introduction.

 
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Skill Challenges Part 2

4 June, 2009 (07:16) | Advice, Articles, How-To | No comments

In my last Skill Challenge post I talked about my personal use of Skill kChallenges (SC) and how they can be used to cover most non-combat situations. That post assumed you were using the rules listed in the DMG, which covered SCs and simply expanded on that section. This post will be expanding beyond the core concept by adding penalties during a SC. I will again be referencing the 4e rules to help guide you, the DM, in adding to your SCs.

To give SCs the same level of importance that a fight would have you need to borrow some things that a fight does to and for the PCs. The first thing is to assign consequences when a player fails a roll in the SC. The consequence should in some way reflect what the PC was trying to do when they failed their roll. The most obvious thing to do is to damage the PC like an enemy in combat and if the PC was trying to beat information out of a contact or trying to disarm a trap then damaging them would make sense.

Other methods will be needed to cover other consequences however. For instance a PC might try and get the same informant drunk but end up drunk himself. If that is the case then you could still use HP loss but it would be far more interesting to put a condition like a poison on him until the end of the next combat to represent how sorely hungover the character is.

Another idea might be to slowly increase the DC of the SC to represent how the PCs actions are making their job more difficult. An example might be that the PCs are asking nosy questions around town and the townsfolk are getting suspicious or as the PCs are working their way through a dungeon they are making too much noise and putting the denizens on their guard.

You may also use fines, bribes and other monetary and wealth based consequences. These financial consequences are best dangled in front of players as a way to remove failed skill tests from a given SC. At most I would offer only one such opportunity per SC. A good amount to ask for is the players level plus the starting DC of the SC times the number of failed skill tests up to that point. If your players really want to pass a given SC then offer them the removal of all failed tests in exchange for a prized or valuable item but don’t do so often.

If you use these suggestions in your game to add combat like weight to Skill Challenges you should also read my next post on adding rewards.

-J.B. Mannon

Episode 38 - Burning Wheel AP, Part 2: The Martyr

3 June, 2009 (00:00) | Actual Play, Podcasts | No comments

This is Part 2 of our Burning Wheel actual play series. Enjoy!

 
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Episode 37 - Burning Wheel AP, Part 1: The Beginning of the End

28 May, 2009 (02:03) | Actual Play, Podcasts | No comments

This is the first of our Burning Wheel actual play shows. I’m going to keep the notes pretty brief here - there’s not a lot of news or anything in the next three shows.

After these, however, we have our long-promised interview with Dave Martin from the Wrecking Crew. Also, if you really want to hear us talk about game stuff, check out Episode 32 of Narrative Control, where Kristin and Shaun gab about PC secrets.

 
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Skill Challenges

27 May, 2009 (10:27) | Advice, Articles, How-To | 2 comments

The fourth edition of D&D added a feature so simple yet so broadly applicable that only now, after a year of really looking at what the feature can do, have people begun scratching the surface of what is possible. That feature is of course Skill Challenges. Many DMs just don’t know what to do with Skill Challenges in their games and so have not been able to make use of them. It has taken me awhile to dig into Skill Challenges and find what I can get out of them and I will share with you what I have found so far.
Every Skill Challenge (SC) starts with a goal, find out who has been stealing from the dockside warehouses, follow a cloaked figure through a crowded marketplace, or even pillage your way through a dungeon. When you want to use a SC in your game you need to know what the goal for the SC is. This is an important step in your adventure creation. Skill Challenges should be used to decide on the outcome of anything that is not combat. You might even decide to string multiple SCs together all leading to the “Big Fight”. For instance, your players may have their characters investigate a string of robberies (first SC), follow the culprit to his secret hideout (second SC), and make their way through all of his well placed traps and guards (third SC), before confronting him and his thieving cronies in their underground storeroom (the Big Fight).
The goal of the first SC would be to discover the identity of the thief. It is important to know that no matter if the PCs succeed or fail in the SC the goal will happen. The difference should be what the goal reveals. For instance if the players succeed at the SC with no failed rolls then the thief should turn out to be one of their enemies or if they fail the SC with no successful rolls they discover that all the evidence they can find points to them being the culprits. When you are planning your adventure you should plan each SC with both the goal and four possible outcomes, total success, regular success, regular failure, total failure. Each different outcome should answer the goal of the SC in a unique way and lead either to a fight or another SC. When you sit down to write a nights adventure you should keep in mind how long it usually takes your players to complete a SC or a fight. You only need to plan far enough in advance to get you through one play session.
This method of adventure planning is more like writing a flowchart than a published adventure and it may actually be useful to sketch out a flowchart that you can reference in play. You should attempt to place at least one big fight along every path that might occur, preferably near the end of the adventure. The more failed SCs there are leading up to a fight the tougher you should make that fight.
I hope that this has been helpful to you DMs out there who have been struggling with Skill Challenges. This is not the definitive answer to how Skill Challenges should work but it is the method that has been working for me.

TMD Now Accepting Content Submissions!

7 April, 2009 (15:02) | Announcements, Stories | No comments

With the long delays between shows, Randy, Kristin and I have decided that it would be a good idea to open up ThisModernDeath.Com to additional contributors. The reasoning is that, even with our rough recording schedule, we still want to be able to provide good content for everyone.

With that in mind, here are the guidelines for submitting content.

This list is subject to change at TMD’s discretion. But we will totally tell you when it changes.

  • Between 300 and 500 words
  • Tabletop RPG content. Not limited to system, genre or theme. Previews, advice, actual play, how-tos and others are all acceptable.
  • Copy errors will be corrected. But your work should be as clean and error-free as you can make it.
  • If it’s not up to our quality standards, we won’t post it. Also, if you need to bash something, go to RPG.net.
  • You can expect to see your articles published up to 7 days after submission.
  • People’s comments are their own and do not reflect the opinions of TMD or any other author published on the site.
  • All site content is licensed under Creative Commons (non commercial, attribution share alike 3.0). you can post to your personal blog as well. You know, because it’s open.

If anyone is interested in contributing to TMD, all you have to do is go to ThisModernDeath.Com, and click on the Register link on the bottom right of the page to create an account. This will give you contributor access to the site, which allows you to write posts. Once your article has been submitted, one of the TMD staff will edit and publish your post.

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