Archive for the ‘advice/tools’ Category

a picture of every creature in the Monster Manual 1, where they live, and their level range

Monday, June 6th, 2011

Every creature in the Monster Manual

(Click for unreasonably large size)

I crammed pretty much every MM1 creature on one image.

Every monster has a level band, showing the level range between the highest and lowest version of the monster. Monsters are divided up according to their most common location: the planes, the wilderness, civilization, the sea, exotic lands, and the dungeon.

Although it’s not necessarily the best way to make encounters, you could cross-index the level and location of your party and see at a glance all the monsters they’re likely to encounter.

Assumptions:

  • For level band purposes, I’m ignoring minions, which I believe are game constructs for representing monsters of significantly lower level.
  • I’ve made a lot of judgment calls. Some creatures with planar origins are common in the natural world, but I only drew them once. I tried to rely on flavor text. A lot of undead can be found anywhere; I’ve somewhat arbitrarily split them between the wilderness and dungeon, depending on whether I associate them with crypts.
  • I didn’t plot monsters constructed by wizards, such as battlebriar, boneclaw, colossus, eidolon, flameskull, golem, guardian, helmed horror, homunculus, and zombie. I did include skeletons, which tend to outlast their creators.
  • I’ve also identified some monsters as “exotic”: creatures likely to be found on lost continents, distant deserts, and frozen wastes, not the magical Europe that most D&D campaigns start in. Culturally imperialist distinction? Perhaps.
  • I’ve generally anchored monster names at the bottom of the level bands because I think that the low-level versions usually represent the bulk of the species, and the high-level versions are usually leaders or champions.
  • coral is beautiful… but evil

    Friday, May 27th, 2011

    Needle by Hal Clement

    Needle by Hal Clement

    For a sci fi book about sentient viruses who possess humans in order to solve mysteries, Hal Clement’s “Needle” has a lot of specific details about the ecology of Tahiti.*

    The protagonists – the human protagonists – are very aware of the dangers of the island. One of the worst is… coral??

    Apparently there’s some sharp coral out there, and if you really gash yourself open, you can be in trouble. There’s also something called “stinging coral”. Huh. I always thought that coral was just something pretty to look at while you drowned because your snorkel was clogged with seaweed.

    Let’s D&Dize coral!

    DAGGER CORAL: Anyone who moves into or starts their turn in dagger coral will be subject to many stab attacks, as the millions of heat-loving organisms all decide that they want to start a new life inside the PC. However, dagger coral has a defeatist attitude and gives up easily. Each successful attack by dagger coral will be followed by another attack, on the same turn, until the dagger coral misses. Once the dagger coral has missed a character, it will never attack the same character again.

    STINGING CORAL: Creatures who start a turn near stinging coral are subject to an attack that does ongoing poison damage. Furthermore, stinging coral is vicious. Every turn, the coral may add 5 squares to its area, as a Wall. It tries to extend itself to be adjacent to as many creatures as possible. Every hit on stinging coral destroys a square of the coral.

    BRAIN CORAL: Because brain coral looks like brains, it is obviously psychic, vastly intelligent, and evil. It can telepathically communicate with any adjacent creature. Since a single brain coral can extend for miles, brain coral can provide a lot of information about the local area. Brain coral tries to exert dominance over other creatures, although it prefers threats of violence to actual violence. If angered, it can destroy its own tissue in a massive psychic attack; unaugmented it attacks Will, and does 1d6 damage and Dominates the subject (save ends). For every square of brain coral permanently sacrificed, the attack does 5 extra psychic damage.

    * Are you sold on this book yet? How can you not be sold? That is a premise, friends.

    Use this race/culture randomizer to make your campaign completely original!

    Monday, May 16th, 2011

    In my campaign world, the…

    northern humans …dress… in standard medieval garb
    southern humans all Renfest: the guys wear doublets and rapiers and the girls wear bodices and tricorn hats
    elves like Mad Max: one shoulderpad each, and 1 in 10 guys wears a jeweler’s loupe
    dwarves like French aristocrats: white wigs, cravats, beauty marks
    orcs in Victorian/steampunk garb
    goblins for the Arctic regions, but for some reason they all wear midriff-exposing furs and chainmail bikinis
    gnolls like I Dream of Jeannie
    mermen all sword-and-sandal
    gods/angels in loincloths and tattoos, and use blood used as facepaint
    demons like various incarnations of David Bowie

    If you want to run an alchemist character, you probably want to roll on random tables

    Thursday, April 28th, 2011

    Yesterday I proved (to my own satisfaction) that 4e alchemy doesn’t work, and suggested using Gamma World ammo rules as a fix. Today, let’s tackle problem 2: that 4e alchemy is not enough fun for the type of people who want to be alchemists.

    There are two reasons to use alchemical items:
    1) to fill out your party’s abilities with a few situational attacks, for instance burst attacks or attacks with a certain damage type
    2) because you want to play a giggling experimenter, like Dragonlance gnomes or Warcraft goblins

    The first group is pretty well served by the existing alchemy rules, which basically provide wizard-like powers to anyone who can throw a vial.

    The second group is going to be disappointed by alchemy. It’s a predictable power level? I don’t mix anything? I won’t accidentally cause an explosion, from which I will emerge, comically sooty, and pronounce “IT WORKS!”? What kind of alchemy is this, anyway?

    If ever there’s a character archetype who needs random charts to roll on, it’s the alchemist.

    Let’s try this:

    People with the Alchemy feat get access to a new encounter minor action called “Tinker”.
    (more…)

    alchemy makes you go bankrupt

    Wednesday, April 27th, 2011

    In this post, I set out to

  • propose that the 4e alchemy system is overpriced for its power;
  • prove it; and
  • offer a solution.

    Alchemy is not used

    I remember that in earlier editions, my D&D groups relished tossing holy water, and, even better, dousing enemies with oil and lighting them on fire. However, in my current group, no one seems very excited about the alchemy rules.

    Furthermore, I don’t think there have been a lot of message board posts, Dragon articles, or gamebook support of alchemy after its introduction in Adventurer’s Vault in 2008. People don’t seem very interested in the 4e alchemy implementation.

    My first intuition is that alchemy is overpriced: the cost for making a one-shot level 1 alchemical item is 20 gp! That’s a big chunk of change for a level 1 character, comparing unfavorably with “free” for at-will, encounter, and daily powers, so they’d better deliver. I decided to crunch the numbers and compare alchemical items against at-will attacks.

    CRUNCHING NUMBERS

    STEP 1: How much damage do alchemical items do?

    I’ll look at 3 representative items: holy water, alchemical acid, and alchemical fire. I’ll assume level 1 characters using level 1 alchemical items vs level 1 monsters. All these items attack Reflex with a +4 bonus, which is comparable to level 1 characters’ other attacks, and hits the average level 1 monster’s Reflex defense around 60% of the time. Damage expectation will be based on 60% of the damage scored on a hit plus 40% of the damage scored on a miss.
    (more…)

  • a city map you can use

    Monday, April 25th, 2011

    I drew this map for two marathon sessions of picaresque gaming this weekend, and the players seemed to like it. You guys can use it if you want:

    If you’d like to print it, here’s a PDF version.

    Here’s a couple of things that happened in Setine over the course of the weekend:

    -Rory (playing the new Vampire class to the hilt) purchased the loyalty of enough guild beggars to attract the notice of Vomit, the leader of the beggar’s guild. Vomit looks to be gearing up for a turf war.

    -The cleric of St. Jimmy has gotten his ludicrous cult recognized as an official civic religion. Tenets of the religion include the fact that St. Jimmy has a volcano in his forehead and there are mermaids swimming in your well water. The business formerly known as Hank’s Hardware is now known as St. Jimmy’s Temple, Hardware, and Gifts.

    -Claire, the disgraced paladin, discovered the rotten core at the center of the Temple of Love. (The PCs subsequently stole the rotten core and fenced it for much less than it was worth.)

    -The Playhouse is performing a 15-minute-long onomatopoeic play by Bang the Wizard, in which an eladrin falls off a ladder. It sounds pretty artsy to me, but apparently it’s doing pretty well. Unfortunately, Bang didn’t read the fine print of the contract and accidentally signed herself into a five-year commitment.

    -The apprentice thief needs to plan a masterwork robbery in order to be promoted, and couldn’t be happier. On the other hand, the avenger is beginning to discover the nature of his god, and isn’t quite as happy about it.

    -Lord Percival spent a lot of his money on a horse, which he lost, and the rest of his money ended up in the pocket of his butler.

    Table Cost

    Wednesday, April 13th, 2011

    Next time you design a new rule or game element, calculate its Table Cost. That’s a measure of the strain it places on the players around the table, in terms of time, brain stress, and suspension of disbelief. Rules with low Table Cost are less annoying to use. Rules with high Table Cost are more annoying to use, and they’d better have something else going for them, or they Get The Axe!

    Recall Cost
    +0: Not easily forgotten, because it’s obvious when should you should use it. (“I need healing, let me see what healing powers I have left!”)
    +2: Somewhat easily forgotten. Your CHARACTER could be reasonably expected to remember it. When it’s not the focus of attention, you don’t have to think about it. (“I can activate Fire Form to get through the lava!”
    +5: Easily forgotten. The PLAYER has to remember it, because it’s based on a generic or a meta-game trigger. May require something to be tracked from round to round. (“I became Bloodied, so my Animal Fury kicks in!”)

    Speech Cost
    +0: You don’t need to bother anyone else with the details (you roll 3d6 extra damage when flanking)
    +2: Requires you to specify a game term aloud (“…and I do 15 fire damage”)
    +5: Requires you to specify a game term aloud EVERY TURN (“…and I’m using my minor action to sustain the Flaming Sphere”)

    Belief Cost
    +0: Provides a vivid mental picture (“I slam into him and push him back a step”)
    +2: Abstract (“When I hit this guy with my mace, I give you an AC bonus”)
    +5: Defies imagination (“So I guess the fog is prone?”)
    (more…)

    How to Design a Combat Encounter in Less than 1 Minute

    Tuesday, April 12th, 2011

    A while ago I gave a guide for designing a combat encounter in about 5 minutes. But what if you can’t be bothered to wait that long? What if your players are itching for a fight and you want to deliver it right now?

    Follow these simple steps to get started immediately:

    1. Pick up the Monster Vault or Monster Manual of your choice.
    2. Go to the index. Spend about 20 seconds looking up a standard monster of the party’s level or up to +4 levels higher.
    3. If there happens to be another monster around the same level on the same page, you’ve lucked out and can add it to the encounter. Either way, you are using a number of monsters equal to the number of players in the party.
    4. If you have D&D dungeon tiles, draw 3 random tiles from your supply and arrange them in an interesting configuration. If you don’t, draw a weirdly shaped room on your grid map and put a couple of pillars in it.
    5. If you have minis, pick random minis the same size of the monsters you plan to use. Otherwise, use whatever tokens or dice you would normally use.
    6. Make everyone roll initiative while you describe the scene! If you are at a loss for words, say the following: “On your travels you suddenly encounter a group of horrible [INSERT MONSTER NAME HERE]. They are in no mood to talk. It would be a shame to die today, but every hero meets his or her end eventually!” See, it’s nihilistic. The players like that.
    7. Do your best to kill the players. That will really piss them off.

    I recommended printing this list out and keeping it in your back pocket in case of an emergency.

    The Infamous DMPC

    Tuesday, April 5th, 2011

    DMPC. Kind of a misnomer, really. Also, more or less universally despised by those familiar with the term. In this article, I will explore the following questions:

    1. What is a DMPC?
    2. Why the hell would anyone ever run one?
    3. How should you play a DMPC?

    1. What is a DMPC?

    In D&D, a DMPC is a Player Character run by the DM. “Isn’t that an NPC?” you may ask. Well… kind of. A DMPC is built using the same rules as a player, generally sticks around over the course of a campaign, levels like a player, and often demands its fair share of loot. So, aside from the fact that it is played by the DM, who is running the rest of the campaign, it is basically another PC.

    It should be noted that there is nothing specific to D&D about a DMPC. There could be one in any rpg with a traditional GM and Player structure. (more…)

    Maze Controller’s Guide

    Monday, March 28th, 2011
    This entry is part 30 of 34 in the series Mazes and Monsters

    The Maze Controller’s Guide section of the Mazes and Monsters manual contains a lot of advice, some of it sound, some of it very bad. Perhaps the worst piece of advice is

    If a player is becoming uncomfortable, terrified, confused, or frenzied, DON’T BACK OFF! Keep on challenging the player by upping the stakes in the fantasy. Don’t let a player leave the fantasy until they solve their issue! If players can’t handle it, they will freak out, flake out, or drop out. These are acceptable losses! You can’t make an omelet without driving some people mad.

    But hey, it doesn’t go much further than Dogs in the Vineyard.

    Here’s a section of the manual about designing Mazes:


    (click for a larger version)