Category: DM Tips

Gambling in Savage Worlds

I’ve been having a lot of fun running Savage Worlds. Hee, I’d like to think my group is having a good time too. It’s got some kinks in the game and I still make some mistakes, but overall it’s a fun, streamlined system.

I had a player adopt a gambling scoundrel type. The default gambling rules for SW are decent. A player chooses a value of the stakes and folks make a gambling check. The highest and lowest are paired off, with the lower roll paying the difference times the stakes. Then the next highest and lowest are paired off, etc. Ties and odd players are considered to have broke even. It’s a fair way to resolve an hour or so game time of gambling.

The downside it’s a little swingy and doesn’t quite capture that night of gambling. A player can seriously flub a roll and be paired off against someone that got a raise or two. You can get into territory where a player wins 5-8 times the stakes bet. Even weirder, a player could actually lose several times over their initial stakes.

So I thought about tweaking the gambling checks a bit and resolve more around a capped amount players can potentially win. First a player chooses the stakes and ‘buy in’ at 2-3 times that amount. Each buy in is represented by a marker given to that player (say pennies, glass beads, poker chips, whatever). This marker abstractly reflects the cash brought to the table.

All gamblers in the game make a gambling check and it resolves as per the rules (highest and lowest paired off, etc.). However instead of paying the winner, the loser just hands over a marker. Any odd players out do not gain or lose any markers. Players keep rolling until there is a clear winner (getting all the markers), or other players drop out. The markers are then cashed in, each being one stake. So if the stakes were 5 silver, a player ending up with six markers would have 30 silver at the end of the night.

For it to work you need a few people playing, at least three with 4-5 being ideal (including the player that wants to gamble). I always have 2 or more PCs join in the game representing NPC extras at the table. I also try to have one extra have a similar skill to the player, with most having gambling at d6, and possibly one having a lower skill of d4. All participants would have the matching marker total of the player, with one possibly having 1-2 more (they simply are bringing more money to the table).

To speed up the gambling a bit, I have another rule that kicks in when an extra ‘drops out’ and loses all their markers. The next player/extra with the least amount of markers will also drop out of the game. Consider they have actually played a few hands and decide it best to cut out of the action early. At this point the player with the highest gambling skill makes a check. If they pass, they can choose to force that player to stay in the game if they wish. With a raise (not cumulative), they may also convince that player to buy in another marker.

This represents the gambler is able to string along a player having a losing streak, and may even convince them to throw more money into the game to stay at the table. Note this is entirely optional for the player making the check. They may want to have that player drop out. Even if doing so loses a chance at earning more cash, they are also cutting down the chance of having to pay markers.

Lastly, when it’s down to the last 2-3 players, I double the markers won and lost. It can drag out a bit just passing around a single marker over again and again. With multiple markers being won or lost, it tends to resolve the gambling a little faster.

An alternate to this could be that all players just throw their markers into one big pot. However I found actually exchanging markers gives players some gauge with how they are doing as the game progresses. Also they can utilize a large marker pile as a means to push other players into cashing in, wielding their winnings like a bludgeon to force others into calling the game early.

There are a couple of things I like about it. It represents cash in hand pretty well. You don’t have this phantom total of money pop out of nowhere, it’s all based on stakes at the table. The PC rolls a few times, which can average out that single lucky (or unlucky) roll. Having another extra drop out when one loses all their makers gives the player an opportunity to utilize their gambling skill in another fashion (potentially keeping a weaker player in the game for more money to be earned).

Lastly, there is some tension with the game and encourages a player to try and cheat on a particular roll. By default you don’t have this huge incentive to cheat. However if you really need a good roll to win a few markers off your opponent, cheating can be a decent way to get that edge. It’s all about that player flubbing their roll and getting caught, which can lead into more interesting situations.Trampier-Hommlet

4E must have books

I expect the footprint of 4E will be getting smaller and smaller in stores and in the convention scene. However I won’t be surprised to see some retailers trying to dump existing stock before DnDnext rolls out. If you were inclined to pick up some books for a 4E game, what would you get? There are a lot (over 30!) hardback books to choose from, not including adventures, some other smaller softback books, tiles, and such. So if you were to dip your toe into 4E and pick up some books on the cheap, what would be a short list of must buys?

As for myself, I may be potentially making a move and really need to consider what books to hang onto. Looking over my D&D library if I wanted to run a 4E game in the future what books can I dump and which ones should stay on the shelf? A while back I thought up a list of books needed to run a long term game, so what would I change given the newer releases since then?

Core Essential Buys – Immediately I would split off into 2 branches, and each I consider exclusive of the other. Either you go Essentials or go with the older core 4E books. Essentials and original 4E are the same game. You should be able to plug and play any of them into your game. However you might run into some subtle differences with character progression between the two. That’s why I’d consider if going the Essentials route, it’s best to stick to that entirely for core books.

So if going the Essentials route, I’d pick up Heroes of the Fallen Lands, Heroes of the Forgotten Kingdom, Dungeon Master’s Kit, and the Essentials Monster Vault. I have not gotten some of these books, however I consider them solid choices to easily gather core components of a 4E game together in a short stack. The are designed to complement each other with the rules. So having these you should have enough to run 4E.

The alternate is going the more traditional route of the older hardback books. I tend to think that if you wanted to expand your collection with a few additional books, this might be the better route. With that, I would pick up PHB 1 and 2, the DMG, and the Essentials Monster Vault.

You’ll notice I didn’t mention the original Monster Manual. Sadly, I think it is retired to the ‘stuff not to bother with’ list. The Essentials Monster Vault is a better product. The monster math is fixed and you have a book of core monsters that should be good for your campaign. Not to mention the loads of great monster tokens in the box.

With going either of these branches, you’ve got tons of material for your game and likely never need another book.

Solid Buys – If you wanted to add a little to this stack, there are 2 the additional books I would consider picking up:

Monster Manual 3 – It adds more monsters and even better fit in with the updated defenses, HP, and damage to challenge the players. I like the idea of no fuss monsters where I don’t have to spend a lot of time tweaking them. This book provides that.

Mordenkainen’s Magnificent Emporium – More magic items are a bonus and this book covers the gambit. It includes some adventure seed ideas (detailed magic item backgrounds and cursed items). Not to mention rounds out some much needed potions. It also fits well with either your original core 4E books or the Essentials line.

Good things to pick up later – There are a few books I would move into the stack of books to hang onto (or potentially pick up). These aren’t needed and some are more aligned with particular books, but they make for some good choices to expand your game:

Essentials Rules Compendium – It’s an extremely handy reference for your table. If you are one to regularly hit the convention scene or game on the go, even more so. However I tend to think that 4E will become more of a niche game in the future and likely not be seen too much in conventions. Still it is a decent, quick, go to reference to have at your table for rules.

AV vault 2 – I would only consider picking this up if you’ve got the Player’s Handbook 2. More magic items are always nice and the additional class specific items make it a decent addition to your collection.

Campaign specific player books – 4E went the route of having a player-centric and dm-centric book for both Eberron and Forgotten Realms. I’d consider getting these books if you were interested in jumping into these settings. Fortunately, Dark Sun went the route of packaging all of that into one book. While they are campaign setting specific, all 3 allow more player options to the game.

For a DM getting just the campaign setting material isn’t worthwhile. With enough digging on the internet, you can likely wrangle up enough information from online resources to run a game (maps, general location information, etc.). It’s the player rules specific to 4E that are lacking, and these books do the trick.

Stuff not to bother with – Everything else. Yup. You are now delving into territory that I consider either very campaign specific or stuff that’s peripheral to your game. Between PHB 1 and 2, you’ve got a ton of character options. Unless you were playing new campaign of the month, I seriously doubt that your players would want to dig into the options of the power source books. Some of the planes books and others like the Underdark are nice, but again very campaign specific. You can definitely mine these for adventure ideas however I would easily consider them not worth picking up. While it might be nice if you wanted to keep, or obtain, a collection of 4E books, I think it best to just let them go and keep your gaming library lean.

So this is a short list of books I think would be needed if you wanted to run a 4E game. Just about 4 books. Four books to give you enough for years of 4E enjoyment. So if you want to clear out your shelf space and make room for DnDnext, or are thinking about picking up some 4E books on the cheap, this isn’t a bad way to start.

4E essential

Throwing out the dungeon corridor

I grew up old school with AD&D. Scrawling out huge dungeons on graph paper was always an entertaining pastime, even if many of the lairs I drew never saw the game table. It was just a fun creative exercise to line up rooms and try to interconnect them all. This is something I have clung to over the years. Then of course I see some gorgeous freeform maps from Fearless DM and after picking my jaw up off the floor, come to the realization that trying to get something like this mapped out in its entirety would likely be an insurmountable task.

Something dawns on me, why bother mapping out the interconnecting bits? Why etch out on paper that you’ve got a hallway that goes 30’ and then branches into a T, heading east and west, each going another 40’ ending in at a set of doors? Why mess with all that detail?

Instead, just concentrate on mapping the rooms. The stuff with monsters in it. Where all the action is taking place. That is the meat and potatoes for just about any dungeon jaunt. Why bother trying to accurately get a layout for the entire network of corridors and hallways that interconnect everything? Why not just stick to getting the details set for where the players will be actively adventuring.

With that mindset, maps like these become more manageable and something easier to work with. In the past I occasionally would just handwave the layout of a dungeon. Now I’ve been doing it exclusively. I try to keep a framework of room connections through lines and intersections with a few notes, but it is all a rough sketch. I save the actual mapping for where encounters will be.

I’ve been liking this as it’s been making my adventure planning more modular and dynamic. So the group has been through a series of monster encounters. At the descriptive intersection they head left towards another combat, where heading right would lead them to a trapped room. I’m able to switch out the rooms and give my players something else to tackle aside from another hack and slash fight. Best of all, I don’t have to muddle around with trying to keep every interconnecting hallway accurately mapped out.


It gives me some options to make encounters more interesting also. Now I can throw monsters coming in from two directions when the party stumbles into a room (including from behind). Keeping the rooms networked together with a narrative description gives me some wiggle room. If I keep things general and tell the group they’ve gone through a series of corridors which head into a large chamber, that allows me to plop in monster reinforcements right in the direction they entered the room from. It helps keep the players from being complacent and too overconfident of their tactical situation in an encounter.

I’ve been liking this so much I’ve thrown out the idea of mapping out hallways. Just leaving things as a rough networked sketch has been great. It’s made it mentally easier for me to keep rooms dynamic and eased the ability of switching things around on the fly. Even better, when I see inspiring stuff like the maps here I’m more likely to use it and not worry about keeping in the corridors.

( Sadly, Fearless DM wrapped up his blog (where I snatched up these wonderful maps), but you can usually find him still dispensing RPG gems via twitter: @pseckler )

Skill challenges revisited – Part 2

Last time I talked a little about how I design skill challenges for 4E, and this time I’d like to go through some things I do when running them. As a short summary from the last post I’d always consider what failure brings, and what a partial victory would bring. This partial victory is a step below a fully overcoming the challenge. Lastly I’d have 2-3 ideal skills that would grant a bonus or an easier DC to checks, but not have a hard list of skills required for the challenge.

Use markers for success and failure – I have a stack of black and white baduk (Go) game pieces handy. During a challenge while I describe the results of the PC’s actions, I also hand out either a white (success) or black (failure) bead. It’s a small hint to the players they are on the right track for completing a challenge, and they can quickly determine the relative amount of successes and failures they have.

This is also a decent way to keep track of a longer skill challenge. If you have a challenge that is interspersed with encounters and other events, it’s a nice means to record their progress. You can always keep this information hidden and simply give them some feedback for the task. However having this simple prop relays how poorly or how close they are to succeeding.

Don’t give out the hard numbers – Like in a combat with offering HP totals and AC values, I don’t tell players they need X amount of successes before Y number of failures. I also don’t give the players target DC values. I will offer players some description how difficult a potential action might be, especially for high DC checks (ex. ‘You could possibly make a running jump across the bridge, but it will be exceedingly difficult’).

If you approach challenges with hard numbers and set DC values relayed to the players they’ll pick up on this. Keeping things to a narrative curbs the metagaming. I don’t mind offering a tally of failures and successes, but the unknown variables of how to tackle the challenge should avoid set values given to the players. This way the group has to make that choice of going all in or deciding to cut their losses if things go sour.

Everyone participates – The PCs can’t sit idly by and let one player do all the heavy lifting. They all have to try and contribute to tackling the problem, even just by using the assist another action. Most challenges I run go through rounds. At the end of each round players either win (including a partial victory) or they fail. Note that time can stretch out for hours to days if needed between each ‘round’ but the important thing is (like a combat) that everyone has an opportunity to do something.

Say, then do – I get all the players to first tell me what they are doing, or trying to do, in the challenge. Once I get it all in my head I figure out applicable skills and checks needed. Then everyone rolls. I determine successes and failures, line up the action for the next round and repeat the process. Get your players to narrate what they want to do first. Frequently you’ll have one player initiate the action with other PCs sort of metagaming to see the outcome, and then adjust their plans. I like everyone talking about what they want to do first, and then see if things work out.

Be flexible – If a player thinks of a really clever way to use Athletics during a negotiation challenge, I’ll let them do it at least once. Be accommodating to cool ideas. You want to encourage players to think of creative solutions to the challenge and pigeonholing them to specific skills won’t help. As mentioned though, I usually will let them make a check with an oddly applied skill once, then rein in any repeats (or bump up the DC to a horrendous amount). Still if your PCs pull out a fantastic idea for using a skill in a way you haven’t thought of, at least allow them to try for a check.

Don’t be a slave to the challenge structure – Ideally there should be a certain number of successes or failures before the challenge resolves. If things progress to a closure earlier, don’t force more checks to be made. There may come a point where your players make some sound arguments to influence some NPC. If they nailed it, don’t drag out the challenge, just award them a victory and move on (partial victories work wonders in this case).

Sometimes you might have PCs do something amazing (or pull a bone-head move). If so, consider awarding more successes or failures to them for that check. Alternately you can think about giving the player a huge bonus (or a penalty if needed) for the next check. As mentioned in the previous post, consider skill challenge rules as guidelines. It’s applicable to both designing and running them.

I hope these tips help DMs run skill challenges. While clunky at times, with enough under your belt you get a feel for how flexible they can be. All the while skill challenges provide a framework for resolving and rewarding great roleplaying. Don’t be intimidated with them and try to use them in your game.

Skill challenges revisited – Part 1

Trampier-SpiderI’ve always been a fan of the concept of skill challenges. I like the idea of having some means of awarding XP for roleplaying and not just saddling it to some interpretive standard. Skill challenges in 4E really offered a DM some decent guidelines for doing that. Better yet, skill challenges laid out a way to offer XP to players for great roleplaying aside from your typical hacking up monsters and completing quests.

Skill challenges were far from perfect however. I think what stood out for me the most was how they were more a framework of rules when running them. In the past few years I began to tweak with designing skill challenges and altering how I ran them. After a while I sort of fell into a groove running them by getting input from all the players and keeping the challenge structure fluid.

It’s been awhile since I visited skill challenges, so I figured on posting a bit on some approaches I use with designing and running them. It can be tricky, but once you get some concepts down regarding them, they are a snap to make up and run. Onto some tips:

Rules are a framework, not set in stone – I think something important to remember at the onset is that skill challenges work best approaching their structure as a guideline rather than a hard set of rules. It’s easy to stick to difficulty labels and outcomes based on X successes before Y failures. It’s far better to be flexible with running them. You may get a stellar idea from a player. Why not offer them 2 successes (or even pass it immediately)? If you adhere to a set format unerringly, challenges can feel artificial and constrained.

Start with failure – When first thinking up a skill challenge, start with thinking about what happens when the PCs fail it. Do you have something interesting happen? Is there a way to keep the story moving? If the answer is no, then don’t make it a skill challenge. Failure should always be a possibility.

Say you decide players have to progress in some underground tomb by opening a sealed door. Sounds perfect for a skill challenge, right? If they open the door great! If not, then what happens? If the answer is the players turn around and go back to town, the adventure is over, rethink making it a skill challenge. In some cases you have situations that give the story a hard stop and moves everything off into another direction, but if that’s the case a skill challenge likely isn’t appropriate (you’ve got a major story branch instead). You should always consider what happens if the players fail a skill challenge and have an alternate plan.

In the above example failure might mean the players do bypass the door but one of the PCs gets severely injured. Maybe the door suddenly closes and the group is split up. Maybe they can’t open the door and instead have to go some other route that is longer or more dangerous. In each case the group can continue on with exploring the tomb, but have varying penalties and unfortunate circumstances due to failing the challenge. Make sure that failing the challenge doesn’t halt the adventure.

Have gradations of success – A partial success for a skill challenge should allow the players to squeak out a win. I typically set this as 1-2 less successes needed from the total to win the challenge. If they do this they are successful for the challenge but get ½ the experience reward. Think of this as a victory with some complications, or no clear advantage despite overcoming the challenge.

The alternate is a complete victory with the challenge. The players push themselves to get the required number of wins. Not only do they complete the challenge and get the full XP awarded but they will get some kind of advantage or benefit.

With the above door opening example, let’s say a failure means the party has to take a more difficult route. A complete victory means the players open the door and possibly can skip a potential encounter. A partial victory would then be in the middle of the two. Yes, the players get through the door but maybe they trigger the attention of some monsters. Maybe it’s a very difficult and taxing physically, so all the players lose a healing surge. While they complete the challenge, it’s not without some additional hardship.

Use preferred skills, not absolute ones – I think another trap to avoid is having a list of skills that are absolutely needed for the challenge. Instead you might want a short list of skills (2-3) that have an easier DC, or confer a small +1 bonus when utilized for the challenge. Additionally, I’d consider these as skills other players can utilize to assist another player. I’ll get a bit more into this with part 2, however giving a laundry list of checks for the players to select from is boring. Instead, you should be flexible with what skills can be used.

If players have to convince a Duke to release garrisoned troops to prevent a warband of orcs from heading through a pass, diplomacy might be a key skill for such a challenge. I’d figure that trying to reason with the Duke is a likely course of action and grant a +1 to using this skill for the challenge. But let’s say a player wants to use intimidation? If it’s not on the list of needed skills could it be used? Would intimidation be an automatic failure (after all I am seeing diplomacy as a key tactic)?

How about that player wanting to intimidate the Duke states they dig through a sack and produce the head of a slain orc. They throw it at the feet of the Duke and state this is what’s coming for the village. The orcs will likely do the same to him, his family, and all the common folk, hack off their heads and keep them as trophies. Locking yourself into a set list of skills required for a challenge will very likely also mean being inflexible when players give you a surprise like this. Give them some freedom to use different skills, and that starts by not demanding specific checks be made.

That’s it for now. In my next post I’ll go with some nuts and bolts with how I run challenges.

Who is the captain of this PC ship?

A long while back I ran a very short stint for Traveller using Savage Worlds. The group ran a freighter and while most important decisions came down to a vote, they opted to have one player always break a tie as the captain of the ship. Ultimately, that person had more say in what would be the next course of action, whether they took a job or not, would they try and pick up passengers, etc.

We might be doing a spin off occasionally with a game in the Star Trek universe where I’ll finally be able to sit at the table as a player (yay!). We haven’t sketched out too many details, but we are expecting to be Star Fleet enlisted (or officers). Something that’ll likely come about from this will be planning out how we all work together and who will be the ship captain.

This got me thinking about other campaigns, especially military campaign settings. If you have a somewhat formal chain of command, how could that work with most ‘democratic’ groups? I would expect your typical fantasy adventure company settles everything with a vote. If everyone decides to relinquish this to a single player, say a captain of a star ship, how well would this work in the long run?

Granted you could have plenty of opportunities to get feedback from the other players. Likely get their opinions on certain matters and then make a final plan of action. However some times I would expect you could have that burden of decision making shift to that one player, after all they are the captain. Other players might decide to let more tricky choices not be their responsibility.

You might end up with a player calling most of the shots for the group. Things go to pot, they might get more of the blame. Some players acting as the leader might not enjoy being the continual decision-maker for the group. Likewise it could be very easy for some players to slip into a passive role around the table, letting someone else think up solutions for tackling problems, i.e. ‘Hey, I’m just a grunt following orders.’

So how could this play dynamic be altered? Have the GM be the captain. You are the person that makes the final decisions. You are the one giving the orders. You can ensure that everyone gives you an opinion on a thorny situation, have them plead their case on a plan of action, and you choose the plan of action. Note that not all players have to be the same ‘rank’ as the others with the same weight. One might serve as the XO having a bit more pull with their say. Some might just be subordinates to other PCs.

A big plus for this is you can direct the flow of events for an adventure and give immediate tasks to the group. You can directly influence the general direction of an adventure. One major tripping stone with this is the danger of railroading. It could be very easy to slip into forcing the other players into a story they are not interested in. I think a key point of avoiding this is to provide plenty of opportunities for independent action and allowing players to offer opinions on tackling problems. Rather than telling players they need to beam down to a planet, find information on the situation, and negotiate with aliens to approve a trade agreement, a more open approach would be needed. Instead I might say that the Federation needs a trade agreement with these aliens. You all have to make this happen in 3 days, keep me informed and utilize any resource to make this task successful. This allows for players to be a little more creative with how they handle the problem rather than following a laundry list of tasks to complete.

Another alternative to this would be to run an antagonistic officer. This person is either incompetent or just does not like certain PCs and wants to continually put them into situations that will make them fail. Consider a classic WWII drama, The Caine Mutiny, as a potential source. What would the PCs do if continually given poor orders? Would they go through with a bad order that would put other people at risk? Or would they stand up to the captain and potentially incite a mutiny?

To muck things up even more, maybe you (as the captain) are a competent officer in peacetime, but freeze up in combat situations. Players might have to agonize over willfully disobeying poor orders, even though in other situations you make the right calls. What would be the potential fallout from that? Could that erode any confidence the captain had with PC crew members?

I’m pretty certain the next game I run that has room for one PC being the leader, I’m going to take over that role. I don’t think it would work for a long campaign (much better for short term runs). Certainly railroading could be an issue and something I’d have to have to watch out for. However having a little more control on the flow of events would be great, and having that not continually fall on one PC’s shoulders would be even better.

malfirefly

What are the monsters fighting for?

A big adjustment I had DMing 4E was to rethink how fights worked compared to AD&D. I used to throw down a lot of fights back then. Usually my dungeons were chock full of monsters and fights were fast and furious.

With 4E I find combats are a lot more dynamic and almost have a cinematic feel. They’re a lot more tactical and everyone is constantly maneuvering around for a better position. Even in an open room, in 4E you have a real engagement, where in AD&D it would be a glossed over fight (maybe some excitement if a person rolled a 20). It took me a while to wrap my head around how combats played out in 4E, and what works well (or doesn’t).

I found out one important thing with 4E fights, if you are fighting just to have some combat, it’ll make for a boring affair. In older versions this was never a big deal. If my group got jumped by a monster wandering the woods, I’d just play it out. 4E combats work better as staged set pieces. If you used an old approach of just dumping out monsters to fight on a grid, things get old pretty fast. So I learned to ask myself constantly, ‘why should this be a fight?’

I found this was critical in designing encounters and more importantly, stringing them together to make an enjoyable session. So when I’m planning out a dungeon, I try to think of a few reasons why I should be having a fight and what is the purpose of the combat encounter.

Moving the story along – Likely the number one reason players are trading blows with creatures. The group is in combat with a main villain, or some key encounter, because of the story. It is an event central to the plot. Not every fight has to hold a critical element to the campaign arc, but it’s something you should be striving for.

I try to avoid having a fight simply to give a clue. If I go this route, I try to limit to a few rounds, usually having the opposition run, surrender, or offer some other quick resolution to get the players moving on.

As an example, my players landed on a dock where a local crime lord had control over the longshoremen. A few burly dockworkers with cudgels badgered their ship captain into getting more coin to unload some cargo. They turned their ire towards the players, clearly itching for a fight (the non-lethal thumping of heads kind). Combat went for about two rounds before the town guards came in and broke it up, siding with the longshoremen on who started it.

It was a short fight, but it helped established a few key points that some dockworkers were more thugs than laborers, and that local authority were either corrupt or inept. I didn’t want to drag the fight out to a bloody conclusion. But at the same time I thought it useful to have the players exchanging a few blows, before getting some key information about the town they were in.

Drain the resources of the players – This is an effective way of ramping up the difficulty of later encounters. A straight up engagement against a group of guards may not have a tremendous story purpose. But if it is an encounter before the group moves further in a bandit camp to fight against the main bad guy, you’ve definitely have a reason to have the fight. While the party is expected to win, they will take a little damage. This results in healing surges being used, and may result in use of some magic item powers, all of which drains the resources of the party for future combats.

It’s a decent ploy to make that later combat against the main villain a little tougher, without having to ramp up the encounter level. If players have used most of their healing surges, a few magic items, possibly even a daily, you’ve got players working a much tougher fight. The main trick is to keep the group moving and not have them head back to town for an extended rest. This does not necessarily have to be a battle either. Traps make for great ways to drain the group resources also. Don’t forget that you don’t have to almost kill the players, you just need to dig into the HP a little and in turn, whittle away at their healing surge total.

A combat for the sake of combat – This is something I try to avoid. Yet sometimes after several nights of talking around problems and clever use of skills to overcome obstacles, it’s nice to have a throw down with some monsters and hack away at things. However I think for these type of encounters to work, you should have one rule. Keep things interesting.

Pull out the stops and have a fight on a collapsing bridge over a chasm. Dig through the monster manuals and pull out some wild planar creature. Whether it’s the location or the type of creatures they fight, make the combat exciting and memorable. A bar fight with some surly dwarves may have nothing to do with the campaign, but can make for a grand time. You won’t get the same player reaction from another nameless wilderness encounter in a wood clearing.

Don’t hesitate to hand wave a fight – Don’t worry about having an actual combat for every encounter also. If the players have to infiltrate a fortress and fight through waves of opposition, you don’t have to play out every combat. Hand wave a bit and resolve it through narration. Maybe have that first fight against a few initial guards and don’t worry about the rest. Save the encounter combat for the main boss at the end.

This is where healing surges work wonders. Tell the players they made their way through an orc enclave, slaying a few groups, then have each player lose a healing surge. If you want to be tricky, also roll a basic attack against each player and have them dock off another surge if you hit. It’s a nice way to represent some scrapes and bruises from a fight, without having to actually play out a combat.

In my past campaign, I had my players clear out a kruthik nest. The original layout was an optional encounter if they failed a skill challenge, followed by a tough fight, with a final fight against the nest queen. While my group succeeded at the skill challenge, they opted to take on the optional encounter. After that happened I looked hard an long at the second encounter.

Did I have to have this fight? Would it really push the story along? I wanted a series of progressive fights, ramping up the difficulty to emphasize the group was going deeper and coming closer to the nest queen. But that optional encounter took off a few healing surges, so did I really have to have another full battle to do the same? Nope. So I just narrated to the players they ran across more kruthik and killed them as they explored further the tunnels. I moved them on to the final fight, just handwaving the middle combat and sticking to the more meaningful final encounter against the nest queen.

These are a few things I keep in mind when I design a string of encounters. I still (as the kruthik example above) flub things. While it may look good in preparation, actual play can change things. You might get a really bad string of rolls from the players (and some awesome rolls for the monsters), so a simple fight on paper may end up being much more difficult. I try to keep things fluid with my plans and read the players’ moods at the table to keep things interesting.

So with 4E, I’ve had to shift my thinking about combats compared to previous editions and shed that idea of a throwaway combat. Seems DnDNext has let this creep back in somewhat. I’m sort of on the fence with that but by recognizing this difference in how combats fit into the story, it’s made my 4E game better.DMGADnD

Railroad flashbacks as a first session

It’s always a bit of footwork to get a new campaign rolling, especially that first session. I like a short adventure giving the PCs some action. I also like all the players having some shared background to help cement relationships. It just helps get the ball rolling.

For my latest Savage Worlds campaign I decided to do a slight departure from having a lot of open talk on past relationships, and avoid the players starting off with a small adventure to tackle. Instead I put them on a story railroad to help create a shared experience and let that be the backdrop to how the players established their own relationships. There were a few key aspects for how I set this up.

Less details, more a thumbnail sketch – I didn’t want players to get all their powers, abilities and stats all lined up. I wanted very broad ideas of who they were. So a dwarf psionist or human tracker good with a bow was all I needed. I especially did not want any backstory.

Use paper dolls – I created a simple set of generic stats and types of abilities for typical hero icons. I created a melee type, a ranged weapon type, and a caster type. All with average D6 stats and without any edges or hindrances (for the 4E fans out there, consider a character with 14 in all stats, using a basic attack, possibly a magic missile at-will for spell casters, with no feats or class abilities). I didn’t need them having anything special.

I did this primarily as much of my group had not played SW before. I wanted to get one combat in and let them learn the nuts and bolts without a lot of distractions of power choices and edges. The fight would be heavily scripted with a hard stop, to allow any fallen characters a chance to recover. It was designed just to get a feel for how fights work in the system.

Run a story railroad – I created a context and background for the situation, including a short melee conflict. There are a lot of ways to do this. The key points are to have the group forced in a situation where they are around each other for an extended period of time, and have the opportunity to get into a combat. Maybe the group is part of a military campaign, or under a castle siege. Possibly the group are doing some required service for 6 months to a local lord, with the keep being attacked once during that period. Maybe they were all shipwrecked on an island for a year (cue the theme to Gilligan’s Island).

In my Dark Sun conversion using Savage Worlds I had the group leaving Tyr joining a merchant caravan. The caravan was ambushed (playing out the fight), creating a dire situation for the group. They managed to crawl to Raam and were promptly put into indentured service for a year to pay off losses incurred to the merchant. I fast forward everything so that they had completed the year of service, and were preparing to leave the merchant house in Raam. It was heavy handed, but created a situation where the group was forced to have a common experience and be in each other’s company for some time.

Determine set relationships randomly – I had each player roll a D6 and paired off everyone. The highest rolls were with the lowest, next highest with the next lowest, and any pairs rolled were given a matching partner. I did it in such a way that everyone at the table had a least one relationship with another. They were free to have other relationships among the other players, but it was required to have one with the other PC they matched up with through the die rolls.

Have the players fill in the details – Once that was set, I let the PCs tell me what happened throughout the year. How did they initially meet? What key events happened throughout the year? What did they do as individuals? How did they establish this connection with another player? In the end they all knew each other, but likely had some particular shared experience with one other player.

What is important about this is that I let the players have control over the story. I’d set some ground rules and potentially reign in some ideas (they couldn’t kill the merchant they worked under during that year). However I let the group tell me how they spent their lives during that time. I let them figure out where they came from, and how deep their friendship went with the others. The setup was just the backdrop, the players had firm direction with they did during that past time.

Another great thing is the DM can slowly set up other elements in the campaign world. As past events unfold, you can allow rumors and bits of information to accumulate. Maybe a player learns more about a key NPC, or finds out some important news, or gets the real inside scoop on the relationship between different NPCs.

For my group, Tyr was firmly under control of the sorcerer king. I had them initially explain why they joined the merchant caravan heading to Raam. Then I had them describe their lives and what service they provided the first 3 months at the merchant’s house. At the 6 month mark, I got more information on their lives and what happened at the house, however I dropped rumors that Kalak, the sorcerer king of Tyr, was slain. Fast forward another 3 months, after getting more details of their lives from the PCs, I gave them information that the impossible had happened in Tyr. It was confirmed that the sorcerer king was indeed dead, Tyr had abolished slavery, and was now known as the free city.

This is a great way to offer some background on the world in broad strokes, and not just give an info dump to the players. Additionally, you can have the players become part of that knowledge gaining experience. If players were doing required service at a noble’s keep, maybe a PC overhears a fight between the local lord and a duke emissary. Maybe the player working the kitchen hears all the juicy gossip about the lord’s youngest son being a rake and a gambler. Maybe the player working the keep library stumbles across an ancient map.

Wrap everything up and get the characters completed – At the end of the night, all the player characters should be completed. It is quite possible things can change during the course of the evening. Maybe a player learns that a ranged fighter wasn’t as exciting as being a melee swordsman. Maybe the idea of being a scout-type hunter wasn’t as exciting as being a bounty hunter. You will very likely see players getting a lot of different ideas about their characters after they get some time to work out their relationships with others.

So let them explore that with very generic characters initially, and then follow up with having them get the nuts and bolts ironed out on their character sheet. At the conclusion of the first session they should have their character details and stats completed and ready to go.

I had a lot of hesitation initially with my group. What do you mean you don’t want to hear my backstory? What do you mean you don’t want me picking all my skills? What do you mean it’s not important why I joined this group? And trust me, when I said that the group was forced into service in the merchant’s house for a year, plenty of eyes rolled up at the table.

However at the end, that perspective completely changed. That heavy handed story railroading lay a foundation for creating a shared experience for everyone. They could say they all knew each other for over a year (with some knowing each other even longer). They all had encountered difficulty and learned to depend on each other. It really allowed the group to gel and get past that uncomfortable part of getting to know one another. Give it a try sometime for your game. You will be surprised with how much backstory and adventure fodder will come from your players.

Tweaking 4E: Expanding uses for power points and healing surges

So while action points and healing surges are cool, I think they can be under utilized. I’m a huge fan of healing surges and think they make an interesting economy in the game. They are a requirement for recharging some magical items and I’ve liked that idea of using a PC’s vitality to enhance their power, so why not expand on that? Likewise, action points are cool but you can only use them once per encounter. Granted the bonus standard action is pretty huge, but only comes into play if you are going though several encounters in the game day.

A while back I talked about limiting choices of powers in my next 4E game. One downside of this is the limit of damage output players have. So to work on this I really wanted to be sure players could count on the limited encounter powers they have. Also, I wanted a way to get more powers that could inflict higher damage. So I’ve been thinking about the following changes.

Action points – Players have two options for action points:
A) Spend an action point can allow the player to do another standard action (as per rules)
B) Spend an action point to grant a +4 bonus to any roll. This can be done after the roll is made.

Players start with 2 action points at the beginning of each extended rest. They can spend multiple action points during an encounter, but can only take the additional action option once.

Healing surges
– Players may spend a healing surge to add one more damage die to at-will, basic, or trained basic attacks. This can be used after a successful to-hit die roll is made (but before any damage die rolls are made).
– If players activate an encounter power and it fails to hit, they may use a healing surge to recharge that power.
– Healing surges can also be spent to re-roll any single die roll. The second roll must be accepted as the result.

This is likely going to allow my players to really crank out the damage. However I want to encourage my players to use healing surges. Not to mention, those 2-3 healing surges they lose in an initial fight leading up to the big boss now have more impact. Players now have to weigh their options when using healing surges. Do they use the surges to keep on their feet, or use them to crank up the damage on an attack? I also want action points to allow the player to do big things. +4 is a huge bonus, but I want players to be able to pull out a huge attack, or pull out of that critical death save if needed. So I am making those action point bonuses go big or go home.

Taken as a whole with some of my other changes, I’m hoping it adds some spice to my 4E game and makes for some more engaging choices for the PCs.

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Tweaking 4E: Trimming down the power selection

One thing that crept into my game was analysis paralysis. My players got to late heroic tier and things began to shut down in combat. They had this huge pile of cards and all these options to go through, with magic items thrown in to boot. It became a little unmanageable.

My feeling with 4E was the cool bit about being able to do lots of different things, also became it’s fault. I think level 3 is the golden level for 4E (possibly level 5). At that point players have 2-3 options of encounter powers and dailies, with a few choices of repeatable standard attacks (at-wills and basic attacks). As they level up, this just starts adding on. You get more and more options, and all those choices seem to gum up the thought process for players. They just have so many choices and feel that pressure of wanting to do the most optimal action possible during their turn. So I began to think about power expansion differently.

Instead of adding more and more, why not reach a set amount of powers and abilities and cap it? As players level up, instead of gaining more options they swap out powers and upgrade the ones they currently have. The emphasis of having more options begins to lean towards fine tuning and improving the powers and abilities they have. With that in mind, there are a few other things to tackle too.

One magic item with a power/tier – For my next game I am leaning more towards the magic items that give static bonuses, over an optional power. While it’s cool to have that +1 acid sword that has a daily ranged attack, having another 3 items that also have daily/encounter powers just layers on the stuff players have to go through in their decision process. This can seriously add to analysis paralysis of the PC. If anything, I’ll add more consumables and one-shot items. Dark Sun introduced the idea of static enhancement bonuses for players without using magic items, and that is something I am also seriously considering. Another option would be to bump up the items they have making that +1 dagger slowly morph into a +3 dagger with +2 fort vs. poison.

Cap the number of powers – Players will have a limited selection of standard powers as they progress. At most from the advancement table, they can have 1 At-Will, 2 Encounter, 2 Daily, and 1 Utility in-combat utility power. Players may gain additional utility powers as described, but their use must have some out of combat effect. This is highly subjective, with the final interpretation of a utility power being decided by the DM. All bonus powers from class or race are not subject to this limitation (ex. Channel Divinity, Wizard Cantrips, Elven Accuracy).

Last time I was talking about using a trained attack in place of your out-of-the-book basic attack as an option for players. At face value, it’s really just a glorified at-will attack. Mechanically, it’s no different from having a 2nd at-will power, but it’s a subtle shift from an additional power to becoming a fall-back regular attack. Rather than having another card in front of the player, it’s on the character sheet and emphasizes that point of when in doubt use this attack. It’ll never be a horrible choice for a player to use the trained basic attack as it’s geared towards their ability scores as an optimized attack.

Some classes are going to come out ahead with power choices. Your wizard and cleric are going to have more options than your fighter. But at the core of it, even the classes with limited choices should still have situational options. They just won’t have a laundry list that’s what is in the game now.

Allow for more retraining each level – At each level, players can retrain up to 3 powers. In addition they can retrain 1 feat. This is key to limiting powers. Each level you have to allow the player to get cooler toys. While they may not be able to add more to what they have, they can at least pick up powers and abilities to create interesting combinations and improve on the attacks they make.

Limited choices break down – This is far from perfect. Utility powers become a huge issue. Some classes get situational skill bonuses that transform into static bonuses. Some classes have utility powers that can only be used in combat. It’s just the way to the cookie crumbles. By the book, at level 10 players have 3 utility powers tacked on to all the other powers they have. Utility powers make a good target for power pruning.

Psionic classes just don’t work with this. This cap power limit is doable with your core classes, but psionic augmentation powers just break down. If anything, possibly the number of power points might be reduced. I don’t play with psionics for my game, so not too worked up over this. Multiclassing and hybrid classes might need a little more tweaking too, however my players never really explored those options.

It’s a huge game change, but I’m liking it. I think the focus shift from more powers to better powers will work out. It’s far from perfect, utility powers especially, but having a cap on the powers players gain through advancement will likely allow them to have more focus, while still retaining a few options, and hopefully curb that analysis paralysis.SutherlandBattle