Well met! Or well again if you're a returning reader 😃
Most of the time, as DM I've already come up with the names of important NPCs and their relevance to the plot. Same thing goes with important locations, or places I expect the PCs to want to check out.
But what about the unimportant places? Big cities like Baldur's Gate and Flamekeep are huge with nearly a million people living within a day's journey. Naturally these cities are likely to have many Blacksmiths, Shoppes, and Taverns, and not all of them could possibly be readily fleshed out. So what do you do when a PC whines, "We -always- go to the Yawning Portal" or "Snurrin's Emporium never has what I'm looking for. Let's try somewhere else."
With that in mind, I present;
The Five Dice Random Tavern Name Generation Table
This table uses four randomly rolled components- Definite Article, Adjective, Beast, and Type.
Roll a d6, 2d8, d12, and d4 all at the same time.
1d6
1 The
2 Ye' Olde
3 Inn of the
4 The sign of the
5 House of the
6 Home to the
2d8
2 Smiling
3 Hungry
4 Happy
5 Drunken
6 Seasick
7 Crusty
8 Purple
9 Golden
10 Sleeping
11 Lost
12 Laughing
13 Hanging
14 Wandering
15 Lucky
16 Dead
1d12
1 Dragon
2 Harpy
3 Crab
4 Sturgeon
5 Dwarf
6 Goat
7 Wyvern
8 Unicorn
9 Griffin
10 Stallion
11 Lady
12 Knight
1d4
1 Pub
2 Tavern
3 Lodge
4 Den
So the way this plays out with my group usually goes something like this ...
DM: "Three hours and countless pints of ale later, you still haven't seen Big Jack or Colt."
PC 1 Dunleavy O'Righteousness: "This is the right tavern, isn't it? You said he told you to come to the Yawning Portal, right?"
PC 2 Grunkel Ironfist: "Whatdya mean? I never said I talked to Big Jack. I said someone said he spends a lot of time in that big tavern, and Kels said the Yawning Portal."
PC 3 Kels Crystalwand: "I was just naming a big tavern. Mouse said yeah that must be it."
PC 4 Jacob 'the mouse' : "Hey don't look at me. I only know the name of one tavern, and this is it."
PC 1: sighs "Great. Let's get out of here and look for another big tavern."
So at this point, I'm unprepared for a search of dozens of taverns. I've already described the location of The Yawning Portal as the south end of the Castle Ward, and I've planned Big Jack's hang out as The Wandering Wemic in the Sea Ward because I found a cool map of it online, and I traced out his escape route to the Catacombs of Yintros beneath the Heroes' Garden. So the way I see it, at this point I now have three obvious options:
1. I just have Jack show up at The Yawning Portal. In my opinion, this is lame! It's poor DM'ing to give the players things too easily. I always say, make them work for it.
2. I could slip the group a clue about Jack being in the Sea Ward. Of course this type of railroading them straight to him is also poor DM'ing. I don't want this to be that easy especially since they pay little attention to detail, like assuming they were in the right tavern, and I want them to have to work for this a little.
3. I allow them to check every tavern between the Yawning Portal in the Castle Ward and the Wandering Wemic in the Sea Ward.
Now, some DMs may want to delay the PCs from finding Big Jack, and others want to just get to the climax. I'm somewhere in between. I don't want to make the players waste six game nights trying to find an NPC, but I don't want them to finish the campaign tonight either, so I let them search a tavern and come up empty, move on to another where they pick up a clue that leads them to a third where they learn about Jack and the Wemic.
But since I haven't actually created these other three taverns, I need to do so in the moment. That's where these random tables help. I make my own DM screen with random tables as I need them. One screen has tavern names and NPC names and descriptions. I'll do a post about NPCs next week.
So in my game, it played out like this:
DM: "You make your way through the streets, heading away from The Yawning Portal in search of Big Jack or Colt. Hearing a feisty ballad being sung by a group of Dwarves coming out of a place at the end of the block, you move closer to check it out. It's a tavern called *rolls dice* 'The House of the Crusty Unicorn Lodge'. Do you enter?"
Personally, I think this is a stupid name for a Dwarven establishment, but hey, that's what the dice gave me. I could have adlibbed and just pulled a couple words from the list, like The Lost Harpy or The Smiling Goat, but I want to be surprised and challenged as much as my players, so now I have The House of the Crusty Unicorn Lodge.
This again gives me options. I can say the Dwarven owner won it in an arm wrestling contest so he doesn't know why it's named that, or the shingle is pieced together from whatever the dwarf could find in the rubbish lot, or I can come up with a reason for it being named The House of the Crusty Unicorn Lodge.
Being a Lodge, I'm going to say its Members Only, and membership requires a Side Quest. But since my players don't have time to complete a Side Quest, and knowing my party Rogue 'Mouse' fancies himself a con man, I expect him to try to bluff his way in. Turns out, when they heard it was Members Only, they decided it wasn't worth the effort and moved on to the next place.
Now here's where things got interesting. They go a couple more blocks and I roll again for a tavern name. This time I get 'Ye Olde Golden Unicorn Lodge', and I'm thinking what's with all the Unicorn Lodges? So once again, I could have adlibbed and changed it to the Golden Bear Lodge or whatever, but no, I let the dice decide. I say this one isn't Members Only, but it is Humans Only.
Sometimes I get lucky and my brain works quickly. I already knew at this point that the next stop was going to be called The Sign of the Sleeping Unicorn Lodge, and it's owned by an Elf. I'm not always this sharp, but tonight I was in rare form. I decided that the three were part of an adventuring company in their younger days called the Black Unicorns because their first quest was to bring back a hoof print from a black unicorn for the Elf to gain entry into the Wizards Guild.
Granted, none of this had anything to do with finding Big Jack, but it gave me Plot Seeds for later quests, which I'll post in a future blog.
Feel free to print this out and add it to your own personalized DM screen, or better yet, write up your own version using things common to your world. Obviously you could put Inn in the Type section, and Lady isn't a Beast.
If you don't like the idea of rolling spontaneously for tavern names, just roll whenever the players are discussing something or distracted. Do it behind the screen and write the names down to use later. It'll give you a chance to do some thinking before putting it into play, plus rolling and writing things down without announcing the results should freak out your players a little bit *evil grin*
Let me know what you think! Post a comment. I'd love to hear your ideas for names, or some unusual combinations that you've rolled.
And as always, Good Journeys!
Mastering Dungeons
Thursday, October 6, 2016
Monday, September 26, 2016
Mastering Dungeons: #002 on melee and the Attack Roll
Well Met, or Well Again if you're a returning reader. I'm still trying to get the hang of this whole page formatting thing, so I apologize that the layout looks... weird.
Today I'm discussing melee/combat, and specifically the Attack Roll. What constitutes a hit or miss? -or- What does the Attack Roll really mean?
Oftentimes my players know what they need to roll to deal damage to a monster, or they can figure it out. Unlike some DMs, I don't roll behind the DM screen. All of my rolls are in the open and I allow my players to roll for themselves. If they roll a 16 and I say "miss" and then they roll a 17 and get to roll for damage, then obviously they know they need to roll at least a 17 to hit. Some of them have argued in the past that a "near miss" like that 16 should maybe do one hit point of damage, or at least distract the enemy into disadvantage for their next attack, especially if the 17 dealt double digit damage (try saying that five times fast).
Let's go back to that sentence they need to roll at least a 17 to hit. That's not exactly accurate. A 17 doesn't mean they hit. It means they deal damage. There's a difference. In my games, the Attack Roll doesn't have to mean a single swing of the sword or chop of the axe. Remember, a Turn in D&D lasts approximately 6 seconds, and a lot of swinging can happen in that amount of time. Sometimes an attack is a complex routine of twirling and lunging and parrying.
In those cases, a low attack roll doesn't mean that the PC just took a swing and missed, but instead, the entire series of attack moves failed to cause any injury. They might have missed entirely if the opponent dodged around, bobbing and weaving, or maybe the attacker pummeled the defender mercilessly but the guy's shield protected him, deflecting everything away. It all depends on how you describe it.
Situation 1
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 16*
DM: "You charge in with a powerful overhead chop, but the Orc gets his mace up in time to knock your arm away."
You hit but didn't do any damage.
Situation 2
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in with a powerful overhead chop. The Orc gets his mace up in time to block, but the blow was obviously jarring to his shoulder."
You don't actually hit the Orc, but you do hit its weapon and still cause a little damage.
Situation 3
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls an 8*
DM: "You charge in with a powerful overhead chop. The Orc doesn't get his mace up in time to block, and the blow cuts through his rusty chainmail, drawing blood."
You hit the Orc and make it bleed from a physical wound. This is what we all think of as a successful Attack Roll.
A successful Attack Roll means you injured your opponent somehow, reducing its Hit Points, which brings up another topic. What exactly are Hit Points? Hit Points are not a measure of your life essence, or resistance to dying. Hit Points represent your endurance; your resistance to fatigue and eventual unconsciousness. This is why you don't die when your Hit Points reach zero, but you are rendered unconscious.
4e allowed for a Healing Surge using this concept of fatigue. (I love Healing Surges, both as a Player -AND- as DM.) Imagine any action movie you've ever seen. In the middle of a chase scene with a gunfight, someone will crouch down behind a dumpster in an alley to 'catch his breath'. That's a Healing Surge. You are ducking out of a fight, or taking a purely defensive posture to catch your breath. In Star Wars, the adversaries talk to each while moving in a circle, sizing each other up, during pauses when they aren't banging their glow sticks together. They are taking a Healing Surge to get back a few Hit Points.
Anyways, a hit with an Attack Roll doesn't necessarily mean you physically hit the monster. Just like you can hit a monster without reducing its Hit Points (like that 16 you rolled earlier). Maybe that 17 that only dealt 1 point of damage was because the Orc's shield blocked every swing of your sword. You never drew blood, but you still fatigued it slightly. Maybe raising its shield to repeatedly block your sword is tiring it out, or maybe your raging attack has simply scared it a little.
Situation 4
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in swinging your blade back and forth. The Orc brings his mace up in time to parry the thrusts, but you can see his reactions are slowing."
Even though you don't actually hit the Orc (just his weapon), you are wearing him down.
Situation 5
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "I scream out my battle cry and furiously charge at him while circling my sword around over my head."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in with a powerful overhead chop. The Orc gets his mace up in time to block, but you can see he's lost the fire from his eyes."
Your weapon is blocked by the Orc's, but you still deal a little damage, not from physical injury, but from a blow to its confidence.
These examples show different ways of describing the action. Even though all the situations are very similar, each is a very different battle.
Hopefully these concepts give you some ideas for describing your own battle situations. Credit needs to be given to Philotomy's Musings. Philotomy.com seems to be defunct, but you can still do a Google search to find some of the .pdf's and mirrors.
If you have any comments, I'd love to hear them. Post ideas and share!
Thanks, and Good Journeys!
Today I'm discussing melee/combat, and specifically the Attack Roll. What constitutes a hit or miss? -or- What does the Attack Roll really mean?
Oftentimes my players know what they need to roll to deal damage to a monster, or they can figure it out. Unlike some DMs, I don't roll behind the DM screen. All of my rolls are in the open and I allow my players to roll for themselves. If they roll a 16 and I say "miss" and then they roll a 17 and get to roll for damage, then obviously they know they need to roll at least a 17 to hit. Some of them have argued in the past that a "near miss" like that 16 should maybe do one hit point of damage, or at least distract the enemy into disadvantage for their next attack, especially if the 17 dealt double digit damage (try saying that five times fast).
Let's go back to that sentence they need to roll at least a 17 to hit. That's not exactly accurate. A 17 doesn't mean they hit. It means they deal damage. There's a difference. In my games, the Attack Roll doesn't have to mean a single swing of the sword or chop of the axe. Remember, a Turn in D&D lasts approximately 6 seconds, and a lot of swinging can happen in that amount of time. Sometimes an attack is a complex routine of twirling and lunging and parrying.
Ho! Ha-ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust! Twang!
In those cases, a low attack roll doesn't mean that the PC just took a swing and missed, but instead, the entire series of attack moves failed to cause any injury. They might have missed entirely if the opponent dodged around, bobbing and weaving, or maybe the attacker pummeled the defender mercilessly but the guy's shield protected him, deflecting everything away. It all depends on how you describe it.
Situation 1
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 16*
DM: "You charge in with a powerful overhead chop, but the Orc gets his mace up in time to knock your arm away."
You hit but didn't do any damage.
Situation 2
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in with a powerful overhead chop. The Orc gets his mace up in time to block, but the blow was obviously jarring to his shoulder."
You don't actually hit the Orc, but you do hit its weapon and still cause a little damage.
Situation 3
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls an 8*
DM: "You charge in with a powerful overhead chop. The Orc doesn't get his mace up in time to block, and the blow cuts through his rusty chainmail, drawing blood."
You hit the Orc and make it bleed from a physical wound. This is what we all think of as a successful Attack Roll.
A successful Attack Roll means you injured your opponent somehow, reducing its Hit Points, which brings up another topic. What exactly are Hit Points? Hit Points are not a measure of your life essence, or resistance to dying. Hit Points represent your endurance; your resistance to fatigue and eventual unconsciousness. This is why you don't die when your Hit Points reach zero, but you are rendered unconscious.
4e allowed for a Healing Surge using this concept of fatigue. (I love Healing Surges, both as a Player -AND- as DM.) Imagine any action movie you've ever seen. In the middle of a chase scene with a gunfight, someone will crouch down behind a dumpster in an alley to 'catch his breath'. That's a Healing Surge. You are ducking out of a fight, or taking a purely defensive posture to catch your breath. In Star Wars, the adversaries talk to each while moving in a circle, sizing each other up, during pauses when they aren't banging their glow sticks together. They are taking a Healing Surge to get back a few Hit Points.
Anyways, a hit with an Attack Roll doesn't necessarily mean you physically hit the monster. Just like you can hit a monster without reducing its Hit Points (like that 16 you rolled earlier). Maybe that 17 that only dealt 1 point of damage was because the Orc's shield blocked every swing of your sword. You never drew blood, but you still fatigued it slightly. Maybe raising its shield to repeatedly block your sword is tiring it out, or maybe your raging attack has simply scared it a little.
Situation 4
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "With my sword."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in swinging your blade back and forth. The Orc brings his mace up in time to parry the thrusts, but you can see his reactions are slowing."
Even though you don't actually hit the Orc (just his weapon), you are wearing him down.
Situation 5
Jim the Barbarian: "I attack the Orc."
DM: "How?"
Jim the Barbarian: "I scream out my battle cry and furiously charge at him while circling my sword around over my head."
*rolls a 17*
DM: "Roll for damage."
*rolls a 1*
DM: "You charge in with a powerful overhead chop. The Orc gets his mace up in time to block, but you can see he's lost the fire from his eyes."
Your weapon is blocked by the Orc's, but you still deal a little damage, not from physical injury, but from a blow to its confidence.
These examples show different ways of describing the action. Even though all the situations are very similar, each is a very different battle.
Hopefully these concepts give you some ideas for describing your own battle situations. Credit needs to be given to Philotomy's Musings. Philotomy.com seems to be defunct, but you can still do a Google search to find some of the .pdf's and mirrors.
If you have any comments, I'd love to hear them. Post ideas and share!
Thanks, and Good Journeys!
Wednesday, September 14, 2016
Mastering Dungeons: #001 Allow myself to introduce... uh, myself.
Welcome to Mastering Dungeons, a blog about being a Dungeon Master, with tips, ideas, suggestions, recommendations, and other stuff that may or may not be relevant to your game, but it's free to read and you can do with it what you like.
Today's topic is just a simple 'getting to know me' post, and an introduction to what's to come.
I started playing D&D back in the early 80's, with the version that's currently called 0D&D, but back then was just called D&D. It was the basic red box set, with two paperback manuals, six polyhedral dice that you had to color in the numbers with a crayon to see, and back then elf and dwarf and halfling were character classes, not races. We also didn't have Wizards or Mages. Our spellcasters were called magic users, and the only weapon they were allowed was a dagger, and they couldn't wear armor at all! Our clerics could not use edged weapons, and if I remember correctly, our thieves could only wear leather armor. Ah, the good old days. Even with such restrictions, we still played for hours and hours and loved every minute of it. I was always chosen by the others to be DM, mostly because they wanted to be PCs, and I was the oldest in my group of friends so I accepted that mantle.
Over the years, I progressed through all the various editions, starting with the Blue Book "Expert" Rules set, to Companion, Masters, and Immortal rules, into AD&D (now called 1st edition), to 2e, 3 and 3.5, and briefly to 4th edition, but by then I was married with children and didn't get a lot of time with it. Now the kids are grown and just in time for 5th edition, which, for the record, I love! But this blog won't be just about 5e. I'll try to keep my ideas and topics less edition specific and more open, maybe even including ideas that can be crossed over to other genres and rule sets.
I've played tabletop, by email, by forum post, and even snail mail (wow, talk about slow!) and I'm currently DM for a group of teens, I run two online forum games, I play in three online forum games, and I'm a character in three email games, including one Shadowrun by email game. The only thing I haven't tried is Skype, mainly because any free time goes into my tabletop game.
So that's my backstory. But enough about me. Tell me about you! What are you looking for in this blog? What ideas or topics would you like to read about? I've got plans to talk about character creation and development (i.e. NPCs), plots and plot hooks, scaling traps and encounters to various CR levels, using props, battlemap vs. 'theatre of the mind', and worldbuilding, just to name a few. But this isn't meant as a lecture hall presentation. I'd like it to be more of a discussion, with back and forth banter, so please feel free to comment, ask questions, offer suggestions, and make this about your wants, needs, and desires. After all, that's why a Dungeon Master exists. We don't do this for ourselves. We do it for you!
Well met, and good journeys!
-Infinitum3D
Today's topic is just a simple 'getting to know me' post, and an introduction to what's to come.
I started playing D&D back in the early 80's, with the version that's currently called 0D&D, but back then was just called D&D. It was the basic red box set, with two paperback manuals, six polyhedral dice that you had to color in the numbers with a crayon to see, and back then elf and dwarf and halfling were character classes, not races. We also didn't have Wizards or Mages. Our spellcasters were called magic users, and the only weapon they were allowed was a dagger, and they couldn't wear armor at all! Our clerics could not use edged weapons, and if I remember correctly, our thieves could only wear leather armor. Ah, the good old days. Even with such restrictions, we still played for hours and hours and loved every minute of it. I was always chosen by the others to be DM, mostly because they wanted to be PCs, and I was the oldest in my group of friends so I accepted that mantle.
Over the years, I progressed through all the various editions, starting with the Blue Book "Expert" Rules set, to Companion, Masters, and Immortal rules, into AD&D (now called 1st edition), to 2e, 3 and 3.5, and briefly to 4th edition, but by then I was married with children and didn't get a lot of time with it. Now the kids are grown and just in time for 5th edition, which, for the record, I love! But this blog won't be just about 5e. I'll try to keep my ideas and topics less edition specific and more open, maybe even including ideas that can be crossed over to other genres and rule sets.
I've played tabletop, by email, by forum post, and even snail mail (wow, talk about slow!) and I'm currently DM for a group of teens, I run two online forum games, I play in three online forum games, and I'm a character in three email games, including one Shadowrun by email game. The only thing I haven't tried is Skype, mainly because any free time goes into my tabletop game.
So that's my backstory. But enough about me. Tell me about you! What are you looking for in this blog? What ideas or topics would you like to read about? I've got plans to talk about character creation and development (i.e. NPCs), plots and plot hooks, scaling traps and encounters to various CR levels, using props, battlemap vs. 'theatre of the mind', and worldbuilding, just to name a few. But this isn't meant as a lecture hall presentation. I'd like it to be more of a discussion, with back and forth banter, so please feel free to comment, ask questions, offer suggestions, and make this about your wants, needs, and desires. After all, that's why a Dungeon Master exists. We don't do this for ourselves. We do it for you!
Well met, and good journeys!
-Infinitum3D
Subscribe to:
Posts (Atom)