Guest Characters

Concept: Guest characters
Tested in: The One Piece campaign, The Eight Arms and the Contract of Barl, the Worldwound campaign

What it is: In D&D, players build characters and control them through adventures. That’s the elevator pitch and core concept of the entire game. There are rare circumstances where players don’t build and control their own characters, like convention one-shots where the characters are built beforehand, but that usually doesn’t happen in ongoing campaigns. DMs rarely create characters, hand them to players in the middle of an ongoing story, and say “this is who you are today”. It kind of defeats the point. But sometimes it makes sense to temporarily look at the story from another standpoint, and players don’t always have the time, knowledge, or inclination to design separate characters for what is essentially an in-continuity one-shot.

We’ve had several instances where players had characters largely handed to them by the DM for short bursts of play. In the One Piece campaign, the DM had us play the arc villains for a session so we could understand more about them and develop their personalities, live at the table. In the Worldwound campaign, the DM let us capture monsters and control them for an extended combat against enemies too powerful for us to risk fighting ourselves. And I’ve previously talked about building characters to supplement the PCs as they split up. In each case we did it for a different reason, using different methods, but in all cases the players drove NPCs for a session while the characters they intended to play sat on the sidelines. Continue reading

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Lucid Dreaming

Concept: Lucid dreaming
Tested in: The Great Tower of Oldechi

What it is: D&D likes working via cause and effect. Orcs don’t lose hit points at random, they lose hit points when they get hit by hammers. Wounds don’t heal except when treated by magic, medicine, or time, no matter how much a player might prefer that their character had taken no damage. Spontaneous, unexplained occurrences live solely in the realm of flavor, and even then they sometimes have rational explanations, like a thick fog covering the besieged village because a druid is keeping it there. And while a DM can get away with the occasional illogical act, players don’t have the same leeway. Their actions should always make some sort of sense.

But Floor 27 of the Great Tower ran entirely on random occurrences. It was so random, I don’t even have notes for it, except at some point I think the party fought Tiamat. Everything was generated live at the table, and the players eventually learned that it was because the entire floor was mutable. Once they figured that out, they wanted to take advantage of it.

Using a technique I adapted from the Dresden Files RPG, I let them affect the floor by rolling three simultaneous checks. Basically, they could declare anything they wanted and it would happen. But their Intelligence check would determine the result of their declaration, their Wisdom check would determine its severity, and a Charisma check would determine its form. For example, a player might say “a wave of lava surges over the people chasing us and buries them”. Good results on all their rolls would cause exactly that, no further justification needed. A bad Intelligence check would have a bad result (the lava does not bury the enemies, but instead lights them on fire so they deal extra damage), a bad Wisdom check would have the opposite severity (the lava doesn’t “surge” as much as “trickle”, creating maybe one square of difficult terrain), and a bad Charisma check would have a different form (the wave is actually a crowd of people doing the wave, holding back the enemies with a mass of bodies; not functionally different, but weirder, and it might lead to other applications later). Continue reading

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Multi-Character Characters

Concept: Multi-character characters
Tested in: The One Piece campaign

What it is: As a shounen fighting manga, One Piece has a lot of battles. We did a pretty good job of simulating it in the One Piece campaign, with recurring enemies and climactic boss fights and whatnot. But fighting manga tends to resolve things one-on-one, while D&D is a party-based game. When it came time to end the campaign with a series of destined battles, we didn’t want to violate the setting by shoehorning the enemies into balanced groups so we could fight them on even footing, but we also didn’t want to violate the game by having fights where one player acted while everybody else sat down and watched. We needed a third option.

To solve this we leveraged a trope from the genre: heroes who tap into unknown stores of power to fight enemies who push them to their limits. To represent that in D&D, we decided that each character, for the purposes of their destined battle and only that battle, would actually be represented by multiple “characters”. For each fight, the relevant player designed three simple one-shot characters to back up their main character as a balanced party. For example, the cleric with tentacle powers created a defender, a controller, and a striker and reskinned them as masses of tentacles. By the rules, we were all different characters, but narratively, we were all controlling different parts of the same PC. The other players controlled these one-shot characters over four or five sessions made entirely of battles and shounen-style banter. Continue reading

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The Million Murloc March

Concept: All-minion combat
Tested in: The Great Tower of Oldechi

What it is: In D&D 4E, minions were a creature type with static damage and only one hit point. They rarely had more than two powers (a melee attack and a ranged attack, or an attack and a movement power, etc.) and almost never had any consumable power. They were intended to supplement an encounter and give the PCs some roadblocks on the way to the actual monsters, serving as fodder the party didn’t have to focus on but couldn’t ignore either.

The rules said that four minions equaled one normal monster for the purposes of the XP budget (though later rules suggested using five minions at mid-level and six at high-level, to account for their low damage growth and the PCs’ increased access to multi-target powers). Since 4E was based around five monsters per combat, that meant a combat with twenty minions was technically a fair encounter. I had a party exploring a coastline, so I decided to hit them with a horde of murlocs, the numerous, irritating creatures we all knew from World of Warcraft. Continue reading

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Side-Scrolling Combat

Concept: Side-scrolling combat
Tested in: Delve Night and The Great Tower of Oldechi

What it is: D&D’s combat map has always been top-down, since before it was even D&D. It is, after all, a tabletop game, not a wallside game. Everything assumes you’re fighting on a mostly flat surface, perhaps with other flat surfaces around at different elevations. Underwater combat and flying enemies are a hassle because there’s rarely a good way to represent them, especially with physical miniatures, and everything from spells to fire breath to weapon reach is expressed in terms of how far it affects the world horizontally. Normally this is fine, but when you want an usually vertical combat, the rules sort of give up.

By taking the map and turning it sideways, we turned the top-down game into a side-scrolling game. Measuring vertical distance became trivial as it was exactly the same as horizontal distance. Mobile characters, like those who could jump or fly or teleport, got to use the full breadth of their abilities, and even slow, stable characters benefited because we made every walkable surface only five feet wide and there was no longer an easy way to get around them. Flanking was harder because there were only two spaces around a character instead of eight, but few other powers needed significant changes, especially in 4E where every area effect is a square. Continue reading

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Dreamblade Dice

Concept: Atypical damage dice
Tested in: Delve Night

What it is: The defunct miniatures game Dreamblade used six-sided dice for damage, but not the sort of dice from every other game. Normal dice have the sides 1 / 2 / 3 / 4 / 5 / 6. Dreamblade dice have 1 / 2 / 3 / a hollow diamond / a filled-in diamond / the dreamblade. Our FLGS had a bunch of these dice available, so we used them in a Dreamblade-themed Delve Night session. Instead of any damage dice, players could (and the DM must) instead roll a Dreamblade die.

Numbers worked as expected. Rolling the the hollow diamond was equivalent to rolling a 0, and the filled-in diamond was maximum damage for the dice the player sacrificed. The dreamblade was twice the maximum. So if a player decided to rolled a Dreamblade die instead of a d8, the sides of that dice effectively were 1 / 2 / 3 / 0 / 8 / 16. Continue reading

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A Month of Healthy Disrespect

It’s November, which means I’m doing National Novel Writing Month again. Since I’ll be spending most of my writing energy on something completely different, this blog won’t have any long-form posts this month. Instead, I want to elaborate on something I’ve mentioned a few times: my healthy disrespect for the rules of D&D.

The context in which I intend “healthy disrespect” is “the gaming system clearly intends and expects that I will use mechanic X, but it does not specifically preclude me from doing mechanic Y and I’m willing to tweak or ignore whatever’s necessary to achieve it.” It pertains to Law #1, the DM’s ability to do anything he or she wants, and Law #0, the responsibility of all players to keep everything fun, and it’s a step beyond simple house rules because it violates some core expectation of the game. That is, if I see a way to do something fun, I’m within my rights to make that happen even if it’s contraindicated by the system. Sometimes it works, and everybody has a blast. Sometimes it fails, and I’ve inflicted something on my players with nothing to show for it but the experience. In either case, I’ve learned something about what does and doesn’t work, and I can use that in future sessions to make them even better. Continue reading

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Making Phased Bosses

Phased bosses aren’t an everyday food. If every bandit leader and his brother has multiple forms, the whole concept loses its impact. But for key battles, the sort that accompany campaign milestones or end arcs, there’s little more satisfying than watching the PCs win a fight they know they can’t handle. Because phased fights bring deadly challenges down to a reasonable level by manipulating encounter pacing, they fit snugly between “possible” and “impossible” in the exact place memorable fights live.

Designing a phased boss gives you plenty of opportunity to flex your creative muscle. But before you design anything you have to decide what sort of fight you want. There are different types of phased encounters, though the types themselves are means to an end. What really matters is the impression you want to give the players, and that impression affects what type of encounter works best. Continue reading

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Phased Bosses

I’ve alluded to phased bosses a few times, but I haven’t gone in-depth about it. A phased combat encounter is any encounter with multiple stages as part of the same fight. These stages must be mechanically distinct; a knight who becomes wary of attacks of opportunity isn’t entering a new phase, but a knight who switches to a heavy weapon or descends from horseback may be. The stages must all occur in the same encounter, but they don’t necessarily have to include the same monsters or even the same battlefield. As long as you compress multiple thematically-linked fights into one combat without a significant break between them, you probably have a phased encounter.

Despite the prevalence of phased bosses in other media, D&D doesn’t have a lot of information about doing it. I think that’s because it makes the math really hard. D&D balances encounter difficulty based on Challenge Rating math or an XP budget, and phased encounters don’t interact nicely with either. If you give your players an encounter with a 200-XP phase and a 300-XP phase, it’s harder than giving them two encounters because they don’t have the rest in between, but it’s easier than one 500-XP encounter because they’re not dealing with it all at once. D&D doesn’t like taking carefully-crafted mechanisms and adding a rule that says “and then you just wing it, we guess”, so there’s little literature on phased encounters. And that’s a shame, because good phased fights are among the most flavorful, exciting, and interesting fights you can give your players. Continue reading

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Creating Bosses: Actual Numbers

This post is the reason I’ve been avoiding writing about boss monsters for so long. While I’ve run hundreds (literally hundreds) of sessions in 3E/Pathfinder and 4E, my 5E experience is much more limited. I wasn’t sure I had the experience with 5E to offer such blanket advice. But now that I’ve delved deeper into it and done some research, 5E isn’t that imposing. It doesn’t work like other editions, but that’s why we need guidelines for it.

The trick about balancing boss encounters in 5E is to use some of the things about higher-Challenge creatures without using the creatures themselves. As we’ll see, the way 5E handles the stats that scale with Challenge means it obliterates parties who fight higher-Challenge monsters, and the experience point values are really more useful measures than the Challenges themselves. For example, a Challenge 1 creature is not for L1 parties. By the experience point budget, it’s a deadly encounter not suitable for everyday use. It’s a bit of a rude awakening for DMs used to earlier editions where 1 = 1. Boss monsters aren’t just high-Challenge creatures, and they aren’t high-Challenge versions of low-Challenge creatures. Instead, boss monsters are monsters who imitate some, but not all, of the traits of higher-Challenge creatures. We need to figure out which ones to take and how to apply them. Continue reading

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