Archive for July, 2011

Visions of Mordenkainen’s Magnificent Emporium

Friday, July 29th, 2011

alt textRemember when Mordenkainen’s Magnificent Emporium was set to come out earlier this year, and then vanished from the Dungeons & Dragons 4e product schedule?  Whether you missed it or not, it was essentially the exciting new Adventurer’s Vault 3 – and it just disappeared! 

Rarity Indeed

With the new magic item rarity rules introduced, along with its flaws (i.e. not enough common items, far too many uncommons, and very few rares), MME was a great opportunity to fill in those gaps.  In addition, the realization that there were far too many bland, unexciting, or vaguely described magic items in 4e made the impending release of MME all the more exciting to help out in that area as well.

But then, the Emporium exploded!  Or perhaps it faded back into the Shadowfell or whatever evil or mischievous demiplane had captured it.  Some of us even feared it had been… disintegrated or disjoined altogether.

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Winging It in D&D: Is it Back?

Tuesday, July 26th, 2011

alt textRemember how in 3.x and 2e or even Basic D&D, after a few years or sometimes much less, winging it as a DM became pretty easy? 

Or how, as a player, you knew the combat rules forwards and backwards?  Even some of the more complicated spells and magic items you knew by heart.

Whether you have or haven’t played or DM’ed other editions, let me tell you the why of it, and how it compares to 4e.

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Kruthik Hall: How To Re-Skin Starter Adventures

Friday, July 22nd, 2011

alt textCountless first adventures of D&D over the years and throughout the editions have shared the common trait of fighting the same sorts of savage humanoid monsters: typically kobolds, goblins, or orcs. 

Even the 4e DMG loyally continues this tradition with the mini-adventure Kobold Hall, which despite a familiar foe, serves its purpose as a good introduction to the D&D 4e game.

However, to do something different to wake up your regular gaming group or to simply stay away from the cliche low-level monsters – but save a lot of time and not create a whole new adventure from scratch – try re-skinning starter adventures like Kobold Hall, the DM’s Kit’s Reavers of Harkenwold, or any of the low level ones in Dungeon Delve

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Simple Companion Characters II: Shared Powers

Tuesday, July 19th, 2011

alt textWith all of us right in the thick of summer, it’s likely one or more of your games is going to be missing a player or two thanks to a variety of summer vacations, parties and similar “get out of the house / get away” plans, celebrations and events.  As such, it’s a great time to revisit the the idea of simple companion characters (SCC’s) first seen in Companion Characters: Gather Your Allies! 

After all, you’re going to want (or almost need, assuming your leader’s player is away) someone to pinch play for the team so the heroes can continue their adventures with something close to full strength.  Companion characters or NPC party allies fill that important role nicely when needed to flesh out a party, whether you use DMG2‘s two styles or my bare-bones simple version.

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Initiative: Role Matters

Monday, July 18th, 2011

alt textD&D combat is the tactically richest it’s ever been in 4e: class synergy is high and team play is greatly rewarded.  One simple but important consideration is the initiative or reaction speed of your party by class role. 

Certain roles and classes should make a higher initiative bonus a bigger priority than others in order to more effectively fulfill their tactical role and combat playstyle in the party.  Keep an eye out during both character creation and throughout your adventures for initiative boosts granted by feats, powers and magic items.

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The Lord of the Rings Trilogy: Extended Blu Ray Edition

Friday, July 15th, 2011

alt textIn case you missed it, the much anticipated Blu-ray extended version of the Lord of the Rings trilogy was recently released.  Well worth the wait, as the seamlessly integrated bonus footage of the extended version of the trilogy can finally be seen in all its Blu-ray glory!

Much like the original (and hopefully August’s) Conan the Barbarian is beloved among hosts of D&D fans, so too are the Lord of the Rings movies, which set a new and impressive standard in fantasy genre filmmaking. 

And perhaps unlike any movies before them, the LotR films attracted all types of movie fans for the first time to the world of fantasy, creating new fantasy fans and D&D players since their release in the early 2000’s.

How high does the Lord of the Rings trilogy rate?  The three movies boast a combined 1.2 million-plus votes and occupy three of the five top spots in IMDb’s Top Rated Fantasy Movies of All Time, including LotR: Return of the King at #1.  Though the fantasy genre is rather loosely defined on this list, there are other modern classics on there which I also adore, such as Pan’s Labyrinth (#11) and Avatar (#28).

And if you’re into torturing yourself (or others who deserve it!), you can always check out the Worst Fantasy Movies of All Time below the Top 50 on that same page.  I’m inclined to throw the original Dungeons & Dragons (2000) movie in there (just horrible!), but apparently, that’s somehow too harsh? 

Ironically, the D&D movie came out right around LotR: The Fellowhip of the Ring (2001), so we have Peter Jackson to thank for saving the fantasy genre from the doom promised just months prior by the D&D movie.  At least its direct-to-DVD sequel was decent by comparison – I  didn’t cringe or feel nauseous throughout unlike its predecessor.

Does your top five fantasy genre movies of all time include the Lord of the Rings trilogy?  And on the flip side, what fantasy movie should have never, ever seen the light of day? 

 

Encounter Start: Distance Matters

Wednesday, July 13th, 2011

alt textOne of the quickest and simplest tactical things you can do to create more engaging encounters is vary the starting distance between the party and the monsters.  Too often encounter distance – and by extension, all the additional tactical options the party and monsters may have, especially early on in a fight – goes overlooked. 

While it may seem easier (and ultimately more dramatic or challenging) to just plop the PCs down in the center of the map or tiles every time, remember that a more immersive and believable D&D game needs some variation in encounter start locations and distance.

Starting Distance

Extrapolating from the information in the DMG, here’s generally what I use for typical starting encounter distances:

  • Dungeon: 0-20 squares
  • Outdoor with significant terrain or reduced visibility: 5 squares
  • Outdoor, typical: 10 squares
  • Outdoor, very clear or open: 20 squares

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Encounter Design: Podcast Tips

Monday, July 11th, 2011

alt textI love D&D podcasts – especially ones that discuss game design and game balance, and especially ones that include actual D&D writers and game designers and their takes and tips on various game aspects.  You often get something more energetic and “alive” out of the podcast format that goes above and beyond a written article.

Hearing an engaged conversation about the design and balance of game elements in D&D is a great source of inspiration for your own D&D game ideas and improvements.  In short, these lively dialogues make you a better DM and player.  As such, I’m a big fan of the Critical Hits podcastsThis week, Mike Shea of Sly Flourish interviewed D&D designer Chris Sims. 

Here are a few of my big takeaways from this week’s Critical Hits podcast, related to creature (PC and monster) motivations and the encounter environment.  Do yourself a huge favor and find a way to fit in an occasional listening session into your day once in a while. 

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Leonine Roar Wins Site of the Month

Friday, July 8th, 2011

In case you missed it, Leonine Roar recently won June 2011 Site of the Month at Stuffer Shack, one of my favorite RPG gaming sites.  You can find the brief announcement here, including a short blurb about me as I humbly thank Tourq and Stuffer Shack for the honor. 

If you haven’t checked out Stuffer Shack enough, you should.  Tourq and his crew know what they’re doing over there, and similar to Critical Hits, they have something for every gamer and RPG player, D&D and beyond.  As I wrote about in my aforementioned thanks, there’s some similarities in our writing styles and how we approach our gaming.  The Shack was one of my very first links on my blogroll for a reason!

Here are a few of my favorite Stuffer Shack features – go check them out right now!

  • Next Level Gaming because like Leonine Roar, Stuffer Shuck also shows you how you can amp up your RPG game!  I love Character Excellence in particular.
  • Steal This…ready-to-play monsters, adventures, encounters, terrain and more you can use *right now*
  • Mount Miniatures, Horses & Exoticinexpensive mount miniatures specifically created with room for your character’s mini – style and utility!

Once again, my sincere thanks to Tourq and Stuffer Shack!

Higher Encounter Damage 101

Wednesday, July 6th, 2011

alt textThink the threat level of your encounters is too low?  Specifically damage level and output?  These are some of my favorite ways to up encounter damage in 4e, to better challenge and threaten your adventurers:

Encounter Area Features

  • Offensive Terrain Features (i.e. Fonts of Power, Blood Rock; create “Greater” versions or new ones as desired for higher tiers of play or variety)
  • Global Encounter Elements, preferably resolved at start of each round (i.e. Elemental Storm Damage, Toxic Gas Damage, Burning Room or Ship, Rage-Blessing of Baphomet, etc.  )
  • Poison Access and Disease Inclusion (i.e. Befouled Fountain, Barrels of Poison; Moon Frenzy, Mummy Rot)

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