Archive for the ‘Design, Mechanics & Efficiencies’ Category

60 Good Minutes of D&D Next @ Pax East 2012

Tuesday, April 10th, 2012

Want to know what D&D Next or 5e is all about? 

Mike Mearls and Jeremy Crawford do an excellent job of just that at Pax East.  If you’re a die hard D&D fan, player and DM like me, you owe it to yourself to watch and listen carefully to this excellent hour of D&D conversation. 

Clocking in at around 80% fan questions and designer answers, it’s an excellent listen.  It’s so good, I don’t want any die hard D&D fan or Leonine Roar follower to miss it! 

Or skip to my bulleted favorites after the video and then hit play!

Here’s some of my favorite tidbits:

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Campaign Endings: Destroy the World!

Tuesday, April 3rd, 2012

The end of days in near.  The heroes have literally commandeered a storm giant king’s sky fortress, a castle riding upon an electrified expanse of roiling storm clouds. 

The destination?  The Frozen Death.  A place so cold, so dark, that only one thing could survive there – a primordial. 

The heroes have learned that the lava, magma and heat of the world has been not only drained, but stolen into the depths of the Frozen Death itself.  Why?  The Storm King has a primordial to thaw and unleash upon the world!

So much for the simple tribal life for our heroes, right?

World destruction is wonderful campaign theme, perfect for wrapping up the epic tier of play.  It’s one of my favorites and once we hit 30th level – it shouldn’t be just the world that’s in trouble.  Epic scope – go!

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A Simple Injury System for D&D

Tuesday, March 13th, 2012

Ever wish creatures and characters’ injuries actually mattered?  Hit points are an abstraction of wounds, physical toughness, weariness and even morale. 

Yet a specific injury system has always been difficult to implement without slowing the game down or creating an administrative nightmare. 

So what works andwhat doesn’t work?  Initially inspired by the Dragon Age video game’s injury system and now by Dragon Age II’s more streamlined version, here’s how you can adapt some easy-to-use injury rules to your D&D game.

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Great Escapes: 8 Ways to Help Villains Get Away

Tuesday, February 21st, 2012

Recurring villains are great in our favorite stories, books, movies or TV series.  What separates recurring villainy in those mediums from tabletop RPGs is that it’s easier to execute villain escapes.  The writers take some creative license and weave at least a mildly believable story or tactical reason for a villain’s escape.  And that’s it – we’re not chasing them ourselves, so we don’t get that upset.  (Well, maybe a little!)

In D&D, however, it’s just not that easy.  Recurring villains don’t get to graduate to “Level 2: Recurring” often.  Why?  During first contact with the party, they’re usually pin downed and killed well before you can say “You’ll pay for this!”  With the amount of truly debilitating effects that D&D 4e powers and attacks are capable of, it’s only become a bigger issue.

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Sailing the Seas of Tactical Mastery

Tuesday, February 14th, 2012

You may have read a bit about positioning in Encounter Start: Distance Matters, but now I’m here to break down one simple rule:

Time and positioning lead to tactical mastery. 

Keep this idea present in your mind in all combats, and you will achieve tactical mastery.  Why?  Because every successful tactic in combat starts with time and positioning.  Each offers powerful advantages in battle.

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The Monstrous Vignette in 8 Quick Steps

Tuesday, January 24th, 2012

One of the most enjoyable storytelling tools you can put to use is to show a radically different perspective and scene in your campaign’s ongoing story.

Even better, one of the most engaging things you can do is play out that scene with your players still being the stars of the scene or encounter. 

A monstrous vignette is also a great opportunity to unveil a few secrets of the story and world as well as an opportunity for your players to play a refreshingly different character – or monster!

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D&D 5e: The Complexity Slider Approach

Tuesday, January 17th, 2012

Ever notice in 4e how some of us go to great effort to create characters with straightforward powers and feats?  For example, I’m a big proponent of taking “always on” feats for my characters, as it’s one less thing to track or calculate during those long 4e combats.  You and I both know how precious actual game time is! 

When I DM, I take it a step further and make that same suggestion of choosing less complex powers and feats to any players in my playgroup who struggle with turn speed or rules mastery, which are more difficult to achieve on average in rules-heavy 4e. 

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Faster Combat: Holiday Discount for 3 More Days Only!

Thursday, December 29th, 2011

Miss a friend or GM on your holiday shopping list?  Still hoping the combats in your gaming group speed up sometime this century? 

Don’t worry, there’s still time to subscribe to Faster Combat!  Our current holiday discount subscription, including gift subscriptions, lasts just a little bit longer: 3 more days till year-end.

So if you or someone you know would love to speed up and amp up their DMing or GMing game through 52 deep-dive GMing lessons complete with weekly interactive activities, tell them about Faster Combat or head right on over and grab yourself a heavily discounted subscription today – before the clock strikes 2012! 

Watch our free Sneak Peak Video into the Member Area to see how Faster Combat will help you and your playgroup.

Thanks and Happy Holidays from Faster Combat and Leonine Roar!

-Kilsek (Tony)

P.S. Got questions?  Ask me here in the comments, send me your question, or ask me on Twitter – I will get right back to you with all the Faster Combat info you seek!

+17 Group Initiative Feats

Friday, December 16th, 2011

So you’ve tried group initiative, or are thinking about it giving it a shot for a night.  All in the name of turn efficiency and faster combat, right? 

And yet… still not going fast enough, are you?  And all those shiny initiative feats – not shiny enough anymore, are they?

Don’t worry – let’s fix that!  One of the two major drawbacks of using group or side initiative I last talked about with you was our poor initiative-focused characters.  Here’s the relevant snippet of their plight:

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Group Initiative in D&D 4e: What We Learned

Tuesday, December 6th, 2011

It started with the mention of group or “side” initiative versus the current D&D 4e standard of cyclical individual initiative in a recent Rule of Three.

That awakened my Faster Combat senses – combats average a long and all too often painful 60 minutes in D&D 4e and there’s an opportunity to improve combat pacing and speed with group initiative in 4e. 

There are advantages and disadvantages to a group initiative approach and they showed up with great clarity.  In our last Primal Frostfell session, a now-epic tier campaign I’m DMing, my playgroup talked about what we might expect out of group initiative and then simply rolled with it the entire night.  Here’s what we discovered:

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