What The Black Sheep Did Right
So recently we hit up 4th Edition as a one-shot. One 6-hour foray back into the black sheep of the D&D legacy at level 2, and...it was pretty cool.
Now, I'm not new to 4th Edition. I cut my teeth on 1st edition, and scaled those characters through 3.5 and Pathfinder, then we churned out a new campaign in 4th Edition. Sure, there were elements I didn't like - the out-of-left field feel, the power sets, the strange board game nature of it all - but it was still D&D, and we played it through all the same. The mechanics were just the mechanics; we still had our story to tell.
Fast-forward to 5th Edition, and our now about 4 years teaching it and running it, and returning to 4th edition is...not that bad.
There are a great many things that 4th Edition does very well.
1) Roles are clear. Each class is broken down into one of four main categories of roles: Controllers, Defenders, Leaders, and Strikers. With your lives on the line, and the mechanics to back it up, there's never a question of what role you are supposed to fill; maybe a question of a secondary role, but not the primary.
2) Tactics are KEY. Immediately, in fact. Our first fight we played like 5th edition - Goblins, no trouble, right? Wrong. Each goblin has more hit points than I do (and I'm a Minotaur Warlord), and none of us could go toe-to-toe with any one of them. It's expected at a fight that two things happen - you immediately use your Encounter powers (more powerful attacks/spells usable once per fight) to eliminate threats early and second, you draw fire to the Defender, while everyone else wrecks enemies from a protected position. Oops.
3) Action Economy Works. On your turn, you have a Standard Action, Minor Action, and a Move Action. Now, these aren't necessarily the same as 5E's Action, Bonus Action, and Movement, mainly because EVERYONE has a Minor Action (like drawing a weapon, opening a door, etc.) available, and certain powers or abilities consume one of those three actions. As long as you have the action type available, you can spend the power, so if you've got a power that's a Minor, another a Standard, and another a Move...you're using three cool things that turn. You're not moving, but still, three cool things. Also, also, you can make your Standard into two more Minor Actions instead, making the economy more flexible. When you're learning the game, that can add time, but, just as with any system, you get faster. And, because this system IS so mechanic-driven, it's rare that you'd have a strange interpretation mix-up that would bog down play anyway.
4) All of your stats are important, with three mains. For each class, there are at least three primary ability scores, and each of your powers will use one of them. Often, INTELLIGENCE is one of those, so the worth of your stats is elevated and definitively depends upon your class, which is refreshing.
Now I said before that there were certain roles meant to be fulfilled by each class. In a balanced party, you need at least one of each role represented. If you have more, good job, but one of each is definitively needed to avoid a dreaded a TPK. ;)
Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes. Wizards are obvious Controllers from the first Player's Handbook, with the Druid, Invoker, Psion, and Seeker joining up from the PHB 2, and PHB 3.
Defenders have the highest defenses in the game and are good for close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle, taking the fire off the other more "squishy" classes. The proverbial "TANK" of the game, this is where you find your Fighters, Paladins, Warden, and Battlemind.
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on, as well as strike and give bonus attacks, movement, or defenses to allies.
These classes encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander. The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin. Leaders (the role) fulfill their function through their mechanics; party leaders are born through role-playing. Obvious Leaders are found in the Cleric and Warlord, with the Bard (duh), Shaman, Ardent, and Runepriest fulfilling it later.
Strikers specialize in dealing high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack. The term we might swing toward them is "DPR" or "damage-per-round," which is our way of saying you deal a bunch of damage to one dude at a time. Not always a glass cannon, the Striker might last a bit longer than a Controller, but still shouldn't act like a tank to survive. Strikers in 4E are found in the Ranger, Rogue, and Warlock (blaster), with the Avenger, Barbarian, Sorcerer, and Monk joining the fray.
If nothing else, I find it enlightening to have the roles well-defined and supported by their mechanics. When learning the game, new players can lean on only the powers they've selected; options are clear, and their expectations are understood.
In a lot of ways, a blank canvas can be terrifying, so the embedded structure of 4th edition helps support new players in selecting limited powers that further their selected role. Because of this, I thought it fun to further explore this through character building. So, for a little while, each Tuesday at 6:00, expect a bonus blog on character building...and we'll kick it off with the Ranger in 4th Edition. See you there.
Thursday D&D is now my oldest campaign. Running since my inception into the Questers' Way model, they've been fighting cultists, talking to dragons, crushing beholders, and squaring off against Ancient Ones riding gargantuan titans for nearly 3 years now. And last Thursday marked the close of the final arc of the story.
We'll have one last dungeon crawl at level 20, 5 years later, as our epilogue next week. After that, 150 years pass into the fourth age of Io, and we start anew at Level 2. It's been quite a journey, and they're not the easiest group to run ;), but the lessons are real with this crew and I've changed a lot since we started.
Here's what I picked up.
When I started the Thursday game, I was coming off a blend of 10 years running and teaching Pathfinder, and though I fell in love quickly with 5E, I had made some assumptions regarding its player options.
The system is deceptively simple and highly accessible, but I had listened to the cry-babies online declaring it "D&D Basic," and decided to create specific Prestige Classes based around lore and player discovery. It created a very special and unique option inside my custom world, where "secret" classes actually existed that could augment player builds, and could only upgrade through experimentation, player exploration, and discovery into the deep layers of the world's history. I still think it was a great decision. It adds a lot of rewards for players that invest of themselves in the history and machinations of this fantasy you've spent so much time on.
But after two years of deep-diving mechanics, game mastering, game design, player-master interaction, social development, and the study of flow... I realize I made a boo-boo. Not a mistake in flavor, nor in reward, but in mechanics.
It's a little thing, and the more you do the more you realize that "it's the little things" that matter most. In this case, my Prestige Class of the Aegis - a powerhouse of a Cleric that wields the souls of the dead to unleash fury upon her enemies - and the final form of a Ranger with a Legacy Bow - a weapon that levels up with you; semi-sentient and created by a god - created an issue with Action Economy and TMRPA (Too Much Rolling Per Action), respectively.
The Aegis's main mechanic involves gaining Furies - souls of dead warriors unwilling to pass on - and spending them like Ki Points to unleash powerful attacks, augment healing spells, and create more options. Unfortunately, as long as you have Furies to burn, there's no limit to their use, and at high level in any class, you're already managing so much... It eats up time easy when you're able to summon an Action Surge every turn AND cast AND fight. On the other side of the table, the crazy-bow-now-living-winged-armor attached to the Ranger added an extra attack, but the main time suck is derived from two main extra elements in play: the bow requires a Con save when it hits or the target takes extra necrotic damage. It's also got a crazy bonus (with a high level character with max Dex), so hitting is often, mean more rolls for me. On top of this, IF she rolls a natural 20 on the bow, she rolls Constitution damage on the target, on top of everything else. Moving forward, leveled up weapons will deal static numbers, instead of rolling more... And in terms of time, it always feels more effective in flow and execution to have a power spike (the awesome power of rolling 8d6 for a Fireball) than many small spikes of damage, so if I can eliminate the parceled rolls where I can, everyone still feels effective, but turns take less time.
In the fourth age, Io-Shar, though it is a more industrial time period of naval exploration (after the world flooded), home-brew materials are much tighter and more balanced; action economy manipulations have higher costs, and there's less compounded rolling. The bonuses are also much more subtle; there isn't a need to add a whole new system to track when it could be as simple as a palette swap in damage type. New age, new prestige classes and custom feats open up (hello, Knife Expert), but this play test has heavily informed what special elements are extended to the player. A little goes a long way - there is an elegance in that design, and it keeps the playing field even across the table.
I look forward to the interesting things I can give them this time around. :)
Self Actualization / Player Agency
NPC's can be tricky business.
Introduce them as careful lore drops, powerful relationships, killer resources...but never have them solve a problem for the players. Good gods. Holy cows on toast with mayonnaise. Don't do it.
NPC ex machina is not the way to go if it comes out of nowhere.
Well-established order of guards and officers? Sure thing. Sudden mass teleport wizard is sudden. If it feels like a puzzle to the players and they're enjoying solving it, don't help them with an NPC. Hints are fine, solutions can hurt the party.
...Unless they're utterly lost and confused. Help them along, but don't do it for them. EVER. If you do, you run the risk of insulting them and equally "playing without them." And that's just rude. ;)
Clear Intention Of Background
Some players want their background conflicts resolved in the grand arc of the story, while others use their backgrounds predominantly to inform their play style from session 1 and need it no longer.
Now, this group in particular was one where I didn't get that feel easy from most of them. With a high mix reactive players with a few proactive ones, some offering extensive background information while others offered a few sentences explained away, the hindsight of the matter is obvious but the player execution and my observations were misunderstood often. When you give a hook that to you is obvious, but the player misses completely, and therefore doesn't pursue it, one might assume that the view of their background fits into the former category.
Compounding confusion, still, are those that feed very little into the overall narrative, but then wonder when "their story" will be featured, but say nothing - instead assuming they were forgotten. Please talk to your DM; I won't be offended - it's much worse if you don't approach the issue until the end of the campaign and I wonder why NO ONE SAID ANYTHING. :)
Like many GMs out there, I'm not a *dick*, but I can't read minds. There are so many stories of a player misinterpreting a DM's intention, or of the GM making an assumption about a scenario that ended up being incorrect, or seeming to ignore obvious intentions. In the same vein of: "if I knew it was a problem, I would have fixed it right away," though we can intuit quite a bit the longer we're at the table, our human nature begs us to err. We miss things, we get caught up in the narrative, and we lose sight of players. I am imperfect, as are we all, so open communication helps everyone. Also, GMs, CHECK IN WITH YOUR PLAYERS MORE. I picked this up as a requirement when I started Gray Owls and OH MY GOODNESS is it an essential element at every table. I don't know how it took me that long to put in my workflow OMG.
Moving forward, with each new campaign, I've started to put together a few questions for character creation; some fulfill the essential detail of world building, while others touch on player intentions - what do they want to get out of this experience?
1. Where was your character born? Describe it as best you can; do you reflect on this place positively or negatively? Would you ever want to return? Why? Do you have a family there? How did they treat you? Were there any important people in your life growing up? Why did you leave?
2. What is your character's goal in life; what do you seek? When did you "grow up" and start taking care of yourself?
3. What emotion best describes your character? What emotion do you bring out in others?
4. How do you carry yourself? What are your means/dress/attitude as you move through life? What do find valuable?
5. What is your comfort zone? What is your greatest fear? Personal tastes, quirks, and opinions?
6. Player: What kind of story do you see your character fitting into? What role do you see them filling?
7. Player: Please weigh (3 being most important to you, 1 being least important) the Three Pillars - Combat/Social/Exploration
8. Player: How do you interpret your play style? What are your pet peeves? What do you respond well to?
9. Player: How do you want your character to die? (this is more important than you think; it strikes at the heart of our own values - your story could end abruptly, and if it did, how would they meet that end do you think?)
10. Player: Do you want your background details to be referenced or hooked into the story? You can always change your mind - just let me know.
Now, especially number 10 I can see a few of my fellow GMs hemming and hawing over. "You mean we have to bend over backwards to make this character's weird backstory fit into OUR GRAND NARRATIVE??? How dare they assume they'd be so important - they should be happy just to be playing!" ...Hmm.
This is a group game, and it's really important that everyone understands the type of experience they're getting into. Clear expectations are a good thing; Trust and Empathy are two main factors to building a great table of play. Now, do I have to make that character's stuff the most important element all the time? No. Absolutely not. But I can give them sprinkles of content more directly spun into the story. It won't happen all the time, and sometimes it might not even come up, but IF I KNOW going into this that there is a clear desire to wrap up a specific story thread, I can find more ORGANIC ways to weave and tie these disparate threads together. It might even be a limiter of location; hints of the conflict in the north (echoes of another character's story), but we don't need to go there now. It's just a sprinkle.
Everyone's connected to something. Everyone's from somewhere. We don't know everything going in; the mystery is the fun part, and some players want their mystery. Others don't care for it; I need to know which one you are.
Players Learn Too, And Comfort Tells Stories
And when they do, their real play styles come out. It's amazing what comfort will do for the table, and how much it reveals what a comfortable player actually WANTS to play, and if that concept doesn't jive with how their current class works, there will undoubtedly be a desire to play something different.
The more this group learned about how the game works, the more effective they became, but also the more some of them drifted toward other builds, concepts, and ideas. This type of momentum is helpful to notice; in a way, it reveals a player's true nature. Like the first campaign was our test run. The next one is where we're going to really shine; players and DM alike. We take what we learned about the game, ourselves, our styles, and how to advocate for the experience we want...and finally, just PLAY.
See you at the table.
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Every Game Master has their fair share of custom content and home-brew incorporation. We add a mundane item here, a magic item there, pull from previous editions, or adapt from other mediums. Hell, maybe we'll change the setting altogether; flip the script and play in the whimsical alternate dimension of: Milwaukee.
Whatever the case, each Game Master has their own house rules and a whole bevy of alternative items, mechanics, and elements ready to be created, discovered, and reinforced by their players...
So I thought I'd talk about mine.
The Timeline Of Io's Seven Ages
My setting of Io enjoys seven distinct settings, or Ages, in its interwoven timeline. I did this originally to be able to offer an abundant mix of games inside the same system but with a progressive timeline. What this created was a beast of internal consistency, where the actions of a party of adventurers on Tuesday could potentially affect the world experienced on Wednesdays, and the actions of the Knight Owls could have echoes in the Gray Owls campaign. I was careful to allow a large enough passage of time to avoid any weirdness, but the extra-meta knowledge of players in multiple campaigns has been pretty cool.
What it's also done is allowed me to create a literal progression of industry from age to age, unlocking special race, class, and item options setting to setting - all of which have lore and reasoning implications. ...Like how the heck Illithids (literal Mind Flayers) became a playable race in the 6th age of Io-Firma (the Gray Owls setting). So here's a quick overview of how each Age functions and what type of setting it offers.
The NEXUS: where all creation began - the world and its gods came into being in the Nexus, where the raw energy found in its core flowed through the planet and forged the elemental forces. Many believe it still exists to this day, somewhere far beyond the planar circle yet intimately close - like a door waiting to be opened. The details of its location have been lost to antiquity, a single remnant referred to only as The Song Of The Ancients.
Io-Temm: The Worldshaping - The first age of Io, where the Seven Wings birthed the now known pantheon and their inevitable war that shaped the main continent of Erena, the disparate islands of Abaddon, and the kingdoms beyond the Aether.
Io-Sooth: Mortal's Edge - Classic D&D fantasy setting; the second age entertains the birth of the mortal races, created by the first known pantheon. Tiamat and Bahamut - Dragonborn; Pelor - Humans; Morahdin - Dwarves; Corellon - Elves; you get the idea...
Io-Ren: Balance and Ruin - The flames of industry have begun to burn and the mortal races try to harness the power of the gods, ushering in an age of demigods, exploration, and tempting fate. Campaigns: Tuesdays, Thursdays, Knight Owls Season 1
Io-Shar: The Broken Seas - After a cataclysmic event involving an ancient being ripping a hole in the plane of Water, the world has flooded and expanded into an age of naval piracy, massive sea creatures, and temporal storms. Campaigns: Wednesdays, Knight Owls Season 2, Knight Owls Season 3.
Io-Empyr: Cloudsinger - After a sky pirate and his merry band pierced the Veil Of Heaven, cities rose into the sky, forming Clusters of new nations and expanding the world further. Steampunk airships, sky pirates, and tears in the threads of the Feywild and Shadowfell summon a whole new caste of creatures and entities that threaten to take the sky for their own. Campaigns: Cloudsinger (YouTube)
Io-Firma: The Reclamation - Magic is broken. A Prime God is dead. The world is dark and deadly and cold. Shattered psions, enlightened gnolls, ancient detectives, hired guns, and mature themes, this is not an age of heroes. No, this world is just a tad...gray. Campaigns: Gray Owls (21+)
Io-Nixx: The Sundering - Not much is known of this age, as only one adventuring party has caught a glimpse of it. It is a battle; constant and enormous, where literal gods clash in the skies. It may even mark the end of the world as we know it.
So, depending on the age, we can assume that certain gear is available as industry increases. Sooth and Ren are pretty similar, but Ren's adventurers begin to discover the powerful Legacy Weapons from Temm (the first age), tapping into the power of the gods before the turn of the age. Cataclysm changes things in Shar, and the world adapts; ships, naval warfare, cannons, spell cannons, automated ships, subs - Outlaw Star style ship combat. Empire allows more steampunk gunslinging, taking the naval concepts to the air at the peak of an industrial revolution. Then Firma comes along and everything breaks, and it breaks hard; whole classes are gone, or changed dramatically; races disappear, others resurface with new abilities, and no one truly knows how the world works anymore - with magic mostly illegal for the lower class, now we've got to find other ways to get it (drugs, I'm talking about magic drugs).
So without going into too much detail with the various Ages, the following are *mostly* available in all of my games.
I like to employ all that the Player's Handbook has to offer for 5E, but sometimes I draw some extra inspiration from my Pathfinder days (extensive weapon lists), and add on a little extra blades for good measure. None of these are Masterwork (so no +1's, or cutting through resistances), but there might be some other cool perks. I've always been a fan of incorporating more martial arts weaponry (given my own background), and like utilizing die steps to help illustrate a power increase. Also-also, not everything is available at every shop. These custom mundane items, along with other items, might fluctuate depending on supply, demand, harvest, and other such factors age to age. Again, lore and reasoning for the world. The mass production of Duskweave in the third age led to a near extinction of the Displacer Beast packs, and no one's heard of a Pack Lord in eons. Whoops.
Claymore - adapted greatsword; 2d8 Slashing - Two-Handed, Heavy
Katana - adapted longsword; 1d8/1d10 Slashing - Versatile, Finesse, Monk
Wakizashi - reskinned Scimiar; 1d6 Slashing - Finesse, Monk, Light
Chain Maul - 2d6 bludgeoning - reach, thrown, grapple from 10 feet
Chakram - 1d6 slashing - thrown (10/30)
Gauntlet Blade, Retractable - 1d8 slashing - 4 lbs. - concealed, retractable (Shar+)
Monolith - 1d12/2d6 slashing - Versatile
Naginata - 1d8 slashing - reach, heavy, two-handed, brace
Tonfa - 1d6 bludgeoning - AC +1, Light, Monk
Sai - 1d4 bludgeoning - Light, Monk, Disarm on critical
Nunchaku - 1d6 bludgeoning - Light, Monk, x3 on critical
Plated Robes (not armor) - AC = 11 + Dex Modifier
Duskweave Leather - AC = 13 + Dex Modifier, Light Armor
Ironwood Scale Mail - AC = 14 + Dex Modifier (max 2) - Disadvantage Stealth - 35 lbs.
Elderwood Scale Mail - AC = 15 + Dex Modifier (max 2), Medium Armor
Ballistic Duskweave Doublet - AC = 14 + Dex Modifier, Medium Armor
Dragon Plate (specific materials required - AC = 18 w/resistance to the element associated with the dragon scales used
SHIELDS (I treat shields as weapons. Direct reference to my Pathfinder sword and boarding, so there you go)
Buckler - 5 gp - AC +1 - 3 lbs.
Constructivist Shield - 65 gp - AC +1 - 4 lbs. - Can be used as a reaction to raise your AC. Does not occupy a hand.
Round Shield, Light - 15 gp - AC +2 - 6 lbs. - Bash 1d4
Round Shield, Heavy - 30 gp - AC +2 - 10 lbs. - Bash 1d6
Tower Shield - 100 gp - AC +3 - STR 17 required - Disadvantage Stealth - 20 lbs. - Bash 1d8
Duskweave = made from Displacer Beast pelts, and thus has a smoky dispersal that shifts and moves as the armor moves.
Magic Items and Ammunition
Now, many of these additions are lifted from my Knight Owls Armory, but if you don't normally venture over there, you'd never see them. So here they are anyway for your consideration.
Charged Arrow - 150 gp - in addition to the damage of the bow, this arrow deals 1d6 lightning damage and is consumed upon impact.
Boltslinger Arrow - 650 gp - in addition to the damage of the bow, this arrow creates a 5 foot wide lightning bolt in its path to the target. All creatures caught in the bolt's path must make a DC 10 Dexterity save for half damage, or take 6d6 lightning damage. The arrow is consumed upon impact.
Bonebreaker Arrows (bundle of 10) - 50 gp - deals bludgeoning damage in place of piercing.
Burst Arrow - 500 gp - when fired, this arrow splits into 4 separate arrows; the user must make an attack roll for each arrow. These arrows crumble to dust after impact.
Divine Arrow - 150 gp - in addition to the damage of the bow, this arrow deals 1d6 radiant damage and is consumed upon impact.
Flesh-Hunter Arrow - 200 gp - adds +4 to the attack roll. (when you REALLY need to hit that dragon)
Frost Fling - 500 gp - in addition to the damage of the bow, this arrow deals an additional 2d10 cold damage and is shattered upon impact.
Green Gremlin - 400 gp - in addition to the damage of the bow, this arrow deals an additional 3d6 poison damage and crumbles shortly after impact.
The Sapphire Chakram - 250 gp - in addition to the damage of the bow, this arrow deals an additional 2d6 thunder damage and is consumed upon impact.
Immolation Arrow - 600 gp - in addition to the damage of the bow, this arrow's impact creates a 5-foot radius fireball with the target at its center. All creatures caught in the blast must make a DC 13 Dexterity save for half damage, or take 6d6 fire damage. This arrow is consumed upon impact.
Soothsayer - 2000 gp - in addition to the damage of the bow, this ancient arrow deals 2d6 force damage and allows you to see through it until it impacts an object or creature.
Topaz Burst - 250 gp - in addition to the damage of the bow, this arrow deals an additional 2d6 lightning damage and is consumed upon impact.
A good many of the magic items in Io are remnants of the past, but as time marches on, more and more wondrous things become available to the standard market, such as:
Cloak of Shadows - 1000 pp - an adapted Cloak of Elvenkind that grants the wearer advantage on Stealth checks and imposes disadvantage on creatures trying to perceive you. Also, when moving after sunset, roll a set of percentile dice. On a 75 or higher, the shadows wrap around you, granting you Invisibility until you make an attack, cast a spell, or meet direct sunlight.
Ring of Animal Influence - 5100 gp - this ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal Friendship (save DC 13); Fear (save DC 13), targeting only beasts that have an intelligence of 3 or lower; Speak with Animals.
Ring of Bravery (Attunement) - 2000 gp - wearing this ring grants you Advantage when saving against becoming Frightened.
Ring of Enlargement (Attunement) - 5500 gp - by turning the tiny, clicking inner track of this ring, you increase your size category by 1 for 1 minute. This ring can only be used once per Long Rest.
Ring of Protection (Attunement) - 6000 gp - You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Ring of Spell Storing, Minor (Attunement) - 3750 gp - this ring stores spells cast into it, holding them until the wearer uses them. This ring, when delivered to you, arrives empty. It can fit 3 levels of spell power at once.
Alchemy and Herbalism
Alchemy and Herbalism, especially as it pertains to potion making as a pursuit, has really come to fruition in Io-Shar, where my industry-heavy players reside. They crave that personal control of their universe, and I LOVE IT.
So, potion-making in Io borrows from Skyrim, The Witcher, and my own head, as well as a blend of other home-brew resources dotting the landscape of Reddit, DM's Guild, and the Open-Gaming License. All that being said, let's run it down a bit.
Quick Brewing Overview
In Io, there are a large number of known ingredients that create specific effects in the brewing process, while others might augment or dilute others. Bloodgrass, for example, can be used to add an additional 1d4 to the healing amount for a healing potion you are brewing, but Rubygrass (grown in the Feywild), will actually REMOVE a d4 from the healing (the taste is sharp and difficult to swallow). So we use Herbalism to "enhance" the potion. We call them Enhancements. Some can cancel each other out, while others augment the effects.
Then, there are ingredients that we actually derive the Enchantment from. We treat them as our Core. The intended potion effect. Like using Void Root to brew a Potion of Flying.
Finally, we need a Base. The liquid that we'll be using. Some potions can be brewed in water, while others require Holy Water as their Base, or Salt Water, or Liquor. Specific liquids may also imbue the potion with specific properties.
So, if I want to brew a Healing Potion, I need at least a Base and a Core.
Base: Water. Core: Cherrymoss Extract. Then 3 hours.
If we want, we can mix in some Ground Ephedrana to increase the die step of the healing potion from 2d4 to 2d6. Finish the brew and you've got a "boosted" healing potion that heals 2d6+2 hit points.
And that's one potion. Booyah.
....Experimenting with all of this is going to be A LOT of FUN.
So there's a lot going on, and I haven't even talked about the Prestige Classes or the Legacy Weapons (they're coming, don't worry), but this post has gone on long enough, and hopefully it clears up any confusion from looking at the lists from the Knight Owls armory moving forward. :)
See you at the table.
So we have a Livestream on Twitch. Didn't know if you knew that. Not many do, but those that do have been entertained quite well for the 14 episodes we've been running. You can find us HERE on Twitch, and 2 weeks behind up on YouTube, and, if you're a patron of our podcast (of any tier), you have access to the whole show in podcast form (soon with theme music and behind-the-scenes chatter pre- and post-show).
The Livestream itself is classic D&D adventure time for 90-minutes set in my custom world of Io-Empyr (the fifth age of my interwoven timeline), and features steampunk airship combat, sky pirates, floating cities, and dangerous foes from the Shadowfell and the Feywild as they vie for control of the skies. The show is called Cloudsinger, and features a rag-tag 4-person party of awesome adventurers attempting to trust one another as they navigate this high-flying world, all while dodging their various pasts, new enemies, and alarming secrets.
It's freaking awesome.
The experience itself marks the 6th campaign that I run weekly, and there's something very unique about running an adventure online in front of a digital audience; for the DM and for the players. My partner in podcast crime, John (Solomon Blackedge in the campaign), put it best: we're "accidentally professional." Everybody brings something unique to the table, and we run the gamut from REALLY experienced tabletop players to players just working through the main mechanics; we're patient with each other, celebratory of our successes, flabbergasted by our secrets, and no one metas too hard. We know others are watching, so we try to bring our best selves every time...and it's always an absolute BLAST.
I am always appreciative of this particular screen grab: Adam in disbelief, Jenn laughing but disgusted, John owning his live role-playing, and Lisa's just watching it all with a mask of utter apathy. Professional D&D players, everybody. ;)
Now, none of us are brand-spanking new, and we all follow a distinct mission here at Questers' Way Game On: to become our best selves through gaming. So, I thought it fun to take a look at the standard of play that I hold my Game Mastering to, and how it changes and levels up when you bring it to the Livestreaming Stage. ...Because it certainly changes things.
Clear, Consistent, Mechanical Rulings
The internet can be an unforgiving place. I've had my fair share of trolls on the internet, but D&D fans can be a little...possessive of the thing that they love so much. Critical Role isn't perfect on rulings, and they even bring it up as a defense: they're far from paragon players, and part of the fun is making mistakes.
For me especially, with custom rulesets for airship combat, special weapons, home-brewed monsters, whatever thing I bring up - I'm keen to explain my reasoning for its existence, and then play it through. In that case, if I reflect and find something does not work the way I wanted it to, I have to let my players know AND my audience online know if I change it and why. Now, upon writing this practice down, my brain screams: "Well, DUH" and this is because ANY campaign benefits from this practice, online or off, but online it is an absolute necessity. Rule and mechanic transparency is essential to keep the audience in the loop; in a way, they're playing too. :)
Always Moving, Even When Standing Still
Pacing can sometimes be tricky, regardless of the campaign. No person can be on-point all the time, and no party will be pushing for plot every session...and that's a great thing. Action can happen without "action." Character development is just as powerful and entertaining (sometimes moreso) than any fight. Sometimes the audience needs rest, too, and these key moments of "still movement" keep the characters growing and the audience involved. As a DM, don't be afraid of them. This is a group story, and few stories are one fight all the way through (and still entertaining).
Audio Setup Needs To Be Simple and Clean
We started the Livestream utilizing an online tabletop music resource called tabletopaudio.com. This is a copyright-free audio site where each audio segment lasts ten minutes and can be pieced together into a pretty solid playlist. ...However, with enough technical elements through the iPad (my main interface to save space in our setup), we had to abandon it. Still a great resource that you can find HERE.
Moving forward, we're hitting this on three fronts.
1) I've returned to Syrinscape. This an app available on mac or pc systems that is chock full of sound sets, music, and sound effects to help with your overall atmosphere and immersion. I did a review awhile back about how I found their music to be less than satisfactory, and opted out. I have since grown up a bit and I love that it's all copyright free. That's the big deal here. Plus, the interface doesn't take much to get used to, so I'm pretty pleased overall.
2) I'm writing music for this campaign. No joke. I write music, I've published two albums, had works premiered with live orchestras - I got this. It's a bit of work, but it's going to add something truly special to Cloudsinger that sets it apart from the rest of our weekly campaigns. If you care to take a look at my old stuff.
3) Cross-chatter needs to be at an absolute minimum. This is a theater thing: if everyone is mic'ed, then everyone can hear EVERYTHING you are saying, even if it's a funny joke you just thought of. Sharing is okay, but the timing needs to be clear. We're not going to talk over each other because A) that's rude, and B) it overloads the recording with essentially white noise. The dudes on Critical Role are respectful because they're good people, but also because it serves the recording tech tremendously.
Go With What Is Most Comfortable For You
No one wants a stilted performance. Not from the DM, not from the players. It's our game, first and foremost, so we're going to play the way we want to play. The audience will comment, but I don't really watch the chat during the stream, and that is so I can give my whole self over to the players I'm playing with. By keeping myself centered on them, and not on external hardware, I can be my best self.
In addition, peripherals are great tools. DnD Beyond comes up quite a bit and we decided to give it a go as a group to help ourselves get organized. Unfortunately, technical difficulties, connection issues, and the product of staring at a screen all the time just to check your abilities has started to pull people out of the action, or at least made it a little inconsistent. So, back to pencil and paper, dude. DnD Beyond is a great resource, and I still use it often to build out and test characters, but for OUR live show, we operate better without more tech at the table to look things up. It makes everything smoother, focused, and more intimate. ;)
Know Your Character, Know Your Stuff, and Get Organized
This one is a standard I always hold myself to. I am a professional, of course. ;) But this stretches beyond the DM.
When you're in front of others, like a performance, a certain level of preparation goes a long way in helping the audience become immersed, the players staying engaged, and story flowing well. Players that do their homework on their abilities, clarify understanding before and after the game, and think critically about the feelings, motivations, and personal stories of their characters will sync up to the world with alarming speed and precision. The less you have to guess about how your character would act, the better you can ACT, and therefore play.
The times that I have prepared my character - just got myself more organized, put myself into their headspace prior to the session - the more fun I would have, and I'd avoid those little hiccups of second-guessing. Subtle moments of pause when I didn't know what to do...disappeared. And I'm not the only one to put in some extra prep.
John, for example, runs a "test Solomon" in another campaign to help flesh out how THIS Solomon acts. This way, Cloudsinger Solomon is the strongest iteration of the character, and John clearly has a ton of fun playing him. Jenn and I have meetings every so often to chat about her backstory and where her character's motivations lie. Lisa is very up front about how Spifi acts, and Spark...well, remains a mystery, but in a good way (Adam B.'s on point as a cat-person).
We're eager to play, but we have an external responsibility to do so in the first place, so that little extra pressure is enough to warrant bringing our A-game every time. And that little bit of extra responsibility brings nautical tons of fun to the table.
Any campaign can benefit from these elements - I wouldn't save them for online-only experiences. I've been using music sets, sound sets, and mixes for a LONG time in my regular games, and I'm often recording the sessions for my own internal consistency. I do my homework every time, but any good DM should. Great players prep themselves before a session to ensure smooth play and fast fun. It's a great way to upgrade your gaming experience.
However, these elements I find to be absolutely necessary if you're running something online. The addition of an external, broad audience adds another layer to your game, and it puts some onus on you and your players to literally be entertaining...but don't add pressure that sacrifices fun. With so many people on the planet, if you're having fun, there are bound to be more peeps out there that like your play style. So, keep things moving, sure, but PLAY YOUR GAME. It's your time to have your fun - we're just along for the ride. :)
See you at the table.
Hey peeps. I'm not perfect. No player or game master is. But I've had better days, and whenever life kicks me in the head, I tend to go through a cycle of reflection, beat myself up a little (I'm not as harsh as I used to be), then take a look at a few things that I can change to make everything flow just a little better.
Warrior mindset, ya'll. Let's break it down.
A State of Flow
A State of Flow represents a "lack of resistance" from the player and the game master during a session of play. It is achieved when each player is fully invested and focused on the session, and the GM never feels like they're fighting the players. This doesn't mean that the players take a backseat, quite the opposite actually. The players have a strong sense of how their characters operate and what they would do, thus flowing along with the GM, and their constant adjustments to the players, without causing hiccups; whether they be stretching the rules, misinterpretations, not paying attention to descriptions, being unclear on their actions in combat - there are many, many ways to interrupt the State of Flow. However, EVERY game will have these hiccups. What we as players, GMs, and the group as a whole need to do is try to minimize our recovery time to return to that lack of resistance. This way, EVERYONE benefits from cohesive play. Here are some ideas to help achieve that, coded to GMs - Players - or Both.
Setup and Breathe - Both
Everyone is allowed a bad day. It happens. Maybe you're running late - you got hung up at work, you're stuck in traffic, something came up. Maybe you were just in an argument, and it's weighing on you still. Maybe your head's just not in the game yet.
We've all felt this, no matter the cause. However, with 2 hours of play, I want to get into my play-time as soon as possible without carrying external baggage into my little escape from the outside world. I achieve this by entering and setting up, before engaging with the rest of the story, closing my eyes, and taking a few breaths. I let my emotions flow and take the time to reset, effectively opening my mind and body to the game. When I open my eyes, I can imagine that I am in a new state; whatever happened before does not matter NOW. Now, I am focused on telling a group story with my party.
This works for both groups, and in many moments of life. As teachers, many of us need to switch gears from class to class. We cannot allow the upsets or flow of one class to color our teaching of another; each one must be treated like new. So such is each game session; I do not want to bring in other elements from my life into this game - I want to be focused and intent on playing, so I can get the most out of my experience.
It might be strange at first, but I have led some deep breathing exercises or STOPPED A SESSION and made everyone take a deep breath, when I felt the flow becoming an absolute train wreck. I encourage every player and GM to take the time to set themselves up (get their character sheet, dice, organization, everything), close their eyes, and take a deep breath or two before entering the fantasy world. It may be a few extra moments, but it saves a million headaches down the road, and you will get faster at it. So take a breath, and let's go.
Take Responsibility For Your Own Distraction - Both
This one flows directly from above, but it's more personalized. I KNOW that if I have my character sheet on my computer, I am bound to engage in other things (email, correspondence, marketing, BLOGGING), or at least feel the pull to do so during a gaming session. It's the way my mind works; which is why playing in a session is so healthy for me, as it reminds me to slow down and pay attention, instead of just powering through checklists of tasks. Similarly, I try to keep my phone at bay. Sometimes I do need it nearby, but it's flipped over, and it's ALWAYS on silent. I will never, ever pull up a meme on my phone to show to ANYONE during play, because I know if I let myself do that, that I will fall down a slippery slope of distraction.
That's ME. Now, others can be completely engaged and focused while using their phones. However, if you ever find yourself getting distracted, YOU NEED TO TAKE RESPONSIBILITY FOR THAT. If you feel yourself being pulled into your phone instead of the game, and it's causing hiccups in your flow and the flow of others, you need to recognize this and put it away. Some people can have their computers out and they know that they'll still be engaged, so I'm not saying "NO ELECTRONICS AT THE TABLE." We live in 2018; I get it. We've got great tools - we're also all individuals with brains and meta-cognition and the ability to introspect. If you are causing hiccups in your own state of flow or the flow of others due to your own external distractions, take ownership of this fact, and make a change. This helps build trust, empathy, and accountability into the group.
Streamline Dice Checks - GMs
Sometimes GMs try too hard to engage party members individually during a group task. This burns time, and can split attention unintentionally. I am guilty of this on a few occasions, and I am working to recognize it earlier than the night after, but it helps to put a few things into perspective.
GMs should assume that we have limited time at all times - this doesn't mean that we need to RUSH anything, but it does mean that precision and efficiency go a long way.
Don't require rolls for simple tasks, just move through it narratively.
If the group is engaging in a group task, have everyone roll at the same time, and announce the DC and what happens down the line to each player.
(Sometimes) Pre-roll opposed rolls if you're really strapped, so they act as general DCs instead of live rolls. I don't do this often, as it can kill that "live play" feeling for me, but using a general DC based on a creature's attributes can still speed things up.
A roll should only be used for a task where the outcome is unclear.
Strip Away The Gravitas - GMs
I like to describe things with accurate language, but still fantasy-oriented, like a good book. Sometimes, however, elements can literally get lost in translation, and players miss details. In this way, precision and transparency are more important than flowery language. You want to ensure that the visual of the players is the same visual you had in your head, thus everyone is moving together through this collective theater of the mind. If everyone has mostly the same picture in mind, you have a much lower chance of running into inconsistencies with character decisions (like someone assuming that a wall was a door, but the character would have known this, it was the player who was confused because the description was not clear to them) based on preconceived notions on the layout of the room.
This works for mechanics as well. You can be general, but your terms should match those in the book. In combat, for example, it is imperative to note what a creature is doing in established terms so players know exactly what they can and cannot act on. "The bandit uses his Cunning Action to Disengage from the group, then uses his Action to attack with his crossbow" INSTEAD OF "The bandit moves away from you, then shoots you with his bow" - "Do I get an Attack of Opportunity?" - "No, he Disengaged." - "Then how can he attack me?" - "He has Cunning Action, so he can Disengage as a Bonus Action." - "Oh, okay."
Or in the case of Legendary Actions and Spells and Counterspell: "He spends a Legendary Action to use his Disrupt Life Feature (features are not spells, and therefore cannot be counter-spelled)" versus "He uses a Legendary Action to CAST A SPELL (CAN be counter-spelled)." Neither of these spoil anything about the enemy; no one learns anything "secret" about them, and I don't fall into the assumption of trying to "trick" or "trap" my players by omitting elements that they could have acted on. The worst arguments (and wasted time) I've seen in play have often stemmed from that lack of clarity: "Well, if it's a spell, I cast Counterspell." "It's a Legendary Action...so it isn't a spell per se." "Well, is it a Feature or does it say he casts a spell?" You get the idea. The players don't have to know WHAT spell is being cast (a check might reveal it, or not, up to you), but they NEED to know that the entity is casting a spell, because they've got tools to counteract that; if you ignore those tools, you've robbed them of agency, and mucked up the process.
Finally, try to separate cinematic flavor text from mechanical changes. I fall victim to this, too, and it can be frustrating when you're trying to describe a battle cinematically. You might go into a cool description of a particular blow to a creature...and the players will interpret it as a mechanical change. "He's driven to his knees by your strike, the armor visibly denting from the raw force of your impact" - "Oh, so his AC went down!" - "No, it just hurt him a lot." - "But you said his armor dented!" - "But it doesn't affect his AC" - "Well, he must be prone, then; you said he went down!" - "...sigh." Whereas if I describe: "The force of your blow is so strong it knocks the feet out from under him (I move his piece to make him Prone). He falls flat on his back and now prone, the wind momentarily knocked out of him." I added a mechanical clarification to my description, using established terms, and no one clarifies or fights me. Sometimes in the former, I will have to clarify by saying instead "He is MOMENTARILY driven to his knees." See what I mean?
Though, the latter example is also a Player thing. If the GM does not announce a mechanical change, don't argue that there is one, but ask a clarifying question - this way, the GM isn't put on the defensive, and they have an opportunity to make adjustments where needed; this is smoother, and thus faster.
Prep Your Turn - Players
It bothers me to no end when a player casts a spell on their turn...then stares at me as if I have memorized every single spell in the book (I do memorize many of them just out of osmosis, but there are hundreds of spells) and know exactly what their spell means, their save DC, and what I am supposed to roll. It's YOUR turn - look up your spell, know what it does, know the save and your DC...prior to your turn.
Now, the battlefield changes during play, and that can affect people's plans, especially casters, so when it settles on their turn, they may have to scramble. I understand that, and it totally happens, but you as a player are responsible for understanding the capabilities of your character. The hiccups, actually, occur when someone casts a spell...and then sits there, as if they have forgotten the other elements required in casting a spell; some spells are spell attacks (where the character rolls), others are saves (where the enemy rolls), some have varied effects, conditions, contingencies. If you're not sure, have the spell description nearby; the idea here is to be organized, so that you take responsibility for what your character can do.
For EVERYONE, try to have an idea of your Movement, Action, and possible Bonus Action before your turn. Just like board game etiquette, you are expected to think about your turn PRIOR to your turn occurring. Things can change during play, and that can affect your turn, but if you're watching the battle unfold and thinking actively about your turn, you've already made adjustments as you go, so the interruption of flow should be small anyway. And when you take your turn, declare what you're using and how: "I spend my 50 feet of movement to run around the back of the beholder, and I spend my Action to attack twice, and then my Bonus Action to use Flurry of Blows and attack two more times (rolls dice, concludes actions). I'm done." My turn is over.
The trouble we run into is present in three ways. First, we're only waiting until our turn to even approach thinking about what to do. All that time between was us being distracted and departing from the scene. So, when our turn arrives, we're playing catch-up. Sometimes we need to pee - I get it, everybody does it - but when we come back, you make it a priority to catch back up before it's your turn. If you return and it IS your turn, then the pressure's on and you need to make some quick decisions.
Speaking of speed, the second way we interrupt flow is when players forget HOW the mechanics work and the steps needed to execute certain actions. For example: Attack and Damage. An Attack requires a D20 roll, then adding Proficiency Bonus and Ability Score Modifier to that roll (this should be ONE number next to the weapon on their character sheet for simplicity), and announcing the total. THEN, if you hit, taking the appropriate damage dice, rolling those, adding on the appropriate modifier and any extras (again, marked clearly on their sheet for ease of calculation and speed) and announcing THAT total. We get bogged down when that checklist is unclear or we skip steps.
The third way...is detailed in its own section below.
Respect The Scene / Wait Your Turn / 6 Second Rule - PLAYERS
BE EVERYONE'S BIGGEST FAN. If it isn't your turn, plan your turn (so you're ready), but celebrate the achievements and actions of your allies - this keeps you engaged in the scene, no matter what it is. This also makes your fellow players feel FANTASTIC. Now, this requires some caution - remember that when it isn't your turn, it isn't YOUR turn. Try not to, in your celebration of others, begin to add your own character into other player's turns. It's one thing to cheer on a player using an awesome ability and another to horn in on that use of ability; Ken uses Deflect Missiles - we all cheer and high-five him / Ken uses Deflect Missiles and Colton mimics him doing so, rolling an unprompted Performance check out of his turn trying to distract the Duergar chieftain. The former celebrates without taking the attention away from Ken, while the latter pulls the attention away from the active player. There's a difference.
The key point here being that you need to Wait Your Turn; plan it out, sure, pay attention, celebrate, but WAIT for your time to shine. This also means that you should be aware of your side conversations. If you're engaged in everyone's turn, those side conversations will be minimal to none, and that's great. I hate the feeling that comes up when I'm playing, it's my turn, and everybody's chatting about something else - but I'm quiet and engaged in their turns, how come they can't show me the same respect? And though that may not be people's intentions, it can come off that way; we want to avoid that perceived double-standard of respect. And though it might feel like you're waiting a while the first time, I guarantee that it makes everything flow faster. You'll be back to your turn before you know it.
When out of battle, and this one can be tricky to achieve without some patience, it is important to respect the scene that is transpiring. It may be an interaction between the barkeep and one other character, or a courtier and two characters, or most of the group talking down a hill giant while another investigates his house. Just because the rest of the party isn't there doesn't mean they should carry on their own conversations. Think of it like a theater production. No scene will transpire at the SAME MOMENT as another scene on the stage. Timeline wise, they might be happening at the same time, but we will SEE them at different times. What this looks like literally is the party watching and waiting and listening to an interaction until it comes to a close, and then taking an opportunity to engage in their own scene(s). Scenes where the whole party is engaged with the same things tend to flow pretty well, but the same principle can be used. If it doesn't involve you - watch and listen. If it does involve you - engage. If the former, and you want it to involve you - watch and listen for a moment that you might be able to enter the scene.
I know, it's a lot more waiting and listening, but if we've done everything else on this page, this one should be pretty easy by now. No person wants to feel drowned out by others, and everyone wants to shine, so respecting each other's scenes allows characters to shine without feeling like they're fighting to be heard, AND we get the added benefit of building up trust and empathy across the group.
Finally, don't try to cram a million things into your turn. Movement, Action, Bonus Action. 6 seconds, dude. The more you adhere to that main mechanic, the faster the rounds go, and no one can perceive that you're getting more bang for your buck during your turn as opposed to others. It also makes you more efficient if you assume that you only have those three (often two) things to worry about.
In conclusion, both GMs and players can do a lot to make our sessions flow better, but the greatest take away here isn't speed so much as taking a breath and staying present in the game. We all get hang-ups, and our brains can be more distracted than ever, but I have to remind myself: Slow is smooth, smooth is Fast. Slow down and take a moment; watch and listen to your fellow players; let them shine, so you can shine; get organized and let go of the day; take responsibility for your own engagement. And we'll all be better for it.
See you at the table.
PS: Remember, talking is free...unless it's a monologue.
...Please stop monologuing...
The Push and Pull of Scrutiny
I have always been a reflective person. I did it constantly in school growing up (defining what it meant to be a decent person while struggling to find my own place), in college (learning to be a musician and a teacher in deluge of philosophy and pedagogy), and now, as a Game Master, I do it even more.
I am constantly worried about the state of my players; their happiness, fulfillment, meaning, investment, and overall comfort levels. And it's exhilarating, so I don't mind. But sometimes I get days like this - where I feel like I failed somehow; failed to reach someone, or made them feel bad when that wasn't the intention. And though teaching in a public school is a job that hones in on specific students; how they grow, change, question, etc. - THIS job of Game Mastering feels so much more...personal.
As Game Masters, we're really GUIDES above all else. As John and I have stated countless times in our podcast, we work through Consequences, not Punishments, and this mentality must persist through every facet of our narration and storytelling. We have to enable our players to reach their best selves. Often, on top of a full working knowledge of the world and the game mechanics at large, we have to know those awesome abilities that each character has and help them realize their best options (in a kind way) on and out of their turn. Be kind. Always. Support your players, don't punish them.
That has always been my mission - but I dare say that I am slipping to some degree. It comes from a place of improvement, but it could be I was pushing in the wrong direction. My allowance in custom materials and interpretations is something that is never going away, but as we continue to grow and I build our Mastering Certification, I know I've been trying to curb toward following the core rules most of the time. However, I have felt that I've made a few rulings that were not fair, and with me, I take each and every ruling I don't agree with like a punch in the face. I think on it often, and then try my darnedest to automate my solution so it never comes up again. :)
John Tanaka, one of our other Game Masters, does these cool live-streams each day over on our Facebook page, and in one of them he talked about a brilliant book called The Four Agreements by Miguel Ruiz. I have consumed this book, and I've taken it up again, and I think it applies to all walks of life, but in our mission here at Game On - to become our best selves through gaming - it matches quite perfectly from a Game Master and Player perspective.
The internet can be a swarm of rule lawyers, and though the "enlightened" point of view is gaining a voice - that it's a game, people, relax - there are still those keen on stating that "your fun is wrong." To help deflect some of this scrutiny, I've rolled back some of my home-brews in favor of RAW (Rules As Written), and been much more up front (in speech and in writing) on the things that I have kept. But so much of what we do ISN'T viewed by others; it is only viewed and experienced by the other players at the table - it's more intimate, and contextual, so the more amorphous the concept, the more circumstantial the ruling, and those will invariably change moment to moment.
So, before I go on, let's take a look at those four points of understanding, as presented and paraphrased from Ruiz's book, with some personal reflection thrown in.
1) Be Impeccable With Your Word
Do not speak ill of others or gossip. Do not accept, internalize, or believe what others say about you, or your thoughts about yourself.
I think on this and I realize that this was one of the points in High School, and school in general, that I happily failed at. I don't archive, internalize, or hold onto ill will. There's just too much going on in my own head, which opens the door for the latter, which is to remember that "not all the stories we tell ourselves are true." We have to remember that our words have power, and can propel good or evil forward - personally or interpersonally.
When we fill the world with our own voice too often, we use up our own well of words. We need to be silent sometimes; both to observe, and to speak from a place of intelligence and kindness - never to betray ourselves by telling cruel stories.
2) Don't Take Anything Personally
Any reaction implies that you have accepted (agree in at least some small way) with what was said or done. Everything people say or do comes their own perception and paradigm of the world, and has nothing to do with you.
Taking things personally is what made me a better teacher in the beginning, but it came from seeking to avoid perceived pain, as opposed to augmenting my craft. Glad to say that the latter is now the common practice, but the former sneaks in at times when exhaustion creeps in (secret lesson: take care of yourself - exercise, eat right, meditate, you get the idea).
What really sucks is when we subconsciously hold onto perceived ill will. It is rare if I do it now as an adult, but when I do, it's deep, and reveals a clear weakness in my inability to let it go. I did this once in the last year, and though the experience propelled a lot of positive change and leveled up my business and game mastering and leadership - all good things - I was still holding onto the venom...only to discover through a third party that it was all a misunderstanding anyway. That was months of wasted energy - whereas I COULD have sought out a solution by simply talking to this individual (see #1). Perceived possible pain at the interaction held me back from a simple solution.
3) Don't Make Assumptions
Don't operate from a preconceived understanding of the world or your relationships. All assumptions are limitations and failures to communicate.
This ties directly into a mentality that perplexed individuals in High School. I had a mantra: Assume Nothing, Question Everything, Change Something. It meant that I tried not to make assumptions about people and situations, would clarify (a lot, so much to the point that others thought me a dullard) understanding for myself and those around me, and make constant adjustments to my behavior and routines to try to be a better person. Not sure if it worked, but thinking on it now, it still makes a lot of sense.
Not to say that you can't use intuition, and learning, to better equip yourself for certain situations, the key here is to KEEP LEARNING. No single entity knows everything, and all knowledge deserves deeper understanding. Don't take things at their face value; the details might open your mind in new and challenging ways - and that's a good thing.
4) Always Do Your Best
Make your efforts all about what you can best accomplish in your current situation, so that you're always satisfied and happy with yourself. Don't overwork, but don't work merely for a reward.
This is what I strive for each day, but the most important component of this description is "in your current situation." The things that you cannot control do not weigh upon your personal performance. Do what you can with what you have, and make THAT the best it can be. The rest will be learned over time and progress.
The Ultimate Call To Action
The close of the book is probably the best - and simplest - fire to light under one's soul. Ruiz calls you to be an entity that takes ultimate responsibility for your own suffering and level of happiness and fulfillment. I interpret this into three focused mindsets: The Warrior, The Magician, and The Mystic. Those three avatars are in a constant feedback loop at all times, no single one taking full control of us at any one time, and that balance of trinity is never more apparent than when I'm running a game session - and the sessions where I struggle is where I have forgotten these mindsets. (I'm paraphrasing and adapting here, so don't @ me, bro)
The Warrior - the warrior is in control of his own behavior. (see also: Bushido) A warrior IS NOT a berserker; we are not controlled by our emotions, instead we control ourselves, and how we spend our energy; we do not deplete it with fruitless things. We have a limit of our own each day; a well that is pulled from as we engage in tasks and with others. Some tasks drain us, while others replenish. I have never built up my own energy reservoir more than in the last year - discovering the things and people that create that positive Feedback Loop of energy that helps me replenish my reservoir, and allows me to pour my soul into the people and elements that need it most - like my fellow players and their enjoyment of the game and their stories. TL;DR - only spend your energy on the good stuff; that choice is something you're in complete control of.
The Magician - a magician is one who is tapped into her creative mind; she tells stories, paints pictures, and forms new and distant worlds at a whim. She spends energy in creating, brainstorming, and seeing what could be possible - often in charismatic ways, taking others along for the journey. The magician is called into being all those moments when we allow ourselves to imagine, to create, and to play using our open world as the canvas. TL;DR - you're never too old to imagine new things, or bring them into reality; that's how invention is born. Never stop imagining.
The Mystic - the mystic views the world through an augmented lens, always keen to continue growing and learning - never allowing herself to stagnate, or become stuck in the ways of others less enlightened. This view of the world is not popular, but it saves our energy for the causes that matter. The mystic shows itself any time we stop to listen before speaking, research before reacting, and decide to engage without betraying our own center. You no longer rule your behavior by what others may think about you - a trait foreign to so many in this age. How mystical. TL;DR - never stop learning, and don't be afraid of adjusting the lens through which you view the world.
Augment Your Games
Resolve interpersonal issues...personally, and kindly (#1 and 2). If it's a topic that would benefit the group as a whole, and it stems from an interpersonal moment, deal with the latter, then address the former. This avoids feelings of passive aggression, and doesn't place that player on the defensive in the company of the team.
Made a mistake? Own it (#1). Most recent example for me: I got it in my head that order of operations mattered in 5E (some editions and other games rule that it does, but the elegance of 5E does away with that)... It doesn't. Hunter's Mark? As long as it's still your turn, you can cast it before or AFTER your attack, and still gain its benefit (just roll a D6 for the extra damage). Don't know why I got stuck on it so bad - I was wrong. :)
Support Your Player Abilities With Kind Reminders or Suggestions (#1, 2, 3 and 4): I would do this often with my newer players, but as time has rolled on, I haven't been as consistently helpful. I've been a little stuck in my own head lately, hence revisiting this awesome book, so I admit to dropping the ball a few times. Even with veteran players, if it's once a week, especially nearing the end of a long day, they might forget stuff. ANYBODY can forget their abilities; it's a lot to manage. It isn't our job to make them feel bad about that - it's our job to help them be their best selves, even if doing so wrecks my monster/encounter/spell/NPC/Legendary Action/Supernatural Ability. Group game, buddies.
Take a step back (#1, 2, and 3): It can be easy to get stuck in the trap of misreading a player's resting face as being bored, them in character to them actually being angry, and a high or low emotion moment coloring our actual perception. If we're ever unsure, though, we can always communicate (#1, and #3) interpersonally, and hopefully learn from such a communication. As these games are as much building trust and empathy as they are creating fun encounters and challenges, kind communication can only make the whole experience better.
Adapt and move on (2, 3, and 4): Maintaining momentum in a game is very important, so I try to have either a resource open or I've studied the rules enough to have them memorized to be able to respond to a player quickly and easily. But it's impossible to know everything, so having that resource nearby is key. If a ruling comes up in play and it isn't 100% clear from the RAW (rules-as-written), make a ruling then and there, and move on. You never want your game to halt for a discussion on the "intended ruling" of a rule. Then, also, see if you can err on the side of the player, not the DM, to put the power in their court instead. Players aren't inherently combative; it's a product of feeling screwed over by bad DMs, so give them a little more sway and see what they do with it. You can always have a discussion AFTER THE SESSION IS OVER.
Be KIND to one another. Always. No creature on this planet starts off cruel - these things are learned. If you revel in making players feel bad for forgetting their abilities, punishing players for out-of-the-box concepts, railing against GMs who are learning, or rules-lawyering people to tears...please UNLEARN this mentality. Kindness builds trust and empathy; two key components to any successful campaign. It tells players that you've got their backs at the table, even if the villain of the story is out to get them. That's the GAME, not the players and the GM; separating the two helps build immersion, and releases the tension of an involved story, without spilling over into the real world.
It's a powerful relationship - don't break it by being intentionally mean.
I'm sure there's a lot more I could connect here, but I think that KINDNESS is the main theme here. Your words have power. Not all the stories you tell yourself are true. Never stop learning. Always do your best. The rest...ain't worth the energy. :)
See you at the table.
So. There's a thing that happened on the stream.
The characters are Level 2 at the moment - very close to their next milestone - trudging through the sewer system under a reservoir, when they happened upon a dangerous creature.
This creature is pretty nasty, and going toe-to-toe with it in such a tight space proved to be devastating in regard to hit points, especially when it rolled a natural 20 and hit the mage for well over her maximum hit points...
The PHB is very clear on how instant death works, and I admit that in my 3+ years of professional DMing...it has NEVER come up. So of course, online, in front of a live audience, it does.
MY RULE for insta-death is as follows: a character is instantly killed is they are pushed to negative twice their maximum hit points in a single attack. This means that a character with 14 hit points as their maximum has to be hit into the negative by 28 or more hit points in order to die instantly. This ruling has always been there, but this was the first time it came into effect, and though it SAVED the mage, it still left a bit of a bad taste in my mouth.
The reason I altered things was to help safeguard early characters, but I try to balance it with my death DCs rising and requiring rolls and skill tests in order to resurrect a character (it gets harder every time). BUT maybe it was the live show that brought it all into perspective.
The player was alright with it (her dying, that is), but it was going against my original ruling - that no one was actually aware of in the first place. Revealing it looks like a cop-out, even though it's always been that way, but now that it's out there... I am taking a hard look at it.
I Reserve The Right To Change My Mind...But Not Fate, and Not Time
After contemplating and discussing this topic with several parties, and thinking on it myself - especially after learning so much about game systems over the last 7 years - I see no real need to hold onto that rule. So to be clear, this will be how I rule Instant Death, and how I always rule anything that resurrects characters.
Save DC Increase: Each time you die (three saves failed or instantly killed), and are successfully brought back to life, there is a consequence. This is represented by an increase in your Death Save DC. It increases by 1 every time you die and come back (this includes the spell Reincarnate, btw). So, a character that has been killed and brought back successfully must now roll an 11 or higher on their death saves for a success, as opposed to the standard 10 or higher. Die twice? 12 or higher. And so on. There is a consequence to you dying; it is now harder to cling to life.
Resurrection Skill Challenge: bringing a character's soul back to their body is an involved and powerful process. As such, I require a Skill Challenge for a Resurrection spell. The bigger the spell, the more involved the challenge. A spell like Revivify requires only one roll with a DC equal to the character's current Death DC.
A spell like Resurrection is an hour-long process with characters finding ways to pull their friend back to the land of the living. It's an opportunity to immerse yourself in the relationships in your party, and find meaning in bringing them back. I ask for three "offerings." These are creative interactions; whatever the player character deems as a way to usher the entity back to the land of the living. Players have prepared poems, potions, offered a childhood toy, grown a tree - whatever you like. How you present it can help a lot. Then I pick an appropriate attribute or skill and you roll against that same Death DC. A success brings down the final roll (me) DC by 1. A critical success drops it by 2. Conversely, failures and critical failures increase the DC by the same amounts. When all three offerings are finished, I do a straight roll against the adjusted DC (based on the offerings' successes or failures) and we see if the soul was ushered back to the body. So far, I have run 8 total rituals in this way, and 3 Revivify quick rolls. Only 1 has been unsuccessful, but 2 others were within 2 points of failure. It's great role-playing; and sometimes, creatures just die, and that's okay.
DEATH CAN COME AT ANY TIME
Moving forward, you're dead outright if you are pushed to negative your maximum hit points, just like in the PHB.
As for our little gnome friend in Cloudsinger...she's still alive. But her Death DC just went up by 1. That's the balance. :)
I'll see you at the table.
Back from vacay, ladies and gents, and I've been catching up on John's videos, and our Game On! content that I missed, and the whole process got me thinking.
There have been a few rules that I have adjusted in my games. Some to add flavor, others to streamline, and a few to add flair to an encounter or a creature. So I'd like to present those to you, complete with what it actually says in the book (if anything), what previous editions might have ruled, what I rule, and why. This way, peeps have a better idea on what to expect in my own games.
Let's get started.
1) Powerful Enemies Auto-Crit Unconscious Characters
ME: when a creature drops to 0 Hit Points, they fall unconscious. If struck by another blow in this situation (being at 0 Hit Points and otherwise helpless), the character loses 2 death saving throws automatically, as if being struck by a critical hit, dubbed "auto-crit." This occurs even if the attack is beyond 5 feet away.
Book: "If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."
Subnote regarding Conditions: "Unconscious [...]. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature."
Why: When working with intelligent tacticians, a creature at 0 HP is an easy target. You are helpless, and those that have the capability to notice the overall strength of a party - or have witnessed your healing capabilities - know that it would be unwise to ignore you just because you fell over. This mentality, coupled with the fact that you are HELPLESS before them in that moment, deems many creatures the ability to auto-crit on your lifeless form, forcing you to lose 2 death saving throws. This is less a custom ruling, and more an adjustment of the capabilities of certain creatures. A mindless grunt won't take notice, but a seasoned sword fighter would, and would probably take advantage of such a situation. I call this feature Twisting The Knife, and intelligent creatures above a certain CR will often have it.
But why, though? Dangerous entities should remain dangerous, and going toe-to-toe with something dangerous is risky. This ability adds dynamic stress to a situation when someone goes down, and it also offers opportunities for villains to do more than just wipe out a party. They can force ultimatums, draw their blades toward the party's cleric and force them to back down, lest they decide to end her life then and there. It can create a Change Of Circumstance, and can further alter the battlefield. These kinds of moments can define an encounter, and those are the things I love. Building interesting encounters with dynamic foes.
2) Critical Hits Double The Rolled Number, not dice
ME: when you score a critical hit, I have you roll all relevant dice involved in the attack (including Sneak Attack, Smite, and the like) BEFORE adding modifiers. Then, total that number and multiply it by 2. After that, add on your relevant modifiers.
Book: "When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of theattack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once."
Why: I first saw this practice adopted by Matthew Mercer of Critical Role, and it seemed to really speed things up. As cool as it is to roll a literal mountain of dice (which is what we Wizards LIVE for), the associated math can often bog down play in intense situations. So instead, I have peeps roll the appropriate dice involved, double the total, then add on modifiers. This also allows me to grant opportunities to the players to further multiply their damage with my custom Assets, special weapons that harken back to Pathfinder (where swords grant a x2 critical, with critical on 19-20; while most axes only crit on 20s, but offer a x3 multiplier), situational bonuses, and great ways to communicate a creature's weaknesses (oh, that creature is weak against Psychic damage...we'll just double that number now). ;)
3) Better Descriptions Yield Lower DCs
ME: the better you describe an action or present an argument, especially in character, the lower the DC to beat. Conversely, the more vague you are or the more terrible you present an argument, the higher the DC.
Book: this one's up for DM interpretation. For each thing you're trying to accomplish, the DM decides what ability or skill is relevant, then sets a DC in their mind all the way from 5 (Very Easy) to 30 (Nearly Impossible). There's no hard and fast rule here.
Why: it adds agency to a player's ability to PLAY. Improvise, argue, call people out, fall flat on your face. You get to use your acting and descriptive abilities to better (or worsen) your chances at success. Which is a good thing.
4) Downing Potions
ME: downing a potion consumes your Bonus Action, but not your Standard Action. FEEDING a potion to another character, which is more involved, consumes your Standard Action. No, you may NOT down two potions in a turn (thus consuming your Bonus and Standard actions). I allowed that once, to disastrous effect. Never again. The DM will remember this...
Book: this one required some clarification. This was later ruled as Use Magic Device or Use Magic Object, but either way consumes your Standard Action, just like the Use An Object Action.
Why: Sitting there downing potions, unable to do much else can rob a player of their class abilities, and I'm not a fan of that. This way, there's still a cost to using a potion, but to a seasoned adventurer, downing a vial of liquid doesn't take much.
5) Called Shots are a thing
ME: you can specifically target something by claiming that you are making a Called Shot. This sets up a few changes to the battlefield. 1) By targeting a specific place, you make the shot or strike exponentially more difficult, as combat is fluid, so the AC for this shot gains a +5 bonus. 2) If you hit, you deal an extra 10 points of the weapon's damage - BUT if you miss, you have disadvantage on your next attack this round, as you recover from the creature dodging you. 3) Hitting may cause a Change of Circumstance - maybe it partially blinds them (disadvantage on attack rolls), knocks out their knee (advantage against them), or some other flavor that I have to make up (which is actually fun).
Book: the term Called Shot does not exist in D&D 5th Edition, but it's existence is referenced in previous editions and exists in all its glory in Pathfinder. Pathfinder grants penalties to the player, instead of boosts to the AC of the target.
Why: this offers a mechanical opportunity for players with keen observation and tactics to change the course of battle, but with enough risk to support their own skill or specialization. A well-built archer can accomplish this more times than not, and our critical-fishers (advantage fishers) can achieve this to change the course of a tough fight, rather than just hitting it again.
And there you have it. Five ways that I like to augment my games. As these are custom rules, they may change, but they've gone through some rigorous testing and I'm pretty pleased. What custom rules do you use in your games? I'd love to know.
Till next time, friends. Hope to see you at the table.
Game On! Director, musician, music teacher, game designer, and professional game master. In short, I'M A BIG NERD.