Wednesday, July 20, 2011
Improve your GMing: Fumble - Let your players come up with their own misery
Foreword: D&D lacks good fumble rules. In the Dungeon Master's Guide House Rules are proposed for what happens if someone fumbles but I was not able to find or come up with rules to my liking. They either discriminate characters with many attack rolls since more rolls often means more fumbles. And/or they are rather boring because they are pure 'board game' mechanics and their effects are always the same and add nothing to the roleplaying component of an encounter.
When we started playing D&D a creature granted combat advantage whenever his player rolled a 1 on a attack roll, a rule which falls in both categories mentioned before. I eventually got feed-up with this House Rule and removed fumbling all together from the game.
Some GMs have created their own fumble charts or Paizo has published a Fumble Deck (which is very brutal) to add some randomness. But nothing did really appeal to me until I heard from the following concept.
Details: On The Exemplary DM Podcast Session 2 Episode 1 (at around 36 min. in the podcast) a simple but yet good way to handle fumbles is presented. Whenever a player rolls a potential fumble (a 1 in case of D&D) he chooses whether he wants his character to fumble or not. And if so, he comes up with what happens and he receives some kind of reward. The GMs in the Podcast give away Drama Points which can be used as re-rolls.
The combination of these components make the concept so appealing to me.
First of all if the players can choose whether his character fumbles or not and therefore no type of character is discriminated. Controllers in D&D for example which are area attack heavy, roll many attack rolls and are therefore more likely to fumble if a 1 on an attack role always meant a fumble.
Second of all if the player sets up with his own misery nothing is pressed on him and he will have more fun.
Third of all players are encouraged to be creative since they receive a reward if the select the fumble and have to come up with what will happen which hopefully will make encounters more unpredictable and make it more fun for everybody.
And finally the reward reimburses him for for his bad luck and the dire consequences he might face.
Advice: Be cautious whenever a player comes up with a fumble that effects other players in a negative way. Check whether the players idea is OK with them and do not be shy to say no if it is no fun for somebody.
Monday, July 18, 2011
House Rules: Minions Military-Style
Wednesday, July 13, 2011
Random Findings: Two-Hit Minions
Saturday, March 19, 2011
Riddle: Stone Disc Riddle
This is a handout for a riddle I made for my gaming group two years ago. The characters found a construct of four stone disc stacked upon each other. A symbol was engraved on each disc and the discs could be turned independently not unlike the lock of an old safe. The numbers 1 to 7 were engraved around the discs with an equation of symbols beneath.
Friday, March 4, 2011
Download: Faction Tracking Cards
Wednesday, March 2, 2011
Random Findings: Drama Cards
If I had not already bought and introduced the Plot Twist Cards from Paizo to our game I would have used the Drama Cards from 1d4 chan (free for download!). And I am still ponder upon replacing the Plot Twist cards. Why?
Do not get me wrong, I like the cards from Paizo and they would be my first choice if we would play D&D 3.5E. But we play 4E and my players have not really bought into the concept on taking over the narrative with the use of the cards and hesitate using them. I was hoping that the non-narrative effects proposed on the cards would encourage their usage. But the proposals are for the 3.5E rules even if easily adapted to 4E.
The Drama Cards are 4E specific and basically fall into two types. One type is giving advantages or effects in combat quit like the Fortune Cards from Wizards of the Coast. And the other type opens narrative opportunities. Even if those cards always state that the effect falls into the DM's discretion I would always ask for a proposal of the person playing the card. My favorite card that falls into the second category is 'Parley' which changes a combat into a social encounter. Another thing I like is that the Drama Cards are divided by 'strength' into four groups. The non-narrative effects of the Plot Twist Cards do not defer to much by power level.
If you do not like giving your players any narrative control you still could use those that have in combat effects. Which basically would turn them into a free set of Fortune Card.
I did not yet had any Fortune Card in my hand but from what I have seen in the internet I am not so fond of the concept and I find the cards rather expansive (3.99$ for 8 cards). And they do not give any real narrative control to the players.
The opportunity to either use cards to hand over narrative control to the players or if they do not like to do so to give them a advantage in combat was the reason I introduced the Plot Twist cards to our game in the first place.
Monday, February 28, 2011
Random Findings: Condition Cards
I have printed a set for each of my players and encourage them to put the cards on a little plastic bases in front of them whenever their character is effected by a condition. We use bottle necks for conditions as well, but I do prefer using the bottle necks for the bloodied condition and monsters only. Thus reducing the colors of bottle necks needed and keeping things less confusing.
Friday, February 25, 2011
Download: Location Tracking Cards
In addition to tracking NPC with the help of cards I wanted to have reminders for locations my group visited. The cards I made are generic enough to be used for all the different kinds of locations such as cities, shops, taverns, temples and so on. A pdf version with 9 cards per page can be downloaded here. Again special thanks to Jovana Gaspar for sharing the font A Lolita Scorned and Max F. Williams for the texture Minas Tirith.
Here is a sample, how I use the cards:
The concept is similar to the NPC tracking cards. The cards are only meant as a reminder. In the upper right part of the cards are two places for symbols or shortcuts. I intended the first space for an identifier specifying where the described location can be found at and the second to define the shortcut used on other cards to reference this location. The first shortcut of the sample is 'SF' which stands for the Shadowfell, the plane Whaleburg is located in. And the second shortcut 'WB' stands for Whaleburg. If I would make a card for a shop in Whaleburg I would use 'WB' as the primary identification.
The sample NPC card I have posted previously, has 'WB' as a location identifier to indicate that the NPC can be found in Whaleburg.
Tuesday, February 22, 2011
Download: NPC Tracking Cards
Here is a sample, how I use the cards.
The tracking cards are not meant to contain very much details about a NPC but are rather intended as a reminder of what made the person stick out of the crowed. I also wanted a quick way to get an overview which person belongs to a certain location or a faction. I therefore added two spaces at the upper right portion of the card to hold a symbol or one or two characters as a identifier. In the given sample I used 'WB' for the city of Whaleburg which my players did explore a while ago and 'BC' for the Bloodgore clan.
The identification is also on the Location and Faction cards I have made and which I might upload another time.