Category: 4e DnD

Nerd Poker – a fun D&D podcast

Just a short post today. A while back I stumbled across Nerd Poker, a D&D actual play podcast that I’ve been really enjoying. Hosted by the comedian/actor/writer, Brian Posehn, we get to sit in on sessions of a 4E game he plays with fellow D&D folks. There is a real chemistry in the group with a fun banter of friends that is enjoyable to listen to. Getting to hear some laugh out loud comments and remarks from the crew is a bonus.

The setting is outlandish and definitely does not start with your typical, ‘You all are sitting in a tavern…’ One particular thing I love about the show is that the DM gleefully throws rules out the window and let’s fun take over the wheel. It’s refreshing to hear a group play D&D less focused on adhering to the rule book, and more about making fun (or at times agonizing) decisions on the fly.

So be sure to drop in and hear about the exploits of the goliath barbarian, Amarth Amon, and his companions. A fair warning the podcast encroaches on NSFW language at times. Give it a listen though. It’s a hoot and an enjoyable departure from most typical D&D session podcasts.

Creating dungeon tile maps with Pymapper

I’ve picked up dungeon tiles but haven’t been utilizing them much in my game. One of the nagging points was being able to effectively sketch out a map while planning an adventure. I’ve got a fair number of tiles, printed on both sides, and even if sorted into different containers I’d need to spread out almost the entire lot to fully see my options.

Additionally I’d need the tiles recorded somehow before playing to quickly get them on the table. It’d be best to have them put aside and be ready at a moment’s notice, but I don’t have the table space in my household to do that. Not to mention reusing some tiles as I don’t own multiple sets. I think a snapshot with a digital camera would work, but still somewat a convoluted solution.

Enter the free program, Pymapper. This handy mapping program allows me to easily move tile sets around on a gridded area. I can limit my selection to tiles I own, and even allow for duplicate sets. It keeps track of tiles I use (effectively removing them from the pool of tiles available). Best of all I can see all the tiles from each set I’ve chosen, improving my selection of tiles for an encounter map.

Finally, I can export the image in a few graphic formats (including your handy JPEG). So I can print out a hard copy if needed, or plop it down into a document file. There are some nice options to alter the background also if I want something a little more fancy. A neat feature if I wanted to hand out a player map as a prop.

There are some other nice features, including being able to add map icons representing monsters and other notable items. A fair way to record everyone’s position at the end of a night if you’ve got to wrap up a game in the middle of a fight. You can add simple annotations to a map (or link it to a text file for more detail if needed). You can stack tiles which is very nice for the more set piece tiles like pits and statues. Creating a group of tiles of a specific size, you can also make a set of geomorph tiles. Using this set you can quickly generate a random dungeon which is another very nice feature (plus they have some pre-made geomorph sets available).

Lastly, there are a group of tile set files that you can download. While I’ve messed around with some other encounter builder programs that allowed me to make maps, getting the tile sets was a bit of a chore. It’s nice that this program has them available.

Pymapper is not perfect. Moving tiles around once they are on the map can be a little clunky at times. However I’ve found the program very intuitive, and after learning 2-3 keystroke shortcuts and menu icons, I was able to select (and exclude) groups of tile sets, and whip up a few maps with stacked tiles very quickly. Best of all, I could export these maps and print them out, so I’d have a handy reference to help arrange the right tiles needed for an encounter during a game. Pymapper is a great little program and free of charge. Be sure to check it out.

What are the monsters fighting for?

A big adjustment I had DMing 4E was to rethink how fights worked compared to AD&D. I used to throw down a lot of fights back then. Usually my dungeons were chock full of monsters and fights were fast and furious.

With 4E I find combats are a lot more dynamic and almost have a cinematic feel. They’re a lot more tactical and everyone is constantly maneuvering around for a better position. Even in an open room, in 4E you have a real engagement, where in AD&D it would be a glossed over fight (maybe some excitement if a person rolled a 20). It took me a while to wrap my head around how combats played out in 4E, and what works well (or doesn’t).

I found out one important thing with 4E fights, if you are fighting just to have some combat, it’ll make for a boring affair. In older versions this was never a big deal. If my group got jumped by a monster wandering the woods, I’d just play it out. 4E combats work better as staged set pieces. If you used an old approach of just dumping out monsters to fight on a grid, things get old pretty fast. So I learned to ask myself constantly, ‘why should this be a fight?’

I found this was critical in designing encounters and more importantly, stringing them together to make an enjoyable session. So when I’m planning out a dungeon, I try to think of a few reasons why I should be having a fight and what is the purpose of the combat encounter.

Moving the story along – Likely the number one reason players are trading blows with creatures. The group is in combat with a main villain, or some key encounter, because of the story. It is an event central to the plot. Not every fight has to hold a critical element to the campaign arc, but it’s something you should be striving for.

I try to avoid having a fight simply to give a clue. If I go this route, I try to limit to a few rounds, usually having the opposition run, surrender, or offer some other quick resolution to get the players moving on.

As an example, my players landed on a dock where a local crime lord had control over the longshoremen. A few burly dockworkers with cudgels badgered their ship captain into getting more coin to unload some cargo. They turned their ire towards the players, clearly itching for a fight (the non-lethal thumping of heads kind). Combat went for about two rounds before the town guards came in and broke it up, siding with the longshoremen on who started it.

It was a short fight, but it helped established a few key points that some dockworkers were more thugs than laborers, and that local authority were either corrupt or inept. I didn’t want to drag the fight out to a bloody conclusion. But at the same time I thought it useful to have the players exchanging a few blows, before getting some key information about the town they were in.

Drain the resources of the players – This is an effective way of ramping up the difficulty of later encounters. A straight up engagement against a group of guards may not have a tremendous story purpose. But if it is an encounter before the group moves further in a bandit camp to fight against the main bad guy, you’ve definitely have a reason to have the fight. While the party is expected to win, they will take a little damage. This results in healing surges being used, and may result in use of some magic item powers, all of which drains the resources of the party for future combats.

It’s a decent ploy to make that later combat against the main villain a little tougher, without having to ramp up the encounter level. If players have used most of their healing surges, a few magic items, possibly even a daily, you’ve got players working a much tougher fight. The main trick is to keep the group moving and not have them head back to town for an extended rest. This does not necessarily have to be a battle either. Traps make for great ways to drain the group resources also. Don’t forget that you don’t have to almost kill the players, you just need to dig into the HP a little and in turn, whittle away at their healing surge total.

A combat for the sake of combat – This is something I try to avoid. Yet sometimes after several nights of talking around problems and clever use of skills to overcome obstacles, it’s nice to have a throw down with some monsters and hack away at things. However I think for these type of encounters to work, you should have one rule. Keep things interesting.

Pull out the stops and have a fight on a collapsing bridge over a chasm. Dig through the monster manuals and pull out some wild planar creature. Whether it’s the location or the type of creatures they fight, make the combat exciting and memorable. A bar fight with some surly dwarves may have nothing to do with the campaign, but can make for a grand time. You won’t get the same player reaction from another nameless wilderness encounter in a wood clearing.

Don’t hesitate to hand wave a fight – Don’t worry about having an actual combat for every encounter also. If the players have to infiltrate a fortress and fight through waves of opposition, you don’t have to play out every combat. Hand wave a bit and resolve it through narration. Maybe have that first fight against a few initial guards and don’t worry about the rest. Save the encounter combat for the main boss at the end.

This is where healing surges work wonders. Tell the players they made their way through an orc enclave, slaying a few groups, then have each player lose a healing surge. If you want to be tricky, also roll a basic attack against each player and have them dock off another surge if you hit. It’s a nice way to represent some scrapes and bruises from a fight, without having to actually play out a combat.

In my past campaign, I had my players clear out a kruthik nest. The original layout was an optional encounter if they failed a skill challenge, followed by a tough fight, with a final fight against the nest queen. While my group succeeded at the skill challenge, they opted to take on the optional encounter. After that happened I looked hard an long at the second encounter.

Did I have to have this fight? Would it really push the story along? I wanted a series of progressive fights, ramping up the difficulty to emphasize the group was going deeper and coming closer to the nest queen. But that optional encounter took off a few healing surges, so did I really have to have another full battle to do the same? Nope. So I just narrated to the players they ran across more kruthik and killed them as they explored further the tunnels. I moved them on to the final fight, just handwaving the middle combat and sticking to the more meaningful final encounter against the nest queen.

These are a few things I keep in mind when I design a string of encounters. I still (as the kruthik example above) flub things. While it may look good in preparation, actual play can change things. You might get a really bad string of rolls from the players (and some awesome rolls for the monsters), so a simple fight on paper may end up being much more difficult. I try to keep things fluid with my plans and read the players’ moods at the table to keep things interesting.

So with 4E, I’ve had to shift my thinking about combats compared to previous editions and shed that idea of a throwaway combat. Seems DnDNext has let this creep back in somewhat. I’m sort of on the fence with that but by recognizing this difference in how combats fit into the story, it’s made my 4E game better.DMGADnD

Review: Essentials Rules Compendium

RulesCompendiumI’m thinking about what 4E books I’ll keep and what I’ll get rid off. I imagine that a lot of 4E stuff will start getting pretty cheap to pick up. I never did get into 4E essentials, but I have picked up the Rules Compendium for the new essentials line.

As a quick overview, the book is a hefty volume covering all the rules fit to print about 4E, updated and incorporating the various errata that has trickled out from WotC since the release of the new edition over 4 years ago. It is packed with text going into detail about just about any rules question that would likely pop up during a game, with plenty of examples and a fair amount of artwork. All in all, a fairly good volume for a ‘rules book’.

There are a few new tweaks to the existing rules buried in certain chapters. The skill DC values have been modified bumping up the values for most checks. Also higher level skill challenges utilize an advantage system. As players score successful checks, these are little perks to give the players a chance to get more successes as the challenge progresses.

Treasure now can be classified by rarity, with items having a flat bonus being common items. Most items with a daily ability fall within the uncommon to rare range. Again, a nice idea giving the DM a little more guidance on how items compare with each other, rather than just being based on the relative level. This rarity also translates to the value of an item, with more rare magic items fetching a greater price.

There are some other nice additions. Randomized treasure is a possibility now, with a DM rolling several times to determine the amount of coins, gems, artwork, or possibility of getting a magic item. Still not quite that definitive D100 chart, but passable. I also like that the standard arrays for ability scores have been expanded a bit. Two options of a specialized array (maxing out a key stat with an 18), or dual specialist are now choices (2 high stats of 16). Which is nice to give those looking for a quick build another option besides the point buy arrays listed.

I also really liked the skills section. Not only do they give a run down of each skill, but they also give a little summary of some out-of-the-box uses for skills. Some great information for both players and DMs to see how skills can be stretched and applied as unique solutions to problems.

However as I started to go through the book, I became to realize more and more what was missing. I figured this would be a comprehensive ‘go to’ book for just about any rules question. Instead I found some things to be what I consider as glaring omissions. This leads me to the problem I see with the Rules Compendium, a lack of focus for its audience.

This book was rolled out with the essentials line. I imagine it was marketed as the ultimate rules resource for players and DMs alike. At the same time, the book had been hyped as a great buy for the guy that’s been with 4E since launch, and this book finally has all the updated rules in one volume, all at their fingertips. Because of being tied in with the essentials line, I tend to think there are some critical parts of the book that have been left out, simply to be covered in other products. If you are an essentials player, no worries. But if you bought this book to serve as a one volume rulebook for older 4E material, you are out of luck.

This mixed bag also rears up with some of the material presented. The powers section covers a small explanation of augmentable powers, which is great. But then in the first chapter you find quite a few pages dedicated to explaining roleplaying games and what D&D is all about. Not to mention quite a few tips for new DMs running their game. Good info is there, but I tend to think shouldn’t the new DM material be presented in the essentials Dungeon Masters Kit?

Again, if the Rules Compendium is going to straddle that line between brand new players and folks very familiar with 4E, and also with both players and DMs alike, there is quite a few missing chunks of rules. This is a slight for a book that claims to be a definitive rules compendium.

No rules for rituals (a little information provided in a sidebar, but still missing some key points), and the same could be said for alchemy. Nothing on feats, especially those related to multiclassing. Nothing on class hybrids either.

Do we need a complete list of every feat or ritual? Nope. However just a summary of the nuts and bolts rules would have been great. How does a player obtain and master a ritual? How many rituals are in a PC book? How do choosing multiclass feats differ from regular feats?

This isn’t just the player side of things either. Why not provide rules for designing traps? At least have the chart for typical damage output for a given player level please. How about the monster design rules? Even a quick summary chart for creating a monster of a specific role (covering the attack bonus, damage output, and defenses per level), or typical minion damage per level would have been great. I’ll also take a moment to point out what I consider a glaring omission, no weapons table. Not even a typical equipment cost list. For a book trumpeted as a handy reference, I’m astounded this was not included.

This last part is also a quibble, but how about summarizing some of the more key tables and charts in the back of the book as another appendix. Yeah, I don’t have to flip through 4 different books to find something now, but I’m still flipping through pages with this book to find the right chart (I guess the deluxe DM screen that came out covered that).

The Good – There is a lot in this book. Much of it is well presented and the ease of reading it (avoiding a lot of rules heavy language) shows through. I’m a fan of the concise format and it encourages people to grab it, throw it in their backpack, and go game somewhere.

The Bad – I think it suffers from trying to be a book for both the essentials only crowd, longtime 4E players, and serve as a guide for DMs and players all at the same time. Trying to cover everything in a single manual likely meant something in the rules had to be left out. And I tend to think these omissions keep the book from really being a stellar product.

The Verdict – For a brand new essentials player, I’m unsure if this is something they would want. I think much of the material is in the red box and a lot more has trickled out in the player’s series of books (Heroes of the Fallen Land) and the Dungeon Master’s Kit. They have quite a bit of rules in only a few books, and much of it is not heavily modified by errata. For the longtime 4E player, I think they will get a bit more out of this book.

This book is at my gaming table when I play 4E. I like using it. I’m glad I bought it. If you hit the convention scene a lot (or need to haul around a lot for games at other people’s houses), the availability of a concise book of updated rules for 4E is nice. But the omissions from this book means I still have to crack open the occasional DMG and DMG2, even the PHB sometimes (or move to the online compendium which is likely going under). I think if portability is an issue, buy this book. Otherwise I think this is an optional buy. Nice to have, but not quite an ‘essential’ rulebook.

Tweaking 4E: Expanding uses for power points and healing surges

So while action points and healing surges are cool, I think they can be under utilized. I’m a huge fan of healing surges and think they make an interesting economy in the game. They are a requirement for recharging some magical items and I’ve liked that idea of using a PC’s vitality to enhance their power, so why not expand on that? Likewise, action points are cool but you can only use them once per encounter. Granted the bonus standard action is pretty huge, but only comes into play if you are going though several encounters in the game day.

A while back I talked about limiting choices of powers in my next 4E game. One downside of this is the limit of damage output players have. So to work on this I really wanted to be sure players could count on the limited encounter powers they have. Also, I wanted a way to get more powers that could inflict higher damage. So I’ve been thinking about the following changes.

Action points – Players have two options for action points:
A) Spend an action point can allow the player to do another standard action (as per rules)
B) Spend an action point to grant a +4 bonus to any roll. This can be done after the roll is made.

Players start with 2 action points at the beginning of each extended rest. They can spend multiple action points during an encounter, but can only take the additional action option once.

Healing surges
– Players may spend a healing surge to add one more damage die to at-will, basic, or trained basic attacks. This can be used after a successful to-hit die roll is made (but before any damage die rolls are made).
– If players activate an encounter power and it fails to hit, they may use a healing surge to recharge that power.
– Healing surges can also be spent to re-roll any single die roll. The second roll must be accepted as the result.

This is likely going to allow my players to really crank out the damage. However I want to encourage my players to use healing surges. Not to mention, those 2-3 healing surges they lose in an initial fight leading up to the big boss now have more impact. Players now have to weigh their options when using healing surges. Do they use the surges to keep on their feet, or use them to crank up the damage on an attack? I also want action points to allow the player to do big things. +4 is a huge bonus, but I want players to be able to pull out a huge attack, or pull out of that critical death save if needed. So I am making those action point bonuses go big or go home.

Taken as a whole with some of my other changes, I’m hoping it adds some spice to my 4E game and makes for some more engaging choices for the PCs.

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Tweaking 4E: Trimming down the power selection

One thing that crept into my game was analysis paralysis. My players got to late heroic tier and things began to shut down in combat. They had this huge pile of cards and all these options to go through, with magic items thrown in to boot. It became a little unmanageable.

My feeling with 4E was the cool bit about being able to do lots of different things, also became it’s fault. I think level 3 is the golden level for 4E (possibly level 5). At that point players have 2-3 options of encounter powers and dailies, with a few choices of repeatable standard attacks (at-wills and basic attacks). As they level up, this just starts adding on. You get more and more options, and all those choices seem to gum up the thought process for players. They just have so many choices and feel that pressure of wanting to do the most optimal action possible during their turn. So I began to think about power expansion differently.

Instead of adding more and more, why not reach a set amount of powers and abilities and cap it? As players level up, instead of gaining more options they swap out powers and upgrade the ones they currently have. The emphasis of having more options begins to lean towards fine tuning and improving the powers and abilities they have. With that in mind, there are a few other things to tackle too.

One magic item with a power/tier – For my next game I am leaning more towards the magic items that give static bonuses, over an optional power. While it’s cool to have that +1 acid sword that has a daily ranged attack, having another 3 items that also have daily/encounter powers just layers on the stuff players have to go through in their decision process. This can seriously add to analysis paralysis of the PC. If anything, I’ll add more consumables and one-shot items. Dark Sun introduced the idea of static enhancement bonuses for players without using magic items, and that is something I am also seriously considering. Another option would be to bump up the items they have making that +1 dagger slowly morph into a +3 dagger with +2 fort vs. poison.

Cap the number of powers – Players will have a limited selection of standard powers as they progress. At most from the advancement table, they can have 1 At-Will, 2 Encounter, 2 Daily, and 1 Utility in-combat utility power. Players may gain additional utility powers as described, but their use must have some out of combat effect. This is highly subjective, with the final interpretation of a utility power being decided by the DM. All bonus powers from class or race are not subject to this limitation (ex. Channel Divinity, Wizard Cantrips, Elven Accuracy).

Last time I was talking about using a trained attack in place of your out-of-the-book basic attack as an option for players. At face value, it’s really just a glorified at-will attack. Mechanically, it’s no different from having a 2nd at-will power, but it’s a subtle shift from an additional power to becoming a fall-back regular attack. Rather than having another card in front of the player, it’s on the character sheet and emphasizes that point of when in doubt use this attack. It’ll never be a horrible choice for a player to use the trained basic attack as it’s geared towards their ability scores as an optimized attack.

Some classes are going to come out ahead with power choices. Your wizard and cleric are going to have more options than your fighter. But at the core of it, even the classes with limited choices should still have situational options. They just won’t have a laundry list that’s what is in the game now.

Allow for more retraining each level – At each level, players can retrain up to 3 powers. In addition they can retrain 1 feat. This is key to limiting powers. Each level you have to allow the player to get cooler toys. While they may not be able to add more to what they have, they can at least pick up powers and abilities to create interesting combinations and improve on the attacks they make.

Limited choices break down – This is far from perfect. Utility powers become a huge issue. Some classes get situational skill bonuses that transform into static bonuses. Some classes have utility powers that can only be used in combat. It’s just the way to the cookie crumbles. By the book, at level 10 players have 3 utility powers tacked on to all the other powers they have. Utility powers make a good target for power pruning.

Psionic classes just don’t work with this. This cap power limit is doable with your core classes, but psionic augmentation powers just break down. If anything, possibly the number of power points might be reduced. I don’t play with psionics for my game, so not too worked up over this. Multiclassing and hybrid classes might need a little more tweaking too, however my players never really explored those options.

It’s a huge game change, but I’m liking it. I think the focus shift from more powers to better powers will work out. It’s far from perfect, utility powers especially, but having a cap on the powers players gain through advancement will likely allow them to have more focus, while still retaining a few options, and hopefully curb that analysis paralysis.SutherlandBattle

Tweaking 4E: Beefing up the basic attack

I’m still throwing the idea around of at least doing a one-shot of 4E once in a while. Maybe do another campaign if I can get some interested in giving it a go. So far they’ve been enjoying another setting and another game. One thing that I want to do is bring back the idea of using a basic attack or at the very least have it in place of an at-will.

Face it, a lot of at-will attacks have that generic option of a single target attack that simply uses a high ability score aligned with a certain class. As I mentioned way back in an old post, there is even a PHB2 feat that does something similar. So why not make a go of it and go full out? I think this actually might open up some classes to being able to focus on other abilities and not lag too behind other builds. Now I could have that CON-based fighter which could still be able to reliably roll out the basic attack damage. So here are my thoughts for a different basic attack-like ability.

All players at level 1 gain a trained basic attack. The player must select one option for this power at character generation, and cannot be re-trained.

A) The player picks a weapon group they are proficient with (ex. axes, bows, light blades, etc.). The player can use one ability score of their choice to be applied to that weapon group. If this ability replaces the default strength (melee) or dexterity/strength (ranged/heavy thrown) modifiers for that weapon, then the chosen ability score bonus is applied to both to hit and damage rolls. The power retains the martial keyword and weapon keyword. At 21st level, the power gains [2W] damage (plus appropriate bonuses).

B) The player gains a ranged basic attack that can target 1 creature. The power has a range and damage equivalent to a level 1 At-Will power of choice from their class. The power gains a damage keyword equivalent to the power source of the class (i.e. arcane, divine, primal, etc.) and the implement keyword. The power gains a bonus to hit and damage rolls based on an ability score of choice. At 21st level, the power gains one additional damage die, plus the appropriate bonuses (example, if the trained basic attack power does 1d8 + modifiers, at 21st level it will to 2d8 + modifiers).

Regular basic attacks are still in the game, but the player can have this listed first as their bread-and-butter attack. It’s the go to attack when they aren’t sure to pull out an encounter or daily power. A fall back choice for an attack and be comforted that they aren’t crippling themselves. I’ll have to tweak this some more, but looking forward to trying this in game.

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No more +1s

So the gang is back together after an extended holiday and we’re discussing what to play next for our campaign. 4E is something still being considered. Think running with Savage Worlds will be the most popular choice, but 4E is still on the table. At the very least, it might be an occasional break from our regular game as a one-shot once in a while.

I’ve got some plans however to do some serious tweaking to the game. I’ve been thinking of some things to do for streamlining combat and speeding things up. I plan on still having a map, but throw out the grid. Also considering on really altering the number of powers players have in play and thinking of tinkering with the whole magic item power bit. More on that later.

One thing for certain, I want to get rid of the minor temporary bonuses that float around in the game. I want something with bigger effects. Static bonuses aren’t much of an issue, but all those little +1 bonuses seem rather fiddly. I’m thinking of a couple of options.

Make it all +2 – Not a groundbreaking change, but I’m liking the idea of making each bonus or penalty a +/- 2 and rounding things up. So that combat advantage with some temporary power boost might translate into a larger bonus to hit. That’s okay with me. I want the PCs to make those big rolls, the monsters are going to get the same thing.

Advantage/Disadvantage – The other idea I’ve had is using the advantage mechanic from DnDnext. Basically use simple color markers to indicate either a bonus or penalty to hitting a target. The marker with the highest total would grant either a disadvantage or an advantage.

This will likely make for some very chaotic combats, and I entirely expect my players to pummel the stuff I throw at them. However this might also put some hurt on them (given the proper circumstances), as I’ve just been able to double the chances of me critting my players. This might just make combats too wild and unpredictable, but of the two options I am leaning towards this more.

It’ll take a bit of playtesting. Fortunately I’ve got a patient group while I pull out the crazy houserule stuff. Honestly they haven’t been too keen on doing another fantasy campaign, but I might be able to get a one shot session in sometime. Certainly looking forward to trying this idea out.

DMing a solo player party – Part 2

So for a while I tried DMing a single person and found you could run a fun 4E game. However changes are needed to how you typically run it. Last time I talked about the general ideas of DMing a single person for a D&D game. This time I’d like to get into some tips to make the game work mechanically.

Three is the magic number – Coming up with interesting encounters was a challenge, until I just decided to round out the party with a few NPCs. I originally used PC types with a limited power selection of one at-will, encounter, and daily power. After the DMG2 came out, using companion characters was another option. However, I found with a smaller group the use of a daily power was really needed over having a utility companion power.

With a trimmed down list of power choices, having the player helm another NPC in fights wasn’t a difficult task. I ended up running the other NPC in combats. Having 3 combatants gave me enough of an XP budget to provide interesting opposition for fights. I could field a fair mix of monsters with even some traps/hazards thrown in.

Spread the skills around – One critical thing was making sure the NPCs in the party complimented the player. I think with a larger group, you can have a lot of repetition with character roles. However with a smaller group you really need to cover a lot of different roles in the group. It gives the player enough resources with the abilities of the NPCs to help them get through fights, recover after them, and keep the action moving.

So I would really try to make sure different class roles are covered. My player was running a rogue, so I complimented them with a fighter (to maximize the player’s ability to get sneak attacks), and an artificer for a little healing and some controller abilities. If any class is needed, you should really try to make sure there is a leader-type with the group. Even if it is a secondary role, such as a paladin or druid, having that little bit of healing utility really helps out.

The player is still the star – Even with a few companion character/NPC types around to make fights more interesting, I kept the player the center of the action. The character is the leader of the party. The NPCs in the ‘group’ defer to his/her judgment and listen to the boss. Occasionally I’d feed the player some information via a group companion character, but very rarely. Once I kept this up the player realized that they were in charge and decided the plan of action. They never bothered to metagame and prod the party NPCs for info. I’d reply they had no idea and defer back to the player.

For skill challenges, the player was the one making the checks. I kept NPC skill checks to a minimum and made sure that the player was the one actively doing things in challenges. I would frequently limit the NPCs to just making aid another checks for skill challenges. It was a nice way to give a little help to the player, but not have NPCs dominate skill checks. I also made sure I made all the skill rolls for the NPCs, to reinforce the idea that the companion characters were there to support them and help out. They were simply a resource for the player, but not the ones driving the action.

Using these tips I kept things interesting for the player, with fun fights and just enough resources to allow them to have some heroic adventures. Even with the other NPCs, the player felt in charge of the action and was the center of the story. Having some companion NPCs also allowed me to slightly push the story a certain direction if needed. However they really added to the player’s game, rather than dominating their influence on the story.

To wrap things up, you can run a 4E D&D game with a single player as the party. It takes a little work and a willingness to have a few NPCs tag along. Yet in the end the player has enough resources and abilities at their disposal to strive for some exciting challenges. All the while they are the center of the story and can make for some engaging and interesting adventures.

DMing a solo player party – Part 1

Willingham-IronCobraTwo years ago I had a few players drop from my group. It’s typical given where I live. Many westerners that come through Korea are here temporarily, so it is difficult to keep a lot of players for more than a year. So I was at the position of having just one player and ready to wrap up my 4E D&D game until some other time when we could get more around the table.

Thing is the other person did not want to stop. They really enjoyed the game and were perfectly willing to do so as a solo player. I agreed and sat down to try and see if I could make it work. So we played for several months. At the end I can say with confidence that, yes, you can play 4E D&D with a single player party. However you definitely have to alter things to make it work.

Limit options – Here’s a thing about roleplaying major conflicts for players, typically most of it has little to do with the DM. Sure you get some of it as players face off against you through an NPC, but the bulk of the real choices players grapple with around the table has little to do with you. It’s all about the interaction with the other players.

I mean it. Folks don’t want to admit it, but the DM usually just sets the stage. They give the group that quandary to solve. It is the party going back and forth with each other that makes the bulk of your typical engaging RP in D&D. Do you go left or right? Do you go after the crazy wizard or warn the villagers about the goblin horde coming their way? When a group is noodling through a solution in character that is where you get a lot of meaningful RP.

With a single player that is thrown out the window. That person is in charge of where the game goes. Having a ton of options and possible choices might make up for an interesting session in a large group. With a solo player it can become daunting as they get saddled down with so many quests and potential adventures they get lost, or even worse, they feel choices they make have no impact on the world. This leads to a second point…

The story railroad ain’t so bad – Sometimes it isn’t too awful to pull out the story railroad. With a group, having players ride along from point A, to point B, to point C, can all get very tedious quickly. I think it’s a huge sin to have players get on the rails of a story. However with a single player this can be forgiven as the lack of clear direction on what to do next can be a little frustrating. It’s not something I would do all the time, but it is an option to fall back on when running a solo player game. Sometimes you really need to give the player a little direction and focus. Having sequential goals clearly lined up for a few adventures is not a bad way to DM (something I’d typically avoid with a full group).

There are no ‘bad’ choices – When that player makes a choice it is the DM’s responsibility to make sure it pushes the story forward. Setbacks are always an avenue for new opportunities (and quite possibly a chance to redeem the character in then end). In a group, the DM can really put them through the wringer if they go a poor route, primarily as the group made a collective decision to go that way. Making a bad decision with a solo party is amplified 10-fold.

Things can get extremely adversarial with a single player if every choice is considered a bonehead idea in the DM’s eyes. A DM has to let that go and run with it. Granted if a player continually pulls out a ‘I jump in the lava’ plan of action, you might have to throw in the towel and just kill the guy off (but if you are at that point, you’ve got bigger problems with your game). However, you have to put yourself in the player’s shoes. They have no one to bounce ideas off of. They are going completely on intuition what they feel is the right course of action. You have to adjust your play style to accommodate them and make sure that they feel the choices made aren’t ‘bad’ ones, just ones that lead to interesting consequences.

The player is the story – With a group sometimes the DM can get away with having a player or two not have a developed background. You can also allow those relationships with the NPCs ferment a little, to the point the player’s have a greater interest in helping them out when needed. Right from the get go with a single player you need to engage them. Just about everything needs to relate back to them somehow either drawing from old acquaintances to events from their past. They have to be the center point.

In a way, it helps move the action along. The DM has an easy time pulling the strings of the player. They know the people near and dear to the PC’s heart. The DM can find it an easy task to get the player moving in the direction needed. It can be a little self indulgent for the player having all this attention, however they have to be the focal point. If the player sees themselves as the driving force for the story, that their actions (or inaction) have consequences for future events, then you’ve got something that keeps the player engaged and having fun.

Next post I’ll go into some more practical advice along the lines of game mechanics for the single player party.