<![CDATA[ Dungeon Crawlers Radio - The Gamer Forge]]>Wed, 22 May 2013 14:16:17 -0800Weebly<![CDATA[Gamer Forge Listener Email: He's a King & Paranoia]]>Mon, 20 May 2013 21:05:04 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/05/gamer-forge-listener-email-hes-a-king-paranoia.htmlOn this week's episode of "The Gamer Forge"...

Gamer Forger Listener Email:

Name
King In Need

Comment
I'm running a D&D 4e campaign. IN the game a player has worked very hard and somehow tricked me into becoming a king of an evil kingdom. Good for him he deserves it. However, how do I keep him from:

1.Going into his towns treasury and looting all the gold and buying everything in the D&D manual.

2.Rolling his army out to do quests for him.

Furthermore, how do I challenge a king intellectually and in battle. A personal army would be very annoying for me to maintain and or fight. Imagine rolling 20 times per turn.

Any thoughts at all would be appreciated.

Gamer Forge Response:

Confuscious says: "A king in need is a king who isn't very good at PR". When you hand the keys to the kingdom over to the player, DCR says...

1. Just because its listed in the book, doesn't mean the players have access to it. Take into account geographic, political, and economic boundaries when determining what players have access to from vendors. The new king may have enough money to buy a ballista that shoots whales, but if you're not near an ocean, then you can't have it.

2. The game of politics becomes a story in and of itself. This new king now has to deal with political coups, assassination attempts, bribery, and romantic triangles as a matter of course. If the player wishes to still have the keys to the kingdom, then make these the new "normal". If, after a while, the player doesn't like these story arcs, then make him relinquish control of the throne. Give him/her a fair chance to back down, because he/she may have bitten off more than they chew.

3. If it all seems like too much, then make the player also handle all the mundane tasks of managing his kingdom. It's kind of a dick move. No, it's actually a big dick move, but you do what you gotta do to keep the action of the game moving. Treat it as SimCity: Home Edition. If the player was smart enough to get the keys, then he should be smart enough to take care of the car. Turnabout is fair play.
Picture
Because city planning is WAY more fun than D&D.
Gamer Forger Listener Email:

Name

Maverick Johnsen

Comment
Right now, three of my party's members are afflicted with the paranoia insanity. One effect is that paranoid characters cannot willingly accept aid, including healing, without making a Will save against the insanity DC.

However, things don't play out as I expected, in-game:

1.the paranoid cleric will cast a cure spell on a paranoid PC.

2.The paranoid PC will attempt a will save to accept healing and fail, as per the insanity's effect.

3.the paranoid PC then argues that they should get a saving throw against it, because the cure spell is harmless. But by failing, the PC 'suffers' the effects of receive the cure spell.

My problem is that this approach seems to reward PCs who have low Will saves by having a failure on the spell's saving throw become a success for them. Is this just how it is, or are we handling this scenario wrong?

Gamer Forge Response:

The saving throw vs. a saving throw against another saving throw makes a saving throw? We spent more time figuring out the wording than we could find an answer. DCR says:

1. Too much dice rolling. Cut it down to one saving throw to keep things moving. This paranoia is making things much too complicated and stalling things out.

2. The easy way to answer this is to ask: "what are you saving against?" If you, the controlling player, wish to receive something like healing, then you must resist the influence of the mental state. This is one of those times where one must turn off the "meta-game".

3. Also, phrase your questions better, please. We have to be able to understand what it is you are asking so we can actually provide an effective answer. Otherwise, you are wasting your time, and ours. Thank you.

Picture
Pictured: What we could do instead of deciphering questions.
*Bonus XP: For a more in-depth look at what happens when politics become super convoluted and dramatic, take a look at any point in the television show, 24. Next, start moaning about the scene with the mountain lion. Then, play your game as the king of your evil kingdom, and worry about Jack Bauer coming for you, because that's what he does. Congratulations! You successfully became the villain of your own game!
Picture
If Jack is known for anything, it's his legendary kindness.
]]>
<![CDATA[Gamer Forge Listener Email: Incorporeal Attacks, Giantkind Gloves, and Telepathy]]>Mon, 13 May 2013 17:33:08 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/05/gamer-forge-listener-email-incorporeal-attacks-giantkind-gloves-and-telepathy.html Gamer Forge Listener Email:

Name

Sam Workman

Comment
Is it possible to hit an incorporeal creature with a spell that requires a melee touch attack without the use of any magical ability that allows one to make contact with incorporeal beings? Put another way, does using a melee touch attack spell grant the innate ability to hit incorporeal beings with it?

The most typical example would be the use of a Cure Spell, or potentially the Lay on Hands supernatural ability, as used on incorporeal undead such as Shadows or Banshees (Undead and Incorporeal tend to go together more than any other monster type, and all undead, physical or otherwise are harmed by healing magic). Would attempting to cast a healing spell on such a creature using only your bare hands be possible? I see three possible interpretation, with two possible answers:

1) Yes, because a magic spell is being used, and all magic grants the innate ability to bypass incorporeal creatures as per its definition.

2) No, because in order deliver a spell as a melee touch attack, one must first make the touch attack, which is impossible on such a creature. The magical nature of the attack does not come into play until after the mundane contact is made.

3) Yes, because even though #2 is true, one can release the spell simply in the general vicinity of the creature (such as sticking one's hand through them and releasing it inside them) without having to strictly feel the target.

The only reason this comes up is because I am concerned that the second one is correct - that such an attack is impossible because delivering such a touch attack does not count as magical until after it hits, which it never will.
 
Gamer Forge Response:

Intangibility, or tangibility? That is the question. But DCR says the answers are:

1. Incorporeal creatures are a nasty little cheat to beat magic and spells. Almost on a Turbo Tunnel level to make a creature impossible to beat. Our argument for saying that incorporeal creatures can NOT be magic-ed up would be along the lines of "you can't touch it on the shoulder, you can't deliver a touch attack." Your hands pass through the being, so touch attacks are impossible.

2. However, the flip side of the coin would be more "meta". If the being is to be considered on the material plane (or whatever plane of existence you might be on), it must have a tiny bit of tangibility, and have at least some small chance of touching it. Otherwise, how does it interact with anything? You can quantify this by giving the creature in question the bonuses to defense similar to being blind or fighting in the dark, or complete cover. The odds are very against the heroes, but the chance is still there.

3. The cool part: this opens the door to make heroes question their reality and sanity. Use this scenario sparingly. If all the enemies they face are incorporeal, then it becomes mundane and/or impossible to deal with, and you lose their interest. But once in a great while, pull out the see-thru stuff to mess with their mind.


Picture
"Using my gauntlets helps against ghosts! Trust me, I'm a doctor."
Gamer Forge Listener Email:

Name

Henry Stevenson

Comment
Can demon lords read minds in D&D 4th edition?

If they cannot, would it be a stretch to say Graz'zt (a demon lord I'm depending on heavily in my campaign) can perform this feat?

Gamer Forge Response:

Demonic presence? You can totally handle it! When it comes to the leaders of the damned, DCR says:

Sure. There's no reason they can't. Do your players know enough to question your authority? That's a trick question. It doesn't matter. If you think your demon villain would be better with telepathy, then go for it.
Picture
Demons + Telepathy = Top 40 hits.
Gamer Forge Listener Email:

Name
Robert Cole

Comment
Does a weapon thrown with Giantkind Gloves gain weapon benefits?

Giantkind Gloves possess the following power:

Power (Standard Action)

Strength + 2 vs. AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier damage.
Level 14: Strength + 4 vs. AC; ranged 8/16; 50 lb. or less; 2d8 + Strength modifier damage.
Level 24: Strength + 6 vs. AC; ranged 10/20; 80 lb. or less; 2d12 + Strength modifier damage.

Since no standard weapon weighs over 30 lb., every weapon would be eligible for throwing using this power.

When throwing a weapon with this power, does this attack benefit from other bonuses?

Essentially, the questions that I think need to be answered are:

•Does throwing a weapon with this power count as making an attack with that weapon?
(e.g. weapon properties, magic weapon)
•Is this considered "throwing a weapon" for the sake of counting as a thrown weapon attack?
(e.g. class features, other passives)
References
The following examples are provided as a reference for what I am asking about.

Weapon Proficiency
This seems pretty straightforward but worth mentioning. Since the attack does not list the Weapon keyword, I do not believe it can benefit from weapon proficiency bonuses:

Proficiency Bonus: Gained from proficiency with a weapon, this bonus applies to attack rolls with that weapon. An adventurer gains the proficiency bonus only when wielding the weapon and using powers that have the weapon keyword.

Class Features
The Seeker's Spiritbond class feature grants two different bonuses to thrown weapon attacks:

You also gain a +1 bonus to attack rolls with both light thrown and heavy thrown weapons, and when you make an attack by throwing a weapon with which you have proficiency, the weapon returns to your hand after the attack.

Magic Weapon Returning
Would throwing a magic weapon with these gauntlets benefit from the rule that states magic weapons return? The power says ranged 6/12, which I am guessing makes it a Ranged attack- otherwise one would argue it does not provoke opportunity attacks.

Any magic light thrown or heavy thrown weapon, from the lowly +1 Dagger to the +6 Dragonslayer Javelin automatically returns to the wielder's hand after a Ranged Attack with the weapon is resolved.

Magic Weapon Properties
For example, when throwing a Weapon of Long Range, which has the following properties:

This weapon’s long range increases by 10 squares.
You do not take the penalty to attack rolls for attacking at long range with this weapon.

It seems the power would not benefit from the first property, but might with the second.

Feats
•Power Throw allows you to deal extra damage for a -2 penalty to attack rolls when making a "ranged attack with a heavy thrown weapon".
•Arcing Throw: "When you use a spear as a thrown weapon, the target doesn’t gain cover from its allies."
•Brutal Bludgeon: "When you hit with a club or a mace ... Reroll any damage die result of 1 until the die shows 2 or higher."
Other Passives
What about other passives, such as the one found on Dwarven Throwers?

Gamer Forge Response:

We asked for more specific, and we got it. DCR says:

1. Revan and Flagoon say yes, because it's a thrown weapon, provided you are proficient with the weapon being thrown. However...

2. Guy Named Joe believes that he is always correct. His logic is flawless. He says, "no", because when using a magic item to make an attack, the bonus for the attack are generated from the glove, not the weapon. The item being thrown is a random, non-specific item, like a dumbbell or a kettle, and not the character's specific items. Your proof is right here.




*Bonus XP: For even more references to awesome demons and telepathy, check out the movie Scanners here and the movie Legend here. Both are old movies, but are totally in line with the sorts of themes involved in a fantasy epic. Yes, even Scanners, believe it or not. You gotta demonstrate just how awful a power like telepathy can be when in the hands of evil, right?
Picture
Seriously, this guy's head is about to explode from telepathy. 'Nuff said.
]]>
<![CDATA[Gamer Forge Listener Emails: Math, Dice, Crossbows, & Druids.]]>Mon, 29 Apr 2013 16:14:33 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/04/gamer-forge-listener-emails-math-dice-crossbows-druids.htmlGamer Forge Listener Email:

Name
Nathan Robinson

Comment
I feel somewhat silly asking this, but the Wild Talents 2E rulebook keeps likening heavy armor as a "really thick eggshell" that is "all or nothing".

I was under the impression for quite awhile that Heavy Armor and Interfering defends powers really were all or nothing.

For example, I thought that if someone had 5 heavy armor, and an attack of width 5 hit it, nothing would get through, but if an attack of width 7 hit it, the person wearing the armor would take the full seven damage. Reading through again however, I can't find anything to support this, so it makes me think that a person wearing heavy armor 5 hit with an attack of width 7 would take 2 damage.

Which interpretation is correct?

Gamer Forger Response:

You want our badge? You got it! DCR says:

1. A paladin, we get. Druids are a different beast altogether. In fairness, the second edition as a whole was so very different from its predecessor. But the heavy armor can be most easily compared to what the modern system would call "damage reduction" or DR. For instance, an armor rating of 5 would subtract 5 points of damage directed against the character, and the remaining two affect the character. Whereas the ThAC0 (to hit armor class zero) is the scale used to determine if an attack actually hits.

Gamer Forge Listener Email:

Name

George Bennett

Comment
I don't recall seeing anything about caltrops obtained from a Bag of Endless Caltrops disappearing. Does that mean you could in theory stockpile these caltrops by regularly removing them from the bag, storing them separately, letting the bag's supply regenerate, and repeating?

Gamer Forger Response:

Holy caltrops, Batman! DCR says:

Yes and no. Sure, the caltrops stick around. But, why? You can't exactly build a business empire out of caltrops. Think of it as a deus ex machina of needing a quick escape. It saves the character from needing to carry 50 pounds of caltrops and just carrying a five pound bag, used only when the situation calls for it.


Gamer Forge Listener Email:

Name

Sarah Jorgenson

Comment
In the Redbox starter game, when you choose to be a Rogue, it says that your damage is 1D4+4. When I rolled the dice, it had all three "4" symbols facing up. Did I do 4 damage, or do I add them up to 12?

Gamer Forger Response:

We are so very sorry, Sarah. We tried our best not to laugh. DCR says,

Its a four. The highest possible result of a die roll is the number of sides of the die. Thus, the highest roll on a d6 is a 6, the highest on a d20 is a 20, and so forth. Do not multiply any numbers that appear on the die unless your DM says otherwise.
Picture
The only die you will ever need. Ever.
Gamer Forge Listener Email:

Name

Need Your Help

Comment
Dose the Back-stab Rogue Utility (from Heroes of the Fallen Lands) and Sneak Attack Rogue Class feature damage stack? If so, does Back-stab also get the die boost from the feat Back Stabber?

If so, then this combo for a 3rd Lv rogue with Back Stabber is possible.

Round 1: Preparatory Strike a target to gain CA next round.

Cha mod + Int mod in damage.

Round 2: Repeat Round 1 with additional Sneak Attack and Back-stab damage

Cha mod + Int mod + 2d8 SA + 2d8 BS in damage.

Round 3: Repeat Round 2 because in Heroes of the Fallen Land say Lv3 rogues get an addition use of Back-stab in the same encounter, but not in the same turn.

So technically by turn 3 a rogue could do 3x Cha mod + 3x Int mod + 4d8 SA + 4d8 BD damage.

Is this correct?

Gamer Forger Response:

Ahhhhh! So much math! DCR says:

Yes, but you're over-thinking it. The whole point of the "backstab" and "sneak attack" is that its a great equalizer. An effective sneak attack incapacitates an enemy in one blow so the fight is over quickly. Rogues, thieves, sneaks, etc. aren't meant to fight over long periods of time. Leave that to the tanks. You're over-thinking it by lumping all the math together. It's more accurate to create the equation as a turn-by-turn breakdown.



Gamer Forge Listener Email:

Name

Kevin Jacobs

Comment
OK, I'm building a Changeling ranged DPS Rogue (Thief) for a standard 4e game starting us off at level five.

I have the following feat chain: Two-Fisted Shooter + Distant Advantage + Quick Draw

I want to be able to dart around the battlefield and be a mobile sniper. Do you guys have any suggestions to make this build deal heavy damage and still keep his mobility?

Gamer Forger Response:

John Woo! DCR says:

Sadly, crossbows don't get much love. Historically, the crossbow was made for ease of use, even amongst unskilled soldiers. Where the bow and arrow required actual training and a level of expertise just to be bad at it. There are only a few feats out there that can apply to crossbows, such as Weapon Specialization, Rapid Reload, and Dead-Eye. If you're absolutely hard-up to get more from a hand crossbow, invest in magic augmentation to boost your damage. Otherwise, you'd be better off focusing on accuracy and reliable damage, similar to a magic missile. On the darkness.







Picture
C-c-c-c-c-crossbow Breaker!
Bonus XP: If you're thinking about crafting a finer fencer, try catching any of the film versions of The Three Musketeers. Groan all you want, geek nation, but you won't be getting the combination of "tank" and "striker" without giving up something. Start with a "fighter" class to get the stronger start in martial prowess, then sprinkle in a few levels of "rogue" or "duelist" or "assassin" or "whatever" to get at least a few heavy strikes in. Once you see how futile it is to bend your game system into impossible shapes, you can stop watching the John Malkovich version.
Picture
Pictured: Making a tank out of a striker.
]]>
<![CDATA[Gamer Forge Listener Emails - Paladins, Vampires, with a side of Hide Checks.]]>Mon, 15 Apr 2013 14:59:34 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/04/gamer-forge-listener-emails-paladins-vampires-with-a-side-of-hide-checks.htmlPicture
Terror in it's purest form.
Gamer Forge Listener Email:

Name
Richard Jacobs

Comment
I'm interested in when this constraint from vampire lore was first integrated into Dungeons and Dragons mechanics: has it been there since the first D&D vampire?

Vampires are... unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

The garlic legends I'm passingly familiar with, mirrors, crucifixes and inability to enter uninvited also. When was the first D&D vampire unable to cross running water? Is there some sort of explanation in any game-related material apart from "that's the way it is?"

This came up during a pre-made adventure. In this game a vampire was entombed in an underground complex. After failing to defeat the vampire in his own tomb (I know, my characters rocked) his next move as per the module was escape out the front. Unfortunately for the author they constructed the adventure so that we had to cross a stream before we even entered the complex. In the eyes of a 3.5 (possibly earlier?) vampire this means nigh-certain containment.

My characters destroyed his coffin and steal his grave dirt (leading to abuse of the phrase "I've got a jar of dirt") and the DM had him dominate people across the stream to dig him out from above the cavern, effectively sidestepping that quirky rule. After a few months, though, I haven't been able to puzzle out why that weakness even exists.

Is there any official discussion of the implications of vampire weaknesses in D&D and how to work with them?

Gamer Forge Response:

Because Role-Playing Game, that's why. DCR says:

1. Since always. Vampires were included in the original box set in 1974. The commonly held stories were used as part of the D&D mythos from the start. It's about commonality. The term "vampire" is so ubiquitous with our culture, the image so ingrained in the collective education of the last century, that "vampire" has a history book all it's own. If D&D were to suddenly change the definition for their game, nobody would want to play it. Part of the allure of fighting Dracula is the feeling of heroism that comes from defeating Dracula. If Dracula were to suddenly resemble Chewbacca, then the prospect of defeating him isn't cool anymore.

2. You have to quantify the challenge to put it in context with a game. Defeating or otherwise successfully navigating a vampire must be worth something, or worst case scenario, failing to defeat the challenge must be worth something as well.

3. The idea of vampires having limits isn't something invented for the game. The reason a vampire has weaknesses is so we can contain it within our own imaginations. If we envision an embodiment of pure evil and temptation and it has no weakness, it crosses the boundaries into a psychosis. It becomes something that in our own minds can't be stopped. We become terrified of our own idea. Not cool.



Picture
Forsooth! I have come in the name of Pelor to smite evil!
Gamer Forge Listener Email:

Name

Stanley Finnley

Comment
In just about every edition of D&D (save for 4e), Paladins are required to be Lawful Good. If they stray from that, they are completely stripped of their powers. This means that evil deities can't grant powers to paladins or if they do, they go into a new class (e.g. Anti-Paladin).

My question is: why? Why was it designed that paladins have to have such a strict alignment? It seems to me that it unnecessarily pigeonholes the character types and doesn't make sense in D&D world. After all, couldn't evil deities have holy warriors?

I also don't understand the mechanical decision about why was it designed that an evil Paladin has to be a different class. Wouldn't this create a problem if you wanted to redeem an evil Paladin into a good one? This never really made sense to me until 4e where they just dropped the Lawful Good restriction entirely and let you have a Paladin of Vecna (or have that Paladin of Vecna become a redeemed Paladin of Pelor without having to switch classes).

Gamer Forge Response:

Another Paladin question!?!?!?! Are you guys trying to stump us with this subject, or is it legit confusing? DCR mercifully says:

1. The alignment isn't strict. The tenants of the deity are. "Lawful" can (and does) indicate adherence to a code. "Good" indicates that the code is good in nature. This also should not have a bearing on the personality of the Paladin in question. Put the two together, and you shouldn't get "lawful stick-up-the-butt".

2. The Paladin becomes an "Anti-Paladin" or "Blackguard" prestige class if and when they deviate from the deity's tenants or in some way lose favor with their deity. Remember, a "paladin" is an exemplar of the deity's aspects or "domains". Part of the code of conduct should include advancement and perfection of those aspects. Similar to the aspects of a "monk".

3. But in 4th edition D&D, the "Blackguard" becomes a character class from 1st level. The "good" thing isn't really a factor. You can find it in Heroes of Shadow supplement book. In all honesty, it's not very good. Seriously, it's soooo not worth it.

Gamer Forge listener Email:

Name

Mystery Man

Comment
Can a sleeping character hide at all? If they do so, do they roll Hide when they go to sleep (for hiding their sleeping spot, etc.), or do they make an opposed roll every time someone attempts to spot them?

Gamer Forge Response:

When trying to grab a few extra winks, DCR says:

1. Finally, an easy one. You can attempt to hide yourself before you go to sleep. That's called camouflage. But you can't do it while you're sleeping, as it is something that you must concentrate on.



Bonus XP: The Paladin and Monk have a good deal in common. Indeed, the two could learn more than one thing from each other. The Monk follows an ideal along the lines of "pursue to perfection", hence the physical training regimen. Also, think of concepts like "mind over matter" and apply them to the Paladin. While you're at it, why not create your next character as a Monk, but call yourself a Paladin. Now you can see the similarities, we hope. Also, take a trip back in time by watching Enter the Dragon with Bruce Lee. A good guy following a code of  honor while fulfilling the tenants of his order and questing? Yep. That's a paladin, all right!

]]>
<![CDATA[Gamer Forge Listener Emails: CR, Paladins, & Battle Ragers]]>Mon, 08 Apr 2013 14:34:40 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/04/gamer-forge-listener-emails-cr-paladins-battle-ragers.htmlPicture
Gamer Forge Listener Email:

Name
Hank Johnson

Comment
There are many instances in Pathfinder and other 3.5 based systems when you might need to reduce a monster below 1 or 1/2. For example, if I'm using a CR 1/2 monster from a 3.5 source in Pathfinder, I'm supposed to reduce it's CR by 1. So what do I do in this case? Reducing the CR by 1 using rote math would put me in negative territory. Or, for a more practical example, what if I want to include many weaker versions of a weak CR 1 enemy? I'd apply the CR -1 template, but then what would the CR be?

Do I drop down to the next fractional CR? Or do I go in halve the CR?

Note: I realize that this is partially a theorycraft question, since this situation only occurs at very low level encounters or in encounters with LOTS of low level enemies. However, it's been bugging me for awhile and I'd appreciate your input.

'Tanks!

Gamer Forge Response:

It's a lot of math, but DCR cracked the case...

1. Once a challenge rating drops below five levels under the group's rating, or five levels above, that challenge shouldn't be thrown at them. It's either far too weak, or much too strong. But we totally get that you gotta quantify the challenge somehow, for the sake of calculating experience and loot.

2. However, dropping the challenge rating to one quarter means that the only time it would be worth any experience reward is at first level. So this may be a great scenario if you want some first level characters to be involved in a large scale battle.

3. Without knowing the full context of why you're dropping the CR so low, it's hard to determine the actual answer. As far as we could figure, we answered your question. If we didn't, then our answer is "Knight Rider". That's right, "Knight Rider".

Gamer Forge Listener Email:

Name
Michael Jacobson

Comment
I was poking around and looking at the Paladin and liked their lay on hands class feature. I, however, do not like the Paladin itself. So I was wondering if there were abilities one could acquire that work like Lay on Hands without being a paladin.

Gamer Forge Response:

I'm a paladin! And you can be, too! To get a little closer to your deity, DCR says:

1. The resource book, Defenders of the Faith, features a prestige class called a Hospatalier. It allows someone who doesn't have the Lay On Hands class feature to use it. In theory, a fighter with a high Charisma score could do it, as could a wizard or barbarian. So could David Hasselhoff in Knight Rider. Just saying.


Gamer Forge Listener Email:

Name
Dallas Gaming Group

Email
DGG78@gmail.com

Comment
I haven't been able to find a way to create a classic dwarven battlerager that is official. I want to build a dwarf that wears spiked armor, spiked gauntlets, spiked everything, that charges enemies, grabs them, punches, bites, and shakes violently to use my body and armor as a weapon.

(I know there's an "Battlerager" fighter build, but it's unrelated to the classic dwarven battlerager.)

Gamer Forge Response:

These aren't the usual warm fuzzies that you want to share. These ones are gonna hurt! When you're trying to make the one-of-a-kind "Battlerager", DCR says:

1. Not really. There isn't a "class" that gives you everything to make what you're asking for. But, a fighter/monk combination could do it. Take your first four or five levels as a monk to increase your unarmed damage and speed. The next three or four levels should be taken as a fighter, to grant you access to the feats necessary to become a "Grapper" prestige class. Feats like Improved Grapple and Improved Trip will help immensely. A high Constitution will be more useful than a high Dexterity. You will be harm's way before anyone else and you need to be able to survive longer. Unless you're Knight Rider. KITT automatically survives everything. Its a rule. It ain't pretty, but that's how we got your Battlerager figured.


Bonus XP: If you're still having trouble putting your adventurers into large scale battles, try looking into Warhammer Fantasy or Lord of the Rings RPG. Both of these have great suggestions for creating large, outnumbered battles. If you can't quite get the numbers to balance out and heroes are either outnumbered or overpowering, have them either driving KITT, or have them face KITT in battle. Also, it would be pretty sweet to have that snarky voice making quips in the middle of Lord of the Rings-type dialogue. You should do that. Guy Named Joe will personally bestow enough experience to level your character if you do. But you must provide proof of it happening. A 30-second video would do just fine.


]]>
<![CDATA[Gamer Forge Listener Email: Magic, Star Wars, and WoD]]>Mon, 01 Apr 2013 19:21:58 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/04/gamer-forge-listener-email-magic-star-wars-and-darkness.htmlPicture
Previously, on Catacombs Talk Forum...

Gamer Forge Listen Email:

Name
Simon Donovan

Comment
Gentlemen,

My gaming question is this. When playing a wizard and creating magic items in 3.5 D&D is there a way to create those magic items without having to burn up experience points or if I have to atleast do it in a way that I don't have to burn a lot to do so?

Thanks

Gamer Forge Response:

Oh, Oh! It's Magic! But it's also gonna cost you. When you're making items, DCR says:

1. Nope. It will always cost you XP.
2. But...it doesn't necessarily have to cost your own. Your DM may allow you to find a way to sacrifice someone else's XP. It's very evil, but it may be worth asking about if you're desperate to not cash in your XP.
3. If you can't sacrifice someone else, the cheapest route becomes making scrolls. They cost the least amount of your experience to make. That's why wizards begin play with the feat to do so.

Gamer Forge Listen Email:

Name

Rick Richards

Comment
I'm starting to play Star Wars Saga edition and I don't want to play a Jedi or a sith. What is a good class to play and why?

Gamer Forge Response:

A long time ago, in a galaxy far, far away...DCR says:

1. The SW Saga Edition features five (and only five) core character classes, each balanced out so as not to overshadow each other. Jedi, Noble, Scoundrel, Scout, and Soldier.
2. Scoundrel features the most commonly used skill set, along with special Talents that negate frustrating penalties, suppress enemies' bonuses, and enhance your defenses and skills. As an added benefit, this class is rounded enough to fill in gaps that may be left open by the other, more specialized classes, like Soldier.
3. However, Noble is the underdog, here. They're not supposed to be the front line fighters, nor the "caster" specialties of the Jedi. But the special Talents will help your allies in almost any scenario. Also, the "Wealth" Talent straight up gives you money just for being alive. Just so that it's clear, let's put it on it's own line in bold, italic, underline:

Free. Money.

Gamer Forge Listen Email:

Name


Steven Broadbent

Comment
We are starting a world of darkness campaign. Any advise on how to run the game since this is my first time running this system?

Gamer Forge Response:

"World of Darkness" doesn't mean "World of Confusion". When taking on this scary world for the first time, DCR says:

1. Commonality. It doesn't really matter how much you love vampires, if nobody else in the game cares about vampires. Find the level where everyone meets as far as familiarity. If your gaming group is familiar with the movie "Monster Squad", then start in a world similar to that. When giving descriptions and examples, draw from that pool of knowledge as well. On the flip side, if a player isn't connecting to what you're offering, that player has every right to not play. Respect the player's decision to show up or not.
2. Learn the core mechanic. This would apply to learning any new game system. Before you start running, you've got to understand the core mechanics. All the nuanced stuff will come with time. If you have to look in the rulebooks just to find out how to determine success at an attack, then you quickly lose the trust and respect of the players. A GM should be regarded as an authority on the subject.
3. World of Darkness is filled to the brim with it's own lore. Tap that like you would a keg in college. Each book in the system is somewhat connected, so finding lore for you campaign setting is a breeze. It looks like a mountain when put next to each other, but remember that you can just take one and leave the rest. You've gotta put on training wheels before you can ride the ten-speed.

*Bonus XP: To help get players psyched up for playing a game set in a universe closer to the real world, start with the music. If you've got a half-decent laptop loaded with music, try loading that puppy up with some tunes that might help fit the mood. Get some player input about the sorts of things they would hear in a supernatural thriller. To give that extra kick in the pants, try creating several playlists to reflect radio stations, so when characters hop into a car, have a radio station turn on and start playing. It's a little more effort to put it together, but so worth it once players begin to "get it" and feel more connected to the world that they are helping shape. For help in getting started, just turn on your radio in your own car, and scribble some quick notes on five or six random stations. Also, playing the classic Grand Theft Auto: Vice City is a great way to start. The music makes for a more personable, if not perfect, immersion experience.


]]>
<![CDATA[Gamer Forge Listener Email: Gauntlets, Noobs, & Gaming Benefits]]>Mon, 25 Mar 2013 18:22:45 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/03/gamer-forge-listener-email-gauntlets-noobs-gaming-benefits.htmlPicture
With a little help from our friends at SLC Nerd, DCR took on three great questions from real gamers. That's YOU!


THE GAMER FORGE
EPISODE 2
ELECTRIC BOOGALOO


Gamer Forge Listener Email:

Name
Devin Carlson

Comment
I remember reading once about gauntlets that had an effect that somewhat worked like Monkey Grip (Complete Warrior feat). The thing was that the wording was off just a bit.

How I read it, and my DM agreed, was that you could use this with the Monkey Grip feat, and your player would be able to wield a weapon as though it was two sizes larger.

I think it was in the Magic Item Compendium. What are the gauntlets called? I loved them, but now I cannot find them.

Can you guys help?

Gamer Forge Response:


When you actually want to have a monkey on your back, or more accurately, in your hand, DCR says:

1. First, why would you want to do that? Are you trying to mimic a specific character, or are you trying to break the system?
2. The items you are looking for are called Strong Arm Bracers. We like the name Bracers of Dr. Zaius better. You should call them that.
3. The bracers allow you to wield a weapon a size larger than you without penalty. They stack with the feat Monkey Grip, allowing you to wield a weapon two sizes larger. For instance, you can literally use a giant's club as if you were a giant. Or using the Bracers of Dr. Zaius, you can create a fighter along the lines of a popular anime or video game franchise.

Gamer Forge Listener Email:

Name
Seattle Gaming Group

Comment
Gentlemen,

It has been some time since our little gaming group up here in Seattle have had to write you regarding any issues. We love the Gamer Forge and the show itself is just amazing. Keep up the good work!

Now for my question. I was recently asked what are the benefits of role playing and I was at a complete loss for words or a reasonable answer, I didn't have anything solid that was based off of any facts. I know that there are benefits to roleplaying but at the time I couldn't come up with anything solid.

My question is this What are the overall benefits to RPGs and playing them?


Your faithful listeners,

The Seattle Gaming Group

Gamer Forge Response:
 
What are the bennies to the RPG experience? DCR says:

1. Three words: essential life skills. Inventory and financial management, teamwork, leadership, critical thinking, problem solving, applied mathematics, compromise, and diplomacy are just a few of life's great lessons that are learned from the Role Playing Game. More importantly, these lessons are reinforced. The best adventures are won and retold by a group that learns and understands these.
2. You are a legend. In comparison to say, an MMO, you can actually do something that no one else has done and have a story that only you can retell. An MMO, while worthy in it's own rights, cannot give you that achievement. When you slay a dragon in an MMO, you are, at best, the first one to do that today. In the pen and paper RPG, you are in almost every respect the only person to have done that, period.
3. No limit, baby. Sure, the video game looks cool and may help spark you imagination. We aren't necessarily trying to knock the video game, but one flaw we must point out is that they still have limits. There is only so much they can show you. The only limit to an RPG is how much imagination you're willing to apply and how much you're willing to talk about it. Just start talking about the small nuances of your new character's kilt collection, and listen to the discussions that come from that. If you need more convincing, consider this: The characters on The Big Bang Theory play RPG's, and they are some smooth operators.

Gamer Forge Listener Email:

Name
Noobie Complete

Comment
I was directed to your website by some friends and I was looking over your gamer forge posts. but didn't see anything that could help me so I thought I'd write in.

We're a completely new group of people and none of us have any experience. We drew straws and I ended up assigned as the DM, which I think is a good idea, and could be fun.

But we don't know where to start, or what to buy to get started on our noobish adventure.

What should we buy, what should we do our first few times? Any tips? thanks :)

Gamer Forge Response:

This is one of the few questions that gets the easy answers, but there can be so many. When you are starting a new game or picking up your first RPG book, DCR says:

1. Lord Flagoon recommends to just roll with it. Throw a few things into your pack and go. Part of learning is making mistakes, and everything about playing a game is having fun. There isn't a wrong way to play, but you won't know what works for you, until you find out what doesn't work for you. It's more important to get the game moving. Don't over think it.
2. Revan says it's best to start simple. Just grab the initial player's handbook for whatever game you choose, disregard all the supplements for now, and start from the starting line. You can always add supplemental material later.
3. Guy Named Joe decrees that you don't gain anything by trying to tackle it by yourself. Don't worry about your pride as a geek by not being able to recite all the rules from memory. If you don't know, ask a friendly employee at Epic Puzzles and Games in West Valley City or Lehi, Utah...or whatever your closest game store may be. There really isn't a perfect kit that can be put together for an adventurer, because every adventure is different, and every adventurer approaches it differently.


*Bonus XP: There may be no perfect kit for everybody, but there are items that any good kit should have. Author Jaleeta Clegg recommends that every good kit include plenty of clean underwear. You just never know. The McManus brothers say you should have rope. John Rambo would (probably) tell you to bring a survival knife. Tallahassee (probably) recommends a heavy, blunt object and a sweet jacket. Don't try to be prepared for

]]>
<![CDATA[Gamer Forger Listener Email: Damage, Spells, & Metagaming]]>Mon, 18 Mar 2013 15:42:55 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/03/gamer-forger-listener-email-damage-spells-metagaming.htmlPicture
Gamer Forger Listener Email:

Name:
Sam Hutchinson

Comment:
I've got a character who needs more melee weapon damage. What kind of things can you do to increase the damage?

Gamer Forge Response:

When it comes to putting that extra force behind your swings, DCR says:

1. A nasty combination of getting a ridiculously high melee damage output would be combining the feats Improved Initiative, Death Blow, and Improved Trip, along with a weapon called a Ghost Head Broadsword, can raise your muscle to its upper limits. Improved Trip states that a successful trip attempt results in the character NOT having used the attack action for the trip attempt. Death Blow states you can make a coup de grace as an attack action, not a full-round action. The GHBS features a 1d10 damage with a times 3 critical multiplier and an 18-20 critical threat range. So, quick math reveals (1d10+STR+magic+feats) x 3 x (z) = OMG! Where z=number of attacks per round. A coup de grace is considered an automatic critical hit. Who says junior high math doesn't pay off?

Another option requires a significant purchase or, alternatively, a great deal of looting. The epic items, Gauntlets of Relentless Might, and Headband of Perfect Excellence should get you licking your chops. The Gauntlets give you a boost of +6 to STR and CON, while the Headband give you a whopping +6 to STR, CON, and WIS. Great for monks! Because, twinking your characters, that's why.

....and players wonder why some of this stuff didn't transfer from one edition to the next.

Gamer Forger Listener Email:

Name:

Louis Christie

Comment:
The Player's Handbook states that you can get "bonus spells" for certain ability scores, but does that mean more spell slots/spells per day, more spells known, or both?

Gamer Forge Response:

Can you spell slots? Get it? Spell? Slots? Yeah, us neither. DCR says:

1. Bonus spells gained through a high attribute do NOT grant additional spells known. Only spells per day. A "wizard" can know any number of spells that they have in their spell book, but only that many. They can't spontaneously know more. Conversely, a sorcerer has innate knowledge of spells, but cast via force of personality, not knowledge. Making a sorcerer smarter won't change anything. Also, bonus spells also doesn't grant you access to spells of levels you don't know yet. Example: a first level wizard who has bonus spells up to third level, doesn't start off knowing third level spells. Once they can cast a third level spell (at level 5, if memory serves), then they can utilize the bonus spells (per day) for their high intelligence score, thus casting more spells per day than the standard wizard.

...again, none of this grandfathered in to the fourth edition.



Gamer Forger Listener Email:

Name:

George Stevenson

Comment:
A lot of the time I find that my players are using their knowledge about the game to there characters advantage even when the character would have no way of knowing certain information.

Here is an example. Trolls do not regenerate when struck by acid or fire damage. A lot of times I find that my characters always carry around a vial of acid or a fire spell just in case they meet a troll. When they have never faced a troll ever in the life of their character.

Another example would be when the characters find a portal that is blood red, a player will say, "That portal will take us to the Abyss!!" and BAM the surprise is gone.

There's more but I'm not going to make a huge list of examples. I mean I'm really glad that my players take the time to read up on this stuff but sometimes it ruins the suspense and belief of the game, I mean how would a half Orc barbarian know that a certain marking on a wand means its a Wand of Burning Hands?

My question is this: How do you get players to use character knowledge instead of player knowledge?



Gamer Forge Response:

The ultimate thin red line between playing and cheating: metagaming. DCR says:

1. Describe monsters as if you don't know what it is. A very common (and very easy) pitfall of gaming is players like to spend time immersing themselves in the lore of the world in which they play. It isn't good or bad, it's just something everyone does. Counterbalance this by no longer assigning the common name for the enemy the first few times they encounter it. Don't call a "gnoll" a "gnoll". Getting the players in the spirit of the world starts with the Dungeon Master getting in the spirit of the world. However, once the characters have been around for a while and survived a good deal, it's cool to let them know aspects of creatures, especially commonly encountered creatures.
2. If you feel that the metagaming crosses the line into cheating, the next step is to not let the players assume the have the advantage. Remember the old adage about "assume"? It makes an "ass" out of "u" and "me". The moment someone makes the assumption they have the advantage, they will behave as if they do. Another easy pitfall. At the early stages of the game, players assume they know exactly how to entice the goblin king out of its cave? Put the kibosh on that by saying, "Roll me a (insert relevant lore check here), please." If they succeed reasonably at the check, then they can know some of the information on the goblin. Otherwise, they don't know, and can respond with something like, "Find another option, please." Certain aspects of logic are enforceable!
3. You will never fully be able to curb it. You can't make players forget what they learned about the game unless that player is Homer Simpson, or you have a fondness for causing head trauma. But we don't judge, either way.


*Bonus XP: Still feel like you're not doing enough melee damage? Try this little tidbit: the D&D 1st edition rules on an assassin sub-class allow for a special attack that can kill an enemy outright, regardless of how many hit points they have. The player has a percentage chance, based on level, of successfully using the attack. Even better, if the attack fails, he/she still deals normal sneak attack/backstab damage. A little house rule can transfer this into a more current rule system. The assassin starts with a small percent chance of killing the target, say 25 percent. Then every other level thereafter, that percentage goes up. So, around 10th level, they may have a 50 percent chance of assassinating the enemy. Now, if that doesn't whet your appetite for destruction, then maybe you start seeing a shrink. Just saying.


]]>
<![CDATA[Gamer Forge Listener Email:  Stay Out of the Dark]]>Mon, 11 Mar 2013 19:15:48 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/03/gamer-forge-listener-email-stay-out-of-the-dark.htmlPicture
Gamer Forger Listener Email:

Name
Dixon Michaels

Comment
Hello Dungeon Crawlers Radio!

What can I say, but I think I royally screwed up my game. Let me kind of explain what’s happened. So my group has been playing for over a year now and they are roughly about level 11. So they are well established characters that have the means or taking care of themselves in almost any situation. The party is a group of five, including a rogue, mage, cleric, and two fighters that can really dish out the damage. They work together really well.

So they have accepted a quest to retrieve the fabled item of Rovak and during the quest was able to piece together the clue to bring them to the cave of a long dead Dragon, Golfinix. The enter the cave and clear it out with ease, but when they arrived in the chamber where the item was rumored to be they found a half eaten and bloated body of a Drow upon the floor. Now the Drow have not been seen in this year for several decades so this was a great surprise to the characters and so they wanted to investigate further but the Cleric reminded them of their responsibility to warn the surrounding villages and send a warning to the King. After this was done they searched out a fellow by the name of Cor’Valtis to learn of any possible Underdark passages that could possible come close to or connect with the dead Dragon’s lair. When indeed Cor’Valtis identifies such one passage they party takes off after the foul elves.

Now this is where things basically go wrong.

The players find the small cave begin their progress down into the Underdark. Now because only one of them is a Dwarf and the rest are Humans they are basically blind unless they use their items the produce light, sun rods, torches, or magical devices. The players didn’t think anything of this…But of course down in the Underdark they are a giant beacon of come get some!

After several fights with some really nasty creatures the players barely make it near to the Dragon’s cave to find that the Drow had magically created a tunnel that connected to the passage and the cave. At that point they decided to follow the tunnel to a smallish cavern that housed a adamantine tower of some sort. Of course it was a trap because why? The Drow scouts had seen their light source and went to investigate. The group crossed the cavern with ease and no threats came at them, because the Drow were closing off any escape routes. The rogue easily picked the lock on the tower door and in went the group with weapons in hand.

They had a small skirmish with a iron golem inside the entryway which was vastly much bigger on the inside than the tower would allow one to think. The battle was tough but they dispatched the golem. Once that was done they went to open the large doors that allowed them to move forward it was here that the rogue rolled a 1 and failed on disarming the trap, thus setting off an alarm and having his hand puncture by a misfiring spring. With the alarms going off the two fighter’s broke down the doors and proceeded to barrel into whatever was on the other side of the doors. 8 Drow with nasty swords and other weapons in hands. During the battle the rogue started to feel ill and faint and failed both saving throws and succumbed to the poison that was coursing through his veils that was on the spring. So she drops down to the floor unconscious, the Drow then focus their attacks on taking out the mage and the cleric. Which of course brought up some annoyance and heated words from my players saying the NPCs would not go after them since they are in the back. I again reminded them that these were thinking NPCs and not feral beasts or dumb goblinoids.

With a few crossbow bolts coated with sleep poison and failed save throws the mage and cleric dropped to the floor out cold. The two warriors nearly dead were able to pull off a save and defeat the remaining Drow. The alarm is still ringing and they have only gone two rooms into the tower. One of the warriors when to take a peak outside and nearly got his head chopped off by a Drider before slamming the door shut and throwing down the locking bar. Now the PC’s are stuck, two asleep, and one dying of poison and the only person that could save him is asleep.

I don’t want to bail them out because they have walked into this ill prepared and are level 11 characters. One of them may die as they have to move on. So really the question here is two part first I would like you to help put the argument to rest that the Drow would have tactically gone after the spellcasters in the group and not the stronger fighters first. Then secondly when should I do in regards to my players? Should I throw them a bone and a safe way out? If I do should there be some consequence to their actions? Because honestly I don’t think the Drow would just let this pass? Let alone what should the consequence be for failing to retrieve the item as promised?

Can you help me out here!

Dixon

Gamer Forge Response:

Drider? We hardly knew her! Har har! DCR says:

1. The easy one: Of course, the drow would target a cleric. The drow matriarchal society reveres clerics. Some surface-dwelling fools bringing their heretical beliefs to offend Lolth? Yeah. Provided your cleric is taking great pains to hide his cleric-ness(?), then the drow foes would know to target their efforts there, thus gaining a tactical advantage.
2. If, for some zany reason, your heroes escape this situation, don't go easy on them. The worst thing one can do for their players right now, would be to hand-wave or in any way gloss over the escape. At level 11, these characters have earned the privilege of getting the full details of their adventures. Now, the players have a few options. First, it's not out of the question to attempt to parlay. With circumstances being so dire, the two fighters may have to resort to this. Second, attempt to fall back and try again. Get some hirelings or mercenaries for some extra muscle. Lastly, you may have to surrender and negotiate the terms of your release. This may include having to do a favor for a matriarch. It will most likely be something that will kill you or compromise you. But, at least you will be out of this frying pan.
3. This part we can't stress enough: don't hammer down on them. These heroes have learned some of the valuable life lessons of adventuring, so there's no need to keep crushing their spirits by heaping on punishment after punishment. Sometimes, having failed at a quest is punishment enough. One or more of them may die trying to get out of this predicament. Telling the story of how they do it, and giving the details of the losses necessary to make it happen will be the true reward for your players. Just make sure you keep things moving. Don't let this little tragedy slow down the pacing of your game.


*Bonus XP: You think things are pretty dire? Try reading Robert Heinlein's Starship Troopers. That's a pretty hopeless situation. Sure, soldiers get to ride around in robots, but a never ending mass of faceless, nameless killer spider/beetle things? The whole story is a satire, not unlike the movie Robocop. Coincidentally, both film versions were directed by the same guy, Paul Verhoeven. Weird, huh? But that says something about how players/viewers can handle the direness of the scene. No matter what the final outcome is, maybe it's best to look back with a smile and laugh at it. This scene has the makings of a great war story to tell the young ones when you become old geezers and tell them about what gaming was like when you only had a piece of paper and a pencil and a twenty-sided die, uphill...both ways!

]]>
<![CDATA[Gamer Forge Listener Email: Spikes, Rogues, and Undead]]>Mon, 04 Mar 2013 20:33:05 GMThttp://www.dungeoncrawlersradio.com/6/post/2013/03/gamer-forge-listener-email-spikes-rogues-and-undead.htmlPicture
Gamer Forge Listener Email:

Name
Calvin MacDonald

Comment
Gentlemen and the lovely Firebird.

I first want to say thank you for putting on such a great show. I've been listening t for the last year and I have to say you have had an amazing line up of guests!

I'll be honest I don't get to see to many of the guest you've have on the show over here in Perth, Scotland.

So with that said greetings from across the pond! And I'd like to know where Lord Flagoon has a plot oh land and when he plans to come across the pond and have a pint with us!

And now for my gaming question.

One of my players wants to play an unarmed fighter. What I need to know is; do spiked gauntlets count as weapons or as armor for the purposes of enchanting?

I hope you can help me out and Lord Flagoon we'll always have a pint wait'n for yah!

Gamer Forger Response:

This one was easy. When you gotta have spikes on them fisteses, DCR says:

Spiked gauntlets make you armed even when you aren't holding a weapon. When enchanting spiked gauntlets, they count as weapons, not armor. Enchant accordingly.

Gamer Forge Listener Email:

Name
Jack Reynolds

Comment
My question is quick and simple.

Could an undead in 3.5e D&D such as a skeleton benefit from wearing magic items like rings of protection?

Gamer Forge Response:

We don't always give our skeletons magic items, but when we do:

Sure. Rings of Protection count as a deflection bonus, thus can stack with different bonuses that a skeleton or other undead may have. The only similar bonuses that stack are "dodge" bonuses. So a deflection bonus stacks with a natural armor bonus, which stacks with a luck bonus, etc., to calculate an Armor Class. Stay armored, my friends.

Picture
Gamer Forge Listener Email:

Name
Steven Rostenberg

Comment
Can a Rogue (D&D 3.5) use sneak attack on both the first and second attack?

I know this seems like a question you can simply Google but the answers vary and my clan is under the impression that I can only use it on my first attack (once per round) and not on my second attack.

From Googling, I've understood that as long as the monster / enemy is flat-footed, flanked or caught off-guard, I can apply sneak attack on both my first and second attack in a round.

Is this correct?

Is it normal if the clan simply decides that that gives me an unfair advantage in combat and gives me only one sneak attack per round?

Gamer Forger Response:

Sneaky, sneaky! When getting your sneak on, DCR says:

1. If for some reason you get multiple attacks, you get to apply the sneak attack bonus damage to each successful hit. Here's the justification: sneaky types (typically) aren't gonna be wielding the large weapons and (usually) don't have access to powers and special abilities that enhance their normal damage output. They're just not built that way. But they have to get an edge somehow. With that being said...
2. Full-round actions. Multiple attacks can only be taken as part of a full-round action, meaning if you move or do anything else during your turn, then you only get the one attack. A lot of what a sneaky type does, is move and juke and jive around the battlefield, so getting multiple attacks in a round is usually out of the question. If for some reason, your sneaky type manages to stay still and have an enemy back up into him/her, well, then that means you don't have to move, and can take multiple attacks, dealing full sneak attack damage on each successful hit. It sounds like a lot of work, but that's part of getting the most out of your sneaky type.
3. Know your role. "Rogues" aren't really known for carrying the giant swords and battle axes. It's just not their bag, baby. Besides, "rogues" should be focusing their efforts into filling in the gaps that might be missing within the party. Every adventuring group needs a resident pimp. Just saying.

Gamer Forge Listener Email:

Name
Raz Dragon

Comment
Okay so I really need you help because my last game session didn't end up so well and I am just not sure what to do here?

Let me explain what happened.

My player which I will call Steven rolls to attack during a big encounter that progresses the story and he, rolls a 1. Next round, rolls a 1. Round after that, rolls a 1. Fourth round, rolls a 2.

I'm serious this really happened all night his rolls were never higher than a 6 or 5 and he was going back and forth between two different dice too.

It just so happened that this whole encounter had outrageously unlikely rolls and all the players seeing more low single digits than they had any right to, while I ended up rolling four d20s all at once for an area attack and getting four 20s.

At some point or another, all the role-playing in the world doesn't save you when the dice are just not in your favour. What is a DM to do in such situations where players are getting frustrated at the dice and, as a result, are getting upset with the game?

Gamer Forge Response:

Lastly, when things are looking grim for the group, DCR says:

1. It's just a game, and a game can be put on pause. It's cool to take a break, get a breather, grab a drink, make a corner-store run, something. Everybody, and I do mean everybody, has a bad night of dice rolling. That's what happens when you play with probability. Law of Averages says you will encounter times like this. Oh, well. No matter how awesome you have yourself set up to be, you will fail every once in a while. The only piece of advice regarding this would be : "cope with it". You will not be awesome 100% of the time.
2. Beware of escalation. It may be tempting to offset a bad night of rolling by permanently enhancing the characters with magic or other means. Don't do it! There is no substitute for probability. Part of playing the game is rolling the die and risking not winning that night. To cheat probability like that is to miss the point of playing a game, period.
3. So everyone ended up dying? Is that really the end of the world? DM's take a lot of time to come up with cool stuff to happen each week, and it stinks when it gets shelved due to a TPK (total party kill). There's no reason bits of what you had planned can't just be transplanted into a new story. Don't let a bad night of rolling wreck your whole experience of Dungeon Mastering, or playing an RPG in general.


*Bonus XP: To get a good grasp of what it means to be part of a team, try watching episodes of Leverage. Each member of the team has a distinct, specialized role and each one of them is specialized to the point that they are the only ones who can do it. Sure, what they do is usually illegal. Okay, almost all the time it's illegal. Point being, a "rogue" should be able to fill roles within a group that aren't being covered, and do it well enough that they won't be replaced anytime soon. That's one of many things that make a good team. Each member contributes in a unique way, and goals are achieved due in no small part to that unique help.

]]>