Showing posts with label general interest. Show all posts
Showing posts with label general interest. Show all posts

Taking Your Game To The Next Level | Acrylic Tabletop Map

When I started being a Dungeon Master I figured that I needed to get a dry erase grid map so I could draw out encounters and situations very simply so I did.  Now that a majority of my games have gone towards using Roll20.net for our sessions the days of pen, paper, and in-person seem to be a fading art. Or at least so I thought.

My 5th edition campaign meets in person and the DM came up with a great idea that allows you to have your battle grid and to have your battle maps all pre-planned and hidden. He took a sheet of clear acrylic Plexiglass and hand drew a grid onto it creating a thin, clear battle grid that maps could be placed under or can be drawn on with dry erase markers.

A few notes/tips:
  • Acrylic glass can be expensive depending on how big you want it, but places like Michaels or Hobby Lobby (other vendors are available) have coupons when you sign up for emails that can make it more affordable.
  • We found out the hard way that dry erase markers can remove Sharpie lines from the acrylic so if you're drawing on it be sure to draw on the opposite side that the Sharpie is on.
  • Normal battle grids are 1 inch by 1 inch.
While this does seem to be a bit of effort for a battle mat, if you want to create your own hand drawn maps without having to get grid paper this works well.  If you don't want to do this, there are still plenty of battle mats that you can buy for about the same cost as this project.

What You'll Need for this Project
  • 1 clear Acrylic or Plexiglass sheet
  • 1-2 Sharpies (or permanent marker of your choice) Fine Tip 
  • T-Square, Yard Stick or other long straight-edge
    • T-Squares will help ensure that you're drawing lines at right angles to the edge of the sheet.

We're Going on an Adventure | How To Be A GM


The prospect of starting a new Dungeons & Dragons (D&D) campaign (or any RPG campaign) can seem like a daunting task.  The idea that you are in charge of creating this big elaborate campaign, making sure you and the players understand the rules, and making sure you plan for everything (sort of -- we’ll get back to that later).  For some, getting past these things is one of the main things preventing them from starting a campaign.

While it does seem like a lot of work, it really comes down to one key part “is everyone having fun”.  Being the Game Master (GM) does not mean you have to be flawless in your approach to things, it means you are just the soothsayer that weaves the threads of this reality into the tapestry that is the adventure.  Becoming a GM, with some time, becomes quite an easy task. However, it will take a bit of time to hone your skills and to get the hang of things.

So where do you begin? Do you need a big adventure where your group of players will uncover treasures and slay great beasts?  Do you need to plan a new kingdom with details that would put any census to shame? Do you need to buy minifigures, dice, books, and more to supplement your campaign? Eventually you may want to do these things, but before any of that can happen, you really need to know what your players want out of this campaign.

Where Do I Even Start?
The question “what are you looking for in a campaign/adventure?” might be a tough one to answer for new players, but in general, if your player has played any sort of RPG (tabletop, video game, or otherwise) they can at least describe their favorite facets of the games.  Personally, I enjoy a good balance of combat, puzzles, and roleplaying, but I’ve had groups that are looking towards the next fight at all times and I’ve had groups that take combat in stride, but they tend to roleplay a bit more.
On the off chance that you don’t know your group or that you don’t really glean anything on what they look for in an RPG, you can still prepare puzzles, roleplaying and combat situations and see what your group enjoys the most.  The nice thing is when you meet up for the first time you do not have to have a large-scale adventure ready in your back pocket.  I like to make the first session or two be about making the group mesh together and slowly introduce the players to the environment that they’re in.

Most of the campaigns I have participated in (as a GM and as a player) have not had anything really barred or limited from the start, but this does not mean you cannot setup limitations though.  For example, if for some reason in your world has some variation of the Spell plague where arcane ability has ceased to exist; you may prevent players from playing arcane classes.  Something like this would require you to think a bit about your world before you start the character building process.


World Building
A majority of my campaigns that I GM for utilize the Faerun (Forgotten Realms) map, but they do not necessarily follow the lore from the books.  A few of the campaigns I have played in have existed in entirely homebrew worlds.  The awesome part of being a GM is you can make a world; however, you want it to be.  I have heard of groups using a map of Earth as their world.  Realistically, if you can imagine the world it can exist.

Your world can go beyond a simple landscape and city map.  If you want you can build stories into cities and flesh out details about town likes, dislikes, government types, how they feel about the government, how they feel about other towns, motives, etc. In theory your players are from somewhere in your world, so there should be a way to incorporate their backstories in as well.  Philippe A. Ménard (@ChattyDM on Twitter) posted a great way that you can get your characters into building a homebrew world/city.  Ménard’s system requires players to answer five, 2-tiered questions in order to flesh out some details.
1a) Name/Describe a Place IN the city 1b) Name one NPC linked to it.
2a) Name/describe a place OUTSIDE the city 2b) Describe a NPC/Rumor/Legend linked to it
3a) Suggest a Theme for the Campaign 3b) Suggest a City Event linked to that Theme
4a) Describe a person (Not necessarily humanoid) of note from IN or OUT of the city. 4b) What is your relationship with that person?
5a) Describe a strange Phenomenon in the City/World 5b) Describe its impact on everyday life.
By answering these questions, you have created cities, Non-Player Characters (NPCs), Lore/Legends or possible rumors to discover, and a few possible plotlines that can branch off into larger scale adventures.  Even if you as a GM just went through and answered these five, 2-tiered questions you could flesh out each metropolitan area in your world.

Building Characters
Most of the standard books for Dungeons & Dragons various editions have a step-by-step list of things players need to do to create their characters.  As a GM your role is to help facilitate that process, so they not only build their characters correctly, but so you also get them thinking about why their character is an adventurer or why they are where they are.

As a GM, you should encourage your players to be as elaborate as they’d like in their backgrounds so when they provide you the details you should in theory be able to take people, places, events, strengths, and flaws from their story and keep them in your back pocket to use later.  It is great to be able to throw a situation in where one or more characters have something at stake from their past -- something that they may not have shared with the rest of the party.  It also makes the player think about who they are as a character which should help them react to how their character would react rather than how they would as a person playing a game.

Naturally as a human playing a game, your instincts are to survive, but maybe your character is stubborn or wants glory so they’d be more prone to act dangerously.  By encouraging your players to create backstories, you encourage players to engage with their characters and you provide yourself with something that could make an appearance later.

The First Few Sessions
Once you have fleshed out your world a bit and once the players have created their characters, you can start considering a few things (either on your own or with the group).  Very rarely have I been in a campaign where all the characters have adventured together before, so as the GM you have to piece together stories to make all your players meet and give them a reason to stick together.

The stereotypical start is “You all meet in a tavern”, but I find it most challenging to try to think outside the box and come up with a creative way to make the group meet.  Once I have used a few times to the point that it is getting to be borderline cliché is “a nobility figure has a task and was suggested that this group be assembled to do a task for him/her”.  You can avoid this slight awkwardness by bringing the characters together for any reason, but sometimes it can feel forced.  Regardless, I cannot say I have ever seen someone have to create a new character because their character never ran into or teamed up with the rest of the players.

The first 1-3 sessions of a new campaign/adventure tend to be a bit more flexible and not always directly tied to a larger, overarching quest, but allow players to figure out how their character acts and how he/she interacts with others and to build a rapport with each other.  I have had characters change up a bit during the first sessions, but usually by session 3, I have got my character pretty well figured out so my actions from any situation would be consistent.

If you’re working with a group that’s never played before, these first few sessions are a great opportunity to start introducing combat, roleplaying, traps, puzzles, etc. and you should be able to gauge what your group prefers after these sessions are up.

The Plot Thickens
Each adventure is different and every GM runs adventures differently.  Some adventures go on for a session or two and others can last for year’s worth of sessions.  What is important is to try to keep track of new characters that you introduce because you never know when they could become useful later.

There are plenty of books which have the sole purpose of creating an adventure for you to follow and can be used as a catalyst for other adventures.  Just as it is for your world, your story can take players anywhere you can think of.  I have used books, movies, comics, and even songs as the basis for adventures, so if you need ideas you can find ideas anywhere.


To Prepare or not to Prepare
Simply put, be prepared for your plot to advance in some capacity, but you cannot trust that the players will find their way to your plot points in the way you expect.  As a GM, you can go into a session thinking you have everything possibly planned out and inevitably, a player will have thought about something that they wanted to do that you did not have prepared.  In situations like this, it is easy to railroad your players back to where you want them to go, but that makes the game feel forced and like the players are just going through the motions to get from plot point A to plot point B.

You do want to prepare for most situations, but a lot of being a GM is encouraging players to feel like they are making the decisions, when they may not be making that choice.  You may have planned for them to go into a tavern to investigate a group of bandits, but they may want to go out to the forest to collect some potion making supplies.  You can easily take much of what you had planned and have the situation stem from the forest now rather than a tavern and to the players it may feel like they just skipped a step to find the bandits early.  In theory, this could mean they missed some info, but it progresses the story and allows the players to complete an otherwise menial task.

Other times, you may have an idea that pops into your head mid-session and what you had planned may turn to just improvising.  Some of my best moments as a GM have stemmed from when I just have to improvise moments and ideas in the game.  At first improvising may be a challenge, but as you get pushed into situations where you have to improvise you start to be able to think on your feet a bit more.

Always Say “Yes”
One of the common rules of improv is that in any situation you should always say “Yes” to the situation provided.  This does not mean you literally have to say yes, but if a player asks if they can search for something in a room you can certainly allow them to do so regardless if there is something there or not.  For a GM, your role is to facilitate the story and make it progress how the players want, so if a player asks if their character can try and kick down a door, you can allow them to do that, but there will be consequences (positive or negative) from taking that action.

Another way to view this is that a player can try whatever they would like, but there will be varying degrees of success depending on their actions.  If a player wants to try and bank an arrow off a wall to stick an enemy in the back they can try it, but chances are there are enough factors that the shot may not reach their target. Nevertheless, if the player wants to take that chance you, as the GM should be able to figure out what happens after the resulting roll regardless of what they roll.

The Ultimate Goal
The best GM’s I have had enjoy controlling the story as much as they do playing.  The key to being a great GM is to make sure that the players are having a good time and that you are also enjoying the game.  There is a stigma about the GM that they are a villain. It is common to have the players versus the GM mentality, but really, the GM’s role is to ensure everyone is enjoying their experience. If a rule or class feature is causing trouble or is unnecessary, you can make the call to remove it.  Make the game as enjoyable as possible and no matter what happens, you can almost guarantee that your players will be looking forward to the next session every time.

Stepping Into The Future | First Session

Now that it's been a few weeks since the first session and now that I'm about 2 weeks out from the
next session, I finally have a moment to share my thoughts so far about 5th edition.  Character creation was a little slow (since we only had one book to go through everything) and that took up most of the time, but even still it wasn't too bad of an experience.  I could see if you had a character type in mind it really would just consist of you filling in a character sheet and making a couple stat decisions, otherwise every character seemed a bit prepackaged. If you wanted to be a Dwarf Barbarian with a Soldier background you would just fill in the items, gold, and skills from those parts of the book and with some stats and HP you could be ready to go.

Since the group I'm playing in has people who haven't really played much before I decided I'd balance out the group however was needed.  As a result, I ended up being a Human Light Domain Sage Cleric of Lathander.  For those who haven't played 5th edition, this basically means I'm a Human Cleric with Lathander as my deity (who in turn opens access to Light Domain spells) and my background is that I am a sage which gives me a certain set of equipment and some skills.  The rest of the party is a Dragonborn (Gold) Paladin, a Water Genasi Wizard, and a Human Monk.  In the first encounter it kind of played out that the Paladin and Monk will be the tanks and the Wizard and Cleric will be more ranged/support (as expected).

My Initial ThoughtsOther than the fact that it seemed to take a while to build characters, it imagine it doesn't get too bad once you're used to this setup.  Every race has some benefit of being that race now, but it still seems like you get the greatest benefit from being a Human still.

In terms of classes, there seems to be a pretty good balancing for the classes so everyone has the potential to do a good chunk of damage at any level.  There are some abilities looking ahead that seem very powerful (almost broken), but I haven't looked much at the Monster Manual to see if there's a way to balance that.

One of my favorite additions is that any character has unlimited Level 0 spells (cantrips) that they can cast at will.  I always thought it was odd that spellcasters who are innately magic would just all of a sudden run out of magic and couldn't do anything, not even a simple card trick (prestidigitation).  Now, there's a nice spread of beneficial and damaging spells that scale as you level up so you have options of how you can attack and you don't force wizards to have bows when their magic runs out.  Another interesting part of the spells is that some of the spells are more auto-hit spells where you cast it and it will hit, but the opponent can still save for half damage.  While it would be broken if they were all this way, it seems to be balanced out well with the magic attack modifier that allows you to cast ranged magic better if you have a poor DEX -- prior you had to put points in DEX as a spellcaster so you could use your ranged weapon better, now you can focus on your class skills to make your spells more potent.

For the skills, it's great how they condensed it down and how they simplified the skill point rules by introducing the proficiency bonus instead.  This system basically goes off the idea that your innate ability to do this means you can do better than others at this, but it also makes it so you don't get a bunch of players with obscenely high checks at later levels (will they happen still yes, but not every skill will be a +16 at level 13).

When it came to Feats, I was a bit confused at first because instead of giving you ability boosts and feats you only get one or the other at every 4 levels. At first, I thought you had to choose one or the other and then you could only choose that option through leveling (for example, you take your ability score boost at level 1 so you can only take ability score boosts as you level).  Luckily, that got cleared up and you can take either a boost or a feat at those times which is pretty neat because you can really boost your skill checks with feats or you can pad your stats up a bit more with ability score updates.  At level 1 I took an ability boost, but I'll probably end up taking a feat at the next upgrade because some of the feats give you bonuses in addition to an ability score boost.

Finally, while I was helping the DM figure out how the Challenge Rating system works, I discovered a site called Kobold Fight Club which is a great tool to build encounters to see how beatable they are and how much XP the party splits after victory.  Overall, the XP system seems much more clear especially since monsters are listed by their XP values rather than an otherwise arbitrary challenge rating (CR) number.

Overall, I like how a lot of the rules have been condensed down to be much simpler than 3.5e, but it still plays like 3.5e does.  In two weeks, I'll be playing the second session where we'll get a little more into character development since really only my Cleric and the Monk have interacted a bit, we found the Dragonborn at a job board and got a job with him and then the Wizard showed up and kicked butt at an encounter.  Overall, it's worth looking into and I don't really have any complaints yet, but to be fair I've only been playing for just over 2 hours.

Stepping Into The Future | 5e Campaign Starting

Tonight I will be starting a 5e campaign with a couple of my friends from college and one of my co-worker's friends.  None of us have ever played 5th edition before, and only 3 of us have any experience with D&D altogether.  It should be an enjoyable time though since we're meeting in person, which I haven't done for a D&D session in almost 3-4 years now.

I have a basic character back story setup, and I've read through the Player's Handbook a couple times, but since I've got the most experience with D&D I've elected to fill in to be whatever the party ends up lacking to make it a nice balanced group.  Hopefully, in the next couple days I'll have a recap of my initial thoughts into how character building and game play went, but initially from reading through the books and rules it does seem like a well-condensed version of 3.5e with some pretty straightforward rules.

Overall, I'm excited to see how it goes and excited to watch how some D&D newbies get their feet wet with a new campaign.

Stepping into the Future | Beginnings of 5e

Over the course of the last couple years, I've been listening to a bunch of D&D podcasts and pretty much all of them have moved into the D&D Next (5e) edition.  From when I first heard about how 5e is diversifying the way classes are and how they crafted the rules to better accommodate players from all D&D backgrounds, I must admit I was intrigued.

Now that so much of 5e has become more commonplace, I'm starting to get a little more interested in it and want to DM and/or play in a 5e campaign. While 3.5e is my bread and butter, I really haven't heard anything from players that make me think that 5e isn't a step in the right direction.

In an effort to better understand the system, I will be starting to read through the free DM Rules and Player Rules that Wizards of the Coast have provided.  While the edition is still being fleshed out a little more, and more creatures, classes, and modules are starting to appear, I'm sure that more people will start latching onto it.

My hopes is that over the course of this year I will start learning 5e a little more, and eventually start a 5e campaign with a few people and document the journey from character creation through the campaign.  Fingers crossed it will go as smoothly as I hope it does!


A Look Into Storytelling

For the first time in my 8 years of D&D I will be bringing a campaign to it's full conclusion. In the past campaigns have fallen to the wayside without proper resolution, but my large group will be ending in an effort to get them to start their own campaigns that they can play more consistently.
I tend to enjoy running longer campaigns that really deal with one large issue with smaller issues/excursions along the way. In the case of this group, over the course of 9 or 10 sessions I took a ragtag group who had never played an RPG and slowly introduced them to working as a party, to combat tactics, to using their skills to get around, all culminating in a dungeon crawl which will be leading to the denouement in their next session where it will be determined if they succeed or fail.

While the end of a campaign is generally not the time to think about the storyline as a whole, one of my players pointed me towards a post that analyzed storytelling as a whole and it is pretty dead on. The Rage Against The Page blog explains the natural progression of a plot via 2 different diagrams (the 4-act and the 8-point). Both diagrams describe natural plot progression of any stroy, movie, etc. and are a great way to consider the storyline of a campaign/adventure. I particularly like the 8-point because it fits very well into the natural pace of any RPG adventure from the moment the party is formed to the "end". I say "end" because both the 4-act and 8-point are both cyclical meaning one end is just the start of the next story.

The 8-point story progression (above) has, unsurprisingly, 8 points that are signified by 8 keywords (1. You, 2. Need, 3. Go, 4. Search, 5. Find, 6. Take, 7. Return, 8. Change) which all hold a much greater meaning that correlate very well to any story progression. As a DM each point will have some facets that you will have more impact on than the players, but ultimately when you look to start a campaign, you really just need to have point 2 locked down and most of the other points will start to fall into place. I'll walk through each of the 8-point story progression using the storyline of the campaign that is set to end next week.

Point 1: You
The point "you" is the point in which we find who the adventure is about. Ultimately this is the character creation portion of the adventure plus the "You find yourselves in a tavern.." start. This is where the characters are brought together to become a party, while they currently have no mission and no real direction of where to go, each player knows who they are and what they stand for and somewhat know the rest of the party.

In the case of the large group 6 of them met as they were captured after all receiving invitations to the same party, 4 of them met up with them as the 6 were emerging from the forest where they were held. All of them had been invited to the party, but the 4 showed up late. Here we have a quick overview of the who in terms that there are 10 (at the time, now 12), but mostly because I can't keep track of everyone's class and race that is the overview I have.

Point 2: Need

The point "need" is an explanation of what is going on currently and a brief explanation of what makes this world tick. Most of the time this portion is the start-up exposition that explains the world you're in, the city you're in, and the location you've found yourself.

In the case of the large group, this was simply that they had been invited to a party being thrown by the royals of Suzail (Faerun) and while heading to the party or while leaving the party they find that they've been knocked out and thrown into a cell with other members of the party forcing them to work together to get out of there.

Point 3: Go
The point "go" is the reason that the characters act. Something has happened or may happen that is driving action from the characters.

In the case of the large group, the "go" kicked in a couple times because their initial "go" was them escaping from their cell. Once they escaped from that cell though, their new "go" was going to the royals who they were invited by and trying to figure out who might have kidnapped them and why they did that.

Point 4: Search
The point "search" is following the unknown number of leads and paths to try and figure out what is going on. This point is the driving action that is directing the party around. As a DM this is where you can throw in red herrings and misdirection if you wish, or you can leave it pretty open and see where the party wants to go. Personally, I am more of a fan of letting the party decide how they want to go about the "search", but if you have a party who tends to get off track or is going way off track you can throw the solution at them to get them on the right track again.


In the case of the large group, their "search" started with talking to the king who had an errand to for the party while he found out more since the revelry had just ended. During their journey they discover an artifact hidden below a trap infested floor deep under the sea. Upon returning with the artifact they learn that the group that had captured them, the "Order of the Talon", and they had recently shown up to the area, most notably creating a situation when a member climbed into a tree boomed out a prophecy and then disappeared. Taking the artifact with them they travel up to a cathedral to find out more about a man called "Red Harvest" who had originally been found using this artifact. Their search leads to a grave of a man whom they find to be still alive, but when looking through the artifact it seems the grave was that of "Red Harvest" and it seemed to have been exhumed. They find the man across the world in Balduur's Gate and he reveals that he feigned his death to hide the fragments of a sword that was mentioned in the prophecy of the tree. He still had the pieces and give it to the party to keep it safe. They hide it in a cathedral since the pieces were supposed to return to the King who they had originally spoke to. In an effort they went to the place where the order had taken them originally and found a planar forge where the king, along with many of the order of the talon and an archdevil approached and took them captive. Now they have just barely escaped where they had been teleported and they don't know what they will find.

Point 5: Find

The point "find" is the action of fulfilling "need" no matter how it was arrived at. Since the large group has not quite arrived here yet, I don't quite have a great example, but soon they will arrive at this point.

Point 6: Take

The point "take" is a bit of a misnomer because it somewhat means what was taken from the events, but really it is the price paid and the overall taking in of what had happened. So in the situation of a standard adventure, stepping into the final battle, the "take" could be that 1 of the party members died, but you ultimately defeated the evil thus freeing the world from his/her/its grasp. It almost seems like the best description is that a major change must happen for the "take" to occur.

Point 7: Return

The point "return" is literally the return from whence you came, it could be for glory, it could be to face your past, but either way you are headed back to your origins. At this point the party would return to whomever issued the quest and collect their pay, or return to wherever needed saving and reap the glory, or perhaps even the party must return back with their heads hung in defeat as they were unable to win that tournament.

Point 8: Change

The point "change" is a time where you look at the character from point "you" and see what is different. Perhaps there is literal change in terms of maturity and growth based on the transpired events, or perhaps it can be taken in hindsight. Perhaps you could look back and say, if I knew what I did now, what would my character had done differently. Yet even still, perhaps the character's "return" point puts them in a place of great power or respect, now what actions do they have to do differently as a result of what has happened.


Looking back to the earlier part of this post, I has mentioned that campaigns and adventures meet their "end" and I mentioned how the lists are cyclical. Where it ultimately arrives at is this cycle of points can be as small as a fetch mission to as large as an entire 3-4 year adventure. I find myself treating each session or sometimes set of sessions as it's own 8-point cycle, because going to get someone a gem from the next town over and overthrowing a goblin king can will go through the same process and regardless there will be some "change". It may not always be a good change, it may not always be a large, impactful change, but the joy of roleplaying a character over a length of time is that you find that they develop likes/dislikes, tenancies, fears/suspicions based on previous events that most people sitting down to play D&D the first time rarely have.

As a DM your role in the game is to write the background and let the players write the action, the drama, and the comedy, with your assistance of course, and over the course of time you'll have found that you may have gone through this cycle plenty of times, but ultimately, each cycle will be the building blocks towards a large cycle. It seems to me that within the 8-point system, that many 8-point cycles exist in "search" until you ultimately reach the major find that begins the great denouement to the end of a campaign. Thought my large group may not realize it yet, they are about to reach that final "search" before things get crazy and things for their characters will "change" forever.

Build-A-Character Workshop

In a conversation before a session of D&D we got to talking about what really is meant by the ability scores beyond that a 10 is average. In one of my campaigns a character has a 9 Charisma score which is about the same charisma of a dire boar (which has 8 charisma). In trying to compare the two, we couldn't really conceptualize what this means for a humanoid other than having a bristly personality that people tended to not like or avoid when possible. Luckily I found an old blog post from a blog called "DMing With Charisma" that explained a wide range of ability scores in simple terms.

In general, I feel that this list is a great explanation to what the ability scores mean and honestly, it made me want to create myself as a PC to see how I would fair in the world of 3.5e D&D. (Note: the explanations from DMing With Charisma are only for 3e characters as scores vary a bit between 3e and 4e). As the author of the blog explains in the comments of the original post, this list isn't the definitive explanation and definitions will vary (perhaps a low charisma means you aren't physically attractive rather than socially acceptable) and there is definitely room for variations.

How I Stand Out As A Character
In reading through each stat explanation, I determined where I fit in the explanation and picked the ability score of where I felt I was closer. For example, if I felt I had a Strength of 6-7, and I was more likely to struggle lifting heavy things (8-9) rather than being knocked off my own feet (4-5) I would make my score a 7 because it was closer to the next tier than not. This methodology was used to get the following scores:

Strength 12 (+1)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 17 (+3)
Wisdom 20 (+5)
Charisma 13 (+1)

Overall, there really isn't a way to explain your rationale without sounding like a jerk, but I'll do my best. I feel that the simple explanation for strength doesn't quite work too well since it really doesn't address physical labor as well as the carrying capacity chart does. So by the simple explanation I have a 12 strength, when by carrying capacity, I probably am closer to a 14-15 (going on the assumption that a light load would be something you could maintain on your back for an extended period of time and that a heavy load would be something you could carry in short bursts). Ultimately, this stat could vary a bit from word to chart, but for the sake of consistency, I get a 12.

In terms of dexterity, I had a bit of trouble because much of the wording relies on you attempting many dexterous actions to compare yourself to. So trying to conceptualize an otherwise D&D-centric explanation in real-world terms has to be looked over. I chose 15 for myself because I assumed a medium-speed projectile would count as a football or baseball being thrown to you. It may have a decent bit of speed behind it, but it's still catch-able without injury. I also put it closer to the 16-17 tier because I figured if you can kill bugs flying around you occasionally, you're closer to that next tier than not.

Constitution was a difficult one to address because it mixed health and labor in the explanations. So if you're able to work, but you tend to get sick a bunch, your ability score may be hard to determine. Ultimately, I chose to go with a 12 because I feel that I'm pretty resilient in terms of being able to work when I'm tired or losing energy, but I don't know if I am quite close enough for 12 hours of hard labor (depending on what is being defined as hard labor).

In terms of Intelligence and Wisdom, there doesn't seem to be a good way to say an explanation without feeling like you have a superiority/inferiority level depending on your scores. At face value of the wording, I fit best as a 17 Intelligence and a 20 Wisdom. The high intelligence actually stems from a test called the Kolbe test which analyzes your reactions to certain situations and gives you a score and characterizes you based on your responses. This test said I scored high on hitting the ground running when it came to gathering information and other fact-finding endeavors. It characterized me as someone who could learn a new task quickly, which helped me fit into that category. I put myself at the 17 because as a Web Designer, I do end up doing some Web Development work so I'm closer to developing more unique methods of doing things than not.

As stated before, my wisdom was set at a 20 not because I feel that I am very wise by conventional means, but rather by the way it was described I am very wise. One of the things I am most proud of for myself is that I can read people and read their reactions very well. So much so that I can look at a person's expression solely through their eyes and know what they are feeling and can steer conversations accordingly to improve that person's mood.

Finally, my charisma was put at a 13 because while I can read people well, I am an introvert so rather than interacting with people I will more often sit back and let the situation play itself out. I put this score at a 13 because depending on the people I'm with I may be closer to the next tier, but in general, I'm much less 'interesting' by simple terms.

In the future, I will be hopefully taking these stats and building a character out of them, but until then, I'm interested in hearing what other people are getting for their stats.

'Tis The Season!


Last year I started working on a Christmas/Holiday themed adventure and I finally got a moment to get back to it again this last week. While I haven't developed out the adventure too much more, I got in the holiday spirit and started considering what characters could be used as NPCs or PCs if you wanted to hand out characters. I started going through the iconic Christmas characters and determined the best classes for them and some basic features they may have. I admit they're not perfect, but it's surprising how easily some of these characters fit. I haven't decided on levels yet, but since a couple are prestige classes it's assumed that each character is at least level 7.


Herbie (from "Rudolph the Red-Nosed Reindeer")
Elf Druid with a Reindeer companion Rudolph.

Yukon Cornelius (from "Rudolph the Red-Nosed Reindeer")
Dwarf/Human Fighter

Heat Miser (from "A Year Without A Santa Claus")
Half-Orge Pyrokineticist (He's only a half-ogre based on his wikipedia article that refers to him as "...an ogre or demon-like being...")

Snow Miser (from "A Year Without A Santa Claus")
Human Cryokineticist (Not technically a class, but presumably changing any fire effects to ice effects should suffice)

The Grinch (from "How The Grinch Stole Christmas")
Killoren Barbarian

Buddy the Elf (from "Elf")
Elf Bard

Bob Cratchet (from "A Christmas Carol")
Human Human Paragon

Jack Frost (from "Jack Frost" (1979))
Ice Genasi Wizard


There are definitely more that I haven't listed above, but this is just a sample of what could possibly be added to the story. At the same time though, there are definitely characters that I have intentionally omitted because they have been included in other parts of the adventure. For example, you may have noticed a distinct lack of a jolly gentlemen, often seen in a red suit with reindeer. With my current plans, said character will most definitely show up at some point.

I hope to have a portion of this adventure ready to go by Christmastime and perhaps if I feel it's strong enough I'll release it in portions or in its entirety here, but only time will tell.

The D&D Thirty Day Challenge | Day 30


DAY 30: Best Playing/DM Experience?

As a player, my best playing experience would probably still be the first time I ever played because when we got into combat I rolled a triple critical (20/20/19) for an insta-kill on the first enemy I fought. Oddly enough, I've found that a lot of first-time players roll critical hits on some of their first actions and it makes me wonder if those who roll critical hits are more likely to stick with the game than those who generally don't.


My best DM experience has probably been with my current small-group because the players are really hooked into the stories and they are engaged all the time. We've been meeting for a little over a year in about 30 sessions (since we can't meet every week) and I look forward to that group the most since even with only 3 PCs they've been as effective as a party of 5. The other thing I like about their campaign is that they appreciate the RP side of the game just as much as combat so there are sessions where combat isn't really possible and that it'll be mostly dialog. Some of the group's I've been the DM for really loved combat more and were looking to get the next combat as fast as possible, which made it hard to develop a story (which I do like doing with any campaign). Overall, I feel that I'm the most engaged with this group so far and who knows where this campaign will end up, but I look forward to where it will go.


This concludes the 30 day challenge, and perfectly too right in time for a nice long holiday weekend. If there are more questions that you want me to answer, feel free to leave a comment or email them to me and I'll do my best to get them answered!

The D&D Thirty Day Challenge | Day 29


DAY 29: Most Frequently Rolled # on a d20?

I honestly have no clue.. I do tend to use certain sets of dice for when I am the DM versus being a PC. The reason for that is really just that I use sets of dice when I'm the DM and I use random dice when I'm a player. I do tend to only use dice that roll pretty well on the first couple of rolls and I'm not against retiring dice for the night that don't work for me. I guess if I have to guess what I roll most often, I would probably guess either 8 or 17 which still isn't too bad.

The D&D Thirty Day Challenge | Day 28


DAY 28: PCs You've Sworn Off Playing?

I don't think I've sworn off playing any PCs. I guess the closest I have is that I will generally not play an Elf of any variety because the benefits that come from an Elf isn't worth playing one, plus the fantasy world has really put a negative spin on them showing them as pompous, hoity-toity, bigots. Now, I must add a disclaimer that not all Elves come off this way, but I still don't much care for them.

The D&D Thirty Day Challenge | Day 27


DAY 27: Favorite Curse or Cursed Item?

I haven't really used cursed items all that much. Generally, when I used cursed items it tends to be side-effects on potions. Whether it's reverse effects of healing potions, or character changes from them, I find that cursed potions really are my favorite because it creates doubt. If you can buy a pretty good healing potion for full price or a questionable one for a bit cheaper it may seem worth the risk to take the questionable one. However, when you're low on life and you pop the potion and it heals for a bit and it saps some strength, causes sickness, or perhaps even deals more damage than you've healed, you may reconsider purchasing the questionable potion. So yeah, I'd say cursed potions do tend to be my favorite.

The D&D Thirty Day Challenge | Day 26


DAY 26: Favorite Mundane Item?

In every character I've ever built, I've always had 2 items in my default "adventurer's kit" and that would be a crowbar and a periscope. The nice thing about the crowbar is you can get creative with it and make it more than just a crowbar. Most recently, I've wrapped cloth around the end of it and turned it into a makeshift torch. While I don't tend to use it often, the periscope is always a neat little tool to peak around corners when you're sneaking about. While I tend to not use it often, I never want to travel without one.

The D&D Thirty Day Challenge | Day 25


DAY 25: Favorite Magic Item?

It may seem a little bit of a stretch, but my favorite magic item is a tower shield enchanted with 'Animated' because it allows you to dish big damage when using a two-handed weapon while still being protected by a hefty shield. While it is a bummer that you still take the penalties from carrying the shield, it really only affects your combat. Otherwise, you can stow it on your back and not have to worry about the armor check outside of combat.

If I had to pick a specific magic item as my favorite it would be a Handy Haversack because they really are very useful to store stuff in, especially when you are in a hurry and don't have time to rummage. While it is my favorite, I've never had a character actually have one.

The D&D Thirty Day Challenge | Day 24


DAY 24: Favorite Spell?

Since I've never played an arcane caster, this limits my choices down quite a bit. My favorite spell is Goodberry because you never know when you'll need food and if a cranberry can suffice your needs for a day then why not! Plus, it always gets interesting when you realize that pumpkins are berries and the DM may not alway s give you a portable solution to your hunger needs.

The D&D Thirty Day Challenge | Day 23


DAY 23: Least Favorite Monster Overall?

While I feel like I might catch some ire for this stance, I really find any sort of Were-beast to be kind of dull. Sure they may have a neat effect every now and then, but really for what you get out of it, you really tend to mess with the game a lot. If your party has to stop adventuring for you to go feed on whatever, it really detracts from progression just so you can change into a wolf, bear, boar, rat, or crocodile. They may make nice enemies, but really it's better that they be left to fan fiction.

The D&D Thirty Day Challenge | Day 22


DAY 22: Favorite Monster Overall?

Out of all the monsters in all the books I've read, my favorite monster is the Tarrasque. It is always my go-to when I need to explain the unbeatable because it truly is a force that cannot be stopped (literally). The fact that there really is no great way to defeat one is pretty amazing. It isn't impossible, but it is quite difficult to accomplish, in fact, I've found a resource that provides possible solutions of how to defeat a Tarrasque beyond Wishing and Miracles. Seven Ways to Kill the Tarrasque on Thirteen Experience Levels or Less


While I hope to never have to face one, unless I'm well equipped to fight one, it certainly is a formidable foe that deserves recognition.

The D&D Thirty Day Challenge | Day 21


DAY 21: Favorite Dragon?

Despite the name of the game being Dungeons and Dragons, I think I've only had a dragon involved in a campaign once. If my memory serves me correctly it was a white dragon that attacked the party in the middle of a snowy field. Smartly, the party decided to flee because the dragon was flying overhead leaving only the one caster and ranged fighter to hit a shot here and there.

While it may not be a great reason, I do find myself liking White Dragons the best because they have ice breath and are resilient against cold. Perhaps I feel a bond with the attribute of resilience against cold, or more likely, I really don't find myself all that enamored with dragons. Yes they are neat, but I'm not obsessed with them.

The D&D Thirty Day Challenge | Day 20


DAY 14: Favorite Humanoid/Giant/Fey?

I don't want to give the dull answer, but honestly Humans are my favorite out of this category. It is a boring answer, but what it comes down to is when you are creating a character, the basic races provide ok benefits, but Humans really do provide the best benefit out of all the basic races. The last time I took part in a session of character building, many of the players were building half-elves, which is great if they want to be a half-elf, but in 3.5e it's by far more beneficial to be a full human or full elf and even then, we found that the extra skill points and feat really make it so you don't need most of the benefits of the elf anyway.

The D&D Thirty Day Challenge | Day 19


DAY 19: Favorite Elemental/Plant/Construct?

First off, there aren't enough plants in the game. One of my DMs randomly generated a treasure we found in a well and we got a single arrow of plant slaying, and long since that campaign has ended and in all my campaigns since, I have not found an opportunity to use one. That being said, I like constructs and elementals. Currently in my small group campaign, there is a character known as 'the elementalist' who has been sicking elementals onto towns for an unknown reason. However, despite them being a main facet of a campaign, I can't say I have a favorite elemental.


My favorite construct is technically a group of constructs that intrigue me and that I want to use as part of a campaign, but haven't gotten the opportunity to do so yet. The Inevitables are my favorite constructs mostly on looks, but when I was reading about them recently, they struck me as interesting and gave me a couple concepts of how they could be used in a campaign. For example, because there are 5 kinds a DM could incorporate them as bosses or perhaps targets to hit. This way players have to level up to be qualified to defeat the next because their CR is pretty evenly distributed.