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Dungeon
Masters Guide Sneak Peek!
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Dungeon
Masters Guide
designer Monte Cook
offers us a whirlwind tour of the new edition of the book, due out
this month. After a synopsis of each chapter, Monte introduces a brief
excerpt designed to keep you going till you can get your own copy
starting September 11.
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Chapter
1: Dungeon Mastering
The
Dungeon Masters Guide launches readers right into the
heart of DM-ing with tips on teaching the game, determining style
of play, running a typical session, and more. Monte gives us an
advance look at keeping game balance here.
 "This
chapter is filled with suggestions and guidelines for being a good
DM, based on over twenty years of DM-ing. If a book called the Dungeon
Masters Guide doesnt tell you how to be a DM, then
where would you ever find such information?"
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Keeping
Game Balance
A
lot of people talk about game balance. They refer to rules they
like as "balanced," and rules that dont seem to
work as "unbalanced." But what does that really mean?
All game balance does is to ensure that most character choices are
relatively equal. A balanced game is one in which one character
doesnt dominate over the rest because of a choice that he
or she made (race, class, skill, feat, spell, magic item, etc.).
It also reflects that the characters arent too powerful for
the threats that they face, yet neither are they hopelessly overmatched.
Two
factors drive game balance:
Good
DM Management: A DM who carefully watches all portions of the
game so that nothing gets out of his or her control helps keep the
game balanced. PCs and NPCs, victories and defeats, awards and afflictions,
treasure found and treasure spent--all these aspects must be monitored
to maintain balance. No one character should ever become significantly
greater than the others. If this does happen, the others should
have an opportunity to catch up in short order. The PCs as a whole
should never get so powerful that all the challenges become trivial
to them. Nor should they be constantly overwhelmed by what they
must face. Its no fun to always lose, and always winning gets
boring fast. (These types of games are known as "killer dungeons"
and "monty hauls," respectively.) When temporary imbalances
do occur, its easier to fix them by altering the challenges
than by changing anything about the PCs and their powers or equipment.
No one likes to get something (a new magic sword, for example),
only to have it taken away again because it was too unbalancing.
Player-DM
Trust: Players should trust the DM. Trust can be gained over
time by consistent use of the rules, by not taking sides (that is,
not favoring one player at anothers expense), and by making
it clear that youre not vindictive toward the players or the
PCs. If the players trust you--and through you the game system--they
will recognize that anything that enters the game has been carefully
considered. If you adjudicate a situation, the players should be
able to trust it as a fair call and not question or second-guess
it. That way, the players can focus their attention on playing their
characters, succeeding in the game, and having fun, trusting you
to take care of matters of fairness and realism. They also trust
that you will do whatever you can to make sure that they are able
to enjoy playing their characters, can potentially succeed in the
game, and will have fun. If this level of trust can be achieved,
you will be much more free to add or change things in your game
without worrying about the players protesting or scrutinizing every
decision.
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2: Characters
The
"Characters" chapter covers everything from generating
ability scores and designing NPCs to creating new races and classes,
including the all-new concept of prestige classes. Here, Monte tells
us why its okay to tinker with the standard classes.
 "This
is the chapter that corresponds with the whole beginning portion
of the Players Handbook. Its not the same information
-- its the opposite side of the coin. While the players are
reading about the races and classes available for their characters,
the DM is reading about ways to change and add to whats presented,
how to handle NPC creation, creating PCs higher than 1st level,
and more. Its full of ways to handle questions every DM gets,
like Can I play a bugbear? Can my paladin swap
out one of her special abilities for a different one? Can
I roll my ability scores in a different way?"
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Behind
the Curtain: Why Mess around with Character Classes?
The
standard character classes fit into virtually everyones campaign.
Theyre flexible, and skill and feat selection allow them to
be truly customizable. Most character concepts can be covered using
the classes as written. Modifying classes is mostly a tool that
you can use to tailor things to best fit your campaign. It shouldnt
come up that often, since its rarely necessary.
DMs
who create their own worlds may find the classes need some focusing
to make them specific to a particular campaign. If, in developing
your own world, you design a culture steeped in a long-standing
hatred of magic, you might alter the fighter to be a demonslayer
and give the class a limited weapon selection and special feats
that work best against outsiders. The ranger might become a wizard-hunter,
the cleric could be a protector with early access to dispel magic
and various defensive spells, and all PC classes might be imbued
with the ability to use detect magic once per day.
Sometimes,
however, players come to you and say that they like a certain class,
but they want to change a single feature or two. Michele might want
to play a ranger with no desire to obtain more than one favored
enemy. She wants to play a beast-slayer, and her character hates
dire wolves. Shes also interested in the paladins warhorse.
You can decide, as a DM, that its acceptable to trade those
ranger abilities for the paladins mount. In fact, you might
decide that its not a fair trade, and that Micheles
character can have the detect evil ability as well. (She is, after
all, giving up an ability usable at 1st level as well as one that
comes into play later for one that she cant achieve until
5th level.) Allowing a player to play the character she wants to
play is always a desirable goal. Sure, sometimes it cant be
achieved--the player asks for too much, or what she wants doesnt
fit with your campaign--but the effort to accommodate reasonable
modifications is almost always worth it.
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Chapter
3: Running the Game
All
DMs know that theres a lot to "running the game,"
including staging encounters, handling combat, dealing with the
environment, making skill and ability checks, rolling saving throws,
and adjudicating magic. From this chapter, Monte offers some rules
for PCs on ice.
 "Every
game has strange situations. The characters are tied up on a raft,
going down the rapids, on fire, and need to steer away from the
herd of gorgons falling into the river going over a cliff like lemmings.
How the heck do you deal with that kind of stuff? This chapter provides
rules and suggestions for how to deal with the crazy stuff, as well
as the not so crazy stuff--like poisons, disease, drowning, weather,
etc."
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Cold
Dangers
The
prickly fingers of icy death have robbed many an adventurer of her
life. Prolonged exposure to cold temperatures and harsh weather
can wear down a character who isnt protected against the climate.
Hypothermia, frostbite, and exhaustion can quickly kill in bad weather.
The best defense against cold and exposure is to get under cover
and keep warm.
Cold
and exposure deal subdual damage to the victim. This subdual damage
cannot be recovered until the character gets out of the cold and
warms up again. Once a character is rendered unconscious through
the accumulation of subdual damage, the cold and exposure begins
to deal normal damage at the same rate.
An
unprotected character in cold weather (below 40° F) must make a
Fortitude saving throw each hour (DC 15, + 1 per previous check)
or sustain 1d6 points of subdual damage. A character who has the
Wilderness Lore skill may receive a bonus to this saving throw and
may be able to apply this bonus to other characters as well (see
the skill description on page 76 in the Players Handbook).
In
conditions of extreme cold or exposure (below 0° F), an unprotected
character must make a Fortitude save once every 10 minutes (DC 15,
+1 per previous check), taking 1d6 points of subdual damage on each
failed save. A character who has the Wilderness Lore skill may receive
a bonus to this saving throw and may be able to apply this bonus
to other characters as well (see the skill description in Chapter
4: Skills in the Players Handbook). Characters wearing winter
clothing only need check once per hour for cold and exposure damage.
A
character who sustains any subdual damage from cold or exposure
suffers from frostbite or hypothermia (treat her as fatigued; see
page 84). These penalties end when the character recovers the subdual
damage she took from the cold and exposure.
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Chapter
4: Adventuring
The
D&D game is, at its heart, about adventuring. Chapter
4 offers background on different styles of adventures and encounters,
including the classic dungeon setting. Need help outfitting that
vault? Monte gives us some tips on the well-dressed dungeon.
 "When
you are designing adventures, you need to have some sort of basis
on which to build your idea. How tough is it to open a portcullis?
How do I describe these strange features in this encounter area?
How much damage does an arrow trap inflict? How tough should the
encounters be? What do I do if Im out of ideas but I have
to come up with something? Turn to Chapter 4, and youll at
least have a place to start."
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Table
4-5: Dungeon Dressing--Major Features and Furnishings
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d%
Feature/Furnishing
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d%
Feature/Furnishing
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d%
Feature/Furnishing
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1
Alcove
2
Altar
3
Arch
4
Arrow slit (wall)/murder hole (ceiling)
5
Balcony
6
Barrel
7
Bed
8
Bench
9
Bookcase
10
Brazier
11
Cage
12
Caldron
13
Carpet
14
Carving
15
Casket
16
Catwalk
17
Chair
18
Chandelier
19
Charcoal bin
20
Chasm
21
Chest
22
Chest of drawers
23
Chute
24
Coat rack
25
Collapsed wall
26 Crate
27
Cupboard
28
Curtain
29
Divan
30
Dome
31
Door ( broken)
32
Dung heap
33
Evil symbol
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34
Fallen stones
35 Firepit
36
Fireplace
37
Font
38
Forge
39
Fountain
40
Furniture (broken)
41
Gong
42
Hay (pile)
43
Hole
44
Hole (blasted)
45
Idol
46
Iron bars
47
Iron maiden
48
Kiln
49
Ladder
50
Ledge
51 Loom
52
Loose masonry
53
Manacles
54
Manger
55
Mirror
56
Mosaic
57
Mound of rubble
58
Oven
59
Overhang
60
Painting
61
Partially collapsed ceiling
62
Pedestal
63
Peephole
64
Pillar
65
Pillory
66
Pit (shallow)
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67
Platform
68 Pool
69
Portcullis
70
Rack
71
Ramp
72
Recess
73
Relief
74
Sconce
75
Screen
76 Shaft
77
Shelf
78
Shrine
79
Spinning wheel
80
Stall or pen
81
Statue
82
Statue (toppled)
83
Steps
84
Stool
85
Stuffed beast
86
Sunken area
87
Table (large)
88
Table (small)
89
Tapestry
90
Throne
91
Trash (pile)
92
Tripod
93
Trough
94
Tub
95
Wall basin
96
Wardrobe
97
Weapon rack
98
Well
99
Winch and pulley
100
Workbench |
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Chapter
5: Campaigns
Moving
on from adventures to longer-term games, Chapter 5 provides guidance
for those ready to establish and maintain campaigns, handle NPCs,
and more. The first section discusses the setup to bring a party
of adventurers together.
 "Campaigns
are weird. Theres really nothing else like them in any other
sort of game. Campaign management (and that includes a little player
management as well) is both a skill and an art. This chapter gives
some advice and some ideas."
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The
Adventuring Party
Bringing
the group of adventurers (the party) together can be a challenge.
Not for the players--they are all sitting around the table--but
for the characters. What brings such a disparate group of races
and professions together and makes them a team that goes on adventures
together? The objective when answering this question is to avoid
the dissatisfaction players feel when they sense that they are adventuring
with their comrades only because these folks are the other PCs.
One way to prevent this feeling is to have the players create their
characters together and put the burden of determining how they have
come together on them before the first adventure ever starts. Here
are a few other suggestions:
Happenstance:
The first adventure is set up so that someone is putting out a call
for mercenaries or adventurers to do some task, and the characters
are the men and women who happened to answer the call. Alternatively,
all the characters meet and discover that they are headed to the
same place.
History:
The characters are lifelong friends who have met in the past. Despite
their different backgrounds and training, they are already good
friends.
Mutual
Acquaintances: The characters dont start as friends but
are introduced as trusted friends of mutual friends.
Outside
Intervention: The characters are called together by an outside
force--someone with authority enough to get them to do as she says--and
are commanded to work together, at least on the first adventure.
The
Cliché: The characters all meet in a tavern over mugs of ale
and decide to work together.
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Chapter
6: World Building
Its
a logical step from designing your own dungeons and towns to creating
whole new realms and worlds. Chapter 6 outlines the major points
to cover: creation methodology, geography, demographics, economics,
politics, war, religion, and magic. For those who want their world
to be really out of the ordinary, Monte has this advice.
 "Dont
be limited by anyones imagination but your own. Want to do
something weird? Great. Heres your starting point."
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Differing
Magic
Another
way to create a divergent game is to change the amount of magic
available.
Low
Magic: In a low-magic game, spellcasters and magic treasure
are about twice as rare as normal. Magic items arent for sale
because theyre too rare to ever think of parting with for
mere gold. The occasional trade of an item or its sale for gold
is possible, of course, but it is a rarity in the economic structure.
Common
people almost never see magic. Some might not even believe in it.
A spell or a magic-using creature completely bedevils the common
folk and terrifies them. All magic-using creatures, including characters,
may be thought of as "demons." They might be persecuted.
Witch trials and the like could be a common fate for wizards and
sorcerers. Clerics and other divine spellcasters are probably safer
than arcane spellcasters, but they might not be, depending on the
culture.
High
Magic: Spellcasters and magic treasures are twice as common
as presented in these rules, if not more so. Most characters have
a level or two of wizard or sorcerer. Even a shopkeeper might be
at least a 1st-level spellcaster. Magic items are bought and sold
in clearly marked shops like any other commodity. Spells are used
to light homes, keep people warm, and communicate. The function
they serve is as commonplace as modern-day technology is in the
real world.
This
sort of campaign can be directed one of two ways. The first is to
take the world of the utterly fantastic route, where magic is sophisticated
and common, and to create a world unlike anything anyone but you
has ever imagined. The second is to take the comical route, where
magic simply becomes technology--little imps in boxes perform calculations
like computers, and people have magical transmission television
sets. The second route can be fun, but the sort of light-hearted
parody it leads to is probably not a good basis for a long-term
campaign.
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Chapter
7: Rewards
To
keep your players interested, DMs need to be generous--and creative--with
their rewards. In this chapter you can discover a spectrum of strategies,
including rewards of experience, treasure, and more. When the situation
calls upon you to dole out XP on the fly, Monte has a few suggestions.
 "We
worked really hard to come up with an experience progression that
moved people through levels at a fairly steady pace -- one at which
we think will keep the game interesting. Tied with that is a baseline
with which to give out treasure, so you always know how much is
too much or too little. Obviously, level and treasure gaining are
up to you, however, so this chapter also tells you how to speed
up or slow down either factor."
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Assigning
Ad Hoc XP Awards
Sometimes
the XP chart doesnt quite cover a given situation adequately.
If two orcs are an EL 1 encounter, four orcs EL 3, eight orcs EL
5, and sixteen orcs EL 7 (maybe), are thirty-two orcs an EL 9 encounter?
A party of 9th-level characters almost certainly can wipe them out
with ease. By 9th level a characters defenses are so good
that the standard orc cannot hit him or her, and one or two spells
cast by a character at that level could easily destroy all thirty-two
orcs. At such a point, your judgment as the DM overrules whatever
the XP table would say.
An
encounter so easy that it uses up none or almost none of the PCs
resources shouldnt result in any XP award at all, while a
dangerous encounter that the PCs defeat handily through luck or
excellent strategy is worth full XP. However, an encounter in which
the PCs defeat something far above their own level (CRs higher than
their level by eight or more) was probably the result of fantastic
luck or a unique set of circumstances, and thus a full XP award
may not be appropriate. As the DM, youre going to have to
make these decisions. As a guideline, the minimum and maximum awards
given on Table 71: Experience Point Awards (Single Monster)
for a group of a given level are the least and most you should award
a group. Circumstances in your campaign may alter this, however.
You might decide that an EL 2 encounter is worth at least a little
to your 10th-level party since it caused them to waste some major
spells, so you give them half the amount an EL 3 encounter would
have garnered, or 125 XP. Or you might judge that a vast number
of CR 1 monsters are indeed an appropriate equal challenge for the
same 10th-level party because the group had lost all their equipment
before the fight started.
Sometimes,
you may want to estimate experience point awards for actions that
normally dont result in XP under the standard system. These
are called story awards (see below) and should only be used by an
experienced DM.
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Chapter
8: Magic Items
Perhaps
the most frequently thumbed section of the Dungeon Masters
Guide is destined to be this catalog of magic items. But more
than just a roster of descriptions, Chapter 8 also offers details
for creating items and handling them in play. Monte gives us a sneak
peek at one of his favorites.
 "Ah,
magic items. Everybody loves em, but they can be a pain. In
the new D&D game, we tried to give a better framework
for them without stifling creativity for the weird, unique stuff.
In this chapter youll find rules for balancing a +3 sword
with a +2 flaming sword, as well as the crazy stuff -- intelligent
items, artifacts, the Apparatus of Kwalish
you get
the idea."
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Bracers
of Armor
These
items appear to be wrist or arm guards. They surround the wearer
with an invisible but tangible field of force, granting him an armor
bonus of +1 to +8, just as though he were wearing armor. Both bracers
must be worn for the magic to be effective.
Caster
Level: 7th
Prerequisites:
Craft Wondrous Item, mage armor, creators class level must
be twice that of the bonus placed in the bracers
Market
Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp
(+4), 25,000 gp (+5), 36,000 gp (+6), 39,000 gp (+7), or 64,000
gp (+8)
Weight:
1 lb.
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