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Ez D&D DESIGN TEAM 2% Mowe Gok Joxanitn: Twat, SxteWinttays i gh “Dexczoy uastang ouide pisiay VPSUAL CREATIVE DIRECTOR Most Coox Jon Scrmxpenerre, _ ADDITIONAL DESION & DIRECTION Aah SSDS ROR OG) ay Orem “PETER ADKISON, Dawn Morin ADDITIONAL DESIG Nj] DED CONCEPTUAL aRTIsts Ricnann Boxer, ANDY COLLINS, © © Tosp Locrwoon, Sam Woon, ; Dav Noonan * ye ee P&D LOGO DESTaN Re Big 5 is eG, Ae | Marr Apnisemnern, Surety Fiovn . 3 Jour Manus, Joun D, Ravine Geos VR yee — EDITORIAL ASSESTANCE #5.) Heway Hisarsporaax’ aby Duane Maxwent, Jerr Qutcr TNTERIOR ARTISTS ye Ne ; ys Je Lins Graxt-Wrst, Scors Fiscung, Joun ‘J MANAGING EDETOR Fostex, Topo Lockwoon, Davin Manin, é KM Monay Agwtz Swexet, Kevin WaLxrr, Sam Woop, CORFE DED CREATIVE DIRECTOR Warnu Rernorps Ep Stare, GRAPHIC DESTGNERS bike con orf @reig ep. [ea 2. StS GLENN SupeRy FLovp _ Bui Suavicsex FS) TV OG Rae BE ES c 2 ee 1eToRIA AUSLAND, ERIN Dornins, BOR AC OREM AL BG 8 » ANartixs Loxorz, Naxcr WaLKER ‘Ryan Dancry ) “DIGI-TECH SPECIAL CATEGORY MANAGER fot Peumatee Kirn Stroma PROJECT MANAGERS anny Wenene, Jos Fiseniie CART OG RAP HER PRODUCTION MANAGER Tous Gasaig i Cuas DeLoxe SPECIAL THANKS JIM VIN, RIGHARD GARFIELD aNDAEW FINEM, SHAVE ULIAS OTHER WIZARDS OF THE COasT arc Ran conTurBmons ©) Rete Craie, Jason Cans, Saavw F. Canwesl Micnare Canren, Wriitam W. Couwont, Bruce R. Cornrit, Date Doxovss, Davto Rexunoskey, fer Gaves, Ron Hurxsoo, Mraanps Howsra, Hanon JoHNSON, Kay Jouxsox, Gwaxnotyx FM Kusrent, Sravs Mrcrer, Roarn Moon?, Jon Piexes, Cunis Pranias, Ric Revaian, THowas M. Reap, Suan K Rexwotos, Sriven Soap, MiK# SHLINKHKy Stan, JD Were, Jexxtree Crankx Wrrxes, Pexar Wrnrtans, Jamas Wrarr PouU/O T OG RA FH EUR Cnatc CupNontrsxy Base ox THe ontgrnat. DUNGRONS & DRAGONS® nutes orgaren uy R. Gany Groax axp Daye ARXESON . a, eavaDh ‘EoaOrEANtreabavanreae “ASIA, PACIFIC; 4 LATIN AMERICA Wants Coot Rat ouese sone, Remon WA 9097277 Quivcich sBoo jay an6 60 aerre s First Printing “September 2090 . ete ee ea Co fo Ange rol Sted oe ‘Visie our website st wows sizarsicom find Contents Introduction —on--- ChegessRisagoe asaing? Providing Advencures.....7 ‘Teaching the Game mn? Providing the World 8 Dering Sy oiy—8 Aljudicating.... 2 Propelling the Game Ever Forward ° | Keeping Game Balance....10 Changing the Rules A Running a Game Session 12 RunyING THE Gant Knowing the Plyes.. Table Rules Working with Payers. Metagume thinking Knowing the PCs... 013 Koowing the Adventure and Other Materials Knowing the Rules Setting the Stage. Setting the Pace 86 Euviding the Aion 16 Determining Oucomes...17 Hanon DMScureit Parex Trucs, 17 Ending Things 18 (Gantz Session Cuuexust saan; (Chapter 2: Characters 19 ‘Ability Scores Generation 19 Races: ‘Subraces... Modifying Races New Races Vriane: Monsters a2 Races tl Creating New Races Classes. ‘Modifying Character Classes... Boupmie CuMAI ‘Wh Mess Anounn wm CHARACTER CLASss?.. Avoiding the Pitialls, ‘Spell-Lists for Variant Spelleasters 26 ‘The Witch. a6 Creating New Classes.-27 Prestige Classes. (Creating Prestige Classes. Arcane Archer. ASS nnn 28 ‘Blackguard_ 30 FLENEISH SERVANT 3h Dwarven Defender 32 Loremaster.. Shadowdancer. NPC Chsses... Adept Avistocrat.... Commoner. Expt om 38 Wert nn? Variant tseLevel ‘Multiclass Characters...40 ‘Atist Character Level... 40 Achieving 2nd Level. 41 Advancing Levels nnn Access and Training 4 Creating Characters above Ast Level annnensA2 (Characters and the World around Them... 3 PCsand NPCS 43 ‘Class Roles and Society —43 Guilds and. Onanizations “4 Cobortsand Followers...44 ERAS eer ANIMAL COMINSIONS 46 NPC Statistics Table-Based NIC... READING THE NPC. Dsscamons a7 Random NPC... 47 Handerafted NPC. az Combination Approsch..47 Noteson NEC Design A Eliteand Average Characters. NPC Barbarian, NPC Bard NEC Cleric NPC Druid. NPC Fighter NECMODh omen NPC Paladin NPCRanget NPC Rogue... NPCSorcerer... NEC Wizard. NEC Adjustments by Ract of Kind $7 ‘Chapter 3; Runningthe Game 59 Encounter Distance n59 Hiding and Sporting...-60 Missed Eneounters..60 Combate 60 ‘Sarting an Encounter 60 Variant"The Surprise ROU 6 ‘New Combitant Enter the Fray 2 Keeping Things Moving ..62 Simultaneity 062, Variant Roll Each Rotini Combet Actions 063 ‘Adjudicating Actions Not Covered 63 Comtst Actions Outside of Combat....63, Aajudicating the Ready Action a Attack Rolls 4 Variant: Automatic Hits and Misses Varian: Defense Roll CCitical His... ‘Bueno Te CURIA CRITICAL HITS, Variant Firing inio a CLOW nnn Damage nen Subdual Damage se Variant: Clobbered 66 Variant: Death from Massive Damage Based on Size 66 Variant: Damage Specie APA ren Using Miniatures and Grids. 87 Movement and Position wn 6 Line of Sight.-————-67 Grenadelike Weapons....68 ‘Area Spells... ~68 MoveEMER 69 ‘Unconventional Movement. « ‘Tactical Aerial Movement... 69 Evasion and Pursuit.70 Moving Around fi $qUaTES nn 70 Describing the Action 70 NPC Actions. ed Interesting Combats... 71 Special Abilities 71 ‘Ability Score Loss ‘Antimagic Blindsight.. Breath Weapon. Charm and Compulsion 73 eh Damage Reduction... 73, Darkvision Death Attacks Disease Energy Drain 25 Etherealnes. Bvation ard Improved Evasion ast Healing a Hire. Gaze Attacks. Invisibility... Low-Light Vision Taralysis an Regeneration, Resistance io Energy 81 SEEM Spell Resistance Tremorsense un “Turn Resistance Condition Summary The Envigonment, (Chapter 4: Adventures... Landslides and ‘Avalanches, sts Water Danger 8S ‘The Downwne RULE 8S Starvation ard Thist Tee Lack of Air) ‘High Alvitude. Falling Objects... Weather 9 Skilland Ability Checks... 89 Modifying the Rollor the DC... 90 ‘The DMs Best Friend.....90 Delineating Tasks 090 ‘The General Versus the Specie nn 9 Degrees of Success. Taking 10... 91 Ability Checks. ot Variant: Skills with Different Abilities _..9t ‘Variant Critical Succes oF Fates 92 Citical Successes Cincal Failures. 92 Saving Throws. Assigning Snving Throws 94 Which One? 94 Save or Check? 3 Difficulty Clases 94 Naan: Saves with Different Abilities 94 Addjudicating Magic Describing Spell Effects 94 Handling Divinations....25. Creating New Spells..95 ‘Damage Caps or Spelis__95 Variant: Spell Roll 36 Variant: Power Components enn 96 Variant: Summoning Individual Monsters, Site-Bused Adventures.97 Static or Dynamic.,.-98 Event Based Adventures 98 Motivation a) Tailored vs Status Quo.....99 Smuctiten “99 Good Structure 9 Bad Structure nn A00, The How of Information nnn Encounters 100 ‘Tailored or Status Quo 100) Stllenge Ratings nd Encouneer Levels. 0 Mukiple Monstersand Encounter Levels....-104 ‘Wrar's CHausicmec? 101 Difficulty. 402 “Tougher Monsters nf Location end ‘Making Things Interesting, 102 Modifying Dificuliy...102 Rewards and Bebavior-103 {The End (2 104 Banging Avenues Togethet nnn OF Episolic or Cominuing 104 Plot Weaving 104 End of an Advernure Checlist 104 ‘The Dungecn... 105 The Dungeon w+ Adventte Setting.....108 ‘Typesof Dungeons 0S Baruno mit Custats Wu DUNGBONS?. al D6 Dungeon Features nn 106 Wale 106 Hoots ecnnrnnnOZ “Boot nen 08 Wats, Dooas, avi DEtICT SMS nL AO Rooms 1X0 Corridors. —l10 Miscellaneous FRAIL ee 10 Major Furnishings and Features it ‘Minor Fumishings sand Features ‘Obstacles, Haas, snd Laps... Falling ncn es and Chasm, Caverns and Callsps5 a ‘Mechanical tap. Magic haps... Betuno TH C Tar Dangeon Ecology. ‘Dungeon Animals, Dungeon Slime, Molis, and Fungi Wandering Mone ‘Wandering Monster Rall nnn Monsters Encountered. Wandering Monsters Tre a802 nnn Random Dungeons Dungeon Level ‘The Map and the Key, Randoin Dungeon Encounters SuENCTINING ENooUNTEES, 418 1s. nll 118 118 419 an A Sample Dungeon... STAINES BLOG on 157____Using the Treasure 187 Tiber 171 Example of Play -157___Typesof Treasure 171 Wildemess Encounien132 Ties, Oifires Other Rewards 472 Building Wilderness and Posititstomnonanmndt_ Chapter 8: Mage Kets 173 EncourterTibles. 133 Warand Other Handling Magic Items... 174 Example The Dask ila onernoennentS8 __Pheamentas Tease so174 MOLD encnonnnennl36 Religion. oowl89Appetrance 174 Genetating Tayns..----not37 The Pantheon and the Identifying Heme ann175 Coramunity Wealth Camptign Setting mmond9 Magic tion and anal BopulationiwamentA? Cheating New Dells -t60) Delt Mignon ower Censet forthe Mighwnne--ne-ernmned6 Using Its “78 Commit. 197 Magic Hems.ou.-----nd8)__— Sizeand Magic items. 176 Commurity Sithedies 138 Sipersion 61 _—_Timiton Magi Items. NPCsinshe Restrictions Placed Ween, anit COMMMITy amet eM n—-ninsd Suing Phas apa Racial emogaphics.—-140 —_Buldinga Difevea Magic Mem Paves 176 Oss Hunnara World. 161 Damaging Map ems.17 AWENTUREIIEASvmnnsnt36 Socety/Caltre 48 Mem BONS nnn 76 Chepters:Campaigns....141 Asian Culture. 4st Brunia Cunmans Establishing sCamprign 141 Techin0ghwnene 462 StacKiN BONUSES 177 “The Adventucing Party. 142 Weapun Sac und tnveligence. “77 Beginning the Datigevwnonweenel62 Cts Uemimnrnenst 77 CAMA nnrenl42___Extreely LowToch 462 Charges, Doses and Mainaininga Campaign 142 Admin the Muhiple Charges Vague UPR yennenl42 Technology Leveleeeent62 and Use nel 78 Content 42 Mery Tigh’Rechic 163 _New Magic liom 178 Bulling onthe Pstonont43_—Dillering Magcaonn--tet Magi tem Deseiplons 178 ‘Other Campaign Isatesn483. Chapter 7/Rewardsn---165 _ Magicltem Names 479 Ingoducing New Experience Awands14S__Random Magie temoonst79 PLYEES ocemmneernonmadtt ——StandankAWaRUS cco 465 “AttNOtaonmncnnns APS Towering Payer Goale. 144 Monsters Weapons nnnnnnnnt83 Changing Aligument.144 Below CR endl Potions. “190 the Trainin fiom Challenge Ratings RingS nun ommnonnmd 2 LowvtobHigh Levent fOENTCS.. 17 Tode “ios Character Power Challenge Ratings Scroll 199 ele BAS foeTR pt vmmnymnnnt6® Stills nn-veomeoron 204 Player Characiers Out Modifying Encounter Wands. 206 ot cone. $45 Lev ennennnnnnd? Wandin cts 207 Bux mn Cina Assizning Ad Hice Tateligene items 298 Coos Wars XP Avards 162 Gutsed Wert enn 23h Bieag narRones...14¢ Vara Eater Bune rae Cosa Handing NPC. 146 Slower Expetience...46” __Purtine ConseD Lrenpoueinihe Woid.146 Modifying challenge Arms 1 YouRGaME 232 ERS nmmmenenmnnnet46 RATINGS aennnewsnnnmd——_ Artifaens 234 nends, cml §7_ Variant rse-Form Crating Magi Hemi241 NPCSpellasing 149 Experience _—_—_Dsrmsp mus Comms NPC Auinudes 149 Varant Story Ava. 68 Macc nse Heshing OutNECs 48 ——_Callenge Xatings Goud Pcs VANES 348 Expanded Equipment Toc Nencombat ‘Masterwork Teems.. 249 ston 150 heumtetSnaaennnat68 Speci Mittal non 242 Chapter é:World-Building.153 Mision Goae-----octed Creating Attor-nenata Creation Methodology ..-153 Roleplaying Awaais 168 Creating Weapons. 44 Buuns ua Comin: iow Story Avas and Creating Foions 244 Reabis Your Fevtast2ndS4 __Standard Awatdéuuanwt69? Creating Rings... 14s Grogrephy -nrnink_—_Hgperence Penal 16? Creating Scrolls. .-—248 Climete/Teraintypes 186 Dew and Creating Rods, 243 Ecology 154 Experience Foins...1 Creating Stas. 246 Demograpics 135 TE5fEmnwnmmmmnnnl6® —_Cieating Wands. 6 Eronomicsnnnonnennl58 BELIMD'THE CURIA Creating Wondrous Coinage womedSS—EXERIINCEROINS 36 ‘ems. 246 “axes nd Tthes 455 Monsterssvith eeonune.869 —_Intellgca lcm Moneychangersi..-1SS Treasure pet Creation 246 Supply andDemanideotS8 ——FICOMBTEEmnvnunnt6? Adding New Abilities. 246 elites 156 -BaildingaTieasure.-.-170 Appendix: Quick Reference Tlic Systems Cultural Tendencies NPCS with Deasure—171 Tables, 247, thee Trasure “171 Index... renee TABLES 2-1: Ability Score Point Costs 2x Ability Scone Nonstindard Point Cas a. 2-3 Commen Subrades...0 2 Monsters a5 Race sa 2-5 Monster PCs’ Ability Scores. 2-6 Monster PCS Intelligence Ability Scores 27. Abllity Score Equivalencies. 2-8 The Arcane Archer [2eaThe Asassin mene 2-10: The Blackgnard z 2-1: Fandich Servant, 2-12: Fillen Paladin slackguand abilities : 2-15:The Dwarven Defender 2-14: The Loremaster. 2-18: Loremaster Secs 2-16: The Shadowdancer 2A The ACEP nnn 2-18 The Anstocnat 2419: The Commoner... 2-20: The Exper 2-21: The Warrior 2-22: Apprentice-Level Charac 2-23: Fixed it fonts pet Hit Die 2-24: Suing Equipment — for PCsabore ts Level 2-25: Leadership 2-26: Leadership Modifies non Example Special Goorts Random N?C Alignment ‘Random NPC Clas... Good NPC Race or Kind. Neutral NPC Race or Kind, Evil NEC Race or Kind. 33: NPC Burbarian = 34: NPC Bat nas i 35: NEG Clete 36: NPC Dit nn 37: NPC Fighter. 2.38: NPC Monk. [23% NPC Paladin 2-40: NC Ranger. 2-41: NIC Rogue 2-42: NPG Sorcete 2-43: NPC Wizarl enon 2-44: NIC Gear Value, 3-1: Spotting Distance. 3-2:Spotsing Difliculty. 3-3.Dinet Bre Range.. 5-4 Dineet Fe Fath 3-5: Direct Fre DeviaoR ean 3-6:lindiect Fire Target Arca 3-2: tndizect Fire Deviations [3-8 Massive Damage Based on Site 3-9. Ellects of Damaging Specific Areas 3-10: Crearune Size and Scale'oa Grids. 3-11: Fight Maneuversbility 3-12 Special Abilicy Types. 3-13: Damage Reduction Rankkiags.. SM Disa ns 3-45: Listen Check DCs 10 Detect Invisible Creams... “30 50 | #41 Power Centers. 216 Poitons 20 3-17 Wind Effects 3-1 Damage fom Falling Objects 3-18 Random Weather. Ls 3-20: Varying Degrees of Success 3-21: Difleully Clase Examples. 3-22 Maximum Damage for Arcane Spells... 3-24 Maximum Damage for Divine Spells, 4-1: Encounter Numbes 28) | 4-2: Encounter Difficulty +3 Walls as 3 $A Doors nan ie 4.5: Dungeon Dressing Major 32 ‘Beaturesand FarrishiNgS amon 3 446:Dungeon Dressing Minor earuresand Famishing nn +-7:Spells fr Magic bps 4-8 Wandering Monster Summary. _-£:9:Door Types 1-40 Room Contenes sth Traps CR 1-3... 4-12 Taps Ch - 4214 Random Encounter ‘Master Table 4-14 Molilied Die Rall $1510 4-34: ist-t9 20K Level Dungeon Encounters. 454-38: Random Dragons. +36 Chance of Wilderness Enepuntsr 4-37 Temin Modiiers to Encoanter Levels |-£ 38: Willemens Encounter Liss 4-38: Dark Mountins ‘Willerness Encounter... 49) | 4-40:RandomTown Generation. Si +42. Power Center Alignment. +43: HighescLevel Locals (PC Clase ann 44 Highearevel Locals (NPC Classes ann a +45: Community Modifiers 4-46 Racial Mix of Commemitioe 4: Character Wealth by Leve 5-2; Prices for ireling Services. 5-3 Inflal NPC AMC ence ‘5-4 Influencing NPC Attitude. $$: One Hunted Tet nn 5-6 Additional Gaods and Services (t:Community S2es, 65 2 Asian Weapons 56. __ 6-3: Renaissance Wap... 66 6-4 Renaissance Grenadelhe 67 ‘Weapons, 6-5: Modern Era Weapons, 62| 6 Modern Era Crenadeliee Weapons, a 67 @-7: hurts Weapons. 7-1: Experience Pome Awards ‘Single Nonser).. 2Treasure Vales pet Encounter 3: Average Tieasire RESUS Jot: Treasure... at 78L | 2.5:Gemson. a iat 80 87 89 “9 96 402 107 108 112 ua 7 us U9 us 119 19 sut20 125 126. 132 133 n138 ie. 137, i 137 139. 2-6 Att Ob)601 nner 72 7-7: Mmndane EMS wenn 172 7-8: Random Mighty Composit: Shortbow 2-9: Kandom Mighty. Composite Laagbs nm ‘4: Bonuses from Main 8-2: Random Magic rem Generation. 8-3: Armor and Shields. ol fe andom Armor Type conn. 8-5: Random Shield Tip. 180. 8-6: Armor Special Abilities -nmnalD 8-7. Shield Special abllies 180) Bf Specific AMMO once 8-9, Specific Shielf5.ccweannen 183 8-10: Weapons 188 S14: Weapon Type Deteninaton 184 ‘8-12: Common Melee Weapons 184 8-13: Uncommon Weapons 184 14: Common Ranged Weapnimnn 185 8-15: Melee Weapon eal ABS 185 #16: Ranged Weapon Speci Aliies mes 8-17: Specific Weapans me) 18: Pouons 1st 49; Ring. 182 8-20: fod ass $21: Scroll Types nnn 204 8.22: Number of Spells ona Scroll.» 204 £23. Scroll Spell Levels en 208 #24: Arcane Spell Seole 20 8-25: Divine Spell Sols onan 204 £26: ll 20h 8:27 Wands 206, 8.28 Minor Wendreus ems 208 8-29: Mediums Wondrous Teme 208 ‘ 8-30: Major Wondrous Tes. 209 8-s1:tlem imeligence, Wino, Charisma, and Copailiies 298 §-At:liem Alignment as 2-93: nteligent Tem : Primary Abilities nescee 8-34 Intelligent item strony Rete 22 8-35: Intelligent tem Purpose-v-23) 15 $6: Intelligent Item Special Purpose Powers. B37. Tier BBO vanes B38; Cursed Lem Comimn Cues 8-29, Specific Cursed Items 8-40; Calcalating Magic em, Gold Piece VINES nnn AD 8-41; Potion Base Prices (by Brewers Chiss) peat 8-42: Base Cost Brew a Potion (by Brewers Chis. 245 1844: Scroll Hane Pricas (By Scrbers Chis). 245 8-44: Rise Cost Soube a Seroll (By Seriber’s Ch. as 5-45: Wand Base Prices (By Crafers Class). 246 8-46: Base Cost © Crafta Wand (By Crafters Class) eA Introduction hovel agora avert etme vince ee ter, You want 0 be the Dungeon Master (DM). Or, you've been, ye eee Rome kaart ee ee ee iat Mastering. (Dont tell anybody, okay?) Che secret is thar youre in Pree ie gee poe emer ee to play this game, when and where the adventures take place, and ‘To use, and how strictly to. adhere to them. That kind of in charge. Youre 2 member of aselect group. Truly, not everyone has the faeces te er ei ae ee jaame. The real fiun is in your hands. As you flip through the Man ster Manual or look.at published adventures o2 a store shelf, you. ‘get tobuild a whole world, design all its characters, and play all of Lee armen orton mene Fe ONEIRON ine agi Sas pl ce [ese cran ee, eae oe et farce ect eens See a eet meme oat cores Ce ee ‘Masrixs Guide (DMG) presents information in-the) order in which you will need irasu DM, ‘Dungeon Mastering (Chapter 1): This chapter starts out with wat teas be DMs a things aches rn ge session, changea tule, ar work with theplayers to make sure every ‘one has fin IF youive never been.a.DM, read this chapretBirst The ‘nsormarion inthis chapter isnt the sor that youll rier reducing a game, but youll ware co read and think abou the ies discussed Jhere well before you eversit dove to mun your fist pame |-_Characters (Chapter 2): This chapuer deals with characters It Iiiscustes all the behine-the-scenes staf about characzers thar cant be found in the Player's Handbook, including ranning mon- sters at cheracrers altering classes and races, advancing in level, special NBC classes. and 2-neve concept called the prestige avllble fot jou eo purchase you dork wanttospend the fun iw be to your credit TE a fale, youll get the ime Wing on a scenario oneVour own, or if you just blame. ue dost worry running « DEDigune inset seg waniacbyoge olay live ablished advertae, oul get bard a iemayscerac fle, Burdontrell ch players hid)" g pregenctaed seemaic weit all the maps, NPCS, now Lisfed bloweare the difarsr duties ofehe 0M, Youll Hid thar” agers and trenbaret you need, dnd'en adveatare plot 708 lke some, more than rhets. Like ti any hobhy, focus ony designed to male the most OF them. Seielimes, when ‘phat youtenjoy the’most but tememberthatallthe-otheruities. yoy tee anallvehtiar crea by semedns eow, youll sce ar so important thai It presents: challenges you would hive never ¥ me 4 Ethene Fon your pwn. ‘ f ‘Remember, however that youre sho-ene Wd has to A fain she adventine: That mesne thie aything you want ‘Wourprimarytolé jn tbe game istocreaceandpresentadvenraies’ «. tothange, you tan 1 ac, you willoen find thae you Ma. which the other players cin ply their ehatactes, To aecom= ~ |," yeedau make arleagt'nnalchaiges tof jhe adventure We gal salto pecaiisnce eer Sometimes inrgvousiwn ongoing campaign and get your player a preabamodint of rime —oulsde the game, prepauing. This (ss. intothe action Youcan haves greatdeal of fun eplac: true whether yo creteryoue own advennytes or we prepared. ingbthe Wilain ofan adventare wih one the players sidventies that yourbave pucased havglteacy heard in your cainpaien, or changing pe ¥ Sg. eterno aiena wtat nai GREATING ADVENTURES De yous player chorstes ih ways hat che ropes Cs slvennsret aes agteat deal OPhime Many DNs ind 4) © desigher never could have posably undead tha hey peal ‘geting ceady fr the game than they atthe abe INO YiLdVHO Pee ere Duay mot each dan heen un gad eevaning pared wing « Dust Mo ACHING THE GAME Pees. srg dale eng rand Sie ing 0 by so oui challengesto pi ° paisa cieatice seach newcomers to the game hott play Thi eit eh oe : Bec. Ge) bullpe Bre werdernprrorsuie teat oie Ceaind pei tat eins is peopl ota pay provi you whl Bew pljers oval shaeeia ‘ ‘ and allaws yu to set them-on the path ts becom oe ; ing top-norch roleplayers. 1 easee to learn 10. ‘lay with someone who already. knows the game, These who ate ‘tmught bya good teacher who runs a fun game are more likely 10 join in the hobby for the long haul. Use this opportunity to encourage new players ta hecome the ott of ganiets yo want play games with { “Heres fw pointes on teaching the game 1 | Read the Haver’ Handbook and kas the character creation] sales so you can help the new players build characters Have them sach tell you what sortof character they want to play and) then show them how they.can create that hero with the Dé sales. they dont know shat to lay, stow them the player ‘character (RC) types, rifly describe each, nd let them choose the one thatappeas to them the mos * Once the PCs ame. cxeated, donit worry bout teeching the play cs all she rales ahead of time, All they truly need to know are + the bales that apply to understanding their characters (how, spells work, whst AC means, how to use skills ete.) and they) — «in pickup mostof this information s they go slong. i ¢-As long as you know the rues, the game can move along andy the players can simply worry sbour theit characters and how they rent to whet happens to them in the gaine. Have players tell you what they want thei characters todo, and cranslae that inca gsime terms fe them. ‘Teach them how the rales work when they need to learn them, on a case-by-case basis. For example, £2 player wanes her wizatd to-cast spell or the fighter wants to sack, the player tell you what the charter. anempis and you tell her what die to all which modifier or ‘modifies to add, and wha happene as a result, Ater a few simes, the pliyer will know wharto deswithout asking, The Dungeon Master is the creaioe of is or her own campaian ‘warld, Even if you.use.the standard D&D camprign setting ot anather published seting for fhe D&eD psme,its stl your world ‘the setting. mere than just hackclrop for the adventures, although its that tao, The seting is evicything in the fictional, world except for the PCs and the adventare plot. A well-designed’ and well world seems io go on around the PCS, so that they feel apart of something, stead of apart from i, Though the PCS. suc powerfal and important tkey should seem ta be residents of some fantasy world thatisuleimately larger than they are. Consistency. is-the_key.t0.a believable fictional word. When they go-back Inta tow for supplies the PCs ought ra encounter some ofthe same NPCs they save before. Soon, they learn the barkern's name—and shell emorber therm ag well. Once you have achieved this level of consistency, oswever, provide an occ frional change. I the FCs come backs buy more harses tthe sta- {bles have them discover that the man who ran the plice went Fack-home to the large city over the hills, and now his nephew runs the family business, Thar sort of change—one that has noth fing todo with the PCs dirty, hut one cha they l notice —makes the plyers feels though they'se adventtring ina lving world ae veal a themseltes, not just alat bickeeop thae exists only for them 0 delve is dungeons. DETERMINING “DM paavides the adventure and the worl. The players and {the DM seork together ta cearethe gemaaoa hole: Howeves i's 4yoursesponsibilty-f0 guide the way the game is played. The best vay-te accampich this by leasing wht the players wat ard {igucing nc chot you,earsas well Many styles of pay exist, bt fevraredeslled Yelowas examples. | KICKIN THE DOOR The BCs hickin the duageon door, fight the mousters and get the] rressute. This style of play is straightforward, fun, exiting, and sction-otiented. Very litle time is spent on developing persons forthe player characters, roleplaying noncombat encounters, and {discussing sinuations other-than what's going on inthe dungeon. In such a game fet the FCs face mostly clearly evil monsters ‘and opponents and_meet clearly good helpful NPCs (ac:asion- ally). Dont expect Cam anguish ever what to de with the peiaan 4e15,0r whether irstightor wrongto invade and seipe our the bug.) [beat lait Dont bother too much with money_or time spent it town. Do whéteverit rakes 1 get the PCs back into-the action as quickly a8 postble, Characrer moavation need be no more devel oped than adesiero kill monsters and acquire measure. hulesand game balance are very important in this style of play, Characters with combat ability greater than hat of their fellows ead to unfairsituations in which the players of the overpowered ‘characters can handle more of the challenges and thus have mone fun IF youre using this style, be very careful about adjudicating | Jules and think long arxl hard about aiditions ot changes to the rules before making them, DEEP-IMMERSION STORYTELLING The Fiee Cinyof Greyhawk is threatened by political turmoil The Gs must convince the members of the ruling council to asolve their differences, bat can only do so after they have-come torerms wich their own diforing outlooks and agendas. This style ef) gaming is desp,.complex, and challenging. ‘The focus isnt on) soba but on talking, developing in-depth personas, and charac. ter interaction. Whole gaming sessions may pass without a single die being rolled { {An this style of game, the NPCs should be as complexand richly] dletalled ss the PCs—although the focus should be on motivation | and personality, noi game statistics. Expect long digeesians about what each player wants his orher character todo, nd why. Going to 4 store to buy io rations and sope can be sn Important a encounter as Fighting ors, (And dont expect the PCs to ight the orcsatall unless their characters are motivated fo doso) A charac ter will somerimes take actions against his player’ better judg ‘ment, because “that what the chanicr would do Adventures deal mosty with negotiations, politcal maneaverings, and charac tet interaction. Players alk about the “story” that they are callee tively cresting Rules become less importancin this yle. Since combat isnt the focus, game mechanics take aback scat 1 character development Skills take precedence over combat bonuses, and even then the ‘tual numbers offen dat mean much, Heel free to change rules to fitthe players roleplaying needs You may even want to stream line the combat system so that it akes less time away from the SOMETHING IN BETWEEN Most campaigns are going to fall between these two extremes ‘Theres plenty of action, uc theres steryline and interaction as characters too, Players will develop their characters, but theyll be agerto get intoa fight as well. Provide a.nice mitre of roleplay {ing encounters and combat encounters. Even in a dungeon you. can present NRCS that aentt meant co be fought but rather helped out, negotiated with, or just talleed to OTHER STYLE CONSIDERATIONS 4 ‘You should thick about few other style-related considerations, Serious vs, Humorous: How seriousyau ake shings becomes, snexample uf ow serious the players take things. Jokes and silly ‘rematks-can make the game really fim, but they can alko detract |iom.the action. Af you make funny comments during the psme, ‘expect thatthe players wil, oo Likewise iyo desi schensarestharare light heared, create NPCs thar ane slightly sly or itrodace embanassing ox humor fu sation into the game, cli hatitchanges dhe ichot ef the game Ifthe king ofthe land talking dog named bly or the PCs have tofind ssc of emer smmonig rater oa Iie of demaval-sumasoning. dont expect anyone o take the sameroo serous Overall ies recommende that you pay. shingssalght Do Jntenionally insert jokes int the game, Ther be encug josh ingaround atthe able altealytokecp the gane fan The in-game) action should ema fly seins achough an occasional nny moments ine) Naming Conventions Relate to how serioas or humorous the fumes, charac names shoal be fy wir fn eye throug cut the group. Although any character names fin in anda ive ‘oup hat ncldes BoosheJghte, Alors Killwen of Tastie down,and Runtboy as.characters lacks the consistency to be credible. Maltiple Charecters: You need to decide i each player i sing sb linted ma one characes or can have move duane aa whether a player i allawed to actualy an more than one character a the sare ime, Generally its best if you keep fo one character per layer However when players or fw you igh allow them ton more than one character just to get the group see upto a lear fou characers —ADIUDICATING exyane gathers round the tables play the gine, youre du charge, That doesnt mean you can tell people what to do oat side the hounduies ofthe geme, but it dors mean ta youte the final arbiter ofthe rales within the game, Gao players wllalways rasogrine that you have the ulssnets authotiy. Gree the Bume suechanis, even superseding something in-a rulebook. Good DMs know not to change or oventurn an existing tule vihout 3 ood logical jostiication so thatthe players dant gus insane Tied (mone on that ater, To catry-out this responsibility, you. nesdo know the rales. Noute not seyuired to memorize the rulehooks, bit you should have aclee idea of what in.the-sules, so that when a situation comes up that requires a sling, you Know where to reference the proper rule inthe book Often a situation will arise chat ‘sot explicitly. cover by therules. Tnsuek situation, you need cpr vie guidance asso how it should beresolved. When you come ypon an instince where there seem ro enol to covera situation, con sider th flowing The kickin tho styeaf plas © Loakctaany similar simation thae covered in a eulekook toextrapolate from whar yeu see presented there and apply itto the currentcrcumstance. Ifyou have ra:make something up, stick with it forthe res nf the campaign. (This i called a house rule.) Consirtency keeps players acefied and given them the feeling dat they adventure In a stable, prediciable uniyerseand nor in some random, now sensical place subjectaly to the DNs whims ‘When indoubs, remember this handy litle rule: Eavorsble con ditions add -2 10 any d20 roll, and unfavorable conditions: penalize che rll by =2. Youtl be surprised how ofien this "DX secret rule” will selve problems, Hf you come upen an sppucntcontadiceion ia the rule, consider these factors when adjudicating: +A rile in the Players Hanibook, Mosser Mavi), ot Dusan Masvtn’s Guide takes precedence overany other published DéeD. proxlct, These three books are referred toas the cove rulebocks, They form the basis ofthe whole game. ‘A nue found in a culebook overrules ane found in.a-published. adventure, ness the rule presented in dhe published adventure deals wich something specific and limited 10 she adventure tse (Choose the role thar you like the est, then stile ith it for the rest of the campaign. Consistency is a coitical pact of rlos adjudication, PROPELLING THE-GAME ‘While all the players are responsible far conmibuting io the games| the onus mast ultimately fall upen the DM to keep the game ‘moving, maintaia player interes, aud keep things fin. Remember that keeping things moving is ahways aoce important ihanstatsh through rulebooks to find the exact dees on some point or spending time in long debates over rules decisions, ven a well-run game can get bogged clown sometimes. Perhapsthe players have been a it « while aud are growing a little ried bourse ont ofthe same old ching. Maybe. playing session falls fat for n0 apparent reascn, Sometimes this cant be helpel—youte only human, fae, occasionally you will lind ies beter t.cancel a ying sesion or cut itshoreatheeian bave a pour sapetence that say setback the whole campaign However, there are vaysio make an average playing sesion smemocable one or spice up. poor onc. For example, props cant [ving sparkling new lifeto.agame. You can make fake parchment, [from aormal paper “aging” ic by wetting it slightly with collec or sex and then letting ie dey to-an uneven yellow, Toss ina few) |eseases or small rps, and ater when the BCs Sind «map ora mes | sage.you can actualy hand tin them. Old coins, tarot cards a bet tened book in a freian linguage andthe ike all make wordesfal Ihandoats to getplayers ito ihe sprical tke game. Another type of visual ad is artwork. In all D&D products, youll find wonderful fintsy illustrations. Foro through those spraluets.or nda kook cover orsome other ar source to provide }you-wish.a picture thar firs something the FCs will encounter [then.ovhen theencounter comes a pass pullowe the picture and {say,“Thisis what you see" While players'imaginationsare fertile, sometimes seeiag a depiction of something they encounterin the game —a character.a monster. ora plice—makes the expeiience allthe more exciting or teal. Sometimes you can find iTlastrations in od places. Jeweiky catalogs can provide val aids for some magical items or reasure, and sometimes hisrory book orency clopedia with illustrations is uses good as. or heter than a fa tasy book. Ofcourse you cart alvays havea prop ota picture of sxme mon Ste. NPC, ot place that you bave created. That when you rely on the DMs best fren: the evoeative, exciang description. 2epper your descriptions of whet the characters see scith adjectives and vivid verbs Remember chat yeu, and you slone.ate the payers eyes snd cas “A dank dk chuber wid sos gros. la cracks nthe stone:wals'is mich nore exetingthat x 1bfoot-by-10footoom! Thioughout the game, coatinually ask yourself What exly do the charatene ste? Do they best anything? Are there any- noticeable odors? An-unplessane fang in the sir? Do ey feel she cll wind against heitskin? Is theirhairtousled by hot damp gusts? Na player wil forget sense bathe on ecumbling brig sate] snide of a thunderstorm, The best wiy to yet the players aen-| Son is with gripping action. While not every encounter needs (0) be life threatening ox earth-shaking, keep in mind how it woul allseemin some action movieor.excitiag book. Villans shou ep thet asthey fight, and monsters roar memacingly. fa Aghe with anclls is exciting imagine haw mich more exciting a ght wich ‘gndllsoa.ledgearound a lava pit would he 13 often secondary consideration, ut some DMs enjoy creat {ng just the righ atmosphere for thei playing sessions, Moe fs coltenagood vay 0 accomplish this Icssortof like having a sound: srack for yout game, Not surprisingly, those whoenjoy using music in their games aften.use soundtracks ftom adventure movies, although clisscal, ambient. or other styles work well. Keep in ‘mina, though, that some people find music distracting. Be recep- {veto what your players lke—an atmosphere in which the play ers cant hemare distracted, orarencenjoving themselves snevera sol ons. Crier ways DMs can create an atmosphere are with Paitted miniarures and dioramas, specially adjusted lighting, and even sound elects. (Ifthe doot to the mom yaut ae insqusaks, you say wart 0 use that when the ECs pena dungeon do Another element many DMs employand many phyersenjoy ie for she DM to use dffereat voices when speaking “in character: esscticing several different sccents ot ways of speaking and ‘assigning them to diferent NPCs can he astlking way-to make [those chatacters stand outin the players minds. ‘Once in-aavhile,«linle mining of actions can supplement a game that otherwise exists onl in yourimaginaion. Ifan NEC i shriveled and stooped over when she walks, stand up and show the players exactly what you mean. When the ceiling sbave the) BCs begins to collapse, slam your fists upon the table like falling! rocks. If'somenne holds out his hand and offers something to a PG, mime. the aciion-—almast every time, the player (assuming. the character takes-whar's offered) will follow your cue insine ‘tively and reach cut, miming the characters grasping whatever it tis. You could even anake a player whose character i invisible sit under the table tonemind sveryane that they eaut sesh buat hee voice just comes out of nowhere. Keep in mind, though, that this) sont of activity can quicly get out of hand, Dontact out your com, bats.or someone couli geta blick eye! nally, every once in.a while, really surprise your players. The NPC hey thought was a villain turns out to bea shapechanged ‘unicorn with only the best of intentions. The clue they though. Jed to the treasure vault rums cut to be a red herring see page 13, for hovr surprises can overcome metageme thinking). Lfthe BCS 4arein a dungeon 100m, and a fie piant is about 10 storm into the oom anc artick, keep your voice ata moderae or even soft level {sehile describing the-soom. Then, siddenly, raise your voice and leap t your fet asthe giant enters, Thatll get their attention 4 Tot of people tak about game balance They. refer to-ules they We "balance an eles Ut dott seen took a5 “un anced: But what does that relly mean? All game balance does to envute thar mast character choices are rlatisly equal bal. anced gant isonein which one character doesnt. dominate exer! the rest because ofa choice tht heat she made irae. clas. lil feat, spell. magic item, etc). I also reBects tha the chuactes| sent too powsrful forthe threats that they face, yet nelther ate] they hopelessly overmatched. Two actors drive game balance Good DM Management: A DM who ateully waichesall poe tions of the game so that nothing gets out of his oc her control helps keop the game balanced. PCs and NPCs, victories and defeats, awards and afflictions, ueasure foul and uzasute spent—al thete aspects must he monitored io maintain balance No ore character should ever Fecome significanly preater than the others, this does happen, the olbers shoul have an apponu ity to catch up in shor onles.The PCs 18a whole should never ‘et sopavierful dara she challenges become rival to them, Not should they be constandly averwhelmed hy what they must face 1es.no fun to always lose, and. albvays sinning gets boring fase (Teac types. ofyames ae known a Ill dungeons’ and ™moaly Ahauls respectively) When temporary imbalances do occ ite esicrofizthem by alteringthe challenges than by changing any- thing about the PCs and thelr powers or equipment. No one likes toget something (anewmagic sword forsxample), only tshave it taken away agnin because it was 0 unbalancing Playex-DM Trust: Payers should trust the DM, Trust can be sained overtime by consistent use afthe rules by nt ting vies (Ghat is, nor favoriag_nne_player at anothers expense), and by ‘aking itclear shat yout nor vindicdve toward the playersor the RCs. If the players trust you—and chrogh you the pare system—they will ecognize thar anything that enters the game has hoon saesflly considered. Ifyou addicate a situation, the players shouldbe able totus tas aftr all nd not question ar second-guess it hac way the players can focts ther attention on) plhying tis characsers succeeding in the game, snd having un frusting you notake care of matters af faieess and realism, They! also trst chat you will da whatever you can to make sue that shy sxe able ro enjoy playing thei chataciexs cam potentially succeed, Jn. the game, and. will haye fun. If this level of trast can be achiceed, you sll be mach more free to add or change things in ‘Your gstne-nithous worrying about the players protesting or scr tinizng every decision. ofthe same old ching. Maybe. playing session falls fat for n0 apparent reascn, Sometimes this cant be helpel—youte only human, fae, occasionally you will lind ies beter t.cancel a ying sesion or cut itshoreatheeian bave a pour sapetence that say setback the whole campaign However, there are vaysio make an average playing sesion smemocable one or spice up. poor onc. For example, props cant [ving sparkling new lifeto.agame. You can make fake parchment, [from aormal paper “aging” ic by wetting it slightly with collec or sex and then letting ie dey to-an uneven yellow, Toss ina few) |eseases or small rps, and ater when the BCs Sind «map ora mes | sage.you can actualy hand tin them. Old coins, tarot cards a bet tened book in a freian linguage andthe ike all make wordesfal Ihandoats to getplayers ito ihe sprical tke game. Another type of visual ad is artwork. In all D&D products, youll find wonderful fintsy illustrations. Foro through those spraluets.or nda kook cover orsome other ar source to provide }you-wish.a picture thar firs something the FCs will encounter [then.ovhen theencounter comes a pass pullowe the picture and {say,“Thisis what you see" While players'imaginationsare fertile, sometimes seeiag a depiction of something they encounterin the game —a character.a monster. ora plice—makes the expeiience allthe more exciting or teal. Sometimes you can find iTlastrations in od places. Jeweiky catalogs can provide val aids for some magical items or reasure, and sometimes hisrory book orency clopedia with illustrations is uses good as. or heter than a fa tasy book. Ofcourse you cart alvays havea prop ota picture of sxme mon Ste. NPC, ot place that you bave created. That when you rely on the DMs best fren: the evoeative, exciang description. 2epper your descriptions of whet the characters see scith adjectives and vivid verbs Remember chat yeu, and you slone.ate the payers eyes snd cas “A dank dk chuber wid sos gros. la cracks nthe stone:wals'is mich nore exetingthat x 1bfoot-by-10footoom! Thioughout the game, coatinually ask yourself What exly do the charatene ste? Do they best anything? Are there any- noticeable odors? An-unplessane fang in the sir? Do ey feel she cll wind against heitskin? Is theirhairtousled by hot damp gusts? Na player wil forget sense bathe on ecumbling brig sate] snide of a thunderstorm, The best wiy to yet the players aen-| Son is with gripping action. While not every encounter needs (0) be life threatening ox earth-shaking, keep in mind how it woul allseemin some action movieor.excitiag book. Villans shou ep thet asthey fight, and monsters roar memacingly. fa Aghe with anclls is exciting imagine haw mich more exciting a ght wich ‘gndllsoa.ledgearound a lava pit would he 13 often secondary consideration, ut some DMs enjoy creat {ng just the righ atmosphere for thei playing sessions, Moe fs coltenagood vay 0 accomplish this Icssortof like having a sound: srack for yout game, Not surprisingly, those whoenjoy using music in their games aften.use soundtracks ftom adventure movies, although clisscal, ambient. or other styles work well. Keep in ‘mina, though, that some people find music distracting. Be recep- {veto what your players lke—an atmosphere in which the play ers cant hemare distracted, orarencenjoving themselves snevera sol ons. Crier ways DMs can create an atmosphere are with Paitted miniarures and dioramas, specially adjusted lighting, and even sound elects. (Ifthe doot to the mom yaut ae insqusaks, you say wart 0 use that when the ECs pena dungeon do Another element many DMs employand many phyersenjoy ie for she DM to use dffereat voices when speaking “in character: esscticing several different sccents ot ways of speaking and ‘assigning them to diferent NPCs can he astlking way-to make [those chatacters stand outin the players minds. ‘Once in-aavhile,«linle mining of actions can supplement a game that otherwise exists onl in yourimaginaion. Ifan NEC i shriveled and stooped over when she walks, stand up and show the players exactly what you mean. When the ceiling sbave the) BCs begins to collapse, slam your fists upon the table like falling! rocks. If'somenne holds out his hand and offers something to a PG, mime. the aciion-—almast every time, the player (assuming. the character takes-whar's offered) will follow your cue insine ‘tively and reach cut, miming the characters grasping whatever it tis. You could even anake a player whose character i invisible sit under the table tonemind sveryane that they eaut sesh buat hee voice just comes out of nowhere. Keep in mind, though, that this) sont of activity can quicly get out of hand, Dontact out your com, bats.or someone couli geta blick eye! nally, every once in.a while, really surprise your players. The NPC hey thought was a villain turns out to bea shapechanged ‘unicorn with only the best of intentions. The clue they though. Jed to the treasure vault rums cut to be a red herring see page 13, for hovr surprises can overcome metageme thinking). Lfthe BCS 4arein a dungeon 100m, and a fie piant is about 10 storm into the oom anc artick, keep your voice ata moderae or even soft level {sehile describing the-soom. Then, siddenly, raise your voice and leap t your fet asthe giant enters, Thatll get their attention 4 Tot of people tak about game balance They. refer to-ules they We "balance an eles Ut dott seen took a5 “un anced: But what does that relly mean? All game balance does to envute thar mast character choices are rlatisly equal bal. anced gant isonein which one character doesnt. dominate exer! the rest because ofa choice tht heat she made irae. clas. lil feat, spell. magic item, etc). I also reBects tha the chuactes| sent too powsrful forthe threats that they face, yet nelther ate] they hopelessly overmatched. Two actors drive game balance Good DM Management: A DM who ateully waichesall poe tions of the game so that nothing gets out of his oc her control helps keop the game balanced. PCs and NPCs, victories and defeats, awards and afflictions, ueasure foul and uzasute spent—al thete aspects must he monitored io maintain balance No ore character should ever Fecome significanly preater than the others, this does happen, the olbers shoul have an apponu ity to catch up in shor onles.The PCs 18a whole should never ‘et sopavierful dara she challenges become rival to them, Not should they be constandly averwhelmed hy what they must face 1es.no fun to always lose, and. albvays sinning gets boring fase (Teac types. ofyames ae known a Ill dungeons’ and ™moaly Ahauls respectively) When temporary imbalances do occ ite esicrofizthem by alteringthe challenges than by changing any- thing about the PCs and thelr powers or equipment. No one likes toget something (anewmagic sword forsxample), only tshave it taken away agnin because it was 0 unbalancing Playex-DM Trust: Payers should trust the DM, Trust can be sained overtime by consistent use afthe rules by nt ting vies (Ghat is, nor favoriag_nne_player at anothers expense), and by ‘aking itclear shat yout nor vindicdve toward the playersor the RCs. If the players trust you—and chrogh you the pare system—they will ecognize thar anything that enters the game has hoon saesflly considered. Ifyou addicate a situation, the players shouldbe able totus tas aftr all nd not question ar second-guess it hac way the players can focts ther attention on) plhying tis characsers succeeding in the game, snd having un frusting you notake care of matters af faieess and realism, They! also trst chat you will da whatever you can to make sue that shy sxe able ro enjoy playing thei chataciexs cam potentially succeed, Jn. the game, and. will haye fun. If this level of trast can be achiceed, you sll be mach more free to add or change things in ‘Your gstne-nithous worrying about the players protesting or scr tinizng every decision. HANDLING UNBALANCED PCS Sometimes, though the unexpected wil happen The charac fers may defeat a villain, filing what the villa. and. ya) thought was an unstoppable escape glan, and gain a vor swond that you. never intended te fall into theit hands. PCs cnirusted to.deliver an-arufact 10 les xighsful owner iy decide to simply keep it instead, Ox. even more [Lukely the combinsrion of some new acquisition with an item or spell of power a character already. has.will prove unbalancing in.2 way ‘youidnt foresee ‘When a mistake is made, and player char acter ends up oo powerful. als mot yelost In fact it's most never diffcul.1o simply increase thechallenges thatthe character faces keep hizn or her from breezing throush encounters Howeve thiswayot solving the problem can be unsatisfying, and it con mean thatthe encnunters become toe diffule forthe other PCs, Atthe sume time, as aleady noted, its never fun, 1o Jose some aspect of your charicter (a new spell, nee iter,» new power) thar turns out to be unbalancing From the player’ point of view itSnot kis orher fuk, You have two options Deal with the Problem In-Game:"In-game is aterm wed te describe something thathappens in the story created by the play of the-game, For example, suppose a PC becomes unhal [anced by:using a wish spell to give horslf he ability tocastal her prepared spels twice raher than once (This should never happen witha iis hut DMs do make mistakes) An in-game solution ight be to have an enemy cleric sea italia sok her of thar newfound ability. Whatever you do, srynot io make itobviots that thesituaion actually jst ato o balance the game. Instead, make it seem justa part. she ‘adventure. Lfyou dont, indignant players will eetveryanary. Deal with the Problem Out-ofGame: “Oueofgime’ means something that takes place in the real world bu has animpsct on the t {game ill, An ouroE game solution.to the problem descubed in the last paragraph would be o take the player aside herween ses sions and explain shat the gime has become unbalanced because of her character—things need.to change, or the game may fill apart, A reasonable person will see the value in continuing the same, and shell work with you sitherin-game [perhaps donating a too-powerful item 10 an appropriate NPC guardian} ot out game (pethaps by erasing the unbalancing powwerfion: her chars: ‘tersheet and just peeterding it wis never there). Be warned, how Joven. thar not every gamer isxeasonable, Many will hate this level of intmusion on your part ard resent giving up a great ability or item their cheracrer“eamned: Even if they dont rel you re forget ie they'll begrudge the loss What worse, after an ianforminate exchange ofthis tye, seem obvious and contrived if you try wo balance things with an ingame solution. Nobody said DMing waseasy ——CHANGING THE RULES Beyond simply adjudicsting, somerimes you are going ra.wane co ings ‘that's okay, However, changing the rules isa chel- fora DM with oniy.a lide experience. ALTERING THE WAY THINGS WORK Every rule in the Mayers Handbook was weiten for x reason, That ‘docant: mean you cant change them for your own game. Pethaps your players dant like the yay initiative is determined. or you find ‘atthe rues for leaming new spells ate roo limiting. Rules) that youchange for your own game are called house res Given the creativity of gamers almost every campaign ‘lla tims, develop its cw house rules ‘The abllity cause the mechanics as you wish is arse ‘mount ro the way-rolepaying games work—providimg a framework for you and the players o create a campaign. Sul, changing the way the game does something shauldrit be taken lighily, the Players Tandlook presents the rules, shen, lehroughour the Dusceaw Mastra’ Guide you wall ind explana: tions for why those rales ae the way dhey ace. Real these explana) tions carefully, and realize the implications for making changes Consider the following questions when you want to change arule: + Why am I changing thitrule? Am I clesr on how the role that Km going to change eelly works? * Hays Leonsidered why the rae existed as it did | _ inthe fire placer * How-will the change impsct echer rules or situations? # Will the change fivar one cles ace, sil fsa, score than the others? Ls this change going to make mie players happy or ‘unhappy? (the nsw is ‘happy’ make suse the change sat mcing If the answer “unhappy. make sure the change (Ofien players want to help redesign niles this can be okay since the game exists forthe enjoy-| sn lies participant and eieaive play | _esscan alten ind ways to fine-nunea male Be receptive to player concerns about mechanics. ‘A the same time, however, be wary of plaets.nho Intentionally or unintentiorally wanero change the rules just for ther own henefit,The DAD game system x flexible, hue ith abo meant robe balanced set of rules, Players may expres a Alvi to have the rules lays sotkin thie avor, but the reality that iftherewere no challenges fox the characters, the pare would quickly grow dul Kesst the rempraton io change the Tues use 0 leave your players, Make sure shat change genuinely amproves Your cimpuiga for everybody ADDITIONS TO THE GAME de DMcgesugtin sila ooiyene Sontiella wage haokane and monsters! Your campaigh might havea rested for a el thar turns foes to crystal ara mans covered in doves of tent: cles that drains heat from living. creatures. Adding new rces, spells, monsters, and magic items can be a really emertaining and revtling experience ‘nthe downside. an ction tose gum can spoil gue bal nce. Aa site calcs maintaining balance isan inpomune DM responsibility. Most unbalancing factors are actually hasty or ill- consideed DM creations. Dont etthat happen ty. One way to judge whether a new skill, feat, spell, or other option s Balanced 510 ask yoursel, tf Tadd this the game, i itso aood that everyone wil want y tke "At the same ime, ask yourselE, “Is this so limited that no one will be interested in, 4" Kecp in mind rhe it easier and more tomping in create] something that’ too good rather than not good. enough. Watch) yoursele — MAKING MISTAKES. t A magic item that allows the characters to move through walls ‘unhindered, giving them easy access to all sors of places you do ‘not want. thcin te go (a lene without great elloet, sa mistake. A Ath-level spel that kills multiple foes sth no-suving dhnow is a mistake. A race with +4 Strength and 14 Dexterity-bonuses is a mistake = Usually, the mistakes that creep into campaign ate the ones that seem innocuous at fist. Astlevel spel cieating a blast of| wind that knocks afae.down appears to be fine—unil shrewd | plier stirs using ito knock powerfl opponent ail the edges of {clits on the other hand, you know rightaway that you shuld Lncver hive puta ro of disintegration with unlimited uses in that, Husasunechest,or that youshould never have allowed your players) |to.conviace you thar the game.mould be more fun if critical hits {mulled ll damage by live ‘wher things get unbalanced, you need 1 fi things either in game oF out-of gnme, depending on the situation and the invelved players’ personalities. Unkalanced characte abilities or items are hort hanled in-game, butxule changes can only be handled ou sob zame. Sometimes its best for you wo admit tothe players tha }youmade a mistakc,and now itneedsto be fixed in onder to keep) {thc game fun, balanced, and running smocth. The more reason) able youre the more likely yaur players ate ro be understanding | “Alter everything is prepared, and everyone sits down at ehe tbl youre on. Irs your show. Here ate some prints you should com sider, while atthe rable and before you ever get there, to help the | game nim.as smoothly as possible, KNOWING THE PLAYERS Normally, but ser always, the DM is in charge of inviting players jtoplay in his or her game, If this ss the case, ics your responsibility ro inow and undersind each of these people well enough that -you can be reasonably sure that they!l all get along, work well ogether,and enjoy the sort of game you nan “Jot this has toda with playing style, Ulimareljayou bave to know she kind of game you payers ware to play—end, with players new.tothe game or a newly formed group, this knowl: ‘edge may rake a while ro emerge. Recognize that while you'te in, charge, 18 teally everybodys game—and that the players are all] here, coming back session after session, because they ‘rust that youll help them have afunand mwvancing py experience Table Rules ‘One ching that sil help everyone, players arxl DMalike,to all get slong is establishing-a set of rules —rues that having nothing 10 do with the actual game but that govern wvbat happens with the people around the table ‘The following are some table rules issues that youll need to deal | with eventually tee base to come up.with the answers before yout |srarta regular campaign, You can establish these yourself, or you can pork them aut with your players. Nonatending Players: Sometimes a regular player cant show up fora game session. The DM ard growp arssacedwith the question of what 10 do with is or her character. You have several choices * Someone else unsthat character forthe session and dhs runs tuo charactets at once), This is asiest on. yo, but sometimes the fillin player resents the task, or the replaced player is tunhappy with what-happens to the character in-his or her [_-absence. + You run the character as thowgh he ot she were sn NBC. This sight actualy be the best solution, kur dont doit if running a ‘character and running the game atthe same time is too-rauch foc youand hurts the whole session ‘+ The character, like the player, cant be present for this adventure. ‘This-only: works in certain in-game situations, but if it makes sense forthe charactor to be absent, that's a handy way to tae the.charactet-out of the action for a game session, Ideally, the) teason forthe character’ absenceis one that llowshim orher ia} jump back in with a minimum of fuss when the player is aval-| 4} able again. (The character may have some other commitment, ot {- shemight fall victim.o some minor disease, fr instance) | The character fides into the background for this session, This probably she least desirable solution, because it strains every ‘nes suspension of disbeliet [Recognize that plyera came and go. Someone will mave away! anothers cegular life will become busier, and. yet another will ‘row tired of the gume, theyll quit At the same time, new play ets will yan to joan in. Make sure alynys to keep the group ata, size that youre comfortable with The nornal-sized group i) Feobably arcund four payers (with the DM as the fifth person {Hosvever, some gioups areas small as rwo players, and others as Jlurge a eight or mote. Very large groups sometime use 2 nom, {player assistne who helos manage player actions, rules referee Jing, aint NPCs 10 help the DN Keep ftom geting bogged down You can alsoplay the game opeon one, with justone player and cone DM, butthar’ a yery different sort a play experience Ut ood ay tohandle special missions suchas paladins quest for fer mount) 1 you cam, try. 10 find out from the players how long theyre Antesetedl in playing, and try to get s moslest commitment Lrom them te show up on a regular basis during that ume, | Integrating New Players: When someone nsw joins the cam) ‘ign, hs or her character needs o be integrated into the gnine| (Gee Chapters: Campaigns) Ar the sume time, the player neels ol be integrated intothe group. Make size that a new player knows) the house rules andthe able rales aswell ac the gamexales, | Dice Conventions: When someone makes # roll and the die lands on the floor, do yon retll itor nse the dic ax it es? What do you do with a die that lands cocked agninst a book? Are play 18 required to make all die rolls where the DM can-see them? There sre no right or wrong answers to. these. questions, but deciding your groups answers ahead of time will save you from arguments liter. Book Use: irs best ifna player can reference any book other than the Players Handbook during a playing session. Ifyou allow any other bocks be used, establish this asa table rule ‘Rules Discussions: Is prabably best I players dant question your rulings or established rules, propose nev house rules, or com «luct discussions on other aspects af the game fase irom whats ‘immediately athand) during the game ise Such matiery are best addressed atthe Beginning or end afthe sesion. Jokes and Off-Topic Discussions: There are always fanny things 1 be sid, movie quotes good gossip, and other conversa tions that crop up during the game, whether they're inspited by ‘what going on in the session or.completely extraneous. Decide, for yourself and.asa group) howe much is to much, Remember thet siaisa game and peopleate there ro have fun, yet the same Une keep the focus on the actions of the characters so the whole playing session docsit pas in ile chat. WORKING WITH PLAYERS ‘two players want the same magic item, Each thinks his character oa use itheator deserves for what lek done. 1'dhe players can. find aay-ro.decide who gets it, you wall have-to_atbitrate or LImpase-.solution. Or, worse, one player is angey. with another layer fa. something that happened earlier that day-ousside the) game. s0-now his character eres to harass ar von kill the other players character. You shouldnt sit ack and let this happen, Irs {upto yeu.to step inand help resolve conflicts sich ac theae- As [DM, youte a sort of master of ceremonies as well as an umpire ducing she game. Talk with the arguing players together or separately outside the game session and uy: to xesnlve the conflic. ake i clears nicely as you can that you cau et anyones arg ‘ments nuin the game forthe other playersand chat youswont toler ste real-world hard feelings affecting the way characters within the game react to each other 1a player gets really: mad when you mule against her, be firm) hat kind in telling her that you ry your bestroke fuirand that you {cau have angry ourburss spalling everyone-eke’ fim, Sete the, [matter outside the game session. Listen to her complaints, but| aemember tht youre the finalarbte,anilthat by aexeeing io pla, inyourgame she has also agreed toaccept your decisions is DM, (Se. When Bd Things Happea ro Good Characters, page 18.) Sometimes one player’ actions ruin he fun for everyone. An ‘obnoxious, iespensible, troublemaking player can make the game really unpleasant. Somerimes he gets others’ characters Iiled because of hs actions. Other times he stops the game alto gether with arguments, tantrums, or offtopic conversations. Sill [oser-simes ne mig keep everyone from playing by being lae at {not shoming np atall. Ulimaely, you should ge id of eis playes [onic invite in nest time- Dont play the D&D game with some ‘one whom you.wouldnt enjoy spending time with in another socal sting Decide how many pleyers you vant in your game, and stick with thar decision, If someone leaves, try to get a nevr player. I someon new wants to join an already full group, resist the urge to Jet him or hecin ualess youre sure you can handle the increased jaumberof players. Ifyou have 190 many players, consider divid fing tesa iste two groups chat play andlrencitmes. 1 you have }too few, you might want to recruit more or have-each player play |imore shan.one.chanacter. (1s good ta have at least fous characters Jinan adventuring parry} As a rule of thumb facto six players i best although how many you can handle supa you_emember thu themoreplayers around the table, che harder ity befor you [rokesp sack of everyone and the less ime each individual player ‘gets forhis orher character actions. Xf onc player dominates the gome and mongpallacs your time ‘with her character’ actions, the other plyers will quickly grow dissatisfied. Make aure everyoac getv his or her turn. Also, make) sue each player gets to make his orber owm decsions (Ovsreager| ‘sroverkesting players sometimes ty 10 cell the others what io do) fone player insstson controlling everything, ralkrohhim outside the game session and explain that his. actions ate making things Tess fun for everyone. METAGAME THINKING “Ligure. there'l bea lever on the other side of the pi tha deact-| vatesthe apa player says tothe others, hecause the DM wld | ‘never create.a tap that we couldat deacivate somehow" Thats an example of meiagame: thinking, Any time the players base theit [Characters actions on logic that depends on the face that theyre {pliying a game, theyre sing metagame thinking, This should always be discouraged, because it deracts stom eal roleplaying snd spoilsthe stspension of disbelief Srprise your playezs by foiling meragame thinking. Suppose | [there isa lever on the othe side ofthe pit for example, bu is] rusted and useless. Keep your plyers on their toes, and dont let them second-guess you. Tell them to think in temns ofthe gime ‘word, notin tems ofyou as the DM. In che game mold someone | ‘made the ap in the dungeon fora purpose, Figureoutthe reasons) or what they have dene, and the PCs will nee ado the same. 1n short, when possible you should encourage the playess co ‘employ in-game logic. Confronted with the sieuation given. jabove, an appropriate response from a clever character is “L) ‘Higure there'll be a lever on the other side ofthe pi that det vates the trap, because the gnomes iho constnicted the srap must have a means to deactivate it” In act. this is wonderful—it, shows suart thinking as well as respect forthe versimalitude of the game mot. os KNOWING THE PCS = ‘One advantage that you ahvays have over a proessianal water] dlesigniygan avenite i that yo Snow yu paves, ou kn what they like, what theyte likely to do, what their capabilities) are, and whats goiagon in you campaign night oe Thats, ven when you se published venir, youll want ia soot) shure that eget nnegraed nto out arpa propery. ‘A good DM will always know the following facts about the) chancrersin his orherguoe The Characters’ Basic Statistics: This includes class, ace, level, ‘hit points save and arc boise, apes and pecal abies You ‘should be able to look at a monster's hp, AC, and special qualities aed be abl to judge whether siting cllenge Compa, for example, the monster's AC with the artack bonuses of the characters In the group pareulany he Aighters When you figure avenge rolls, can the fighters hit the creature? Do they need above-average rolls se che challeage wl reo they needa mitral 207 (Iso, the challenge is almost certainly too difficult.) CONSIDERATIONS FOR RUNNING THE GAME The folowing terns are available to enhance your gerne. Theyre not for everone, however DM Screen; Thiais « cardstock screen thet stands up om te table between you and the players. [thas useful ables and rules reminders ‘on it to speed play. You ean alae paperclip notes toyourself to, 50 you ‘an see them but the players can't Behind this screen, you can put your maps and notes on the table, anc roll dce where the players can't ‘ee what you're doing, The only drawback is hata screen creates a vl between you and the players, which can be distancing. DMs who wish to have the information on the screen handy but don't wart to st thomesles apart fer the players sometimes lay the screen ft on the table In rant of them, hiding adventure notes uncerneath Computer: There ara many rearons to have « computer with you at the table. You can keep all our notes and maps in electronic files easly searched and referenced during he game. There ave special DU utility programs that manage NPCs, PCs, monsters, treasure, and other typet of information. Same will reste random encounters, generate characters, and even generate random numbers. Not all roleplaying sroups tke them, howeve, because ofthe tendency of « computer to raw the DM's attention away from the players and the game. IF you find yourself staring atthe sereen more than at your payers, consider scaling back the computers ingame use and restrict it Io ganeratng material between sessions natures: Met or plastic Spures can be used to represent charac: ‘er, monster, and acenery in te game. Yau can use them on agri to show ranges, tactical movemert, line a sigh, and areas of spel elects JA vil mat wth = grid that you can write on wh wef markers is especialy useful) Even without gig, you can use minatures to show marching order and relative poston, or you can use a Vinch-to-S-et scale 10 hardle tabletop distances precisely, Semetimes position in combat mears the diffrence benveen life and death and mniatres help ‘everyone agree an cuaracters’ and creatures! postions. Inaddon, pant ing miniatures i fun nits own ght With a tle lick, players can usualy find miniatures that ae posed the way their characters would stand and ‘hen punt them 20 that they metch thir cheracters even better Counters: If you're not as jeterested in the vieual aspect of mila turer but find the sorts of courters t represent characters end monsters: poker chips, checkers, coins, eerape of paper—anything you want, tical opperturitiesIneresting, you can use sry Examine the atsck bonusof he monsier Look thedamage t «can ceal, When you compare these pieces of information to the ‘ACs and kit poines of the PCs, ill the monster be able to hit o¢ seriously damoge the characters? Willialmos certainly kilone? ‘Wehemoustersarack bonus added roan average 20 tll his the | character’ AG,andthe average damage dealt smore than the PC total hp, the monster will kil the character. When you lock x the! [sate Des for the monsters special attacks ate the characters likely] ro successfullyress theatrack? | ‘bese sorts. of questions and analyses allow you to judge mons} 'sters. encounters and adventures and deterinine whether they ate Japprupriae for your group. Challeng. baring astignments Lor ‘ach things will help, utnaone knows your group of characers like you do (See Chapter 2: Rewards for details about Challenge Ratings) Keep an upco-dete recon of ll the character theis abilities {spells.hp. AG, cc. One way.io do this is to require the players 10 |uive yma nevecopy.of thelr charsctersheet whenever itchanges | ‘information ishelfal 1 you for balincing encounters and) feosanctipaaie sacle during play Its also, very handy ifaplayeecarit make fe a session, exabling you to simply hand the character sheet to whoeveris running the chiac ter lortharsession, The Playors Likes and Dislikes: Some groupe hase polical ‘nrigue and avid o: ignore itn favor of going down into the dun- ‘gon, Other groups are more likly gon fram a serious combat {challenge. Some groups like adventures with mind flayers and [psionies, Some dont Becmuse of this, you de hestjadge i youre [sear of what tke group ikes and whatentices them, whether hey wil tke and pantakein a paticulacencounrer oradvennare Forexample,a DM might ind that the lare of god motivates the FCs im her group, She knows, the, thatin aude o get rhem fnwolved in the adventure she has designed (or purchased), there hs toe some measure involved andthe BCs-need 1 know about it ahead of time. Another group, however, might he interested in hetoie deeds. They dont care about mone, it they hear that the duchy dingee from a slorm-cantrlling wizan they off tostop himinallash ‘Nothing’ more frustrating fo.a DM than ro create an adver: ture ard provide the PCs'with the hook that wil ring thems into the acton, only to have them ignore at evea consciously reject. ‘Noone warts tosce his: her adventure go unplayed. Know what inweress and motivates the group. and you'l beable to avoid this dishcareniag possibly ‘What's Going on in the Campaign: This isan eury one, Since youlre managing the events inthe game, you need to keep track of ‘whats going on anya, Ln this case f'simportant ro always know swhar the characters are doing and a litle abst ther plans the {cswanttoleavetheareaand head imathe mountains wo ind one jofthe charscten! old. mentor, you ace keep that in mind swhen preparing shat sessions sdventuseandin panning ahead for Fumie session, Keep a record eserpthingtht2 going enn she guns. A tine line can help you keep track of when events happened in elation vo cach other (especially handy fer monitoring the activities of ‘recurring villains), Above all, make sure you alvays havea good grasp of NPCS names (patcilarlyones yauie forced 10 make up {in the middie ofthe gsm? so shat the Ming’ auame doesnt change abruptly from session to session. And of coutse you should remember what the PCs have accomplished, where they have ‘been. enemies thy have ade and co forth KNOWING THE ADVENTURE AND OTHER MATERIALS ‘Youre manning the game, se you have ro know everything, Well, maybo not everything, but certainly enough © keep] things moving, If you know the PCs want to hesd into the ‘mountains. ics helpful if, ahead of time, you have locked inte. ‘how mountain travel ailects their movement, what it's like to) bbc in.the inuntains (possibly through some research in any encyclopedia or travel book), and other considerations (climbs ‘ng gear, mountain encounters, etc.) you have achance to try rock climbing, ar ifyouve dane it before,so much the berter {there's nothing like personal experience to lend realism to your descriptions. . Mote to the point. however, you will wane to have prepared, as monch as you can_for the advenruze abead of time. You will, vant tp have figured ou what will happen wien, the layout off the area (both the large-scale landscape and_individual encounter areas}, what the ?Cs will encounter if they go toa particular are, how NICs encountered in the agveniace will, react tothe PCs and the events likely to happen (such as acon-) versation oa fight) When running a published adventure, this preparation often Jamounts to reading the marerial carefully and making nates Laekere you need therm, Useful points a note might inchade any or ‘allef the following ‘+ Page numbersin the eulebook for rules you know youll need to refetenceinagiven encounter Changes needed to make the adventure ft into your campaign. Changes you wantto make 7 please vourtastes arthose of ou gow, * Preplanned actions you wane the NECs ca.take ina given. «encountec ambushes, dying speeches, spell sequences et Aeminders to yourself about rules, adventure stractuite, events that might occur (suck as random encounter checks) oe the consequences of cerrain actions. Ifyou are designing. an adventure on your own, your preparation, recnires (obviously) a lot more sime This preparation might Include any aeall of he following elements: *+ Maps ofthe area large scale| and of specifcsmallerareas where ‘encounters are likely to occur These can be at simple and sketchy ors cetailed ary like 4 key to the map or maps deuiling special areas and what night be encountered there, including foes allies, reasare, ‘waps.covironmental simations, and possibly even writen desctiptions of whar the PCs-re, hess and experience upon snterng.an age NPC listings shat include their statistics and notes on their potential actions. Bookmarks in the ilebooks(or nots listing page numbers) for rules thar might nesd tebe rfecenced. Notes on the overall story or plot of the adventure if i is complex. Statistics for any new monsters youl introducing ‘This preparation can amount toalozol work, Notevery adventure 4s going rorequite reams of nutes in order ta play. Irvaties from adventure toadventure and from DM ro DM. Not every DM likes to prepare detailed nores ahead of time, Some have more fun tf they just “wing it” And sometimes a DM would like 1o.be herter prepared, but there just ist time. Find tae siyle of Dungeon Mase) tering thar sults yout her. KNOWING THE RULES ‘1 you know thatthe ractical aerial rules will be needed sa pla cour the battle where the PCs ate mounted on griffons and dhe) gargoyles attack shams, zeviev those cules before plaring, When rules Jess often used come into play in the couse of the adven- ‘ure it slows things down if you have to retead them in the ‘midst ofa game.Looking aver commonly used rales descriptions for spells you know NPCsor PCs have prepared, or ven the basic combat rules—before a game session is always ood idea ‘When player has a rules question, you should be the one bast able ro answer the question, Mastery. of the rules is ane reasoa, why dhe DMs sometimes called the referee. No mater how, well you know the rules chough, a player might [remember some potat that didnt accuro you. Mest payers. quit properly, wont lord it over you df chey know some rules berter: than you do, Ifsomeone else arthe iablecorrecs your recollection | tf a rule or ads some point you hadait chought of, thank that, slayer for his help. When-people.cooperate to make the game bette everyone benefits TING THE STAGE worth stating agin: Once the gue saris tall upto you. The players ate likely so take theic cies ftom you om how to a2t and ceact-1iyou handle the game seriously theyll be more lela S| take it seriously. If yon come across with a more relaxed, ligh-| eared rane they will cel afew jokes and make side comments of thelcowa, You make the game the way you wart it be Recapping ‘Last¥ime, you had just discovered the enmance tothe lairof the buss and learned that a ebe of goblins living nestby appar snrly worships the creature like agod. You were near the end of uc fifth day of reveling through the Thangra: Forest. Miales viz had suered a great wound while Fighting the initia jgoblinscoute, Kewok wanted to ga straight tothe goblins camp and deal with them then and there, But the rest of you ulked his ints helping you find a suitable place to make a safe and Aidcenserrsmake careful plans regarding Sher defensible camp. The goblins, meanwhile, were obviously. preparing fora fight, based on the sounds you had heanl easier that day. Novas the sun sets beyond che distant mountain. seems chosigh sha basilik tel fie sviving within te Int, Whar doyoudor" In the mildleof an ongoing campsign,recappingactsiy fom ‘the prerioussession farsessions)at the start of anew session often, helps establish the mood and remind everyone what was gcing ‘on. Itcan be frusrating to DM and players alike rhat while inthe game the characters continue what they wexe just doing, in cea life che players have lived several days of veal rime between then, and now. They might have forgotten important details thar wll. sleet their decisions if they dont get remioden, ‘Of course, shat means that you need o keepmnores of what hap: pens sothat you dont forget ether. At the very least joting dawn 1 few senteaces about what was going on at the rery and of a jgame session and leaving them somewhere where youll find them right away at the beginning ofthe next session isalways a geod idea You may find that you tend. thiek about the gome [between sessions mone then the players do, and thus you have a better grasp of the events, Youll quickly get t the point where you wont forget what has happened in past sessions, especially since the adventures youite working on now. will often be bull ing off thase events, Describing Remember thar while good description ix key to-the players understanding (see page 10), mod is as impoant ss scene, “Emotion is a impareant as sensory dita ell the players how everything feels. I they have a question, answer ttf eet chat acters dotit know the answer, 1sk them how theyre! \ going £0. po-about nding itout, ‘When only one character expe- thing, ake ‘im or her aside and describe ittoonly ep NS ‘hat playes. lf she's scont sent ahead, shel have to come hack and report in her own words what she saw. The ather pliers will thea have 1a see it through ber eye Tasedan what she chooses 0 ‘experience in fioncofthe whole group. Minar derail: ‘magic potion tastes like or what one characterseestnder the hed axe probably inconsequential enough ta tell everyone. Such minor details are notincensequential enough tofgnose orget, though. Dost describe only the important information hie th ite importanca. Thre ina few willing details bese and there for flavor as well es tokeep them guessing ‘Dont_prompt their actions, [Donitsay. Do you look am the alcove?” Atmost say, "Where do_you lock?" Prompting can ve away 100 mach, For more on_deseribing action, see Chapter 3: Run- ning the Came. Mapping Aone the players is draw fng.a map when the charac sei explore a new place (and |somenne shouldbe mapring) give ber a break Describe the 7 Tayout of re place in as roch details she wants, including dimensions of roams, e willing to sepest a desea tion ace or even make a rongh setch of the outline of tons fo this rule. When the FCs arelost or in-4 maze, the whcle poine of the scenaria ie that they dent know where they sare. In. cases. like. these, dost take pains to help the mapper. they're. sneaking thuough amaze and shey get the map wong, 418 all the more fu jwhen they. have 10 SETTING THE PACE ‘the pave of che game determines how_much time yex spend on a given activity or action taken by.the characters. Differen: players enjoy different paces Some pickup every copper piece, soine Jeam it’ notworth the game time, Some roleplay every encounter while some 2uant eo skip.on re the "good bs’ Do your best to please the group. but when in doubt, keep things moving. Don’ feel that its necessary co play. out mest-per ‘ods ropleniching supplies or sacrying out ually asks, Somecimi thar level of detail is an. oppormunity to develop characters, but most ofthe time i's unimportant. You shoul decide ahead of time,if possible, hove long the play- \ing session sell st. This.nor only allows everyone to make plans around the game but also enables you to judge sbout how much tisne is eftand pace things accordingly—yon should always end a session ata good stopping point {see Ending Things, below), Three. to four-houreis a good length for an evening game. Some people lice 10 play longer sessions, usually om a weekend. Even if you. cll them, Of course, occasionally ifs okay ta describe one charicters as what planing st ‘ke building play for shorer periods, somedimes ir’ fun to nin a Jonge, marathon’ session, Referencing Rules “Ty tolookat the rules aslitleas possible duringa game. While the rulehcoks are here to-help-yau. paging through a book can slow things down, Look when necessary (and mark tings youll need to sefsé t agin with a bookmark), but recall a rule ftom memory when you can. You may not he perfectly correct in your reeallec the player wll quickly saich on, | ton. but he gmeeept morn and the ery act of rourdesc> Danes Mastin ei 4 ing something will givethem 3 ‘sili foundation of Ley, Asking Questions Dont be afzaid.ta stop and ask ‘mportane questions the ply Ty27__ ers seem bored, askil they sould like you to skip ahead. ot pick up. |. the pace. Lf soul umsane hove they F 33'santo handle a situation, sk Fn. make sure you ak what thet ES goat both inthe shorter and Fo “thelongterm-The arses to est | questions help you prepare advan Go-tres and encounters for nextiime QS emember_that_some_ player SO) might wart. to.keep their chime ters pualsaseccet fiom other BCs in che group. sos sometines best os the players indivi ally outside the play session art) Jers away from the table, Taking Breaks When you finish up a lengchy: ‘combat encounter or a tension }) filled scene, ake alesk. Patio. =] ularly in a long playing session, establish afew breaks for food, drinks, rps tothe bathtoom, ot Justine time to relax, Dusing his time, you can ke your mind off things for «few min- tutes. or you can begin to pre pare forthe coming encomntes, PROVIDING wt” THE ACTION ‘The players look to you for news of what's going on in the world around their charters aswell as for information about what hap- pens when their characters take-actions. You have to provide all Handling PC Actions ‘When-s-player tells you what he: character docs, give her the resulcof heraction as quickly possible. Once ina while, i ads tension leave aplayer hanging, but thats the exception not the tule, facharacter wants to do something ncx covered in he rues, do your hestio extrapolate frum the exsting rues to decile how ‘best to bandie the unasual situation (see Adjudicating, page 9) Encowtage the players not to slow things down by «king along! time to decide whatto do. character who pauses ton long when fr lsum alwsthings down for everyone, civ hitna tine lini (such a830 seconds} when necessan. The most important point to. remember regarding. character] actions i thaceach player sonmcla hs or hetovn character Dont orca character tm take a specific ction (unless the characteris inaeicaly.compelled). Dont tela player how hisor ber characrer feels about things Even ifn NPC with a high Charisma atemper sw persuades character, no mere die sll should forcea characies’s action {it cn, however, fil a Sense Motive skill check. Wher sunning an NPC, feel freeto li, rickscajole, on malign acharacten, but dost use your authorityas Dungeon Master to usuep character contro! from a player. Handling NPC Actions Normally, NPCs should obey alithe simenules.as PCs, Occasion: ally, you might want 10 fudge the rules for them in one way oF ‘uote (see below), but in general, NBCs should lve and die— failand succeed —by the dice, justas #Cs do Hieas quick —or quicker—to decide what the NPCs do on theix tum as the players are when deciding the PCY actiona To keep things moving, be ready ahead ofsime with what each given, NPC will do. Since you. know ahead of time that the encounter ts coming, you can prepare better than the players can} Jr down >NFC atatcgles sight alongside ther game statistes, }._ Sill NPCs are people toa. Dont lett he obvious tothe players| fist particular character is ust an NPG? implying that what he forshe does istasimarror important as wher PC does While chat ‘ight be rue, itshoullnt gem 1 be true. In crder to make the same world seem eal, he people who populate should act real, DETERMINING OUTCOMES, Youte the arbiter of everything that happens in the game. Retiod. Rolling Dice Some die soll, swhen seen by « player. ceve too much, A player jivho rolls to see ifher character finds a rapand sees that she his rolled. very poorly knows that the information you give her asa result of the roll is probahly unreliable. Nope. Nortraps down that way; as far as you can tell") The game issmuch mose interest ng when the player of « character ying rohideor move slent'y ‘doesnt kaow whether the character has succectle. HANDY DM SCRATCH PAPER TRICKS Here's some advice about what to do with scratch paper during a ame. ‘Combat Matrix: When running a battle, crest & quick matric ike the following i 2 9% Arnon x Bles ends Barg x Ores x Skeletons The nares in the left column are the names of the PCs end NPCs, listed in initiative order (Arnen gors fst, Berg goes second, etc), while the headings ecross the top are rounds, Space out the names bit'so you can add or move a name if need be. Chack characters off {put an “X" in the proper cclumr) as they take thell turns each found. in the above exarmple, Arnon, Bag, and the ores have taken theiractions inthe frst round of the combat. This type of imprompu hats also handy t keep track of acts euch se spall duratios te the entry above for "Bless ends" in the column corresponding to the thie round) Wing-lt Sheet: Create a “wing sheet, The wing-t shest stays with your other notes until you need i. On it are Items that you might need on the spot to help run the game. Handy DM lifesavers include the folloning, * Allst of twenty random names. Sometimes, you need to come up With miror characters on the spat, anesyou hadln realized the PCy would interact with Players pay more attention to “Shalako, captain Incases where the player shouldnt know the de result, make] she rll yourself keepingdice behind a screen or otherwise ut sight. While this rakes some ofthe fun of rolling dice cway from, dhe players and. tet face it tha realy $a part ofthe fn of the {game helps you to maintain an accurate contol on what the {player knows aul doesnt kao Consider mking the following shill checks for the player where he or she cantsee she result: butt Diplomacy Hide ste Moye Silenely Bope Use Search {Spor {Do this on caselycase bss Whea powible always letthe play! {ecm make the rolls themselves, Whenit would increxe suspenee to ‘Keep them in the dat, rllthe dice yourself. DCs. ACs, and Saving Theaws = Dont tell a player what he:needs to roll ro succeed, Dont tell im’ what all the-mocifer: aro io the roll Lasteudy ell the players that keeping tack ofall those shings is your jab, Then, when they rll the dice, tell hem whether they succeed cx fa. Thisis importent so that players locus cn what thelr characters) ue doing, not on.the numbers Ie also 2 way-to hide the oxca:! sional DM cheat see below) DM Cheating and Player Perceptions ; Terrible things can happen in the game because the dice just gol avy: Everything might be going Fine when sudden'y the players atch” thon just "the captain ofthe watch: The list its you Quickly give names—and hence potential importarce-—o each Person town, ver or whatever that the party encourters, Names. rake things rea ‘Amore or less random flowchartstle diagram. Imagine a bunch of Dank icles with random lines connecting tiem, When the chars: ‘ters are pursued into the foes, you have a map that works forthe chase scene. It works 26 9 eave atwork, sewer plana, crowded cty steets the diagram of spuraf.he:mament organization, or even the levels of villain’s plot. A few random magic items, spells, or monsters that you haven't, used much 9 your campaign lately, for when you need some new tencaunier or dea on the fy, Log Sheet: start each game session with = blanc sheet of paper Record the date of the session ané any starting conditions for the session (the game year, season, etc|. Record PC names on the sheet 0 that you have them handy and can ell each player by his or her charester's name. Then, as events happen in the game, make notes > the log sheet: You can keep track of it pant, special conditions such 5 potson and disease, and othar important feminders. A the ond of the session you have a sheet of paper that, while nota bona fide loo, helps you remember detais. You can thres-hole punch the shett and ut itn a binder with all the others from athe: game sezsions, thus "eating a le you can refer to later, If you use graph paper for this shee, you can mark off squares fer ‘imekeeping. Usea slash fer = halfhour and cross the slash of to make 80 Xor an hour Yeu can aso outlinethe square corresponding othe time when a spell duration expires, have a run of bed luck. round later, half the parts down for the count and the other halfalmost cerminly cant take-on the foes that remain. I everyone dies, che campaign might yery well end then and chere, and thar’ bad for creryone. Do you stand by and vate, them get slaughtered, ordo you “cheat” and have the foes run off. oF fudge the de nolo shat the PCs sull minculcusy win inthe, end? Ther are really we issues a hand. f ‘Do you chet? The answer-The DM really ei cheat, You: the| umpire, and what you say 2oes, As such, its cetunly within yo xighis to swaythings one wayor another to keep people hanpy.ot keep things running stnoothly Ine-ne fun Iosing a long serm character from getting nm over bya cart A good rule ofthumb is, thata character shoulda dle in etevial way because of some fluke of the dice unless he cr she was doing something relly stupid athe tine, However, you might not fesl the it right or even fu ualess you abey-the sme mies the players da. Sometimes the PCs ger Juckyand allan NPC you had planned to have acund foe slang) Hime Bycthesame token sometimes things go agaist the PCs and) disaster may befall hor, Both dhe DM and the players take dhe ‘bad withthe god, thas perfectly acceptable way to pay and if thera defnulrmethed of DMing, dart Just as important an isso, however, is whether the players real- ize that you bead the rules. Even if you decide that sometimes its ‘okay to frlge aire ro let the character survive so the game can «continue di et he players a Hs dion t's ingportant tothe game thatthey believe their characters ate abuaycin danger Con, |sciously-cr subconsciously, if they belie youll never lee bad [things happen io thir characters, hey shaage the way the at. |SWithno element of isk, victory willseem lessswece, Andil there [alice something bad does happen toa characey, the player may believe youte out to get him fe feels you saved other payers oun thei characters were in noubl Wien Bad Things Happen to Good Characters Characters sufler setbacks, loe magic. items, gain ailicy score penalties. lose level, and die (sometimes repeatedly. Unfortu hate eventsae part of the gem, almost much ws success gain ing levels, earning treasure, and attining greunes. Bur players onic always take tt well when something bad happens to thei characters { Remind players thar sometimes bad things happen. Chal lenges are what the game’ all about. Poit aut thata setback can be cured into an oppormuaity ta succeed later. fa character des, encourage the other layers (pethaps subily) to have their charac ters get-the dead character mised f this proves not 10 be an ontion, reassure the playerof the dead chacactethat there ae fore of opportunities in new character ypes she hast yet tied. A {bard iomewhere will pen a bulad ahout the fallen characters {henoic demise even 2: the group weleomes hernew PC. The game goes.. stare but quite possible that an entire party canbe wiped out Jn such a case, dant let thiscarastrophe end the whole game. NPC advenvures might find the BCrand have shem mised, puting the 1Cs deeply. their debt (an adventure hock if ever there was one), The players can create a temporaty party for the purpose of retrieving the bodies ofthe fallen adventurers forming ora least Jonomble burial, Or everyone.can roll up new chataciers and star. amen: Even thats nor teally = bad—in fact, ts on oppor] sity foradeanatic change of pace ENDING THINGS | -Trynot wo enda game sessionin the middle ofan encounter. Leav fing everyehing hanging isa terrible note to end ot. tes dificult to ep track of information sch as niiaive order, spall durations ‘and other round:ty-reund details between sessions, The only ‘exception to thie guideline is whem you end session With cliffhanger. A cliffhanger ending is one in which the story pauses stn srt nonmetal erpens sane sues tno eves occurs of just as things get good. The puspose is 10 keep hye trigied ar excited nthe next seston fsomeone was:missing from a session and you had ker charac. ter Teavethe party fora while, make sute that theres away 10 work, her character back in when she returns, Sometimes cliffhanger can serve this purpose—the PC comes racing inio the thick of, things lila the cavaley wo help out her beleaguered tends Allow sone time—a few minutes will do—at the end to bave Jeveryone discuss the events of the session. Listen to their reac sions and secretly lea more of what they like and dont like Reinlorce what-you thought were good decisions and smart actions on thet parts (unless such information gives roo much sway for the adventure). Always end things positively. Yeu may wantro awatd experience pointsatthe end afcach ses sion.or you might:wait unl the end of each adventure Thats up. to you, However, the standard isto give them.out-at the end af each session, so players whose characters go-up a level have time! to choose new spells, buy sklls, and take care of-other details related to level advancement GAME SESSION CHECKLIST 1. Set up the play area, Even ifthe game's not occurring at your house, you should set up things ca that you'e happy with here you'e sitting and where the players ae siting. You need 4a have ensugh room to layout your notes and books, and so ‘orth, Make sure everyone can hear ard see you. 2 Make sure everyone familar (or refamilarized) with his of her character and the curtent situation. 3. Get a volunteer to keep 4 map and/or take notes 4, Determine the marching order ofthe characters—in general where they ill be in relation to each other during the adven ‘ure, s0 it's always clear who is where. This information can be writen down or displayed with miniatres af counters 5. Deserbe the inital scene. 6, Aske the players what thelr characters do, 7. Run through al ie events and ercourters ofthe adventure (or that session's potion of the adventure}, taking afew breaks as reeded 8, Bring things to agood stopoing paint ora suitabe clifhanger 9, End the session 10. Ask te players what they plan todo next tie 1. Ayrard experience pots. Alternatively, this ean be dore at the beginning ef the next session, oronce every few sessions (see Chapter 7: Rewards), A wateters arwir can cont sei fk ee Arvathing that will S-Flrct a. Pb cee Fe waste wer tga arate : Se. pe shel ix wena baraeters, obvicisly ave the purview of the plays not the ‘Dupieon Master Tha said, however. you ean hays a lor af influenee on the options tha players have when creating ‘or idharcing thelr cheractene If you want to allow drow fend snisiorsut PCs, thie fing Bur you might need a litle ‘ealy «-advide tohelp you keep such aptions manageable ABILITY SCORES Fa ising he aad rath fog petits sn cars psentedarpore “inthe Pie’ Hanlbenk Goll at, soca the lowest tn strane desea bere st cay pina ars aero lhe wan oiler using In your canpalen (Orgabic Charaerer- all 6 dines dscaning the lowe Ascot tine, Hace nde Srengeh Beste Consituion teligeee, WisdaryandGharkrn) rll Rerllany she ay jour choice py be ney vl is higher Thee sw Iabiy scores Thteallows some tux by doc ets sliver hare al er sli sey eacy wre she wets them A [7 Ohinete ih kate freans ope wth anwssiel cunesce (ut ik ra ie She mane » peso leg ha isc Sevan et cle fecha which Sterg scone or sneer Customized Average Characters: fell 9d six tines nd . antange as desited. This method prodtices,charactare maby like average feople Sut stil alos ‘cusoaan, Tae layer nop BO esl let oo siliynacer tel ar Bek te Dh) Sectiaeamsomegertatiere : Random Average Character: Roll 326s tines und place Semon stg ese Cons ei, eligenesiciom A spell carters Sefeace on be Fro vetoe thole onnge peer ony Chania this isthe seers hethod Iefrequenty gener ates ustaily unplayable charset Boe fens highs scores very special The-layer nay verllall bilities het abil indies total 3 ot lower: oF if she doesnt have any scores of 12.9" bette ‘High-Poweted Chargefers: Roll Sdé si times, dis tdi che wo lest dieoguel ime arrangeas deste. ‘This i yost right foe « highepowered game where the characters need toe tilly good jus t9)sunvive, The player may reroll all abiltis ds ability modifiers dont oil at least +2 or ifbe dent hive at least on scoie oF As orbewer ‘The Floating Ref: Roll Ado six mes, discarding, the lowest ie tack ime. Ove daring Ui pisces, the player can reroll lowe dic instead. Arrange coces as Gesied. This asults in silty aster chasncter shan the defaule rethodaowving players o either improve a particalnfy bal Store or toWbeain a very sogd score. Foc example dhe player mile 4d6'and gi th Fess 1, 2:6, aed fo? a seorof 45, she sight choose wo refll the t to'see i eha eeu tm prove the seore {and possibly even getan 8 ifthe terolleame spa 6) Standard Point By fabio sureat ake 25 points te sped Our ymony al abilities: Bor bility scones pte 4, you buy them on ator 1 basis. For abilities above 14, i costs 9 litle more (see Table 24-Point Goss foe Ability Soares) This ‘method allows for maximum cusromieauion, but yot sould expect each BC to have ai leat one prallygoodscote. as OML YILdVHO ut Tapte 2-1: Aa 'y Score POINT Costs. ‘Ability Ability rain Seore Score__Cost. 9 1 14 6 0 2 1s 8 { v 3 16 0 { u 4 7 u ta 5 ok 18 { Nonstandard Point Buy: Use Table 2-1: Point 8uy Costs far | Ability Scores from the standard pain. buy method, bur the player [as fewer-ox more poins fix buying res, as shown on Tle 22 ‘TABLE 2-2: ABILITY SCORE NONSTANDARD POINT Costs Type of amon Peints Allowed Lovepokered campaign 15 prints {chalice aris [tgheecampaign 28 pints i [bishsouecedcameaigs 2 pins { Default Array: Le the allowing scores, arranged as desited:| 15,44 43, 12,10, nd 8.This method fa faster version of the sane darl point huy method and s good for creating NPCs quickly. SS RACES ‘Sometimes, people are going vo-want ca ply cx people, ogtes ot {iron elves isstead of the races in che Blayr3 Hundhnk. "The races { presented inthe Byers Hamtbook provide ageeat many oprionsiot {plavers to choose from, but some DMs want tooffer mare or dif ferent choices, particularly after playing che game for awhile. New choices can plewe the players and give your-campalgn & lunigue flavor An easy way wo customize axcampaigniste change the taces that players cen choose from when creating characters. SUBRACES I slim haldings are called tallsllows. Splan clvesane s2clusive, tough elves who live in the woods. Mowstain dwarves ar. exen, stunlier:han theirmore coramon counterparts These oféshootsof, the standard races are called subraces, I The standard Dé&D character races are divided into suibeaces io) showcase slight differences in appearance, outlask, and adapta tion. Other than a few minor dillerences, members ofa subrace re: semble members of the races descuibed in the Payers andor, Subraces make. player choices varied and interesting, but you ‘might alo want ta create subcaces that are limited ro NPCs only ‘A good way to intosluce a sabrace into the campaign is t eneste an NBC encounter with the existing characters. By introducing a {subace as.an NPC, you demonsirare.co the playets how you see -tuctabers of that subrace, Sometimes, players axe not interested in playing 2 new subrace but stil appreciate its advent as a rew and Interesting aspect af yaur csmpaign. The major eubsaces for the Players Handbook races ane found under the appropriate extriesin the Monser Manual. You also might choose not.raallow PCs nf subraces, After dl, subnces tend to sttay-from the archetypal races in the Bayer’ Hantbook, and they complicate the otherwise simple (but impor tant) racial choices. Some of those presented in the Monser “Manual, such as the drow, daergat, and. other evil ands of crea ures, might he inappropriate to your geme. ‘The diowy duerge, nd svicLacblin might ao be too powerful m relition to the ather PC race choices { Cne consideration you should keep in mind is maintaining a ‘haseline, You might he tempted wo dnup the standard vat alo ‘gether in favor of «campaign containing deep dwarves, duets, dderm, mountain dwarves, and any dwacven subrices you add. The} advantage ro maintaining, a common baseline and keeping “ust clwarves* among-the choices is that it provides players with a simple choice tight out ofthe Mayers andlook They do not have} tolonk atany other source foe informaion show heir characters racenless they want to, While many players eventually appresi-| {ate advanced eptions,a good DM kceps «few choice simple for rbose who wane to concentrate ther attention elsewhere To creste a new subrace, think of 1 specific aspect of devia- Hon—cultare climate, cr physical sarure. Then, a you look atthe Players Handbook description ofthe standard race, deterinine that, {changes that deviation would cause o thin description, subrace) might have different ability score modifications, different fier salls(ors +1 or -2 racialbonas tocertin skill checks) different. favoned class, different linguages, or even different special abil sies, suchas the dwact's poison resistance or the elf’ sil wih Keep in mind that the standard ces have disadvantages to bil ance their advantages. A suisrace should not have a bonus to {strength and a negative adjustment to Charisma without some ad- {iitional considerations since Strength s so much moe mpartant, iin general) than. Charisma, Instead, hae dwarven subrave you reate might have @ 12 to Strengthanda=210 Charisma fit alsa. lacks the standand dwarfs dazkvision and stonecunning abilities, Aliemuatively.your dwarven subrace could have +2 Strength, 2 'o Constitution, ~2 10 Dexterity, 2 to Charisma lovelight vision rather than darkvision, and +2 10 Clisab ches rather than the stonecuning sili. In general, strive for balance, Balance an ability scone bonus, with an equivalentability score penalty (ste Table 2-7: Abilis Seore Equivalencies). Replace a skill bonus witha bonus wadil| ferene ski, a fee sll with + differen Ince all. anda special ability (such as saving throw bonuses or darkeision) with an other relarively equal ability The range of different abilities and) skill modifications is great, so youre on your own in finding the petfect mix for your campaign. Leok tothe subraces in the Mon- sir Nand for good examples, and consider the following sat Subterranean: Undergroupd-dwelling versions_of the stan dard races might possess darkvisicn, stonccunning, anda dier ent set of racil enemies. An elf’ familiarity with the bow—a ‘weapon more suitedo aboveground use—might change to fama ‘rity witha weapon betrer-susted 0 subterranean use, such as the handeraccbowe Aligned: A subrace might lean toward one particular align ‘ment. changing its culture and qutiook rather than its game sti tistics. This subrace might have a different fivored class or differnt language options Magical: Deviations that have greater or less affinity wich snagic would change favored clases, ability score modifications (Garticulaiy to Inteligence, Wissom,ot Charisma), and even spe- til abilities such asthe enome fee use af particular cammps ‘Fomused: Suibraces might possess a special attzction to build ing things destoying things het, bate, particular antnas, sal ‘ng, nomadic wandering, plety.or virtually anything ese that you ‘an conceive. Such a focus probably changes the races favored class and skill check bonases and might affect ability scare mod fications as well Wild: Less civilized versions ofthe standard races would prefer «lasses such as barbarian and sorcerer and gain bonuses. 10. Wil ‘demess Lote at Handle Animal checks. Larger of Smaller: Subraces that ae lager or stale: than thei tandata counterparts offer intriguing options Medium.size balflings o: Stull eres would use ulesand equipment similar 1) tharuced by other characters oftheir new size. Conceivably. cam! Faign might have Tiny gnomes or Large dwarves. You should be ‘wary of Tiny or Large characters, however, because they alter the [eampaign in significant ways forexample, new weapons need 19 be provided forsuch chatacters. ‘Aquatics Underwater (or coastal or land versions ofthe tan dard races might have gills to breathe water « bonus 10 Suita checks and an affnity wth aot rms of quate wife Races enable to breathe air ae usally 00 limited for most campaigns. You should also te cate not ro simply make aqua versions of very race ad erature snes thssapidly heomestoo predicable Desert Mountain, Woodland (Iezrain or Climate Types) Finally, climate. can change culture and race to create a subrace better suited for the environment in which it lives {desert half. lings, polacanomes, and so on). These sbraces differ fom their sandard counterparts mostly in skill check bonuses or free skills. fistas nth quate varitions on aces this method of diversifying thax can become Bland and toa pat for many player tates i itizouersed Taste 2-3: ComMON Sunnaces waves hes Hil doarvese High ees Deep dwarves Aquatic eves (sea elves) Derre aw (dark eles) urgar (gray dwarves) Nountsin dwarves ray elves “ei elves (geagachy Weod ebes (syvan sivas). Icnomes Halfings Rock gnomes Uphtfeet™ Srirfneblin (deep gnomes) Talfelions Forest gnomes Desp halfings “The standard dwarves, eves, gnomes, and halfings described in the Player's Handbook, LeLQEDD MODIFYING RACES Sometimes you may wish to modify one of the common races {hose available as PCs in the Mayers Handlook, Doing this is dif forent from cresting a subeace, hecause it means that the entize common. nice takes on ferent characteristics. A campaign might not even use subraces butill have ces niodifed from the niles presented in the Player Handbook. The main reason you may want ro modify the Payers Harlbook tices isto give your campaign a unigue ora specific feel. For ex- ample, in. some campeigas, dwarves aever use sane spe others, they may be wizened masters of the arcane arts. Changes through Limitations. The paramesers ofa cumpaign cin shape the benefits and restric ‘ions for playing characers bf varias races Sometimes, inorder to reflect specific oles that you want races to lay in the cam paign.yottcan testrictwhich clases each can choose. Limitations tight include any orall of the falloying: * Dwarves and halflings cannot be wizards, sorcerers, bards, ‘monks. druids, paladins or rangers. -cannot he druids, paladins, or monte. * Halcelves cannot be palais or monks, * Haiéorcs cannot be wizards, bunds, druids palalins, ex ranged, ‘The fighterclass, the devic dass, and the rogue cliss are never re suticted. Hach is considered fundamental taany-culture ar race, a though you can of course create your ov exceptions, Iie perfectly accepeable for yous to sey "In aay world then describe whatever changes or restrictions yi feel necessary. and 2 prepared for payers to complain if youre denying samething otherwise granted to them in the Mayer’ Fatal for the choices they make, Youre the DM, aad its youe campaign. Its impor, however, to make sure that che players mnderstand the expla tions behind these changes so tharthey dont eel restricted foro, reason, I's often a good idea ro balance restrictions with extra ae, lowyances—ich greater starting money, tre skis, or some! joker small consideration, Doing this may secm like bribery, bur ‘phat youie ally doing is makinga balanced change 1 Keep in mind that somerimes restrictions ean give » concep | maote:meaning. For example, if you create a rew cass ot prestige chs called the elven hattiereage. you cold ogically resi 10 oly eres (Prestige clases ane discussed later in this cheprer) Reciteful noe limitane race» gre deal more than another. Dontrestrict fighter, cleric, wizand,or rogue css selection by race ‘without eaeful consideration of what effect thet restriction might hhave-on player satisfaction as well onthe logic ofthe campaign, [ina setting in which azice cannot be clerics, for example, they | must-be irelgious as a people, A ace with no wizards in a magi fal would needs sume ether character clas (such as sorcerers ot) very powerful clerics) 10 compensate for ther absence, or other cea will aluust ceraly best tem, ‘Changes through Addition and Subtraction ‘Modifying a race by adding er subracting aspects just hike ere- ating a subrace, but the changes affect the entite zace. One DM. {May find chat darkyision is inappropriate for dwarves in hee cer: [psig while another believes that in his.campaiga elves should never die of old age While DMs make such changes to give a unique favor 0 a campaign, these changes often end up creating problems with logic oc balance. For example, without darkvision for their dwarves, many players opt to play a different race instead, and those who do play dwarves often eventually fel that they made a ‘yong decision by not choosing. say. half-orc. Meanwhile, in the game where the DM chose to make elves immertal,no actial game lance issues arise, yec the players grow dissatisfied wih, the logical incongruity. iFelves dox't dieof old age, they ask, why, fen the world swarming with them by now? These problems ate} not insurmountable, but they shaw thar change must be well thought oue. Balance taking an ability away from asace by eeplc: ‘ng it with another. Think through logic problems, and explain them avay with a easonable rationale. For exaiuple elvex might have an incredibly low birth ate and fight in many wars agaiast «vil keeping their nurchers low despite theie biological imiaw- nity to aging. —_ NEW RACES _-You.can give your playersnew race options either by using crearnces frum.the Monster Manual or new creatures of your own design. In citer case handle this rdical change tothe cimpaign with care. Variant: Monstess as Races. ‘While every monster inthe Manvier Nanusl has the statistics that a player would need ta play, most are not suitable as PCs Table 2-4; Monsters as Races lists monsters chat are easy, dif cult and very dificult to incosporate-into.a.campaign as PCs Use these lists as gaidelines, mr dan allow players to play crea: tures who have an Intelligence score of 2 ot less, who have a0 Sway to communicate, ce who are.so differeae from. ather PC thst they disrupt the campaign, (The creatures in rhe Diffealt |ani_Very Difficult eections of the tabla, for example, a so0 sveind_for_most campaigns.) Some creatures possess strange Lnaate abilities or great physical power. and thus are question able at best as chacacters (except in high-powered campaigs). Forexmmple.ahillgiantdishes ourvase sinounts of damage, and, 2 PC playing a beholder, with its array of magical powers, is) suite unbalancing. Even something as seemingly innocuous. as] swings should be considered carefully The ability to ly cun cir ‘cumivent interesting. encounters (particularly outdoors), and it) rakes skills such as Climb and jump meaningless. You shauld {notallow such creatures as PCs unless you are running a petic larly high-powered game. ‘Tase 2-4: Monsters as Races Easy (Few Strange Powers) Sac Level Equi Goblin Normal Kabola Normal Ore Normal Hobgeblin Normal Pasimat Class levels +1 Tefling Clans levels +1 |Lzaedolk Class levels 42 roll Class levels 42 [Tiogiodyte Class levels 12 Teugbesr Class levels 43 Half-ceestialé Class levels 13 Halttiena® Class levels +3 ‘Centaur lass levels 5 Ogre Class levels 5 Minotaur Class levels +8 Difficult (Strange Powers oF Limitations) Race Level Equivalent } Half-dragon™ Class levels «3 Werewolf Class levels 13 Pew Class levels 44 Werebeart} Class levels 14 Satyr (with pipes) Class levels +5 Tall Class levels +8 Very Difficult (Very Large or Very Special Powers) Race Level Equivalent Bile dog Class levels +4 Ogre Class levels +8 Unicorn Class levels 46 Hil giant lass levels +12 ‘Choose standard race farshe creaue’s base race. san't cast Ono's resisibieeance Character must be atleast 2nd level +} Character must 98 at ease éth level Searing Monster Levels Creatures such asores, kobolds, or goblins make great ICs, since they're humanoid, can communicate, have 1 ETD (or less), and ‘dont wield unbalancing special abilities, These chiracters should ‘be treated normally, with HirDiceappropriate ro their css. Theit level equivalent on Table 2-4: Monsters as Races is “normal,” which means shar, for example, a 3nd-level orc barbarian is pretty much the same as any other 3nblevel barbarian, Same kinds of rsanues might be restricted from certain classes (no goblin pal acins, for example), but chars up to you Other czeitures, such as lizandfolk, bughenrs, and even ogres are aloo simple to add into an otherwice standard campaign, he cause they have no special powers. However, they ate so paiverfil that their clans levels dente accurately reflect taeis power, Only lth a player creaie one of these powerful characters when you would) otaenwise allow car player 1 cxeatea higher-level standard chat) acter of equivalent power. Thus, i! you would notmally allow. a player ao.cteate-a,sth-evel character, you. can also allow him 10 create an ogre (with no class levels). Ifyou would notmully allow character to create an sth-level characte, you ean allow an opte wath shove chss levels o- a minoraur with none, monster has Hit Die or lessor if cis.asemplate cx (ach a6 a vampiro or 9 Iycanthrope; see the Monster Maul), it ‘mus. start the game with one or more class levels ike axegular chamctet Ifa mons.et has 20° mote Hit Dice it. cah start with no class levels (hough it can gain. them. Inter, Lycanthropes are a special «case. lycanthrope should stat swith at Teast a number of class Jevels cqual_to its animal forms Hit Dice, A PC lycan- thiope whose class levelsane Josver than tha is a problem, hecasse che ability te austme. the animal forms Hie Dice is out of balance with che characters normal abilities, yen ifthe crearurie fof kind thet normally idvaaces by Hit Dice rather than class levels, suchasa unicorn, a PC (as an exceptional in dividual) can gain lacs levels rather shan Hi Dice, Abii: scones fp Mocsters While che Moder Men baal aives ability scores Weecyeicol ccoeaunsofs crate Kind,any ‘monster’ creature that Tecomes an adventurer is def aicely nox typieal, Therefore when creating 2 PC from the mer Manual, chock o see ifehecreaite ha ary type sal ality scones of 10 oF higher. If 30, lor each scotesubtact 10 ithe scores even) or 11 if the scoressiodd to get. the racial ait fer, for example, a TABLE 2-5: Monster PCs’ Aaitity Scores Dice Monster Ability Score {Sin Dex, Con, Wis, Ch) — oll 23 45 6 a 8 4 1 16 "7 u 15 16 10 4 6 9 4 » R 1 1 1 1 1 1 1 1 1 1 1 1 2 1 4 1 ‘ypical minorauz has a Strength score of 19, s0 its racial ability modlliec 48 (49 ~ 11 = 8). Koll the ability score (Ale, discanding| the low die} and add the racilubiity modifier a get, the minowur PCS Sirength score. For scores below 10, the procedure is differene, Fiest rll the ability score (4d6, discanling the low die),and compare the rll w the monster’ av erage. ability. score. on Table. 2-5:_ Monster PCs Abily Seoxea(for Stiength Dexterity, Constiration, ‘Wisdom, or. Charisma) or ‘Table 2-6: Mon: ster PCs! Intel: gence — Ability Scores, For exim= ple, the minormur has_a listed. Incelli gence score of 7, sa the player_consults.that col twin. on lable 2-6. She then. rolls 46, dropping the low resul,and gels a 10. Checking. the leftthand column on, Table 2-8, she sees that her ‘minotsur PC has an Intelligence score of 6, The sepirate table for Intelligence lensites that 20 PC ends up with en Iniel ligence score ofless than 3 (Optionally, hale ire Fs could vse the &-9 colimn on Table if you wanred 19 apply this featur: to them as wel in your campaign.) Ths is im portant, because crearures swith an Intell ence of less than ate not playable characters, Creatures with any sbiliny scone lowerthan tare also probably aot glayable, anidyoutchould thinks enice about letingin any 2C.with anabilty score of less than 3, A iniltainedand Woo Tippedata fgber TABLE 2-6: MONSTER PCs" INTELLIGENCE ABILITY SCORES Dice Monster Inteligence Roll ry % 10 “4 12 a 16 1a 14 a 2 n 9 roms atg omy ‘Other Statics for Monsers = Creatures with Hit Dice of tor lose have normal late based Hit Dice and featres, those with 2 ot mote Hit Dice hare statistics Iced on chese Hit Dex pls those fx lass evel i ay) ‘or example, an ogre with no class levels has 48 HD, a aso atrack bonus of +3,cne feat, and 8 ski pois (plus Ineligenes rodificrj the fist HD is teaced es masimue, giving her 8+ 35) | Constitueion bonus 4) bitpoinrs. | -Aceeature with no clas levels has the standard ear for scree ‘ur of is kind, A creature with eas levels has equipment wort {an amannt bared on tha torl of rboes laze level (eee Table 2 {Stoning Equipment for PCs bavetst Level) Experience for Monsters ‘A creature with only class levels, such as @ 2C or guins XP nor sally A creatare-with class levels plus monster levels, such as an oare basa character level equal his monster levels pus his clas, levels. Acreatare starts with the minimum namber of XP requited| | rodke his evel. When creatures gain levels, they add clas levels, as Viavthe-mlticlssing rales in the Hayer Hambook (wit the mon ster class considered ther favored class. Tor example, a BC ogre with no class levels could enter the {game when any normal sth-level character would be allowed, the ‘ogre bepins a 4h level (because she has 4 Hit Dice) with 6.000 XP (ust enough to be Ath level—see Table 3-2: Experience and Level-Dependent Benefits, page 22 in the Players Hamibook’ {Once the ogre earns ancther 000 XP, she becomes sth level, nd [sheaddsa tstlevel class Roleplaying Moasters “Many of the creatures inthe Monser Menualare el, Not only are these creatures going tw have dificult timein standard sering such as human cities, ut evil PCs might notbe what you want ‘your campaign. However, it's fuirly easy to justify how a monster {whose kinare evil ightbe neutral or even good in ligament. See if any ofthe following background options appeal ta-your plays and fit inwith his character concept ‘+ Reated by humans, elves, dwarves, or another nonevil race. | + saved froma homiblefare by geod-aligned creatures { Individually repentant. * isllusioned by ev * On the run from evil crearates. © Magially altered gase. ‘Most NPCs assume that monstersare evil, regardless ofthe char eters actual. ligament. Within « human citar an elven uw « goblin ora tll is going to be Lested, oathe, o:—at best—dis ‘usted, Decide for yourself how much you wane to stress rhe diff caulty.of playing a monster in civilized. areas. The player mus dece just how bestia oc sophisticated he wants wo play the mon- ster charicte, and how:rue i the moaster archetype the player warts to cling, He may-inokto.you for guidance, so ke prepared shead of me reganling heceiases aswell. Do you want the mini ‘aur PC tobe gleefully temorising she litle folk oro be strugaling vo fit in with humans? Remember thar whats good fot RCs is good for NPCs. NPC monsters can have clases, exceptional ability. scores, and maxi mum firs HirDiceas well Creating New Races | while.the crearues in the-Monster Mazual make for intersting [ac sacial choices, hat aot rally hat they were mad for. Mox ‘were made to be epponents for dhe BCs (which is why: they'e monsters) Thus, some DMs may want ro create new zices made primarily forgiving players new opcions CCcvating new races isdiflicult in general use the tees in the] Pla’ Handbook s.examples and guides. When in doubt, make: the new race like one found there. Monsters in the Monuler, Manual werent created t0 be PC races and sheuldnit he used as, ‘models for anything other than monsters and NPCs. If you want 4a creare a catlike race-with.a great Dexterity, lok to the elves.as [an example. They gaina.+2 bonus to Dexterity but suller a -2 penalty to Constitution. Ror having such a great benefit as height ened Dexterity, the cat penple should have a commensurate penaltyas wel 4 Heresan importantsecret: Not all ofthe ability scores ar egtal,) Notice, for ample, the half ors wich « penalty in Intelligence and Charisma buta bonus only in Strength. Thats because neither. penaliy to Intelligence nor a penalty to Charisma by Issel 5 equal toa bonus in Strength. To return tothe cat people example: Dexterity is also a very important ability and thus a Dexterity, bboaus could not be balanced by a Charisma penalty alone unless some other drawback were added as well In general, the following rable demonstrates apprepriate penal {ies ro march equal bonuses. Notice shat somerimes the bonus). Tpenalty trade-off doesnt always work both ways, For exatple, a ‘oous in Strengrhis roughly equal to. penaity:in Constirution but, ‘ bonus to Constiution is not equal 10 penaly.in Strength. TABLE 2-7: ABILITY SCORE EQUIVALENCIES Ability Score Bonus Ability Score or Scores Penalized Strength Dexterity Intelligence and Charisma. Intelligence and Wisdom Wiser and Charisma strength ‘Constitution Intelligence and Charisma Intelligence and Wisdam Misdem and Chariermn Dewtenty Constitution Desterty intelligence Wisdem Charisma Wisc: Charisma Intelligence Charisma Intelligence Wiedem Intetigence Wisdom Charisma Of cours, shares nothing selly wrong wich penalicing a more ‘important score than the one geting the bonus You could create a frail ace of indly, beauifil creatures with a +2 Charisma bonus and a~2 Strength penalty, bat beavvatethac most players wll pot play such arace, Some might, howevex.and that’ for you to judge, Refer to Chapter 1: Dungean Mastering if you think yet have ‘introduced. someting into your game (inthis case, a new race) ‘hat waa mistake because it was either overpowered ot ot pow rll enough. Basically, the seme sorts of guidelines that you must consider when creating subraces or using monsters as races apply.toexeat | dng nese rates. Reware of special abilites, prticulaey movement or combat-related ones, Remember tha size changes manyaspects| of a character. Benefits should be balanced with drawbacks. Bry, srictatentian 20 culrure and environment fr ideas om hose to shape the race. 1 An ineresding avenue you may wish 10 examine regarding nev) “race creation isthe idea of hall-beeed races The Payers Handle already presents the hai-elf and the balforc, he Monster Manual gives rules on hallcelestials,half-dragons, halffiends, and more ‘mixed aces such a5 the planetouched (aisimars and tiflings) HalF-ogres, halfwolls or elf-orc, or ogre (arog), gnome halfling, or or-—oblin erossbresds areal ntexesting possiiliies for PC races You may wish to rule that some cmsshreads ae in possible or unfeasible, such as dwarf-elf, kalfing-buman or ‘Gome-ogte Thitestictlyup © ya, TADM should consider carefully the classes n her work, for they) define the people who live there. Presented hete are idea for) | modifying Payer Handbook character clases, fr special prestige |lsses and for NPC classes hich represent evervone who isnt suite tighter oa sorcerer but who sill neds some sottof game ‘mechanics treatment), MODIFYING CHARACTER CLASSES Jimagine the desert knife fighter a fighier wich » Minited {sveapon selection but early specialization witha knife. Or a fire, [nnage. aswizand with particularly pore ire spells but no access hhoany spel izing water, air,or earth, Ora warriorpriest who, fanctioas like aclric, bur witha fightees weapon selection anid atnck bonus, fewer spells pet day, and no access to healing spells. If youre like most DMs, the character clases in the Hyer’ Honidovk are flexible enough to fit most any aiche or need, par ticalarly with the possiblities of multcassing, the variety of ffeas and shils, and facers such ae school specialzstion for {bvitndsand domain selection for clerics. € you want Co cteate a campaign rich with zligion and divine induencs, where just |abour everyone has deity granted powers yaudont have to over: Juul al th existing classes Instead, you can just st everyone (or most everyone) in thatsocicty multiclass otha hey possess at leas one level of cleric: You can rule chat nach a won, cecal snulilasing hasno penalties, and everyone san dat fare (ne XPpenalics) This means, of course, that yeu have modified she clas system slightly. urther modifications eecasonaly allaw a DM to create slighlyaifferent classes ether for variety a to fila niche cesred inher own campaign Various aspetsof a class—such as lie ice, base atti bonuses, orspells pet level—are easy ro change. Hoy | ver oven though the aumbers we exsy to change, you sould be avare ofthe implications. rogue with «Sighters amack bonis is bbener than ategularregue unless her gain in this respect is ose, bysome loss elsewher= Likewise. a wizard with mace spells per day is alo umbalanced in regard i other chsseswithoue some sig- nieant densback. SpeciaLablites are somewhat more complex to alter, Always hhave-a.concept with strengths and weaknesses in mind—dont justo csate the cls that can do everything. Remember dat ‘while the palin hasalotof special offensive, defensive, und eal Lingabiies she has neither access to attack spells nor any way to {sneak aound. The wiand isa grectspellcaster bur has poor combat abies: Consider making a swasbbuctler gue with no ability to sek auack but mare comt-and movementariented feats, ora druid with fewer spells pee day bus the capcbilicy to, shapechange more often, Jemember, howeves if you have creat variant chss with} ‘sneaking and subzeruge capablities better tha. the gue, ota combatoriemted class more adept at combat thin the fighter ou have gone astray. Variants shouldexistforatiety and flavor not 2, courshineshe stand classes. The other points xezembeathat] making class worse at something its steady bad at is not neces sarily a Balancing factor. A wizard with a worse arta bonus ora {restiction against taking combet-orented fea reilly init that {much worse off than the standard wizard. (She wasnt likely to ger involved in melee she could help ieanyreay.) Dungeon Masters ‘who ae eal tickles forcass balance might want ro avoid modi fying churacce lasses together 1s dffeal, andthe preblenis it) steates doriusully make themselves evident uni the changes! axe aealy in pay, Avoiding the Pitfalls the barbarian and the fighter cheses show. dhe diffical in sancing character classes. Borh excel at combat but do so a difer-| ‘ent ways. The fighter gains more and more comtar fats and) specialization, while.the barbarin attains his raves intempo) sary buts of rage-Take a leok atthe bonuses snd modifications) that each gets. Bven though thet attack horns progression ie the) same, a fighter wit. sellchasen feas oushites the barbarian.) 1c in erage, (Once out of hia rage, che bacarians a guen close.) Ths siuaton is halanced by the other special advantages the barberian has: m increased movement rate, more skil points, a greater selection of css sills, uneanny dodge. anda more gen erous Hit Dic type. All of these aspects need to be considered when measuring the lance cf achatacerlaos ‘When modying a cass always take the follewing steps: 1. Look see which standard class seems to be mostlike the end resultshat you want to create 2. Look to see if mother class has special abilities thar can be swapped in exchange for something that his class has in onder te cteate what you wane BEHIND THE CURTAIN: WHY MESS AROUND WITH ‘The stardard character classes ft into virtually everyone's campaign, Theyre exibic, and chill ane! eat selection allow them to be truly cx tomizable. Most characer concepts can be covered using the dasses 4s iten, Modifying casses s mostly a tol that you can use to tailor things te best fit your campaign Irshouldn't come up that often, since Wsrarely necessary, DMs who erate ther own words may find the clateoe need samme focusing to make them speciic toa pariculer campaign. In deveiop- Ing your own world, you design « culture stceped in « longstending hated ofrmage, you might alee the fighter tobe a demonslayer and give ‘the class a limited weapon selection and special feats that wort best against outsiders. The ranger might become a wizard-huntey, the cleric ‘ould bea protector with ently access to dsp! magic and varous defers sive spells, ard all PC classes might be imbued with the abiliy to use detect magic once per day, CHARACTER CLASSES? Sometimes, hovover, playerscome to you and saythat they ike acer ‘ain cass, bul they want to change a single feature oF wo, Michele might want to play 2 ranger with no deste to obtain more than one favored enemy. She wants o playa beast slayer and her characer hates ire wolves. She's also interested in the palacin's warhorse. You can fecide, a8 1 DM, that it's acceptable to trade those ranger abilities for the paladin's meunt, In fet, you might decide that fs nt flr tre, and that Michele's character can have the detec vil silty as well (She is, afer al, going up an ablity usable at Ist level as wel as one that comes into play later for one that she can’t achieve until Sth leva) Allowing a player to play the character she wants ta play ls always 3 esirzle goal, Sute, sometimes it can't be achieved the player aces for too much, or what she wan's doesn't fit with your campaign—but the effort to accommodate reasonable modifieaions ls amas: always worth it 3. Look toall the other classes and march the newly modified clss agiinsteach one, taking intoaccount the following © HicDice * Base attack boas progression. + Base save progressions + skill poing f + Class skill list, including exclusive slills { ‘* Weapon and armor proficiency. Spells per day Spell ist selection Special class fearures “No class should excel beyond another overall. Pay particular a tention cospecial class fearures and spell, Spell Lists for Variant Spelicasiers One faily easy way to modify-an existing chiracter class ot in}, {alles invent-an entirely new one is to modify che spel isto {spelcasting class. Sometimes. storing spel lists may seem lise. rixing and matching the spechly schoolof a wizard or comains ofa priest And that's not entisely incorrect. Presta with radially dilfetent domains ortwo cillerent specialist wizards can scem like entirely differen classes sometmes.Alering the mix of spellsin 4 spell list however, can modiy clases w an extent impossible vith just specialization Switching spell level for varius spells thatthe modified clase [Ihas.fo example, faster acces to illusion spell kut doesnt gt key evocation ack spell nel later can crave an interesting variant ie wary ofthis method, The spell ists and the levels assigned to therm were designed wich a careful nance. nan. Switching a spell up ot dowa more than a single level is probably bad idea Donrassume chat all pels carry equal weight, ther. Making fir- hl an fy 2n-evel sels ona spell lis and then pushing nus daltyand magicmoulhup to 3rd level compensieissmnbabincing, ‘While see maslity and magie mouth are both useful spel, hey dong present balance issuesas obrionsas field fist significant. snulipletmget damage spell and ly (often the dfstence between, avoiding an encounter or not). When mading spells pot down in} keyel do so with atherae ining, & caster inighehe greta divi | tons and enchanrments but pooe atany spells with obvious, dia maniceffecs. Othe may be prticulary adeprat healing but not sood with spells that affect emotions ot minds. ‘Bren if you caceully balance the spells you incxease or decrease fn level youre liely-19 make a spelleaser more powerful. For in- stance fill and. lghiing bol ace. reughly equivalent spells, be # youceeate a variant spellearter with lighhiing ball ava 2nd-level spell and fiball asa 4th-lvel spell, that character is more power {fal than the wizerd or sorcerer Iwas based on | the mos obvious way.to create new spell Iss fst cake spells ‘fom the different classes and mix and match. If you combine spells from two clases. vou create an interestitg bu: potental}y snbalinced new variant class. Bevrare the all-powerful hybrid: 3 class wich the tepower of amin and the healing capacity Ea dleric, Donic simply pick the est spells ftom all the lists and give them to. single caster As with avitching spel levels, theme for a brard-new spell list helps balmce.it especially-a theme. with both strengths and shortcomings) The new spell lst might be ssrongon offensive spall bu lacking in defensive magic or great swith healing and divinations but lacking in. mavenent-elated sand aberation spells. Casters with access to spells from run difles: Featlisses should generally have fee: spel avalablethaneither ofthe original clssea,Verstiliey hos its pice. {Classes for whom spelicasting is secondary—such as the sengctthe pala, ral pethaps the bard —offer an even greater ‘oppattunity for manipulation, since thei lists aze sinaller and ‘hus more easily shifted. Subtle changes, such asthe paladin ofa dein of healing with all cating spells, or a heastmaster ranger with only-animal-telared spells are fuirly easy 10 create. Greater] changes are also possible, such as the divine bard (che-cintox),. whose spells are all iaken feom the cleric ist. the witch Here’ an example of creating a new spell ist for a variant spell casting class: the avitch. A staple of fantasy literature and fairy. tales, the witch dabbles in-many rypes of magic—minar illusions, spells dealing with health or life, nrure-hased magic, simple dis-) ‘nations, and spells. that alter the shape. and_appearance-ol things—but exces ac just afew Hence, her lise is somewhat lim- ited, but it contains wizard, cleric, and druid spells, She uses. the sorcerer’ Spells per Dey table (see Table 4-L6: The Sorcerer. page 49 im the Payer Hanultook), and her spells ate based on Charisma. ‘This spel ist is designed with these considerations in mind: (Cure Spells: Only the weakesi af these, and the witch doesnt have the cleric ability to cart cue spells spontaneously. The witch isnt hlessed with a clerics ‘or dnuid’) plethora of healing spells, ‘oat she can offer litle aid 0 those she favors, Mlasions: Only chrough the middle levels. The witch can trick ‘her foes; bur nati the exteat that awizand can, Divinations: Only the straightforward divinations, such a: clairvoyance and sy, 2nd not ever all of them, ‘Charms: Many. A major niche for this caste Form-Changing: Another strong point for the sirch, Eom change ef ta shapechange, the witch has mostof he apells cating) sw changing her (er sameone elses) form, { ‘Nature; Drom speaking to wuimals 1» controlling the weather, the witch dabblesin this type of magic, if for no other season than she usually lives asecluded life in the wilderness, 1 Flashy Spells: Anything froma lighning boll ro a wall offi to) ‘Bighy’s hand spells is. right oat. The witchisercherype doesnt sug fest overt amack spells or pelle that crsate massive magic con structs, She doesnt summon monsters, place wards, or-telepom ‘rom place to place. Her magic is subtle Miscellaneous: Spells such as whispering win Leamune’ tiny hut, bestow curse (and a few other curselke spells). and a few com ‘munication spells ound outthe ist, For flavor, the first six levels, ofthe witch’ spel list each bave thirteen spells, ‘Witch Spell List The witch chooses 9 have access toane of the two spells marked) With anasteris (*), Ofthe asterisked spells she cannot cast those of. alignment opposed to her ov, © Hevel—sriane mark, cure minor wounl, dancing lights, dace, Aedct magi delet poison flare, ghost sound, light, mending, read magi essa rte Ast level—cause feat, change sali crm person, command, com phen languages cre light wounds.faom, endive elements hypnotism, ‘dari aent imag, sleep, ventndoquise. sfnes, calm emotion, cure der ate wounds, clay qoison. detect. thaughts, entlral, invisibility, locate objec minor mage, sare, speak wileanceas, whispering wil And Jevelmbesiow ces, cainuayance/clainaudience, contagion ‘vate fod and water, exe Blnessdeafess, dispel magic Leonid, {ony hd magic ciel against chaos/law®, magie ence neainsteuil/snnd spectra or, siggestion, lngues, water resting i 4th level—dharm monster discim Tis, divimation, emotion fen, iont.vecmin, locale cea, minor creation, neutralize poison, poly) erph other olymorgh sl remove curse sry sth level—adscrced iluson, attraction, animal pont enilance dreams, fecblenin greater command, peace scrying, mags et, wnjor. {cration, mamge arcana, nightare,sorming. sth level—anumate, yet, fin the path, gens/quest heroes! feast, legen lore ras sugzston, masead, proc ine, vepulsin, Tenses ‘nnsformalion, fue sting, weather contr 7th level—aceping diom, finger of death. insanity. husk, rpet woods anspor via plans 8th level—ntieuthy/symuthy, dsc lication, horrid wilting, polymorph any objec, roles, te su 9th level—sortiqua,forenght, refs shape chang wai of the banshe, wei CREATING NEW CLASSES | Ofcourse its possible ro create entirely new classes or rather, 10] ker existing clesesso drastically that hey'sc no longer recogni able. For example, you could make the following adjustments 10 the ranger: ‘Limit his weapon selection to resemble the rogue’ list of weapon proficinsien * Change his fivored.enemy ability so that he gets it only once and the bonuses come into play whenever the character fights undead | [Give him the rogue’ seak attack, bur change it so that its {sabe against undead (and only against undead) t * Change hs spell Ist so that ie consiss of spells thar deal strce Iy-with undead orthar are used for subterfuge and sneaking. + Atl level, give im the paladins site er abilityusable arly against undead, Now the css the undead stale stealthy character skilled in ltsicking and slaying undead this method of mixing and matching abilitica fiom different |clisses is the bes way to go should yousvant to create an entirely ‘now chs. gives you a starting point and an idea of what you, «should and shouldnitdo to creice a balanced character PRESTIGE CLASSES fin the city of Greyhawk, shedowy guild of hired killers wields ‘pvvet and fear hike deadly weapons, Only the most ruthless and ‘yet subdlewomen and men can join the guibl as members These ‘ssusins mast pss rigorous tests and ils ta prove theit wos, so that dhey-may leam the ar of dealing death # only asiassias, can. Meanwhile, fart the south, a smal, secret cabal of spall | casters called lovemasters practice their ans of divination and focus on their deep snadies, Only the mest talented and deeply i> auisitive can join theie mystical ranks. ‘Assos and Joremastes ate atnang the may iypes of prestige ‘lnses,Charcters rho qualify an choose a prestige clas aa nul lis topickupas they advancein level, Taking a prestige class does ‘ot incur the expetience point penalties normally associated. with amaltcissing. Presigeclassesallow DMso cteitecampaign-specilc, solusive roles and postions as lasses-Lhese special roles ofr abi itis and powers otherwise inaccessible 19 PCs and focis them in [specific interesting diections, A charactex wth a prestige cas is ‘mane speciale vot pathaps lightly berex than onc without one A newly created, st-level characeer cannot be a member of a prosnige clas, Abilities granted by. prestige clisses are inapptops- ae for \stlevel characters. Prestige classes are acquired only by ‘eting the requitetments specific ro each example. This almost aways requires —in effect —athata character be at least mid-level (say around sth or sch level). Additionally, the character must mest nonrale-elited requirements in-game, suchas group mem bership fees special naining exercises. quests and so forth Allowing PCs acces to presige classes is purely. optional and [alssyssunder the purvicweof'the DM. Even chougha few-examples cane found below, prestige classes are idiosyncratic taeach cam $paign.and DMs may-choose to norallow them orto usethem only Mor NPCs. ‘Dungeon Masters should use prestige classes as tool for would buildings wells «reward for achieving high level They set cat acresin the milieu and put them in the context of the world Creating Prestige Classes Prestige classes ae like regular classes, except chat they have te