Archive for the ‘D&D 4th Ed’ Category

Role-Playing Points (aka Skinner Points)

Monday, November 23rd, 2009

Dungeon and Dragons 4th Edition is all about cool, cinematic action. For me as a GM, I can’t always come up with the cool description, partially because it is hard to do it over and over again, and I am managing a ton of stuff. That is where the players come in.

A technique I have developed is to have a stack of red poker chips on the table. If a player provides a cool description, adds something interesting to the setting, or generally enhances the game, I toss the player a chip. It is a reward for enhancing the game.

The reason for this is two fold. The first, it takes some of the description off of me and makes my job easier. Secondly, it allows the player some control over the results of their acti0n, and I even allow players to even narrate their failures. The primary thought process on narrating failures is nothing has every frustrated me more than to have a GM narrate a failure that makes my character seem foolish, stupid, or ineffective. My character may fail, but the character has a certain style to it. When my master swordsman hits himself in the groin with the hilt of his blade, it ruins the style of my character. That should only happen if I want it too. Players get to narrate how their character performs based on the roll, which allows them to communicate their character’s personality and style to the other players.  In turn, the game is more exciting and action packed for the players.

These chips are a technique to reinforce behavior; hence the nickname “Skinner Points” proudly bestowed by one of the players. The players should be aware they are awarded for things you want them to do. These points are rewards to players for maintaining the theme and style of the game. For my current game, the color of the chip was even specifically chosen to maintain theme. I am currently running a very gruesome, sword and sorcery style D&D game. There is nothing nice about what happens when swords are pulled. The world is brutal, and the players are thugs and thieves. I provide chips for players who provide very “Conan-esque” descriptions. When blood flows, the red chips flow even more freely. I encourage this theme through player rewards.

So, now that players have all these wonderful red chips; what can they do with them? The players are able to turn those chips into experience points. Each chip is worth 10 XP at the end of the session. The more participatory players are at adding description and making the game better. They earn more chips, and their character advances faster.

This is still being playtested, and 10 XP is a good value at Heroic tier in D&D 4th Ed. If a player earns five or ten of these in a session, it adds up quickly. The experience point value may need to be adjusted proportionally as characters advance in level to take into account the increased advancement cost. The characters in my game are still 1st level, and 10 XP is a nice bonus. I expect when they get to around 5th – 10th level, I will increase the XP bonus to 25. Around 10th level, I could see the bonus increasing to 50 XP. We will see when the players advance to higher levels if this is necessary.

Corruption Points

Monday, October 19th, 2009

Characters in D&D are the pinnacle of power. They are stronger, faster, and wiser than almost any other individual within a D&D world, but absolute power corrupts. Corruption points represent the fundamental idea that those who use power will be corrupted by it.

Corruption takes on many forms, from avarice to sloth to pride to greed, but its primary goal is to destroy those who try to wield it for their own purposes. Those who tap into the power of corruption often bring pain and suffering on to those who surround him, because that in turn destroys the user and causes even greater harm.

Players Tapping into Corruption
Any time a player needs a little extra help, a player may elect to take a point of corruption. The player may immediately spend the Corruption Point on the action they are attempting. Once the action is resolved, the player gives the corruption point to the Dungeon Master. A player may take as many corruption points on a single action as they see fit, there is no limit per encounter, but the limit on action points still applies.

Lisa has spent an action point on a skill check in order to avoid the final failure on a Skill Challenge. Unfortunately, after re-rolling, she still has not exceeded the Difficulty Number. She elects to take a Corruption Point re-roll her current roll and succeeds on the roll. Once the check is resolved, she hands a token to the DM, who now has a corruption point to spend against the players.

Dungeon Masters Tapping into Corruption
Once a player has completed their action using a Corruption Point, they hand the point to the DM. Corruption Points act as Action Points for the DM and his monsters. Any time the DM wishes, they may spend a point to gain the benefits of an action point for the monsters opposing the players.

The other option for the DM is to compel the player to perform a specific action. This cannot be something that will harm the player directly. It can be used to encourage the player to do something that indirectly harms himself or another character, or benefits the monsters (i.e. fall asleep on watch, forget to check the locks on the doors, etc.). This is the nature of corruption. A compelled action does not always have to be harmful in some way. It is also a tool for the DM to push players in a specific direction. The GM may want to the players to take a specific path, and this can be accomplished with a corruption point.

If the DM elects to compel a player, the character must take the action the DM compels. A player may resist the urge of corruption nagging at his mind and soul if they spend an action point to resist it. When the player does this, the action point is spent, as is the corruption point. The DM may choose to up the ante and spend a second corruption point to compel the player. The player may then elect to counter with a second action point. If the player does so, then corruption has been resisted, and the action and corruption points are spent. If the player is unable to resist the influences of corruption, because of a lack of action points or accepting the DM’s compel, then the character must take the action the DM described.

The DM does not have to spend the corruption point against the player who used corruption. In fact, it is more dramatic and thematically accurate if the corruption point is used against another player. Corruption’s influence often effects those who surround themselves with corrupted individuals, and there is only so long that a character can resist its siren call.

When a DM compels a player towards a specific action, players may vehemently disagree. Some discussion is appropriate, and the action must fit with the personality of the character. Actions decidedly out of character can be argued against. If the DM insists, then every player at the table, including the DM, may vote. If the majority say it is an unacceptable compel, the DM must change the nature of the compel until the majority rules with the DM.

DM’s must be careful with the use of corruption points. It is easy to abuse the power granted by compel. They should be careful to use them in ways which enhance the story and create better drama. The corruption points should never be used vindictively or simply to abuse the players. Corruption points are powerful tools, and while players know the risk of taking on corruption, they also expect the DM to be fair.

Modified Action Points

Monday, October 19th, 2009

Action points represent a player’s ability to control the story and their effect on it. The standard rules for action points apply to modified action points, but action points may be used to gain additional benefits.

When a player spends an action point they may choose one of the follow. The player may re-roll a failed. The new roll stands, regardless if it is a lower roll. The player may also choose to add a +5 to a single skill check. This bonus may be added before or after the roll has been made. Finally, the player may claim a +2 AC bonus until the end of their next turn.

Action Point Uses
•    Take an Extra Action
•    Re-roll a failed Roll
•    +5 to a single Skill Roll
•    +2 to all defenses until the end of your next turn

Narrative Skill Checks

Monday, October 19th, 2009

Let’s face it, as a Dungeon Master it is easy to have gaps in your setting or environments a session is taking place. It is simply impossible to anticipate all the things the players will be interested in.

A way to deal with this is to simply let the player come up with these facts through a Narrative Skill Check. Players may use skills to create facts about the world and the environment. Narrative skill checks work like any other skill check, except they allow players to add setting fiction and specifics.

Any time a player wishes to make a statement about the setting, the player states what they want to make fact. The DM then determines the difficulty. The standard difficulty is DC 20, but the DM may increase the DC depending on the situation and the skill being applied. The player then rolls the die and the player succeeds, then what they stated is added to the setting fiction.

Albert is trying to find the local thieves guild. The DM does not know if there is a thieves guild, or where they might be located as he has not really defined many areas of the city. Albert declares, “The thieves guild is in an area called ‘The Gallows’, which is known for being a rough place.”

The DM considers the statement reasonable and says it will require a Streetwise check with a DC 20. Albert makes his check and succeeds. The thieves guild exists and there is now a crime ridden area of the city called the Gallows.

Players may also create facts about situations and encounters where which provide an advantage or change the scene. This allows players to creatively influence the game and provide the feel they are looking for.

Michelle in a situation where her character is captured by Orcs. Caught between in a rock and a hard place, she decides to make a narrative skill check. She states, “The orc culture demands that all challenges to authority must met by a personal duel. The winner of the duel is considered have authority over the tribe.”

The DM rules that this is a Nature skill check, and is a DC 25 check. If Michelle succeeds at the skill check, then this is a fact about orc culture.

This technique allows players to contribute to the setting and create little bits of fiction which can move the story ahead when the players become stuck, or something unanticipated occurs.