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’s Guide®

Sample file

DELUXE EDITION

ROLEPLAYING GAME CORE RULES James Wyatt

4E_DMG_DLX_Ch0FM.indd 1 8/5/08 3:09:49 PM CREDITS D&D® 4th Edition Design Team Cover Illustration Rob Heinsoo, Andy Collins, James Wyatt Wayne Reynolds (front), Ralph Horsley (back)

D&D 4th Edition Final Development Strike Team Graphic Designers , , James Wyatt Keven Smith, Leon Cortez, Emi Tanji

Dungeon Master’s Guide Design Additional Graphic Design James Wyatt Karin Powell, Mari Kolkowsky, Shauna Wolf Narciso, Ryan Sansaver Dungeon Master’s Guide Development Andy Collins, Mike Mearls, Stephen Radney-MacFarland, Concept Artists Peter Schaefer, Stephen Schubert Rob Alexander, Dave Allsop, Christopher Burdett, Adam Gillespie, Lars Grant-West, David Griffith, Lee Moyer, Dungeon Master’s Guide Editing William O’Connor , Jennifer Clarke Wilkes, Interior Illustrations Dungeon Master’s Guide Managing Editing Rob Alexander, Steve Argyle, Wayne England, Jason Kim Mohan Engle, David Griffith, Espen Grundetjern, Brian Hagan, Ralph Horsley, Howard Lyon, Lee Moyer, William Additional Writing O’Connor, Wayne Reynolds, Dan Scott, Ron Spears, Richard Baker, David Noonan, Chris Sims Chris Stevens, Anne Stokes, Eva Widermann

Additional Design and Development Cartography Greg Bilsland, Logan Bonner, Bart Carroll, Michele Mike Schley Carter, Jennifer Clarke Wilkes, Bruce R. Cordell, Jeremy Crawford, Jesse Decker, Michael Donais, Robert Gutschera, D&D Brand Team Gwendolyn F. M. Kestrel, Peter Lee, Julia Martin, Kim Mohan, Liz Schuh, Scott Rouse, Sara Girard, Kierin Chase, Christopher Perkins, , , Rodney Martin Durham, Linae Foster Thompson, Rob Watkins, Steve Winter, Chris Youngs Publishing Production Specialists Director of R&D, Roleplaying Games/Book Publishing Angelika Lokotz, Erin Dorries, Moriah Scholz, Bill Slavicsek Christopher Tardiff

D&D Story Design and Development Manager Prepress Manager ChristopherSample Perkins Jefferson file Dunlap

D&D System Design and Development Manager Imaging Technicians Andy Collins Travis Adams, Bob Jordan, Sven Bolen

D&D Senior Art Director Production Manager Cynda Callaway

Art Director Building on the Design of Previous Editions by Keven Smith E. , (1st Edition and earlier); David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Special thanks to Brandon Daggerhart, keeper of Shadowfell Cook, Skip Williams, Richard Baker, (3rd Edition)

Dedicated to the memory of E. Gary Gygax

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4E_DMG_DLX_Ch0FM.indd 2 8/5/08 3:09:51 PM contents

1: HOW TO BE A DM ...... 4 Outdoor Terrain ...... 66 9: THE WORLD ...... 148 The Gaming Group ...... 6 Constructed Terrain ...... 66 The D&D World ...... 150 The Players ...... 8 Light Sources ...... 66 Civilization ...... 152 The Dungeon Master ...... 12 Vision and Special Senses ...... 67 Mapping a Settlement ...... 154 Table Rules ...... 14 Sample Fantastic Terrain ...... 67 Teleportation Circles ...... 156 The Wild ...... 158 2: RUNNING THE GAME ...... 16 5: NONCOMBAT ENCOUNTERS 70 Weather ...... 158 Preparing ...... 18 Skill Challenges ...... 72 Environmental Dangers ...... 158 Getting Started ...... 19 Running a Skill Challenge ...... 74 Starvation, Thirst, Chronicling a Game ...... 19 Interrupting a Skill Challenge . . . 75 and Suff ocation ...... 159 Modes of the Game ...... 20 Sample Skill Challenges ...... 76 The Planes ...... 160 Narration ...... 22 Puzzles ...... 81 The Gods ...... 162 Pacing ...... 24 Using Puzzles ...... 81 Artifacts ...... 164 Props ...... 25 Designing Puzzles ...... 82 The Axe of the Dispensing Information ...... 26 Traps and Hazards ...... 85 Dwarvish Lords ...... 165 Passive Skill Checks ...... 26 Using Traps and Hazards ...... 87 The Eye of ...... 167 Informing Players ...... 26 Sample Traps and Hazards ...... 87 The Hand of Vecna ...... 168 Rituals ...... 27 The Invulnerable 6: ADVENTURES ...... 94 Improvising ...... 28 Coat of Arnd ...... 170 Published Adventures ...... 96 Ending ...... 29 Languages ...... 171 Troubleshooting...... 30 Fixing Problems ...... 98 Teaching the Game ...... 33 Building an Adventure ...... 100 10: THE DM’S TOOLBOX ...... 172 Quests ...... 102 Customizing Monsters ...... 174 3: COMBAT ENCOUNTERS . . . . . 34 Encounter Mix ...... 104 Increasing or Combat Fundamentals ...... 36 Adventure Setting ...... 106 Decreasing Level ...... 174 Monster Readiness ...... 36 Setting Personality ...... 108 Adding Equipment ...... 174 Surprise ...... 36 Setting Details ...... 110 Templates ...... 175 Roll Initiative! ...... 38 Furnishings and Features ...... 111 Functional Templates ...... 176 Running Combat ...... 40 Mapping the Site ...... 112 Class Templates ...... 182 When Is an Encounter Over? . . . . 41 Outdoor Settings ...... 114 Creating Monsters ...... 184 After an Encounter ...... 41 Event-Based Adventures ...... 115 Monster Design Steps ...... 184 Additional Rules ...... 42 Cast of Characters ...... 116 Elite and Solo Monsters ...... 184 Actions the Rules Don’t Cover . . 42 AlliesSample as Extra Characters file ...... 116 Creating NPCs ...... 186 Cover ...... 43 NPC Design Steps ...... 187 7: REWARDS ...... 118 Forced Movement and Terrain . . 44 Level Bonus and Experience Points ...... 120 Aquatic Combat ...... 45 Magic Threshold ...... 187 Quests ...... 122 Mounted Combat ...... 46 Creating House Rules ...... 189 Milestones ...... 123 Flying ...... 47 Rules Design 101 ...... 189 Treasure ...... 124 Disease ...... 49 Example House Rules ...... 189 Monetary Treasure ...... 124 Poison ...... 50 Fumble ...... 189 Gems ...... 124 Critical Success and Failure . . 189 4: BUILDING ENCOUNTERS . . . . 52 Art Objects ...... 124 Random Dungeons ...... 190 Monster Roles ...... 54 Magic Items ...... 125 Random Encounters ...... 193 Encounter Components ...... 56 Awarding Treasure ...... 125 Encounter Level ...... 56 Treasure Parcels ...... 126 11: FALLCREST...... 196 Target XP Reward ...... 57 The Town of Fallcrest ...... 198 8: CAMPAIGNS ...... 130 Encounter Templates ...... 58 The Nentir Vale ...... 206 Published Campaigns ...... 132 Battlefi eld Control ...... 58 Involving the Players ...... 209 Campaign Theme ...... 134 Commander and Troops ...... 58 Kobold Hall ...... 210 Dragon’s Den ...... 58 Super Adventures ...... 138 Double Line ...... 58 Campaign Story ...... 140 COMBAT CARDS ...... 220 Wolf Pack ...... 59 Beginning a Campaign ...... 142 Encounter Settings ...... 60 Starting at Higher Level ...... 143 INDEX ...... 221 Terrain Features ...... 60 Running a Campaign ...... 144 BATTLE GRIDS ...... 222 Terrain and Roles ...... 62 Tiers of Play ...... 146 Sample Mundane Terrain ...... 64 Ending a Campaign ...... 147

4E_DMG_DLX_Ch0FM.indd 3 8/5/08 3:09:51 PM CHAPTER 1 How to Be a DM

Most games have a winner and a loser, but the DUNGEONS & DRAGONS® Roleplaying Game is fundamentally a cooperative game. The Dungeon Master (DM) plays the roles of the antagonists in the adventure, but the DM isn’t playing against the player characters (PCs). Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she 1doesn’t want the player characters to fail any more than the other players do. The players all cooperate to achieve success for their characters. The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead. At the table, having fun is the most important goal—more important than the characters’ success in an adventure. It’s just as vital for everyone at the table to cooperate toward making the game fun for everyone as it is for the player characters to cooperate within the adventure. This chapter includes the following sections.Sample file ✦ The Gaming Group: Here you learn what components you need to play the D&D® game. ✦ The Players: Understand your players, help them to assemble as a successful party of player characters, and run a game they want to play. ✦ The Dungeon Master: Understand the role of a DM in the game and what kind of game you want to make. ✦ Table Rules: Consider table rules you should agree on—guidelines for you and the players’ behavior during the game. RALPH HORSLEY RALPH CHAPTER 1 | How to Be a DM 4

4E_DMG_DLX_Ch01.indd 4 8/5/08 3:41:29 PM Sample file

4E_DMG_DLX_Ch01.indd 5 8/5/08 3:41:45 PM THE GAMING GROUP

What do you need to play the D&D game? The heart of harder to get through combat encounters even if the a gaming group is the players, who roleplay their char- encounter is scaled down for your smaller group. acters in adventures set forth by the Dungeon Master. With more than six characters, the group gets Every player contributes to the fun of the game and unwieldy and tends to split into subgroups. We give helps bring the fantasy world to life. Beyond players, to you some tips and tricks for managing a large group play the D&D game you need space to play, rulebooks, in “Group Size” in Chapter 2 (page 31), but if your and supplies such as dice, paper, pencils, a battle grid, group gets too large, you might want to split into two and miniatures. Your game can be as simple as that, or more groups that play at different times. or you can add items for your convenience (character sheets, snacks) or enhance the game with digital com- The Dungeon Master ponents (check out www.dndinsider.com). One player has a special role in a D&D game. The Dungeon Master controls the pace of the story and ref- Players erees the action along the way. You can’t play a game D&D players fill two distinct roles in a D&D game: of D&D without a DM. characters and Dungeon Master. These roles aren’t What Does the DM Do?: The Dungeon Master mutually exclusive, and a player can roleplay a char- has many hats to wear in the course of a game session. acter today and run an adventure for the characters The DM is the rules moderator, the narrator, a player tomorrow. Although everyone who plays the game of many different characters, and the primary creator is technically a player, we usually refer to players as of the game’s world, the campaign, and the adventure. those who run the player characters. Who Should Be the DM?: Who should be the D&D is a game of the imagination, all about fantas- Dungeon Master for your gaming group? Whoever tic worlds and creatures, magic, and adventure. You wants to be! The person who has the most drive to pull find a comfortable place where you can spread out a group together and start up a game often ends up your books and maps and dice, and you get together being the DM by default, but that doesn’t have to be with your friends to experience a group story. It’s like the case. a fantastic action movie, and your characters are the Dungeon Masters Can Partner, Trade Off, or stars. The story unfolds as your characters make deci- Change: The role of Dungeon Master doesn’t have to sions and take actions—what happens next is up to you! be a singular, ongoing, campaign-long appointment. Six People in a Group: The rules of the game Many successful gaming groups switch DMs from time assume that you’re playing in a group of six people: the to time. Either they take turns running campaigns, DM and five other players. Sampleswitching file DM duty every few months, or they take More or Fewer than Six: Playing with four or six turns running adventures and switch every few weeks. other players is easy with minor adjustments. Groups that are smaller or larger require you to alter some of Supplies the rules in this book to account for the difference. What do you need to play D&D? With only two or three characters in a party, you don’t have the different roles covered (see “Cover- WHAT YOU NEED TO PLAY ing the Character Roles” on page 10, and “Character ✦ A place to play Role” on page 15 of the Player’s Handbook), and it’s ✦ Rulebooks ✦ Dice ✦ Paper and pencils TIPS FROM THE PROS ✦ Battle grid or D&D™ Dungeon Tiles In my years of playing D&D, I’ve played in college class- ✦ Dungeon Master’s Screen rooms, in a school and a public library, in my parents’ ✦ D&D® Miniatures basement and in their dining room, sprawled out on couches and crammed in at too-small tables, at my house USEFUL ADDITIONS and at many different friends’ houses, and in company ✦ Character sheets meeting rooms. Whiteboards (and the blackboard in that ✦ Snacks classroom) are quite useful. In general, I prefer a more pri- ✦ Laptop computer, PDA, smart phone, or digital camera vate spot where we can celebrate an important critical hit ✦ D&D Insider™ with appropriate volume. —James Wyatt

CHAPTER 1 | How to Be a DM 6

4E_DMG_DLX_Ch01.indd 6 8/5/08 3:41:54 PM A Place to Play: The bare minimum of space you Character Sheets: All the players need some way need to play D&D is room for everyone in your group to record important information about their characters. to sit. Most likely, you also want a table for everyone to You can use plain paper, but a character sheet photo- sit around. A table holds your battle grid and minia- copied from the one printed in the back of the Player’s ture figures, gives you a place to roll dice and write on Handbook is more helpful—or use the D&D Character character sheets, and holds piles of books and papers. Record Sheets product. Some players put their powers on You can pull chairs around a dining table or sit in index cards instead of their character sheets to make it recliners and easy chairs around a coffee table within easier to keep track of which ones they’ve used. reach. It’s possible to run a game without a table for Snacks: Snacks are not a necessary component of the battle grid, but combat runs more easily if every- a D&D game, but they can be an important one. Food one can see where everything is. and beverages at the table help keep everyone’s energy THE GAMING GROUP Rulebooks: As DM, you need a copy of all the rule- up. If you start your game sessions in the evening after books you’re going to use to play. At a minimum, that work or school, you might want to eat dinner before should be a copy of the Player’s Handbook®, the Dun- you play. You can get all the socializing out of the way geon Master’s Guide®, and the Monster Manual®. Your while you eat, and hunker down for some serious die- players each need the Player’s Handbook, since every rolling once everyone is finished. character’s broad assortment of powers, feats, and Computers, PDAs, Smart Phones, and Digital items means the game runs more smoothly if all the Cameras: If you own a laptop computer, a personal players bring their own copies of the Player’s Handbook digital assistant (PDA), or a smart phone, you can use to the table. it to keep notes and track items instead of paper and Dice: You need a full assortment of dice. It’s helpful pencils. Players can use their computers to store and to have at least three of each kind. (That might seem update copies of their character sheet in a number of to be a lot, but when you have to roll 4d12 + 10 fire file formats, and you can keep notes about your cam- damage for the ancient red dragon’s breath weapon, paign and encounters you’ve built. You can also use a you’ll be glad you have more than one d12.) A lot of digital camera as an easy way to keep track of a fight powers use multiple d6s, d8s, and d10s. Each player that you have to stop in the middle of. You just look at at the table should also have a set of polyhedral dice, the picture to replicate the positions of the player char- since most players get very attached to their dice. acters and monsters to resume the battle. You could Paper and Pencils: Everyone should have easy also snap pictures of the game in progress to post in access to a pencil and paper. During every round of your blog or website to share with members of the combat, you need to keep track of hit points, attack group or their friends. penalties and defense bonuses, use of powers, spent D&D Insider: Finally, you can enhance your game action points, the consequences of conditions, and with a subscription to D&D Insider (D&DI)—www. other information. You and your players need toSample take dndinsider.com—an file online supplement to the pen- notes about what has happened in the adventure, and and-paper game. D&DI™ gives you a ready source of players need to make note of experience points (XP) adventures, new rules options to try out, and an array and treasure their characters acquire. of online tools to make your game go more smoothly. Battle Grid: A battle grid is very important for run- You can use D&DI to play D&D over the Internet, ning combat encounters, for reasons outlined in the bringing friends scattered across the country or the Player’s Handbook. D&D Dungeon Tiles, a vinyl wet-erase world back together around a virtual gaming table. mat with a printed grid, a gridded whiteboard, a cut- ting mat, or large sheets of gridded paper—any of these Fun! can serve as a battle grid. The grid should be marked The last essential component of a D&D game is fun. in 1-inch squares. Ideally, it should measure at least 8 It’s not the DM’s job to entertain the players and inches by 10 inches, and preferably 11 inches by 17 make sure they have fun. Every person playing the game inches or larger. is responsible for the fun of the game. Everyone speeds Dungeon Master’s Screen: This accessory puts the game along, heightens the drama, helps set how a lot of important information in one place—right in much roleplaying the group is comfortable with, and front of you—and also provides you with a way to keep brings the game world to life with their imaginations. players from seeing the dice rolls you make and the Everyone should treat each other with respect and notes you refer to during play. consideration, too—personal squabbles and fights Miniatures: You need something to place on the among the characters get in the way of the fun. battle grid to mark the position of each character Different people have different ideas of what’s fun and creature in an encounter. D&D Miniatures are about D&D. Remember that the “right way” to play ideal. These prepainted plastic figures are three- D&D is the way that you and your players agree on dimensional representations of the actual people and and enjoy. If everyone comes to the table prepared to monsters involved in the battle. contribute to the game, everyone has fun.

CHAPTER 1 | How to Be a DM 7

4E_DMG_DLX_Ch01.indd 7 8/5/08 3:41:56 PM THE PLAYERS

Everybody plays D&D to have fun, but different people The explorer wants to experience the wonders the get their enjoyment from different aspects of the game. game world has to offer. He also wants to know that If you’re preparing and running a game for a group of there’s more out there to find. He presses for details: players, understanding player motivations—what they proper names of characters and places, descriptions enjoy about the game and what makes them happiest of the environment, and some idea of what’s over the when they play—helps you build a harmonious group next hill. He’s sometimes interested in the adventure of players and a fun game for all. plot and his character’s motivations. (The explorer is close kin to both the actor and the storyteller.) Player Motivations The wonder of new discoveries is key to keeping the explorer happy. Most players enjoy many aspects of the game at dif- ferent times. For convenience, we define the primary AN EXPLORER . . . player motivations as types of players: actors, explorers, ✦ Seeks out new experiences in the game’s setting. instigators, power gamers, slayers, storytellers, think- ✦ Likes learning hidden facts and locating lost items and ers, and watchers. places. ✦ Enjoys atmosphere as much as combat and story. Actor ✦ Advances the plot by being willing to move ever on. The actor likes to pretend to be her character. She emphasizes character development that has nothing to ENGAGE THE EXPLORER BY . . . do with numbers and powers, trying to make her char- ✦ Including encounter elements that call for exploration. acter seem to be a real person in the fantasy world. She ✦ Rewarding curiosity and willingness to explore. enjoys interacting with the rest of the group, with char- ✦ Providing rich descriptions, and using cool maps and props. acters and monsters in the game world, and with the ✦ Recruiting him to map for the party. fantasy world in general by speaking in character and describing her character’s actions in the first person. BE SURE THAT THE EXPLORER DOESN’T . . . ✦ The actor values narrative game elements over Use knowledge of the game world to his own advantage. ✦ mechanical ones. Unlike the storyteller, she values Bore the other players or exhaust you with his thirst for her character’s personality and motivations over other detail. story elements. Instigator AN ACTOR . . . SampleAn file instigator enjoys making things happen. She has ✦ Provides PC background, emphasizing personality. no patience for careful planning or deliberation. She’ll ✦ Plays according to her character’s motivations. open an obviously trapped chest “just to see what ✦ Prefers scenes where she can portray her character. happens.” She provokes authority figures and opens ✦ Often prefers social encounters to fights. dungeon doors to bring more monsters into an already difficult fight. The instigator loves the vicarious thrill ENGAGE THE ACTOR BY . . . of taking enormous risks and sometimes just making ✦ Facilitating her PC’s personality and background bad choices. development. The instigator can be disruptive, but she can also be ✦ Providing roleplaying encounters. a lot of fun for the other players. Things rarely grind to ✦ Emphasizing her character’s personality at times. a halt with an instigator in the group, and the stories ✦ Recruiting her to help create narrative campaign elements. that get retold after the game session often revolve around whatever crazy thing the instigator did this BE SURE THAT THE ACTOR DOESN’T . . . week. ✦ Bore the other players by talking to everyone and everything. AN INSTIGATOR . . . ✦ Justify disruptive actions as being in character. ✦ Likes to make things happen. ✦ Takes crazy risks and makes deliberately bad choices. Explorer ✦ Thrives in combat and dislikes having nothing to do. An explorer loves to see new places in the fantasy ✦ Takes decisive action when things grind to a halt. world and to meet the residents of such places, fair and foul. All the explorer needs is the promise of an inter- ENGAGE THE INSTIGATOR BY . . . esting locale or different culture, and off he goes to see ✦ Including objects and encounters that invite that place. experimentation.

CHAPTER 1 | How to Be a DM 8

4E_DMG_DLX_Ch01.indd 8 8/5/08 3:41:57 PM ✦ Letting her actions put the characters in a tight spot but not ENGAGE THE SLAYER BY . . . kill them all. ✦ Springing an unexpected battle when the slayer looks ✦ Including encounters with nonplayer characters who are as bored. feisty as she is. ✦ Making some battles simple and others more complex. ✦ Vividly describing the havoc the slayer wreaks with powers. BE SURE THAT THE INSTIGATOR DOESN’T . . . ✦ Recruiting her to track initiative during combat. ✦

Get the rest of the group killed. THE PLAYERS ✦ Attack the other PCs or their allies. BE SURE THAT THE SLAYER DOESN’T . . . ✦ Ruin adventures by killing monsters the characters should Power Gamer talk to. ✦ A power gamer thrives on gaining levels and loves the Rush past social and skill challenge encounters to the cool abilities that come with those levels. He defeats next fight. monsters to take their stuff and use that stuff against future enemies. The story and roleplaying are second- Storyteller ary to action and awesome abilities and magic items. The storyteller is a player who prefers the narrative Most players have a little power gamer in them. A of the game to individual character motivations and couple of the core elements of fun in the D&D game personality. This player sees the game as an ongoing are the accumulation of power and the use of that chronicle of events in the fantasy world, and he wants power to accomplish astonishing deeds. Nothing is to see where the tale goes. wrong with enjoying that in the game. For the storyteller, the rules are there to support the game’s ongoing story. He believes that when the rules A POWER GAMER . . . get in the way, the narrative should win. Compromise ✦ Optimizes character attributes for combat performance. for the sake of the story is more important than indi- ✦ Pores over supplements for better character options. vidual character motivations. ✦ Spends less time on story and roleplaying elements. ✦ Prefers combat to other kinds of encounters. A STORYTELLER . . . ✦ Often provides an extensive background for his PC. ENGAGE THE POWER GAMER BY . . . ✦ Works hard to make sure his character fits the story. ✦ Stressing story element rewards, such as quest XP. ✦ Likes dramatic scenes and recurring characters. ✦ Using a desired magic item as an adventure hook. ✦ Prefers adventures that include at least some plot. ✦ Facilitating access to new options and powers. ✦ Including encounters that emphasize his PC’s attributes. ENGAGE THE STORYTELLER BY . . . ✦ Facilitating his PC’s background development. BE SURE THAT THE POWER GAMER DOESN’T . . . ✦ Using his background to help define adventures and ✦ Become a lot more powerful than the other characters.Sample filenonplayer characters. ✦ ✦ Try to take more than his share of treasure. Including at least a little plot in every adventure. ✦ ✦ Treat the other characters as his lackeys. Recruiting him to record important events and encounters. BE SURE THAT THE STORYTELLER DOESN’T . . . Slayer ✦ Insist on making his character the center of the story. The slayer is like the power gamer, but she is even ✦ Dictate other characters’ actions to fit his idea of the story. easier to please. She emphasizes kicking the tar out of monsters. Maybe she does so to let off a little steam in a safe way, or she likes the joy of feeling superior. Per- Thinker haps it’s the pleasure of having the power to mete out A thinker likes to make careful choices, reflecting on punishment to villains. challenges and the best way to overcome them. She D&D combat is thrilling. Few other aspects of also enjoys herself most when her planning results in the game put a character in such apparent jeopardy. success with minimal risk and use of resources. Beating the bad guys is a clear success. Most players Solving a challenge in a creative way is more enjoy these D&D elements, but the slayer seeks them important to the thinker than character power or role- foremost. playing issues. In fact, the thinker might prefer sound tactics to acting in character or straightforward, brute A SLAYER . . . force battle. ✦ Optimizes like a power gamer. ✦ Might pick simple options to get into the action quicker. A THINKER . . . ✦ Engages any challenge as a puzzle to be solved. ✦ Spends less time on story and roleplaying elements. ✦ Chooses her actions carefully for the best possible result. ✦ Wants to fight monsters and take bold action all the time. ✦ Is happy to win without action, drama, or tension. ✦ Prefers time to consider options over bold action.

CHAPTER 1 | How to Be a DM 9

4E_DMG_DLX_Ch01.indd 9 8/5/08 3:41:58 PM ENGAGE THE THINKER BY . . . successful at controlling the battlefield, and enemy ✦ Including encounters that require problem-solving skills. brutes become particularly dangerous to the characters. ✦ Rewarding planning and tactics with in-game benefits. No Leader: When a party doesn’t have a leader, ✦ Occasionally allowing a smart plan to cause a one-sided it’s less effective overall, and healing during combat is win. both more difficult and less effective. A paladin can ✦ Recruiting her to help come up with quests. help cover the leader’s absence, providing both limited healing and boosts to the rest of the party. Healing BE SURE THAT THE THINKER DOESN’T . . . potions can give the characters more access to their ✦ Constantly tell the other players what to do. healing surges during combat. Enemy controllers and ✦ Grind the game to a halt when considering tactical options. leaders have more influence on the battle. No Striker: The absence of a striker is perhaps the Wat c h e r easiest to cover. The defender and controller might A watcher is a casual player who comes to the game need to find ways to increase their damage output to because he wants to be part of the social event. A bring monsters down faster. Enemy brutes, with their watcher might be shy or just really laid back. He wants high hit points, and artillery positioned in hard-to- to participate, but he doesn’t really care if he’s deeply reach places become a greater threat to the characters. immersed, and he doesn’t want to be assertive or too No Controller: Not having a controller can free involved in the details of the game, rules, or story. He the defender up to move around more, since at that enjoys the game by being part of a social circle. point the defender lacks a soft ally to protect. How- ever, as with a striker, a missing controller means that A WATCHER . . . monsters last longer. Large groups of monsters, and ✦ Shows up to be a part of the group. minions in particular, survive much longer in the ✦ Helps calm disputes by not being as attached to the game. absence of a controller who can damage multiple crea- ✦ Often fills a hole in the PC group, facilitating the fun. tures with a single attack. ENGAGE THE WATCHER BY . . . Party Background ✦ Never forcing him to be more involved than he wants. At the start of a new campaign, work with the players ✦ Accepting that he’s fine with his watcher status. to fit them into the world and the story you have in ✦ Prompting him when he needs it. mind. Set some parameters for them. You might tell BE SURE THAT THE WATCHER DOESN’T . . . them you’re starting the game in the town of Fallcrest, ✦ Distract the other players with TV, a video game, or surfing for example, and you want them all to have grown up the Internet. in that town. Or you could ask each player to give you a ✦ Disappear from the table at crucial moments. reason his character has come to Fallcrest from some- Samplewhere file else. Then ask the players to talk about how their Building a Party characters know each other, to establish some relation- ships among them at the beginning of the game. Assembling an adventuring party is more than bring- Those starting relationships can take any form the ing together a bunch of players and the characters they players desire. Perhaps two characters are siblings, create. Building a party lets the players to be involved or they’ve been friendly rivals since childhood. One in the creation of the campaign’s story and in details character might have saved another’s life. Two char- about the world. It’s also the first time when players acters might have served in the town militia before learn the importance of cooperation. or worked as caravan guards together. Perhaps all the characters were born in a different town that was Covering the Character Roles destroyed when they were young children, forcing The Player’s Handbook discusses the four character their families to flee to another town. roles: controller, defender, leader, and striker (see page 16 of the Player’s Handbook). When players are making new characters, they should discuss which roles they TIPS FROM THE PROS prefer and agree on how to cover all the roles, seeking The story in the Player’s Handbook about the dragonborn a balance of abilities among the characters. Otherwise, paladin Donaar, who carries a piece of the shell he hatched you might end up with a party of five strikers. from as a reminder of his heritage, came from exactly this What happens if the party doesn’t cover all the roles? sort of player background creation. The player, reading No Defender: Without a defender, the party’s con- the then-current description of dragonborn, exclaimed, “I troller is particularly vulnerable, and the strikers might hatched? Can I carry a piece of my eggshell with me?” Thus have to sacrifice some mobility. The leader can take on was born an interesting cultural detail about dragonborn some of the defender’s role. Enemy soldiers are more in that game world. —James Wyatt

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4E_DMG_DLX_Ch01.indd 10 8/5/08 3:41:59 PM Relationships between characters can also mirror you can also take as much control over it as you want real-life relationships between players. If two players to. You might decide that in your world are are related, for example, they might decide that their both extremely rare and severely mistrusted. If you do, characters are related as well, or that their characters though, make sure to let the players know that before are childhood friends. anyone makes up a character. If you know that Encourage each player to forge connections to at the forest near your campaign’s starting area burned least two other characters. These connections create to the ground ten years ago, driving the elves who lived THE PLAYERS a network of relationships that gives the characters a there into the human lands, tell your players. good reason (in the game world) to work together as an If some details of the story are still vague in your adventuring party. These relationships also give them mind, though, your players can help fill them in. Who plenty of material to work with in roleplaying and give destroyed the forest? If it’s not important to your you hooks for future adventures. plans for the campaign, let the player with an elf char- acter help you think of ideas. If a player does make Campaign Details a tiefling character, maybe he can help you explain When you work with the players to create connections why tieflings are so feared, or create a clan of tiefling between their characters, you’re also inviting them to merchants who have earned the grudging respect of share in the process of building the campaign world. their human neighbors, or create an underground If players come up with the idea that their characters network of tieflings who help each other in the face of worked as mercenaries together, for example, they can hatred and prejudice. help you create details about the missions they under- took and what led them to pursue an adventuring Using Character Backgrounds career instead. If your players create detailed backgrounds for their Each player can also help you fill in details about characters and their group, reward their efforts. Use the different races of the game, their place in your their backgrounds to craft quests and adventures. Invent world, and their cultural traits. If the player with a situations where their backgrounds are useful. Let the dragonborn paladin of Erathis (god of civilization) character who was raised by a blacksmith charm some wants to be an exile from a distant city-state where important information out of the baroness’s blacksmith— dragonborn still appear in great numbers, you can run or notice an important fact about how a metal lock was with that idea. Visiting the city of the dragonborn can forged. Give the characters important information they be an exciting part of a future adventure. What’s the know because of their past history, such as the location role of Erathis’s temple in the city? Is Erathis a promi- of a particular shrine or magical location that appears in nent deity there, or was the character’s devotion to the lore of their original homeland. Erathis the reason for her exile? One small warning: Make sure you make every Of course, you probably have some ideas of yourSample character’s file background useful or important from time own about the world of your campaign. Shaping those to time. Don’t let a whole campaign revolve around details is a job you can share with your players, but one character’s story.

WILLIAM O’CONNOR WILLIAM CHAPTER 1 | How to Be a DM 11

4E_DMG_DLX_Ch01.indd 11 8/5/08 3:41:59 PM THE DUNGEON MASTER Remember, though: Being the DM doesn’t mean you have to know all the rules. If a player tries something you don’t know how to adjudicate, ask the opinion of the A competitive sport has referees. It needs them. Some- players as a group. It might take a few minutes, but it’s one impartial involved in the game needs to make sure usually possible to hash out an answer that seems fair. everyone’s playing by the rules. Some DMs fear that asking their players’ opinions The role of the Dungeon Master has a little in will undermine their authority and give rise to claims common with that of a referee. If you imagined that all that they are being unfair. On the contrary, most the monsters in an encounter were controlled by one players like it when the DM asks their opinions, and player and all the adventurers by another player, they they’re more likely to feel that the results are fair when might need a referee to make sure that both sides were they can give their opinions. playing by the rules and to resolve disputes. D&D isn’t a head-to-head competition in that way, but the DM DM Style does act simultaneously as the player controlling all What’s the right way to DM? That depends on your the monsters and as the referee. DMing style and the motivations of your players. Con- Being a referee means that the DM stands as sider your players’ tastes, your style, table rules (see a mediator between the rules and the players. A page 14), the type of game you want to run, and your player tells the DM what he wants to do, and the DM campaign. Then take a little time to describe to the responds by telling the player what kind of check to players how you want the game to go. Let them give make and mentally setting the target number. If a you input. It’s their game, too. Lay that groundwork player tells the DM he wants his character to swing his early, so your players can make informed choices and greataxe at an , the DM says, “Make an attack roll,” help you maintain the type of game you want to run. while looking up the orc’s Armor Class. That’s such a simple example that most players take DM Style Considerations it for granted and don’t wait for the DM to ask for the Gritty . . . or . . . Cinematic attack roll. But if the player tells you that he wants his Medieval fantasy . . . or . . . Anachronistic character to knock over a brazier full of hot coals into Silly . . . or . . . Serious the orc’s face, you (as the DM) have to make some snap Lighthearted . . . or . . . Intense judgments. How hard is it to knock over the heavy, Bold . . . or . . . Cautious solid metal brazier? “Make a Strength check,” you Preplanned . . . or . . . Improvised might respond, while mentally setting the DC at 15. If General . . . or . . . Thematic the Strength check is successful, you have to figure out Morally ambiguous . . . or . . . Heroic how a face full of hot coals affects the orc, and might decide it deals 1d6 points of fire damage and givesSample the The file considerations listed above are a set of extremes. orc a –2 penalty to attack rolls for a round. Are you big on realism and gritty consequences, or Sometimes this role mediating the rules means are you more focused on making the game seem like that a DM has to enforce the rules on the players. If a an action movie? Do you want the game to maintain player tells you, “I want to charge up here and attack a sense of medieval fantasy, or can you tolerate some the orc,” you might have to say, “No, you can’t charge to incursions of the modern world and modern think- there, it’s too far.” Then the player takes this new infor- ing (anachronism)? Do you want to maintain a serious mation and comes up with a different plan. tone, or is humor your goal? Even if you are serious, is the action lighthearted or intense? Is bold action key, or do the players need to be thoughtful and be cau- TIPS FROM THE PROS tious? Do you have a hard time improvising, or are you When I started working at Wizards of the Coast, it took a great at winging it? Is the game full of varied D&D long time before I felt comfortable running a game for any elements, or does it center on a specific theme such of my coworkers, even though I used to always DM for my as horror? Is it for all ages, or does it involve mature friends back home. They all knew the rules better than I themes? Are you comfortable with a moral ambiguity, did, and I didn’t want to get caught in a stupid mistake. such as allowing the characters to explore if the end Eventually, I got over that. When I’m not sure of a rule, I ask justifies the means, or are you happier with straight- my players what they think. If I make a mistake, my play- forward heroic principles, such as justice, sacrifice, ers point it out respectfully, and I reconsider my decision. and helping the downtrodden? From my perspective, the DM is the person who prepares Many D&D games lean more toward the right-hand adventures, plans a campaign, and runs the monsters and side of the above list, but most find a balance between NPCs. I don’t want to be a referee or judge, and my players the extremes. However, since the right-hand qualities don’t expect me to. are what D&D players expect in a game, it’s up to you —James Wyatt to set a different tone if that’s what you’re after.

CHAPTER 1 | How to Be a DM 12

4E_DMG_DLX_Ch01.indd 12 8/5/08 3:42:03 PM Kinds of Games Episodic: An episodic game is like a television show where each week’s episode is its own self-con- Several key decisions define the kind of game that tained story. The game might be built on a premise you and your players have. Many D&D games are that explains its nature: the player characters are single-DM, ongoing campaigns, in which the DM adventurers-for-hire, perhaps, or explorers venturing orchestrates a series of adventures that link together to into the unknown and facing a string of unrelated form an epic story arc. But successful D&D games can dangers. They might even be archeologists, venturing have multiple DMs, be episodic rather than having into one ancient ruin after another in search of ancient a campaign arc, and can even be one-shot games or artifacts. An episodic game can still have story, even if convention events. These game models have different it has no overarching plot. strengths and weaknesses. Single DM: One player serves as DM for every AN EPISODIC GAME IS GREAT BECAUSE . . . THE DUNGEON MASTER MASTER THE DUNGEON session. That person is the mastermind behind every ✦ Adventures don’t need to fit in to a larger story. adventure. The DM plans the campaign’s overarching ✦ It can be easier to use published adventures. plots and maintains continuity. THE WEAKNESS OF AN EPISODIC GAME IS . . . A SINGLE DM IS GREAT BECAUSE . . . ✦ Disconnected adventures can start to feel purposeless. ✦ Everyone arrives at the game knowing who’s doing what. Ongoing Games: An ongoing game is simply one THE WEAKNESSES OF A SINGLE DM ARE . . . where you get together with the same group of people ✦ One person does a lot of work. at a recurring time period. Whether you play weekly, ✦ If the DM can’t play, no one can. monthly, or once a year when your old gaming buddies converge from across the country, an ongoing group Multiple DMs: Different players take the DM has a sense of continuity about it, even if it’s an epi- role for different sessions. Two or three players might sodic game. pass the job around, everyone in the group might take a turn, or two people might collaborate to DM. In a AN ONGOING GAME IS GREAT BECAUSE . . . campaign, the DMs work together to maintain some ✦ You know the people you’re gaming with. continuity from session to session and make sure that ✦ Familiarity breeds cooperation. adventures advance the larger story. Every player has ✦ You find a play style you like and can stick with it. a character, but when it’s your turn to DM, your char- acter sits out that adventure. Your character still gains THE WEAKNESS OF AN ONGOING GAME IS . . . levels along with the other characters, though. ✦ You’re not exposed to new ideas or different play styles. MULTIPLE DMS ARE GREAT BECAUSE . . . Sample fileOne-Shot Games and Convention Events: Any ✦ Adventure preparation gets spread around. ✦ situation where you sit down to play with people You all feel like part of a group together. you don’t normally game with falls in this category, ✦ Other DMs can cover absences or burnout. ✦ whether it is an event at a local game store or a large The DMs also get to play characters of their own. gaming convention. Usually, the DM provides char- acters or tells the players to bring characters of a THE WEAKNESSES OF MULTIPLE DMS ARE . . . specific level. The group plays for a single session, ✦ Continuity sometimes gets shaky. or all the way through an adventure, and then the ✦ Characters move in and out of the group, and sometimes their absence is hard to explain in the story. game’s over. ✦ Adventures might feel disconnected. Established groups can do one-shots as well. A short adventure, perhaps one with a different tone than the Campaign: A campaign is a connected series of usual style of the group, can clear the palate between adventures. These connected adventures share a sense two longer campaigns or provide a fun game when the of a larger purpose or a recurring theme (or themes). regular DM can’t play. The adventures might feature returning villains, grand A ONE-SHOT GAME IS GREAT BECAUSE . . . conspiracies, or a single mastermind who’s ultimately ✦ You get to try something different. behind every adventure of the campaign. ✦ You might meet new players. ✦ A CAMPAIGN GAME IS GREAT BECAUSE . . . You’ll get new ideas for your regular game. ✦ The campaign feels like a great fantasy epic. THE WEAKNESSES OF A ONE-SHOT GAME ARE . . . ✦ The things you do in one adventure matter in the next. ✦ You might not know the people you’re gaming with. ✦ THE WEAKNESS OF A CAMPAIGN GAME IS . . . The game or the people in it might not be to your taste. ✦ If the DM burns out, the story doesn’t have a conclusion.

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4E_DMG_DLX_Ch01.indd 13 8/5/08 3:42:04 PM TABLE RULES

While setting up a D&D game, every gaming group ✦ Decide the character’s not there. You might be able to needs to set some table rules—rules that outline every- provide a good reason for the character to miss the one’s responsibilities to keep the game fun. Some table adventure, perhaps by having her linger in town. rules deal with the conflict between the needs of the Make sure you leave a way for the character to game and the realities of life, such as when players are rejoin the party when the player returns, though. gone and can’t play their characters. Others are about ✦ Have the character fade into the background. This solu- coming to agreement on special situations, such as tion requires everyone to step out of the game world how cocked die results are treated. a bit and suspend disbelief, but it’s the easiest solu- Respect: Be there, and be on time. Don’t let dis- tion. It amounts to hand-waving. You act as if the agreements escalate into loud arguments. Don’t bring character’s not there, but don’t try to come up with personal conflicts to the gaming table. Don’t hurl any in-game explanation for his absence. Monsters insults across the table. Don’t touch other players’ dice, don’t attack him, and he returns the favor. When if they’re sensitive about it. Don’t petulantly hurl dice the player returns, he resumes playing as if he was across the table. never gone. Distractions: If you run a casual, lighthearted game, it might be fine to have players wandering away Multiple Characters: Most of the time, one player from the table and back. Most groups, though, have runs one character in the D&D game. The game plays come together to play D&D—so play D&D. Turn off best that way. Each player has enough mental band- the television, ban portable video games, and get a width to keep track of the things his character can babysitter if you have to. By reducing distractions you do and play effectively. But if your group is small, you have an easier time getting in character, enjoying the might want one or more players to take on playing story, and focusing on playing the game. two characters. Food: Come to a consensus about food for your ses- Don’t force a reluctant player to take on two char- sion. Should players eat before arriving, or do you eat acters, and don’t show favoritism by allowing only together? Does one player want to play host? Do you all one player to do it. You might make one character the chip in for pizza or take-out? Who brings snacks and mentor or employer of the other, so the player has a drinks? good reason to focus on roleplaying just one character. Character Names: Agree on some ground rules Otherwise, a player can end up awkwardly talking to for naming characters. In a group consisting of Sithis, himself in character (in conversations between the two Travok, Anastrianna, and Kairon, the human fighter characters he plays) or avoiding roleplaying altogether. named Bob II sticks out. Especially when he’s identi-Sample file Another situation in which multiple characters can cal to Bob I, who was killed by kobolds. If everyone be a good idea is in a game with a high rate of charac- takes a lighthearted approach to names, that’s fine. If ter death. If your group is willing to play such a game, the group would rather take the characters and their you might have each player keep one or two additional names a little more seriously, urge Bob’s player to characters on hand, ready to jump in whenever the come up with a better name. current character dies. Each time the main character Player character names should match each other gains a level, the backup characters do as well. Just in flavor or concept, and they should also match the make sure your players understand the nature of the flavor of your campaign world. So should the names game and your guidelines for these backup characters. you make up—nonplayer characters’ names and place Table Talk: It’s a good idea to set some expecta- names. Travok and Kairon don’t want to visit Gum- tions about how players talk at the table. drop Island or talk to the enchanter Tim. ✦ Make it clear who’s speaking—the character or the Missing Players: How are you going to deal with the player (out of character). characters of missing players? Consider these options: ✦ Can players offer advice if their characters aren’t ✦ Have another player run the missing player’s character. present or are unconscious? Don’t do this without the permission of the miss- ✦ ing player. The player running the extra character Can players give other players information such as should make an effort to keep the character alive how many hit points they have left? and use resources wisely. ✦ Can players take back what they’ve just said their ✦ Run the character yourself. Having the DM run the character does? character is extra workload for you, but it can work. You need to play the character reasonably, as the Being Ready: Every round of combat is an exercise missing player would. in patience. The players all want to take their turns. If

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4E_DMG_DLX_Ch01.indd 14 8/5/08 3:42:04 PM