Critical Hits

The Journal of Gamer Culture

The Combat “Out”

"Run Away" by Ironshod

Combat speed in D&D is an oft-debated topic, and while much of the conversation is useful, I have one method that I trumpet above all others to make your combats take less time and work better as a scene in your game, and that’s the combat “out.” Since this technique is primarily in the hands of the DM and takes place in the story instead of the rules, it’s easier to implement than a lot of suggestions and is useful for most RPGs, not just D&D.

Though it’s a technique I’ve discussed before, to recap the core of the method:

In a given fight, have alternate means for the combat to end beyond the D&D default “one side is dead.”

To start, put yourself in the situation and in the mind of the adversaries. Now make sure you know their goals. Why are they fighting? What do they want to get out of it? Would they be open to negotiation? Is their heart really in the fight, or is there something else forcing them? Is one of the bad guys in the fight in charge? And so on. [Read the rest of this article]

[Leave a Comment]

Critical Bits for the week ending 2011-02-27

[Leave a Comment]

Brief Encounters…

Various real-life issues have left me little time for my column this week, but I had something on my mind that will not wait.  I have never had an FLGS (a “friendly local gaming store”) close enough for me to truly support one, or for me to get the sense of community that one can bring to a gamer.

A great FLGS not only has the products you want to buy, but it also offers a place to meet new gamers, try new games, and even make new gaming friends.  I’ve had some FGSes and some LGSes, but I’ve never found that combination of gaming store that was close enough to be convenient and friendly enough to be a place to try new games and meet new folks.

When the D&D Encounters program from Wizards of the Coast started a little over a year ago, I never felt that lack of a good FLGS more profoundly.  Here was a program that was practically built for me.  I have trouble finding the time to game for several hours a week (mostly because my free time for gaming is spent writing for games rather than playing them).  I have a kid who wants to play, but doesn’t always have the time or focus for longer games.  I was having trouble finding local gamers to play with.  Encounters, with its (roughly) 90-minute play experience once each week, seemed to be the answer to my gaming prayers.  But since the program can only be run at gaming stores on Wednesday nights, I was looking at least a 120-minute round-trip drive to play a 90-minute session—usually on a school night.

I actually made the trip a few times with my daughter to play, and we had a lot of fun.  But it quickly became apparent that the logistics just were not going to work.  The fourth season of D&D Encounters was set to start February 9th, and I knew that it too would have to pass me by.  In an act of self-torture, I typed in my zip code on the Wizards game locator web page just to remind myself how far away I was from the fun.  I did a double-take as a stared at the screen, and lo and behold, there was a store I had never heard of 10 minutes from my house running this new season.

Being the eternal realist with a heavily dose of pessimism taken twice a day with a full glass of water, I didn’t get too excited.  Maybe the store wasn’t really running it.  Maybe there wouldn’t be enough players.  Maybe the players would be so vile that I couldn’t even stand to be there, much less take my daughter.  I emailed the store contact and asked about the specifics, even offering to DM if needed to make a game happen.

I am happy to report that I am starting to get the feeling I have found my very first FLGS.  The place is called Water Street Games, and it is not the largest store.  It isn’t the fanciest store.  But after three weeks of running March of the Phantom Brigade for six players, I couldn’t be more pleased.  The players range from experienced 4e players/DMs to people new to 4e to people brand new to D&D.  All of them are good players who are eager to get into the game, willing to give and take with the table banter, and are extremely courteous with a youngster at the table.  I attended the store’s monthly board game day and am looking forward to learning new games and bringing some of my own knowledge and experience to the community.

Equally helpful and community-building are the forums at the Wizards site where DMs and players can get together and talk about their experiences.  DMs share everything from suggestions on modifying the adventure to great props and methods of tracking initiative.  This sharing of knowledge and excitement about the game is a breath of fresh air in a cyber-landscape that sometimes gets a little hard to endure—with flame wars and edition wars and people seeking attention in unproductive ways.

I have talked in previous columns about the joys and rewards of gaming with strangers, and it is an awesome experience to be reminded of your own beliefs in such a real way.  Between running and playing several games at DDXP, and getting into the D&D Encounters program at my new FLGS, I haven’t been this excited about actually playing the game of D&D in a long time.

If you are a player without a game, I suggest looking for a game again if you haven’t played in a while, even if it is stepping outside your comfort zone.  Teos Abadia (known in gaming forums as Alphastream) has a great post on ENworld about Organized Play, giving a ton of information in a very succinct manner that might help people find a game they’ll enjoy.

You might just be surprised at how much fun there is to be had.

[Leave a Comment]

Dungeon Master Guys, Episode 9

Welcome to our very special, extra long “exotic accents” episode.  There’s so much sexy accents (French Canadian, Florida Cuban and Naturalized Kiwi) in this show that Dave decided to go on a Cruise to try and fish one out of the Ocean.

As always, email us, leave a comment, or leave a voicemail on 305-349-3026 (make sure to say it’s for the DM Guys) and we’ll try to answer it in a future show.

In this episode:

  • Dave and Phil talk to Cam Banks, lead designer of the Leverage RPG from Margaret Weis Productions, about the Cortex Plus system and some of its elements that can be useful to GMs in general.
  • NewbieDM discusses ways to curtail D&D 4e’s combat lengths with veteran DM and writer Mike Shea.
  • We answer a question related to secret skill checks, table knowledge and the ever thorny “me-too” effect of skill checks.

Things mentioned in this episode:

Opening Music:

Sponsored by:

The Dungeon Master Guys, Episode 9 (56 mins, 51 MB)

[Download MP3Podcast FeediTunes Link]

[Leave a Comment]

The Architect DM: Negative Space in Dungeons

A very important design concept used in Architecture that I would like to discuss today is the concept of negative space. This topic flows naturally from the discussion in last week’s post about the open spaces in an urban setting being defined by the buildings that are placed around it. In addition I have been thinking quite a lot about the topic since seeing the post on Boing Boing about classic style D&D hand-drawn dungeon maps. If you haven’t seen those maps yet, they are indeed very classic but they are also, unfortunately not examples of good dungeon design.

There is certainly something to be said for that style of dungeon map and the feel it creates, but the simple truth of it is that one of the reasons they feel so classic is because they are inherently illogical and impractical. I admit that logic and practicality are not necessarily the primary concerns addressed by good dungeon design, but at the root of those dungeons there are a handful of factors at play that should not be in play when designing a location for you and your players to explore at the table.

We All Love Graph Paper

Everyone knows it. We really do all love graph paper. If you’re designing dungeons and have never used graph paper then you are missing out on a certain form of exploratory design that most DMs hold very close to their hearts. The problems that are apparent from the “classic” dungeon designs shown in the above Boing Boing article almost all stem from the use of graph paper. For starters, the extents of the dungeon are clearly set at the very edge of the paper itself but far worse than that is the fact that the designer seems to have been overcome with the strange desire to populate every single square of the graph with dungeon.

The next big problem is that the designer has decided to get “creative” and go against the nature of the graph paper by making roughly 50% of the walls at various angles to one another. The end result is a series of straight/angled corridors forming a rough grid around far too numerous rooms almost all of which are forced into harsh triangular shapes. Players and DMs the world over might enjoy looking at these graphite and graph paper dungeons for pure nostalgia, but the fact remains that the only thing gained from playing through them at the table is a shared sense of pride in having survived a horribly designed dungeon. [Read the rest of this article]

[Leave a Comment]

Weird and Stubborn: A Tale of Omnipotence

My trip to DDXP last month did a lot for me, not the least of which was to make me hunger for playing D&D like a vampire in a carotid artery factory. (They come pre-filled.) It’s been over 2 years since I had a regular game going, and I was a bit lukewarm (read: had every popular misconception) about 4e. I played under some really good DM’s at DDXP, ones that emphasized the story and had lots of little tricks to make combat go smoothly. At one point, a little voice in my head started whispering “hey, you can do that too”. By the time I got home, it was very insistent. I had to have a talk with it. We’re friends now.

The end result of this, of course, is that I am scheduled to start playing with a brand new group in two days’ time. I’ve played D&D in some form since the late eighties, but almost exclusively as a player. I’ve dipped my feet into the DM pool a few times, though. There were plenty of ridiculous Monty Haul adventures in high school with a friend of mine, in which we rolled up characters and killed all the Greek gods (hooray for Legends and Lore!) As an adult, I’ve run a short games twice before, but they lasted no more than a handful of sessions. Regrettably, things went way off the rails during both and I decided to start letting everybody do whatever they wanted. The results were spectacular, but disappointing. In one campaign, a player polymorphed into a giant gorilla and defeated the main villain by — well, let’s just say it’s illegal in most states, at least when done by humans. (Feel free to contact a lawyer to find out other specifics.)  In the other, I don’t remember exactly how it happened but somebody got the ability to set everything on fire. So they did. I think they won, if you can call it that. I can see in retrospect that I did what I tend to default to when nervous – go completely nonsequitur and hope people laugh. While I succeeded in making the table have a few laughs and what I believe to be a good time, it’s clear to me that this is an untenable strategy for the long haul.

I’d be lying if I said I wasn’t shaking in my boots. I have to come up with a cool plot, make (reasonably) balanced encounters, roleplay multiple characters, draw maps, track initiative, AND try to make sure everybody has fun…. it feels overwhelming right now. There are many bullet points flying through my brain right now. Look!

  • Music
    Is it annoying or worth it? Do I play it during battles or just when I think it might help the mood during roleplay? Am I wasting too much time thinking about the ramifications of music on my campaign? Is Chris Tulach right about the soundtrack to Bram Stoker’s Dracula being amazing for horror campaigns because it’s intensely oppressive? Do I have to worry about my players fainting?

    Regardless, I think this ought to be one of the last things I consider. It’s just one of the easiest to think about.

  • Initiative
    My bane in previous efforts, I always had difficulty keeping track of who went when. I’ve seen several excellent methods of dealing with this recently, not the least of which was the use of colored index cards the DM rotated through. It seemed ecologically unfriendly, but easy to track. My old DM Dante had a little dry-erase board with magnetic pieces he moved around. I’ve seen other DMs do it with just pencil and paper. I have to find a way that suits my way of thinking. It may involve pepperoni. Only time will tell.

  • Bloodthirst
    I’ve seen so many Dungeon Masters over the years curse when one of their monsters failed to hit a player. This always struck me as odd. They’re not trying to win… are they? Will I find myself consumed with finding ways to TPK that don’t seem too suspicious? Will I use secret knowledge about their backstories to blackmail them? What will I buy with all this ill-gotten GP? What will I become? What will I have done?

  • Better DMing Through Technology
    I am happy that I live in the future. Now I can have players create and/or level up characters quickly with the Character Builder instead of waiting forever for the people that forgot to do it the previous week. (Although, since I’m DM now, maybe we won’t have that problem…) I’d tried other automated solutions over the years, like PCGen. I never fully appreciated the complexity of a character builder app until using PCGen. It was like staring into the Abyss. While I have to administer props to those guys for making it work, there are a couple of my players that would self-destruct if they tried to use it. Say what you will about the new web-based CB, it will spit out an Essentials character for you in about 30 seconds flat. For a group of newbs, that’s a good thing.

    I’m also planning to use Obsidian Portal to organize and track all the stuff in our campaign. We used to use a similar service. We called her Stupid Ranger, and while her notes were very complete, they were not available over the Internets. To be honest, I’m not even sure where to begin. OP does a lot of stuff. For now, I’m going to get through our first session and hopefully bribe someone into being the party stenographer in the Adventure Log section. I’ve considered asking Stupid Ranger to listen to our sessions over Skype and then emailing me her notes. She’s very good at notes.

    I’ve considered several ways to harness the power of the Intertrons to make my job easier, like for handling maps, but I’m not convinced at this point that they won’t just get in my way at the table. Not everyone is going to have a laptop, and WotC’s tools are all built with Microsoft products that hate everything but Windows. So much for my dream of every player with a tablet computer and a battle-map. I’ve considered trying to roll my own solution for this, but it is definitely not going to happen in two days. Even with caffeine.

  • Frequency
    We’re trying something I haven’t done before in our group: we play every week, but D&D only happens every other week. The alternate sessions are for board gaming and other leisurely pursuits. We have a few players that either can’t commit to a regular D&D group or just don’t want to play D&D, and this lets them join in.

    I’m also fielding a somewhat unique situation in that my wife is gunshy about playing D&D, but said she might join in on occasion. I’m willing to accommodate this because getting her to love something I do is one of the things I enjoy most in life. I’ve asked her to let me know several days in advance if she plans on playing, and I plan to adjust the encounters accordingly. There are a few obvious problems with this arrangement, not the least of which is I barely know how to set up encounters, much less adjust them. However, I was able to make sense in the story of her coming and going via the party being part of a larger army. My wife’s PC would simply get assigned and recalled (or I would take over if it didn’t make sense to have her disappear). I have every hope that I can make this work. Time may prove me a fool, but that never stopped me before.

  • Expectations
    I think it’s safe to say I’ve reached the “oh my god what am I doing here” phase. I hope it’s not like this every session. I’m trying to gear up for being a DM not so much as a rules-arbiter but more as a fun-causer. Dave the Game talks a lot about saying “yes” to your players whenever possible, and while I don’t want any more gorilla-incidents, that is what I plan to do. I plan to fail. Badly. Then, I plan to get up and try again as many times as it takes. That’s what they’re going to put on my tombstone. “Weird and Stubborn.”

I hope you enjoyed this glimpse as to what was in my brain during its last processor cycle. They say a man thinks about sex once every 10 seconds. Be glad it wasn’t that one.

Though I am nervous, I have a really good group of friends playing and I’m pretty much surrounded by the RPG equivalent of G.I. Joe Headquarters. I’ve got a lot going for me and I am so excited I might warp space-time. My group gets together on Thursday night. Some of them haven’t met, so we’re going to say hello and eat pizza, go over a social contract for the group, and I’m going to spend the rest of the time doing my damnedest to hook them into the story before we all turn into pumpkins promptly at 11pm (fact: pumpkin magic is all based on Eastern time.) It’s been awhile since I played on a weeknight.

Wish me luck! I shall recount the events that transpire in next week’s column.

P.S. if you’ve got any advice, for the love of Pelor, NOW’S THE TIME.

Photo Credit

[Leave a Comment]

Critical Bits for the week ending 2011-02-20

[Leave a Comment]

Digging Deep (Gnomes)

Deep Gnome by Ben Hodson

In one of my favorite home campaigns that I ever played, I played a gnome cleric who worshipped—as if I even have to say it—Garl Glittergold.  The DM for that campaign was as awesome and dedicated as a DM could be, and before long one of the ongoing plot threads was a worldwide war between Glittergold and the evil gnomish deity Urdlen, the Crawler Below.

This was one of those campaigns that make you want to write novels about it: the PCs were engaging and fun, with rich and intertwined backstories.  Both the villains and the helpful NPCs were richly imagined characters in their own rights.  Everything within this homebrewed world seemed to make sense, and the setting breathed with a life all its own.

Except for the deep gnomes.  Older gamers might remember them as the sverfneblin.  Even the name sounded jarring, like fingernails on the proverbial chaldboard.  They were an integral part of the campaign’s story, but they just seemed forced.  It was as if the game’s designers knew that if the elves had the drow, and the dwarves had the duergar, the gnomes needed an Underdark counterpart as well.  But whereas the drow were cool in their history and design, and the duergar made sense as the dwarves that had made infernal pacts with the evil incarnations deep below the mountains, the sverfneblin (I cringe just to type the name) seemed corny. [Read the rest of this article]

[Leave a Comment]

Mouseburning It: Hacking a Skill System, Small Press Style

After a year or so playing various small press games such as Mouse Guard, Burning Wheel, Apocalypse World and Leverage, I’ve come with a standard approach to task resolution that borrows heavily from them. While I’ve been using it with D&D, I think it applies to most classic RPGs based on “roll and hit target to succeed” mechanics, including all d20 variants.

Here are its core elements and how they are integrated:

Uncertainty

A task’s outcome must be uncertain. If it can be achieved by off-camera retries, I leave the dice alone.  All those perception and search checks? Dropped them unless I create a challenge structured around just that, with multiple outcomes and possibilities for conflict.

Where’s that damn tiara?  I swear I saw the thief slip it in his pouch! Come on Halfling, fess up or suffer a flying body search on that wall.

Significant Stakes

If the outcome for a task is uncertain, I ask myself “are the stakes behind it sufficient to build a dramatic scene around it?  Will players care if they fail or miss?” If not, I accede to the player’s request and move on.

For example, a player seeking a friendly contact in a village might automatically find one if the GM has no particular inspiration that translates to a meaningful stake.  But if there’s a possibility that characters make a negative impression with clear consequences that may affect later adventures, then stakes are clear and a roll becomes worthwhile.

Scene Economy

You know how much I value the time I spend around a table with my friends.  This means I’m no longer willing to roll to unlock doors and sneak past/fight every mook of an adventure’s area.  That’s why I’m a proponent of “Scene Economy”, a self-explanatory term I believe was formally coined in the Burning Empires RPG and a concept firmly entrenched in Mouse Guard‘s adventure design.

In MG, each adventure is roughly made of only 2 scenes built around one (or a few) skill check(s).  Each features one core obstacle and likely outcome if failed.

In that sense, whenever a player reacts to an obstacle I’ve placed in their path by explaining what his/her character wants to achieve, I take care of breaking down the players’ intent into a series of tasks to create a scene. Once I have this informal list of tasks, I rapidly discard those that don’t meet my uncertainty and significance principles.

Chatty: Okay, you succeeded up to this point so far, but here is where it gets interesting…

Then, what I look for is the core tasks/skill rolls upon which the scene will pivot.  It often boils down to just one skill check, maybe one or two more.

For example, in my Primal/Within D&D 4e campaign, a player wanted his Rogue to find a shop selling a specific magic item in a hostile city.  Since they had already successfully sneaked around town earlier in the adventure, I discarded any further stealth checks from the series of task making the scene (as per Burning Wheel’s Let it Ride rule) and boiled the whole thing down to its essence: a Streetwise skill check.

One Lead, Many Helpers

Among my pet peeves about skill checks in RPGs, the one standing out the most is forcing/encouraging everyone in a group to perform the same skill check, regardless of actual competence.  The most glaring examples is the Stealth check where everyone ends up being penalized by the weakest link, usually the Plate-mail wearing doofus.  In reverse, the “me too” effect often kicks in when everyone in a group decides to tackle the same obstacle, hoping to “roll a 20″, often eclipsing the player for which the challenge was meant for.

Once again borrowing from Mouse Guard/Burning Wheel, I addressed this by asking for a character to take the lead on resolving the next task the group agreed to perform.  Once selected, I require the player to describe how the character will go at it.

Role Playing Aside: This description is vital, it is where much of the role playing resides in almost every RPG I’ve played.  Just as much as the description of a sword stroke is effective, describing how a PC attempts to overcome a task is a lost or untrained art for many players. This is where the DM absolutely must nudge, inspire and encourage everyone to come up with cool descriptions.  Allow players to inspire each other and piggy back on those descriptions.

Once this is done, other players are invited to offer and describe how they will help.  In my D&D 4e hack , each helper follow the standard helping rules, however, I allow a large range of skill/ability/power, as long as the player makes a good show describing how help is provided in that way.

My best example was in my recent Dungeon Reality Show post:

Between the first 2 combat encounters, the PCs were standing around a broken statue of Maïwenn’s god. She mused that she, like, totally should do something about it. So we discussed it a bit.

We agreed that this would be a hard Religion check to re-channel the divine energy back into the statue.  The others would be helping, Seaendithas would climb on the statue (Thievery), Frank would hand him broken pieces (Athletics) to put back in place and Todd would fuse them back with his Magic Missiles (Arcana).

Cards on the Table

Before dice are picked up by players, I usually adopt one of two approaches, depending on the situation.

In high risk scenes, I share the target number to hit and explain the likely outcomes, both good and bad, of the skill check. I took this from Vincent Baker’s Apocalypse World where players are told what’s likely to happen if they fail (although not in full details). That gives them an option to go back and rethink their strategy if they find the risks or likely price of failure too high.

Alternatively, in less risky/intense situations, I might wait to see the result and offer a bargain if a failure is rolled.  I give the scene-leader a choice: accept normal failure or succeed in exchange for a minor twist in the scene.

In the above “finding a magic item in a hostile city” example, my player failed, so I gave him a choice, I told him he could either fail to find his object, or buy one that was cursed. I would however not reveal the nature of the curse before he made his choice.

He chose the cursed object… he he he

Awesome Epic Failures

Another big issue I have with skill in classic RPGs is how binary they are.  You either succeed or fail and that’s that.  It often made rolling skill checks pretty unexciting.  I find the problem resides mostly in the finality of the failed check. You fail at your task, now what?

However in the last decade, RPGs were developed that specifically addressed the issue of failure and how to use them to drive stories forward instead of grinding them to a halt.  Burning Wheel, I think, pioneered it with the Let it Ride rule and references to avoiding failure dead ends. D&D 4e tried, unsuccessfully in my opinion, with skill challenges but recovered nicely in the Dungeon Master Guide II.

However I discovered the true potential of “fun failures” in games like Mouse Guard, Leverage and Apocalypse World.

For example, Mouse Guard expects GMs to introduce a plot twist/complication whenever characters fails a skill check.  In one of its sample missions, the guards are required to bring mail to a far off city during the Spring thaw. If characters fail their challenge to get to the last city safely, they seek refuge for the night in a hollow tree… occupied by a Crow that attempts to steal a mailbag, leading to a conflict.

In Leverage, whenever characters play “1″ on their dice, the GM gains “complications” that he can develop in one-liner assets that antagonistic NPCs can use, whenever the story calls for them, against players in the current or future tasks.  This is great practice for on-the-spot creation of minor twists and complications.

In Apocalypse World, task resolution rolls, unless very high, always result in complications in the form of “you get what you want but…” that open the way for GMs to send the game in all kinds of interesting directions… much to player groaning and sighing.

So how do you make failure fun in a classic game like D&D or Pathfinder?  It’s simple (and gets easier with time).  Whenever failure comes up, the GM comes up with a complication to the plot, a new unforeseen twist to the story/scene/adventure.  It can be either be pre-planned (part of the adventure notes under “likely twists”) or entirely improvised based on what makes the most sense to the GM at the time.

Failure can lead to allies revealing themselves as traitors, characters getting wounded in an accident, triggering traps, alerting a nearby patrol, nobles taking insult, young maidens falling in love with PCs at the WORSE possible time… etc. Just look at recent TV shows where characters jump from trouble into worse trouble (The Walking Dead shuffles to mind) and you have good examples of the type of failures you can spring on PCs.

This seems… complicated.

It really isn’t once you’ve tried it a few times:

  • Drop an obstacle on players
  • Identify the significant, uncertain task(s) to overcome it
  • Identify Scene-leader
  • Identify helpers
  • Let players narrate what they do
  • Lay your cards down and explain target number and likely consequences
  • Adjust strategy if needed and repeat previous steps if necessary
  • Roll dice
  • Describe success or add twist to situation.

If at this point of the story, the obstacle is still there and the players are in deeper trouble than before, don’t panic, just apply this secret formula that Vincent Baker conjured exactly for this:

Look at them calmly, smile and ask them “What do you do now?”

I call this system “Mouseburning it”‘. Try it and let me know how that works out for you.

Thank you everyone for reading.

Special thanks go to Luke Crane (Burning Wheel, Mouse Guard), Vincent Baker (Apocalypse World), Rob Donaghue/Fred Hicks and Cam Banks (Leverage) and James Wyatt/Robin Laws (Dungeon Master Guide II)

Image Source: Light Sheep Studios LLC

[Leave a Comment]

From the Archives: Skills

I’m trying a new experiment today, taking a recent topic and providing links to some articles in our extensive archives (over 5 years has produced over 2000 posts). If you enjoy this kind of article, let me know in comments.

Today I’m looking at skills. Rob Schwalb’s article about his dissatisfaction with them mirrors many of my concerns that have existed ever since my very first game of 3rd edition up through my current campaign. However, they clearly have value, as you’ll see in many of these posts, but also can pose some issues.

3 Rolls, 1 Check
Wherein I pinpoint one of my big issues with the D&D skill mechanics.

But my father was a blacksmith! – Crafting in 4e
A guest post on the old ChattyDM blog by A Hero Twice A Month about using skill challenges for crafting.

Rewarding the Risks
An article by Scott Wallace where he outlines a skill system that heavily tries to balance risks and rewards by making categories of success.

4th Power Project: Skills
My ultimately failed d20 modern adaptation for 4e, this post just amused me when comparing my list to the one in Gamma World.

Primal/Within: City of the Overmind
ChattyDM took a group of quests within a city and connected them to player goals. Accomplishing them required skill checks, but tackled in a way inspired by Mouse Guard so that failing a skill check wasn’t a blocker, it just introduced more complications into the adventure. Check out the entire Primal/Within chronicles for more examples of this.

Air War: A Skill Challenge
One of the things I’ve talked about lately with a few people is running a successful skill challenge at higher levels. Air War is a description of one that I ran for my campaign that remains one of the skill challenges I have enjoyed the most in my campaign.

Skill Challenges
Of course, our most popular guide contains all kinds of great links to skill challenges and skill usage advice in 4e.

The Power of Shared Data
A guest post by me over on At-Will, I came up with a system to combat some of the behaviors in skill use that annoy me – and then the commenters came up with better ideas. So it goes!

[Leave a Comment]

Page 1 of 3123