Category: homebrew

  • Homebrew Mechanic: Heroic Vignettes

    Homebrew Mechanic: Heroic Vignettes

    In my tenure as a GM, I’ve never been fond of encounters with a clear outcome. Spending upwards of half-an-hour running turn-by-turn combat where the characters are only in danger if they play extremely foolishly just doesn’t entice me. A battle needs stakes to be interesting at all, a chance for the party to fail, a consequence looming overhead, or it feels rote and my narration of events suffers from my disinterest.

    At lower levels, every fight can carry a threat of permanent character death from poor decisions or poorer luck, but as my party reached the higher tiers of character power in my campaign, I needed a new solution. They had many enemies that had their own wealth of resources to bring to bear, but running every battle against an array of grunts or mooks was just going to waste time we could spend on more interesting battles.

    So, I devised Heroic Vignettes. I mentioned this idea in passing in my Defining Dungeons post, but I’ve since had another chance to use this mechanic and I think it’s got real teeth. So, what better place to share it out than here?


    The Basics

    The idea began with me wanting to give my players a chance to use their hit die to recover from a battle when there absolutely wouldn’t be enough time for a short rest in our 5e D&D game. However, they had all of their hit die available to them, and I didn’t want them to be able to just spend all their hit die to reach full health without a worry. So, I created small instances – scenarios where a hero’s intervention would ensure a heroic result. As an example, my first use was during an attack on a city, and some townspeople were trying to evacuate some children, but the invaders were charging to slay them. These attackers were not going to be threatening to my party of 16th level adventurers, but they would annihilate the children and their shepherds.

    So, electing to intervene, I asked the table to expend four of their hit die. Any of the four players could choose to expend the cost and in any variation: one player could spend four, intervening alone; they could have two characters split, each spending two; or all four of them could spend one. Whatever their decision, they spent the required hit die and rolled it, suffering whatever they rolled as incidental damage from the skirmish.

    There were several more instances where they could spend their hit die and intervene, then, at the end of the gauntlet as they approached the next battle that would be run in initiative, I allowed them to spend whatever hit die they had left to heal as if from a short rest.

    I also told them that would be the intention from the start. As we launched into the heroic vignettes, they all understood that any hit die they spent intervening they would not be able to use later to recover. But, they were quite high level adventurers with many hit die at their disposal, and they elected to intervene in each scenario I’d built and still recovered well for the further fights.


    Open-Ended Vignettes

    Just last week, I used this mechanic for the second time. My party is now four 20th level adventurers, making their way toward what might be the final boss encounter of the campaign. They’ve come to a land to slay a primordial elemental that was never meant to be on the prime material plane, but there are two forces they have to contend with: the Tempest Faithful, a cult devoted to this living storm, and He Who Has Laid Claim to the Skies, a storm giant who has gained the allegiance of a goliath clan to attempt to shackle the Primordial Tempest to their will and reclaim the ancient glory of their people.

    This tribe of goliaths had attacked a flying city home to a clan of dwarves, Ava Dannad. The goliath tribe is massive, swollen with conquered tribes from elsewhere on the continent, but they are pretty run-of-the-mill combatants. Without attacking in ludicrous numbers, they shouldn’t serve as much of a threat to a party of four 20th level heroes – these are some of the mightiest people that may ever exist, after all.

    My players wanted to strike into Ava Dannad using Transport via Plants and make a ruckus to draw out the storm giant and the tribe’s leader to battle them before they reached the Tempest. Rather than run several rote encounters with minimal danger, we launched into freeform heroic vignettes. I asked them to tell me how they would like to draw out or incense the goliaths and then we worked out how many hit die they might spend for each battle, and rolled to tally a score that once attained would successfully draw the giant from his perch. They also had a deadline as the giant was having the flying city crash into a mountainside.

    They had several great ideas, using skills or the environment, using details about goliath culture they knew to incense them, casting Daylight on themselves to make a beacon visible through the storm raging all around to draw their enemies in. For each hit die they spent, we rolled 1d10 (with a few other bonus die thrown in for particularly good ideas) to rack up to a score of 200 that they needed to get the giant to come fight them. It still came down to the wire, with the battle against this storm giant and the champion of the goliath tribe meeting them when the city was a mere 5 rounds (we rolled 2d4) from crashing into the mountainside. And, as before, they were allowed to spend their remaining hit die to recover before that encounter and it still was a tough fight.


    So that’s Heroic Vignettes. It accomplishes a lot in maintaining scope and world consistency without dragging extra hours of easy encounters into the field. I’m interested to see how I might be able to adapt this mechanic for Pathfinder in the future when we start using that system. For now, I think it’s a wonderful tool for 5e D&D games, and every tool we can put into our toolbox as GMs enriches our games all that much more. As always, thank you for reading! Good luck out there, heroes.

  • RPGs: Dungeon Traps as Encounters

    RPGs: Dungeon Traps as Encounters

    During my table’s test run of Pathfinder, I came across a new way of thinking of traps in RPGs that I feel like a fool for not having considered sooner. In Pathfinder, traps have legitimate statblocks, like a goblin or bear or other monster your party would encounter in battle. A “complex hazard” will usually have a reaction to some way the players can interact with the environment nearby, and then they will roll initiative. The players can then attempt to hack away at the mechanism until it breaks, or find the device and disable it before it continues to affect them. A series of traps can become a full blown encounter this way, and I’d never thought to use them as such!

    So, while we’re still playing D&D to finish out my current campaign, I decided to give this idea a go. My party is currently exploring an ancient wizard’s laboratory, and the first room of this delve I devoted entirely to a “trap encounter.” I found this map, the Mad Lich’s Crypt, on talestavern and stocked it for my purposes, so thank you to user JustcallmeWendy!

    Now, onto the encounter.


    The Room

    So, the party began their exploration into this ancient and buried laboratory. A warning in an ancient dialect on the statues near the door gave them little pause, and the entered the first room. There, our fighter noticed a little barred grate near the floor that allowed them to see the blue brazier beyond. Just as he mentioned it, however, the party moved into the room itself, a hidden gate slammed down between them and the entrance, and I asked them to roll initiative.

    These red, glowering grates in the floor I made the origin for a 3rd-level Fireball. A rune would explode twice a round, once at its initiative rolled, then again ten steps down in the order, always exploding where it would hit the most people. This encounter also involved a bit of a puzzle, with these levers needing to be thrown within the same round to lift a wall to allow them to even get near the blue brazier that kept the traps active. Because of the order of events, our cleric player cast a True Seeing spell before the first fireball exploded (worried an invisible enemy may be in the room), and noticed that the floor before the lever closest to them was merely an illusion, just in time to warn the fighter not to cross it!

    Once a lever was flipped, it lit a torch beside the wall that would rise. However, after 1 round, the lever would reset unless held down by someone. Holding a lever down also caused a burst of cold damage (4d8) to whoever decided to do so, and thus the party was split, three members in the tunnel, and two left by the levers.

    Also, while the wall was raised, a lightning ballista became active, firing a 10-foot-wide 3rd-level Lightning Bolt down this corridor. But, the party managed to access the blue brazier and extinguish its flame, turning all the traps off before anyone get too damaged (they are 19th level, after all). With the fire extinguished, they found the gate to the entryway reset, the wall raised, and the gate blocking their path forward opened.

    I enjoyed this style of dungeon trap immensely more than the basic binary “I check for traps” rolls would usually fall into. I don’t enjoy overly punitive design, and hitting my players with a load of damage for failing to essentially bookkeep their progress through a dungeon never sat right with me. I still have a few things I want to improve on for this style of trap encounter more – a handful of which are explicitly in Pathfinder’s rules. I have further instances of traps being involved with and being full encounters in this dungeon, so I’m excited to keep honing the system further.


    That’s it for this post. Thanks for reading! Good luck out there, heroes.

  • D&D: The Imbalance of Hard CC

    D&D: The Imbalance of Hard CC

    Some of the most potent spells and features in D&D are focused around locking down enemies and limiting what they’re able to do. These crowd control (CC) abilities are incredibly impactful – when they work, they can completely change the dynamics of a battle. A dragon might be torn out of the sky and forced to battle on the ground by Earthbind, an enemy berserker might become paralyzed by Hold Person, an enemy spell caster might be Counterspelled or Silenced to neuter their ability to battle the party. A Polymorph might entirely end an encounter before it even has the chance to begin.

    However, they can be a bit of a gamble. When a player spends their action on many of these abilities, their foes have the chance to resist them with a saving throw and be utterly unaffected, or have some other roll of the dice impact their effectiveness. Between the chance to fail, concentration requirements, and resource cost, these abilities are overall pretty balanced in battle.

    But … there’s another facet of this piece of design that isn’t clear from the source books alone. When it comes to the use of these abilities, they affect a player in combat in a much heavier way than the DM’s monsters. And, while there are tools the party can use to address these abilities (attacking a concentrating spell caster, using Dispel Magic or a Restoration spell), it isn’t always something that feels like it’s a good use of their own turn. They might be too far from their allies or their enemies to affect the spell’s duration or otherwise unable to do something about the spell. In the upper levels of D&D, a character might have one of their weaker saving throws targeted and be unable to resist the effect, and in a difficult battle, it might be several turns before anyone in the party can find a moment that they aren’t also dangerously threatened to do something about their ally’s situation.

    In effect, a player might be effectively removed from the battle by one of these abilities, leaving them to sit and simply watch the game continue without their input, only making a roll every so often to attempt to resist the effect. Is it good encounter design to disable your players with these spells? These people have all taken time out of their busy lives, maybe they’re even paying for a babysitter – is it fair to them for this to happen? Is it fun?

    My players and I have discussed these abilities at length between sessions regularly since my campaign began two years ago. Lately, I’ve been using them a lot less than I ever had before in any 5th edition game I’ve run. We’ve talked about the degrees of effect they use in Pathfinder’s second edition, adjusting spells to function just for one round but to work outright, a stacking bonus or other cumulative effect to increase the likelihood for an affected creature to succeed over time – we still haven’t nailed any specific changes down for our next game, but it continues to be a regular topic.

    And this isn’t intended to say that you should avoid using control effects against your players. I only think it’s important to be aware of how these effects sit on the scales on either side of the DM screen. So, today, we’re going to talk about some of the small adjustments we have made, and some of the design built into D&D intended to address CC (and how it still falls a bit short).

    Giving the Players an Answer

    One way we decided to address these abilities was to put more tools into the hands of the martial characters to use in response to control effects. A Dispel Magic or Restoration spell can end CC from the hands of spell casters, but giving the martial characters some limited use effects to overcome CC themselves had a dual purpose in helping bring them upward in effectiveness to close that existent gap between them and the spell casters.

    So, we modified the Fighter’s Indomitable feature, allowing them to substitute whatever type of save they were asked to make with a Constitution saving throw instead when they used the feature. After the change, the fighter almost always succeeded against these effects with his proficient saving throw, but only so long as he had uses of Indomitable. It felt like a measured adjustment – repeated application of lockdown effects would overcome his ability to resist them and require another answer, but a single spell couldn’t neuter the fighter outright.

    We also built a new feature for the barbarian I called Rage Against Restraint. When the barbarian was affected by a CC effect, I allowed him to burn a use of his rage to end the effect at the end of his turn. I ended up deciding this was too conservative in its implementation, and I’ve since adjusted it to allow the barbarian to end the effect at the start of his turn for the same cost. It’s also limited further by only having a single use, but I think it wouldn’t be game breaking if it were usable more often, perhaps just costing a use of their rage. This would only become infinite CC breaking at 20th level, and it still has them under the effects until their turn begins, which might allow enemies to capitalize on the effect anyway. Our change to Indomitable allows a fighter a second attempt at the save, potentially avoiding the effect, so when compared, I think Rage Against Restraint is weaker than the change to Indomitable, so it doesn’t need to be so harshly limited.

    Both of these features came online for the party around the same time, Rage Against Restraint sort of introduced as a bit of a band-aid fix as we adjusted Indomitable, but I think they’ve both worked out well. I might even in the future include Rage Against Restraint as a feature at 7th or 9th level just as a carte blanche for barbarians at my table.

    Experienced players are probably realizing this is a bit familiar to Wizards’ own mechanic designed to aid their bosses against these effects, legendary resistance.

    Legendary Resistance: a Poor Compromise (for Monsters)

    To ensure a boss isn’t utterly neutered by CC effects, paralyzing them and allowing the party to burst their entire pool of hit points before they can take a swipe of their own, Wizards of the Coast included “Legendary Resistance.” Significant monsters such as dragons and liches and other bosses created for each module published have the ability to force-succeed on a limited number of saving throws (usually three). Each homebrew boss I’ve built has had a number of these to stand their own if the party decided to focus them down outright.

    In effect, they’re a tax the party has to pay to succeed in using any lockdown effects against a powerful boss. However, without them, an insistent monk might simply stun-lock a boss and never allow it a turn, neutering the keystone encounter everyone’s been waiting for. These monsters need an answer for these effects, so they can function as a boss, but the design of the feature falls short.

    It’s the distilled problem of “save-or-suck” spell design. On a binary pass-fail system, significant monsters need a way to ensure they aren’t as ruined by these effects as their minions are. CC effects are so utterly debilitating in D&D, that they need an answer. If the system was built with gradations of success, such as in pathfinder’s second edition, these abilities wouldn’t be useless at the start of a boss fight.

    There’s some quick and easy ways to help make this feel a bit better, with and without adjusting the feature outright. If you don’t want to personally redesign Legendary Resistance, then simply being a bit more descriptive with how a monster overcomes these effects can help. If the dragon is overcoming Hold Monster, describe it angrily snarling through the effect, succumbing until a final burst of rage allows it to escape. If a powerful demon lord is overcoming a Banishment, perhaps he had prepared for the battle with a ward that shatters, consuming the spell, but leaving them more vulnerable against future magics.

    For more active adjustments, you could force your monsters to sacrifice health to shake these effects off, or spend some of its action economy on ending the effect. Perhaps as a legendary action that can’t be used until the end of the next member of the party’s turn. You could build your own degrees of effectiveness – maybe your dragon has its speed reduced, suffers disadvantage on his attack rolls, and allows a single critical hit from a melee attack, but that’s the full extent of a Hold Monster’s effect on him, and only for one round maximum. I’m building an upcoming boss encounter for my campaign to have the “legendary resistance” the boss has function a lot like how I’ve built Rage Against Restraint, the creature only able to end these effects on their own turn.

    Try things out, take some swings, but if it isn’t a big problem for your table, don’t reinvent the wheel. As long as everyone’s having fun, you’re running an excellent game. Overall, I hope Legendary Resistance receives some more attention in the playtest for OneD&D – I’d love to see Wizards try some different approaches to see if they can land on something better before the next edition of the game releases, but we’ll have to wait and see.

    As always, thank you for reading. Good luck out there, heroes.

  • RPGs: Defining Dungeons

    RPGs: Defining Dungeons

    “Dungeon” is a pretty evocative term. The mere mention brings to mind buried, ancient ruins of civilizations long past, or maze-like tunnel networks that have been claimed by a dragon and its army of worshiper-supplicants, or a tomb filled with restless undead and traps to prevent access by looters and graverobbers. These all make for excellent adventure spaces in D&D, but it’s unnecessarily restrictive to think these are the only things dungeons can be.

    It’s not a stretch to imagine the entirety of a cursed swamp can function as a mega-dungeon that requires days to progress to each small dungeon within its bounds, but even something like a siege or a pitched battle might be best designed to function as a dungeon for your players.

    Today, we’re taking a look at how I’ve come define “dungeons” in D&D, and how I use that in my own adventure design.

    What is a Dungeon?

    At its most generalized, inclusive definition, I look at a dungeon as any gauntlet of two or more encounters in which the party’s ability to rest is restricted. This can be from danger, from time pressure – any reason the party might be unable to lay down and rest and feel completely safe. To return to the “cursed swamp mega-dungeon” example, both of my last campaigns began with “Eth-terel, the Cursed Bog,” a large swamp cursed by ancient magic, forcing any creatures who died within to rise into undeath each night and filled them with a ravenous frenzy.

    For the first several levels, the party’s expeditions into the swamp were short-term, never more than a day or two, and they quickly discovered areas where they might be able to rest, but not for free, such as Kortho’s ogre camp. Each night they wished to stay at Kortho’s camp, they had to aid the ogres in defending their walls. For two hours, they were set as additional defenders, and they battled a number of hard-to-deadly encounters with only a handful of minutes between. To earn a rest within the mega-dungeon, they had to survive a gauntlet, something that design-wise was basically a single-room dungeon (a single arena, the walls of the camp and the clear-cut woods immediately beyond).

    As the party became more capable and created their own safe areas by removing dangers from the swamp, they were able to progress deeper and deeper and finally reach the center and break the curse upon the land. Other dungeons here included a sunken fort, a compound belonging to an order of religious zealots that intended to break the curse themselves (with an ancient magic that would eradicate a tribe of peaceful lizardfolk as collateral damage), the Wovenwood (a thicket of woods conquered by giant spiders), and nearing the end, a portal into hell, a dragon’s lair, and finally the buried vault of an ancient lord.

    More recently, the party arrived at a pirate town, Freeport. The town had become a political powder keg, with the pirate cult of the Leviathan, the Fathomcallers, wanting to drown the world (the party’s at that level these days). They discovered through their prisoner, a Fathomcaller captain, that the gang intended to attack Freeport and neuter its ability to stand against them. Upon arrival, the party marched their prisoner through the streets to the queen’s set, and discovered that their actions caused the Fathomcallers to strike several days before their planned attack.

    Beginning at the throne room, the party needed to fight their way down to the docks to recapture the city’s port defenses and return to their ship. They were ambushed in the throne room, they battled foes at one of the city’s major centers, Westwind Square, they had heroic vignette moments to affect the battle at large by spending hit die, they needed to run through a street being raked by cannon fire to avoid another lengthy encounter, and finally took the battle to the Fathomcaller vice admiral upon his ship in the bay.

    This quickly became the easiest way I could organize my thoughts when it came to a battle like this in D&D. I knew the party wouldn’t have the chance to rest, so I built in a system to allow them to spend hit die to aid the people of the city, but then use whatever they had leftover at the end of that segment for healing. They had no opportunity to rest at all, and had to budget their resources accordingly. Building it out as a dungeon just made the most sense.

    So let’s get into how I organize my dungeon design.

    Outlining a Dungeon

    As a writer, I like outlines. I usually leave mine pretty open-ended to allow the story room to develop as I go, but I like to nail down the overall vision from the outset. I’ve built my dungeons using an outline structure for nearly half as long as I’ve been a DM, and it hasn’t steered me wrong yet.

    In my notes, I had “the Battle of Freeport” as the title, wrote a scenario summary, then went down point-by-point through the encounter spaces. I included a description of the room (its appearance, its function, etc.), what kind of encounter was present (I mostly list these as Combat, Social, Obstacle, or Hazard), and then I have another bullet point describing the details of the encounter (such as enemy types and numbers or the effects of the obstacle / hazard).

    And there you have it! A narrow definition of what a dungeon can be is a disservice to the breadth of what you’re capable of doing in D&D, and hopefully you can create even more unique and diverse adventure spaces with that in mind. As always, thank you for reading! Good luck out there, heroes.