Dragon 99
The Ecology of the Will-o-Wisp | Intelligent Swords | Followers For Upper Level Fighters | Treasure Trove II | Designing Cities |
Game Balance | - | Neutrality | - | Dragon |
History of a game that
failed
An essay on mistakes
—and how not to make them
by David F. Godwin
Lord Arrogo, a 15th-level
fighter, walks
into a great cavern
— the lair of the huge,
ancient red
dragon Feuerhauch. The
dragon has lately been a
terror to the coun-
tryside, flame-broiling
whole herds of live-
stock and leveling sizable
villages.
Arrogo is modestly equipped
with plate
mail +5, a shield +5, and
a dexterity of
18, giving him an AC of
-12. In
other words, Feuerhauch
will have to roll
20s to hit him with his
claw/claw/bite attack
routine.
Lord Arrogo also happens
to have a
hammer of thunderbolts,
gauntlets of ogre
power, and a girdle of storm
giant strength.
That means that he will
automatically hit
the dragon’s armor class
of -1, no “to hit”
roll needed. He gets two
attacks per round,
so no initiative roll is
required, either. Dam-
age will be 2d4 + 5 + 6
+ 12 .(“all girdle and
gauntlets bonuses”), or
a minimum of 25
points of damage per hit.
He can also throw
the hammer 90’ and stun
the dragon for
one round.
But Arrogo doesn’t want to
make it too
easy. After all, he has
120 hp, and he is
wearing a ring of fire resistance.
If the
dragon has spells, no sweat.
Our hero is
also wearing a ring of spell
turning.
So Arrogo forfeits his first
attack of the
round by trotting up to
the dragon, who
immediately breathes a fiery
holocaust right
in his face —the same
blazing inferno that
roasted those herds and
flamed those vil-
lages, enough firepower
to reduce even the
stoutest man-at-arms to
a charcoal briquette
fifteen times over. Arrogo
just shrugs and
bashes Feuerhaugh with his
hammer. Ar-
rogo made his saving throw
of 2 and dam-
age was -2 per die, thanks
to the ring, so he
took 33 points of damage.
At the end of
round one, he has 87 hp
and the dragon has
no more than 63.
Second round: Arrogo strikes
Feuerhauch
again, and the hapless dragon’s
hit points
are now no more than 38.
Feuerhauch tries
his claw/claw/bite attack
routine and by
some miracle rolls three
consecutive 20s. He
hits on all three attacks
and, by another
miracle, does maximum damage
each time.
Arrogo is now down to 41
hp. At the end of
the round, he hits the dragon
again, and
poor Feuerhauch now has
at most 13 hp.
Third round: Lord Arrogo
hits the
dragon yet again, stifling
a yawn as he does
so, and Feuerhauch is dead.
Perhaps one of
the most fearsome and powerful
beasts on
the Prime Material Plane,
Feuerhauch has
been an “automatic kill”
for Arrogo, not-
withstanding the fact that
the dragon always
did maximum damage and the
fighter mini-
mum damage. So our doughty
lord gathers
up the treasure (including
the 30,000 cop-
per pieces) into his portable
hole, slips on
his ring of regeneration,
and zips back to
the local inn with his helm
of teleportation.
There, he quaffs flagons
of the best wine in
the house while bragging
about his exploits
and insisting that he earned
every experi-
ence point he ever got.
A huge, ancient red dragon
is not really
that tough a customer even
for a more
normally equipped 15th-level
fighter. So
who let this guy have all
that stuff? And
who decided to match him
up with so mea-
sly a beast as a dragon?
Answer: A Dungeon Master
running his
first campaign.
The title of this article
is derived from an
essay by Mark Twain, wherein
he describes
his brief tenure in the
Confederate army at
the beginning of the American
Civil War.
His experiences, as he tells
them, were
somewhat ludicrous. The
same thing can be
said of many campaigns run
by novice DMs
— myself included.
Over the years, the pages
of DRAGON®
Magazine have included many
very useful
articles for the beginning
DM, and the
Dungeon Masters Guide is
itself chock full
of good advice. What I want
to do here is to
supplement and amplify this
advice with
specific observations and
warnings. No one
ever told me this information;
I had to find
it out the hard way. You
see, in my igno-
rance, all the wise counsel
was too general
to do me much good. You
can say,
“Thoughtless placement of
powerful magic
items has been the ruination
of many a
campaign.” But what does
that mean in
practical terms? Let the
party have nothing
more than one potion of
sweet water in ten
game years of hard campaigning?
Or let
them have one of everything
on the list of
magic items in the DMG but
not more than
half a dozen artifacts and
relics?
The end result of using
my own judg-
ment —and I confess
to being soft-hearted
enough to want to see the
PCs survive and
do well —was that
I was no longer playing
the AD&D® game.
I was shooting fish in a
barrel.
Out of this “game that failed,”
then, I got
quite a bit of school-of-hard-knocks
experi-
ence, and I would now like
to pass along a
few tips:
1. Feel
free to fudge.
The first time I
fudged a die roll, an elf
character, through
no fault of theplayer, had
just received a
death blow from an evil
fighter. There was
nothing he could have done
to avoid the
confrontation, which came
without warn-
ing. I looked at the 18
on the d20 (I think
the evil fighter needed
to roll an 8 or better
to hit.) and announced,
“He missed!” I felt
terrible! I had cheated!
No, I hadn’t. The first rule
of Dungeon
Mastering, one which includes
and super-
sedes all the others, is
that you are running
the game. Not the dice,
not the module, not
even the rule books, but
you, the Dungeon
Master. What you say goes.
If you do not
recognize this fact, on
the one hand you will
have characters getting
killed off quite
arbitrarily and, on the
other hand, the
players may try to use the
rule books to take
charge of the game.
If you fudge a die roll,
it doesn’t have to
be in favor of the players,
you know. How
else do you think Feuerhauch
rolled three
consecutive 20s? That’s
an extreme case,
but just because you rolled
it up doesn’t
mean you have to trot out
an 8 HD monster
with only 12 hp, either.
2. Just
because it’s in the module
doesn’t mean it’s so.
Many beginning
DMs rely heavily on published
modules,
just as I did. A common
mistake is to accept
the module as written
— despite the mo-
dule’s own admonitions to
the contrary.
I said to myself,“I lack
experience and
judgment. These modules
were written by
professional, experienced
gamers. So, if I
stick to them, I won’t have
to worry about
keeping game balance or
having the right
amount of treasure or anything.”
That was
a mistake.
No module you can pick up
is going to be
tailored to your particular
group of PCs.
The adventure is going to
be either too hard
or too easy. The early stages
may present
magic items that the author
feels are neces-
sary for the PCs to complete
the adventure
but which, for your party,
are redundant or
needless. Most modules try
to give some
guidelines as to the number
and levels of
PCs for which they’re designed,
but that
doesn’t necessarily apply
to your group.
A party of beginning, 1st-level
adventur-
ers can easily be wiped
out in the very first
encounter in a module designed
for levels 1-
3, particularly if they
are not familiar with
or do not accept the time-tested
tactic of
“Run away! Run away!” At
the same time,
many of the upper-level
modules are just
plain boring for a party
loaded with magical
goodies, and you are very
quickly intro-
duced to the old routine
of “room-monster-
kill-loot-is that all?”
You must feel free to modify
what’s writ-
ten whenever you feel it’s
desirable to do so
for your particular party.
If a (so far) per-
fectly competent 1st-level
fighter
in ring
mail (the best she could
afford) is escorting
a freed captive to the surface
while the rest
of the party recovers from
the last melee,
and you roll up 20 giant
rats as wandering
monsters —because
the tables in the mo-
dule and the dice say so
— the fighter and
the former prisoner have
probably both had
it. With the armor, the
fighter can’t even
move fast enough to get
away from the rats.
If that’s how you want to
play it, okay, but
it seems rather arbitrary
to me.
When a party of 4th-level
characters goes
through a dungeon, plays
with reasonable
competence, and yet emerges
with a 60-
percent fatality rate, it
is a little late to say,
“Gee! I didn’t know this
module was that
tough!” One way you can
avoid such farci-
cal slaughters is to do
a little solitare play-
testing ahead of time. You
have the module,
and you should have the
stats for all the
PCs you are planning to
run through it.
You can’t tell what they
are going to do, of
course, but you can tell
in general terms
how well they will do in
a given encounter if
they choose to slug it out
toe-to-toe. You
may have to guess at their
tactics, battle
formation, and so on, but,
if you’ve had
this group before, you can
make some fairly
reasonable judgment about
that. Then just
roll the dice for both sides,
the party and
the monsters, and see how
it comes out. If
one PC gets “killed” in
this testing process,
that might be a fluke. But
if half or more of
the PCs get killed, the
monsters are proba-
bly too tough for them.
So change the module. You
will not be
committing sacrilege, believe
me. You will
be using the module as intended.
Decrease
the numbers or hit points
of the monsters
who ran all over your party
in the test en-
counter. If necessary, downgrade
them a bit.
For example, ghouls to zombies,
bugbears
to gnolls, and so on.
On the other hand, if, in
your solitaire
playtesting, the party walks
in and wipes
out all the monsters in
one round without
taking any damage themselves,
you will
want to upgrade the monsters
— more of
them, more hit points each,
or different
monsters with more hit dice.
Now the
ghouls become ghasts, the
bugbears become
trolls. You can tell that
you have been
overly generous with magic
items and in
other ways if you find it
necessary to up-
grade the bugbears to demigods,
but things
should never be allowed
to reach that point.
What you are looking for
is a balance, a
point where one or more
players could get
their characters killed
off if they’re careless,
but Certain Death is ruled
out. Then be
prepared to be astonished
when they walk
in and snuff the monsters
like a candle
flame with some ingenious
tactic. Be pre-
pared to moan as they somehow
bypass this
encounter entirely. Most
DMs, you will
find, underestimate their
players.
Naturally, you don’t want
to limit this
playtesting to a single
encounter in the
module, nor do you have
to go through and
playtest every possible
encounter. A couple
of samples
do it. The
from each dungeon level
should
monsters on the first level
should
not be too tough —a
few minor wounds to
the party here and there.
But the monsters
on the bottom level should
be no pushovers.
It’s best when the party
has to use a little
gray matter to keep
but you don’t want
from getting wiped out,
to make it a sure thing
for the monsters.
Some of the authors of the
modules have
attempted to inject humor
into their sce-
narios to one degree or
another. These
attempts range from fairly
witty name
coinages, whose nature is
not apparent until
you try to pronounce them,
to an overall
motif of grim humor, to
the lamest, corniest
“jokes” you can possibly
imagine, which
succeed in totally destroying
the whole
carefully structured atmosphere.
Some
DMs like humor in their
adventures; others
think that “This is grim
business, boys and
girls!” Whatever the case,
feel free to
change it. Please! The 800-foot
engraven
glyphs do not have to make
any reference to
chickens and roads. The
succubus
does not
have to be named Draino
and talk like a
Valley girl.
The module may describe treasure
you
want the characters to have,
or that they
needs to have, or that you
don’t mind them
having, but it’s hidden
in such a way, ac-
cording to the module, that
your particular
party has absolutely no
chance of finding it.
(For example, the treasure
can only be
found by using a true seeing
spell or some
device that duplicates the
spell, but the
party has no such spell
or device.) In that
case, feel free to overrule
the module. Al-
ways feel free to overrule
the module, to
make it harder or easier
in any given in-
stance. Usually, when the
module’s author
has something very, very
well hidden and
next to impossible to find,
that means it
should be very, very well
hidden and next to
impossible to find for your
party If they
have the spells and gear
to find it easily, step
up the concealment or the
difficulty. If there
is no way they could possibly
find it, make
it easier. But don’t say,
“The dwarf stum-
bles against the wall and
the Axe of the
Dwarvish Lords falls out
of a hidden niche
and lands at his feet.”
If it’s supposed to be
difficult, make it difficult!
The point is, the
module is not holy writ.
On the other side of the
coin, just because
a module includes some super-powerful
magic item as treasure doesn’t
mean you
have to leave it there in
your own game. It
has been my experience that
most modules
are just a little too generous
with magic
items. Look at the magical
accessories car-
ried by the sample characters
provided with
many of the modules. How
does their
equipment compare with the
paraphernalia
your own group is carrying
around? In
almost every case, the furnished
characters
will be very magic-poor
compared with
your own group. This means
that you have
been too open-handed, even
if all you did
was give out the magic items
as listed and
described in previous modules
that the
party has been through.
This leads to the
third point.
3. Be
exceedingly stingy in handing out magic items.
Just playing through
several modules, as written,
will allow the
party to accumulate so many
magic items it
will scarcely be able to
move. Don’t
hand it out automatically
just because it’s in
the module. If you’re not
using a module
but are running your own
adventure for a
change, be careful. Just
because you rolled
up the Throne
of the Gods as part of the
treasure doesn’t mean it
has to be there.
If you start letting powerful
magic items
get into every dungeon,
the players will be
disappointed when they’re
not there. Most
players are positively greedy
about their
characters acquiring magic
items and will
not hesitate to point out
“but the dice say
. . .” or “but the rules
say . . .” or “but the
module says . . .”(Yes,
players can buy
modules, too, and are highly
trained experts
when it comes to sneaking
a peek at your
copy.) The main thing you
have to remem-
ber in this connection is
the Prime Directive
— you are running
the show.
What are you going to do
when you
suddenly wake up and realize
that one of
your players has a character
equipped like
Arrogo — plate mail +5,
shield +5, girdle
of storm giant strength,
gauntlets of ogre
power, hammer of thunderbolts,
ring of fire
resistance, ring of spell
turning, ring of
regeneration, portable hole,
helm of telepor-
tation, and rod of automatic
mass death?
I’ll tell you what you’ll
do. You’ll weep.
Remember that whatever magic
weapons
or devices you put into
the hands of a mon-
ster or NPC —so that
he can be some kind
of challenge for your super-party
— are
almost certainly going to
wind up in the
hands of the PCs. So, if
you’re letting the
adventurers assault the
kobold god Kur-
tulmak
in Acheron, please do not have them
attacked by 202 ordinary
kobolds wielding
vorpal swords. First of
all, you will remem-
ber to your dismay (when
the players point
it out — instantly)
that a rule in the Players
Handbook says that a fighter
can attack
once per round per experience
level when
fighting monsters with less
than one hit die.
In other words, a 13th-level
fighter can
exterminate 13 kobolds per
round. If the
kobolds can hit him at all
— which they
can’t, in a frontal assault,
if he has an ar-
mor class of -8 or better,
even with a +3
vorpal sword —it will
be with a 20. Maybe
they’ll get lucky. Then
the cleric will have to
trot out his regeneration
and raise dead
spells. In any event, the
characters are
going to end up with 202
vorpal swords.
They can add these to their
stockpile that
includes Thor’s hammer,
Elric’s sword
Stormbringer, and the universal
weapon
they got when you let them
fight and kill the
Chinese “Killer of the Gods,”
Ma Yuan.
This kind of thing is just
plain ridiculous,
but I’m afraid it’s not
that rare.
Let’s take a look at some
of the more
powerful magic items that
can sneak into a
campaign past an unsuspecting
DM and
send everything right to
the last layer of the
Abyss.
Girdle of giant strength: | Gauntlets of ogre power: | Hammer of thunderbolts: | Cube of force: | Armor: |
Ioun stones: | Carpet of flying: | Spell books: | Flashy items | - |
Girdle
of giant strength:
In the D&D®
game, this is not a big
deal (“. . . same
chance to hit as a hill
giant. The wearer
inflicts 2-16 points of
damage per hit (or)
damages are double normal.
. . .“). But in
the AD&D
game —look out! If for some
insane reason you convert
a D&D campaign
to an AD&D
campaign, as I did (in igno-
rance; I thought “Advanced”
was the next
step beyond “Expert”)
— and one or more
of your PCs has one of these,
you’re in
trouble. The incomprehensible
fact that
these things are listed
in the DMG as being
worth only 200 experience
points or 2,500
gold pieces is very-misleading.
Maybe one
girdle of hill giant strength
in five years of
campaigning-would be all
right, but any
DM who even admits the existence
of a
girdle of storm giant strength
( + 6 to hit,
+ 12 to damage) is going
to rue the day.
Bye, bye, game-balance,
You will notice
that there are very few,
if any, girdles of
giant strength of any kind
suggested as
treasure in any of the forty
or more modules
published by TSR, Inc. If
you feel you
really want to do it, you
might include such
a thing if you make sure
it has “charges” or
works only for a certain
length of time or
until some specific task
is accomplished. Of
course, the players will
then point at the
item description in the
DMG and cry, “But
it doesn’t say it’s temporary!
Unfair! Un-
fair!” Do not give in to
them, although they
may have little patience
with yourexplana-
tion that you’re trying
to keep thegame fun
for them to play instead
of just an exercise
in bookkeeping.
Gauntlets
of ogre power:
One or two of
these might conceivably
be all right. After
all, the strength you get
with them does not
exceed maximum possible
human strength.
Believe it or not, I did
once see a player roll
up a fighter with 18/00
strength and do it
honestly —once. But
don’t pass out such
gauntlets like the little
pieces of sausage that
the company representative
wants you to
sample in the grocery store.
And if you are
somehow naive enough to
let a pair of
gauntlets and a hammer of
thunderbolts get
into the campaign, then
any girdle of giant
strength is definitely on
the endangered
species list. If you allow
that combination
—the only one in the
game that allows
cumulative strength bonuses
from devices
—then you’ve got Thor,
Jr., to content
with, and all your giants
can start lining up
at the cemetery.
While I’m on the subject
of extraordinary
strength, I think I should
mention some-
thing-about multiple damage.
In all cases
that I can think of, it
is only the number
shown on the die or dice
that is doubled (or
tripled, or more, in the
case of high-level
thieves doing a backstab),
not strength or
magical bonuses. This fact
is spelled out
very clearly in the DMG
item descriptions
for such things as a giant-slaying
sword or a
dragon-slaying sword, but
in some other
cases, including the case
of multiple damage
from a thief's surprise
backstab, it is not
elucidated quite so clearly.
Players will
prefer to believe, of course,
that, when it
says “double damage,” it
means double
everything. You should not
be required to
prove otherwise to them,
although it can be
done. Even the infamous
hammer of thun-
derbolts with girdle and
gauntlets does
2(d4) + 23, not 2(d4 + 23).
When a thief
with a longsword + 2 and
a strength bonus
to damage of + 1 completes
a successful
backstab for “double damage,”
the damage
is 2(d8) + 5, not 2(d8 +
5).
The one exception to this
is when the
normal damage for a weapon
has a plus
factor. For example, a non-magical
foot-
man’s mace does 2-7 (1d6
+ 1) points of
damage against a small or
medium-sized
opponent. Twice the weapon
damage would
be 2(d6) + 2. But, for a
mace + 2, double
damage is 2(d6) + 4, not
2(d6) + 6.
All this explanation may
seem like a
waste of time and space
to people who have
been playing the game for
awhile, but I
wish someone had explained
it to me when I
first started out.
Hammer
of thunderbolts:
I’ve already
discussed this at some length,
but I don’t
want to leave the impression
that hammers
of thunderbolts should go
on the forbidden
weapons list. As long as
you watch out for
the hammer/girdle/gauntlets
combination,
these weapons are perfectly
all right.
Cube
of force:
It sometimes seems as if
cubes of force are as common
as copper
pieces in the modules
— if you take them as
written. If it is at all
possible and if they
have any imagination whatever,
your play-
ers are going to try to
misuse these things.
“Okay, I’m letting down
the cube just long
enough to cast a fireball,
and then I’m
reactivating it again instantly!
Look, a
fireball takes 3 segments
to cast, right?
That’s 18 seconds. So it’s
1-2-3-4-5-6-7-8-9-
10- 11 - 12- 13- 14- 15-
16-deactivate-cast-
reactivate-20-21 . . .”
And if you let them
get away with it, the cube
will be deacti-
vated only against magic
during that instant
of time and remain activated
against every-
thing else.
At this point, you may argue
that a spell
caster can’t cast a spell
and still be operat-
ing the cube in this fashion,
whereupon the
players will assure you
that some other
character is operating the
cube and is suffi-
ciently on his toes as to
be able to get the
timing right on the money.
Amid groans
and catcalls, you reach
for the percentage
dice. . . .
You won’t do yourself, or
the monsters,
any good by relying on the
fact that the
cube has charges and that
it drains them
every time you activate
it or move with it.
You’d be surprised at how
many shenani-
gans the party can get away
with long be-
fore the charges ever run
out, even if you
have a couple of NPC magic-users
bom-
barding them with charge-draining
spells
like disintegrate, fireball,
or lightning bolt.
Look at that item description
a little more
closely, though. In the
first place, you can’t
deactivate the cube against
just one thing. It
has one face that deactivates
it, period.
Also note that certain spells
“cannot be
cast either into or out
of the cube.” For a
long time, I thought this
meant just when
the cube was up against
magic or against
“all things.” But, if that’s
the case, why the
list? If you can’t cast
a fireball into it or out
of it when it’s activated
against magic, well,
neither can you cast a faerie
fire into it or
out of it at that time.
This may be my own
interpretation, but the
list has to be for
spells that can’t be cast
into or out of the
cube at any time, whenever
any force
screen is activated against
anything. So
there’s no keeping it up
against a hail of
crossbow bolts (non-living
matter), for
example, and casting a fireball
out of the
cube. On the other hand,
you could have it
activated against non-living
matter and cast
a death spell out of the
cube, because that’s
not on the list. Perhaps
these spells on the
list are a no-no because
of some quasi-
material manifestation of
the spell (light-
ning, fire, etc.) that falls
within every
category
property
of protection, or
of the cube. But
maybe it’s just a
this limitation
does tone down indiscriminate
use.
A situation I got into more
than once
with the cube was a sort
of stalemate. The
party would sit there in
the cube (every now
and then
fire off a
deactivating it just long
spell, as described), and
enough to
the NPC
or monster would more or
less be forced to
wait it out, or at least
surrender all initiative
to the party. He could try
draining
by casting various spells
— a long,
charges
slow,
frustrating, magic-eating
process-
could watch them very closely
to see
or he
when
they were going to deactivate
the cube to let
out a spell. But, with the
kind of timing
required to do that, what
chance does an
NPC have of casting a spell
— or of jump-
ing the party —at
just the right instant?
Usually, the monster or
NPC would just
twiddle his thumbs/claws/tentacles,
work
crossword puzzles, or try
to solve Rubik’s
cube until the charges ran
out on the cube
of force. By that time,
the adversary was
usually dead.
If the PCs do try this deactivate/cast/
reactivate routine, you
should definitely
assign a percentage chance
(or call for a roll
against one or more ability
scores) that they
will mess up the timing
and let the spell
loose a fraction of a second
too early or too
late. One fireball going
off inside the cube
should be enough to discourage
them for
awhile, especially if you
raise the damage
because the volume is so
compressed.
Another thing you can do,
if the charac-
ters’ adversary has help,
is to keep up a
constant bombardment with
missiles so the
PCs don’t dare let down
the force screen. If
you’ve got giants throwing
boulders, that
comes under the heading
of “catapult-like
missiles” and drains charges.
But perhaps
the best way to cope is
just to start piling
stuff on top of the cube
— dirt, rocks, boul-
ders, compost, whatever
you have handy.
It’s a cube. It’s flat on
top. So whatever you
put up there is going to
stay put, held aloft
by the force screen, until
the cube is deacti-
vated or until it runs out
of charges. The
party could very well end
up getting
crushed under ten tons of
stone if they don’t
bother to react to the situation
in time by
giving up the protection
of the cube.
There are a lot of things
they can do with
the cube that are more or
less legitimate,
such as protecting against
magic, gases, and
living matter while they
fire missiles at a
dragon, but that’s okay.
You’re just trying
to prevent an overall situation
of “We’re
invulnerable, but we can
hurt you anytime
we want.”
Perhaps the easiest solution
is the cop-out
— don’t allow cubes
of force in your cam-
paign. But if you can’t
cope with them, or
feel that you might have
difficulty doing so,
there is nothing whatever
wrong or terrible
about changing the item
description to suit
yourself! If you want to
say that the cube
has 36 charges and that,
once those are
gone, it’s forever useless,
that’s perfectly
okay. If you want to say
that, once deacti-
vated, the cube cannot be
reactivated for 24
hours, that’s okay, too.
It’s your campaign.
You can, you should, you
must do as you
see fit. No one is going
to come knocking at
your door to chew you out
for tampering
with the rules.
Armor:
Once your PCs’ armor classes
start creeping below the
-5 mark, you’re
getting dangerously generous
with magic
armor and shields or with
magic rings,
cloaks, and bracers. Remember
that mon-
sters with few hit dice
are incapable of
hitting extremely good armor
classes with-
out some kind of bonus.
But also remember
that the character does
not have the same
armor class in all circumstances.
If he is
charging to attack, he gets
no dexterity
bonus to armor class. If
a character is at-
tacked from the flank or
rear, his shield does
not count for armor class.
If attacked from
the rear or rear flank,
he doesn’t get any
dexterity bonus, either.
From the rear, the
attacker is +2 to hit on
top of that — +4 if
a thief or assassin. Look
out, Arrogo! Your
armor class against that
assassin attacking
your rear is not -12, but
+2! Yes, plus 2!
If it seems like a hassle
to figure out all
the variations in an individual’s
armor
class, do it once, ahead
of time, and keep
these figures for all the
characters on a 3” x
5” index card.
Ioun
stones: Aside from my personal
opinion that these are unesthetic,
there is
really not so much terribly
wrong with ioun
stones. I do object to the
pale green model,
however, that adds one level
of experience. I
think that experience levels
should be
earned, not found lying
around. With one
of the tomes or librams
that raise experience
levels, the character at
least has to spend
some time using (studying)
the item.
Carpet
of flying: Whether you allow these
in your campaign or not
depends on your
personal preferences and
Dungeon-
Mastering style. If you
are mainly inter-
ested in dungeoneering and
do not much
care for outdoor adventures
that involve a
lot of traveling and random
encounters —
and your players don’t,
either — then one
or more carpets of flying
are ideal for get-
ting you out of a lot of
tedious dice rolling
and encounter structuring.
If, however, you
prefer for the PCs to travel
by conventional
means and have to deal with
random en-
counters with brigands,
bands of roving
orcs, and so on, or if you
have some num-
ber of planned outdoor encounters
prepared
or adapted by you, or if
you feel (as I do)
that the game is a little
weird if nothing ever
happens except underground,
then you
might want to be a little
more conservative
about passing out flying
carpets.
If you should happen to
hand them out
all ‘round and then think
better of it, hav-
ing gotten a better grasp
on the game, there
are always such things as
flying red dragons
with breath weapons that
are very hard on
carpets. To reiterate a
previous point, do
not depend on rolling up
a red dragon on
the random encounter tables
and forget
about it if the dice don’t
come up right. If
you want a red dragon, then
by all means
put one in.
Spell
books:
The magic-user PCs will
always be very acquisitive
about new spells,
and a captured spell book
is, in the words of
the DMG, “a benison beyond
price.” Beni-
sons beyond price should
not be as easily
found as goblin droppings.
In this connec-
tion, please note that most
spell-casting
creatures do not use spell
books. Even
liches, who are ex-magic-users,
do not have
spell books.
Flashy
items:
These are the savior of
many a DM. By “flashy items,”
I mean
magic items that look absolutely
fantastic
but really don’t do that
much. For example,
a character somehow gets
hold of a laser
pistol from an extra-terrestrial
visitor. Hoo
boy! Dudbar the dwarf is
suddenly a big
shot in the duchy!
But the laser pistol only
does 2d8 + AC
points of damage. Except
for the “plus
AC,” that’s the same as
an ordinary
bastard sword against a
large opponent.
The pistol will eventually
run out of
charges, and it confers
no bonus to hit.
You may find, late in the
campaign when
your PCs have become the
owners of lots of
magic items, that they have
some stuff they
were impressed with at first,
but which they
never bothered to use at
all after the first
few days. A laser pistol
(as described above)
would be one example. Another
is a whip
that turns creatures to
stone if you hit them
with it, but they get a
saving throw and the
thing has no bonus to hit.
Why mess with
that when you’ve got a good
old reliable
frost brand sword? Especially
since the PCs
probably don’t have weapon
proficiency
with a whip.
4. Don’t
let your players have a continuous commune spell.
By this, I mean don’t
let the players have a continuous
commune
spell with you. In other
words, don’t tell the
players anything that the
characters could
find out only by using a
commune spell or
some other informational
spell, or by going
to the trouble of consulting
a sage or what-
ever. Make them find out
the hard way.
This is nowhere more needful
and no-
where more neglected than
in the identifica-
tion of magic items. As
it says in the DMG,
“do not simply blurt out
the properties and
powers of an item. . . .”
The identification
process can be tedious at
times, if players
decide to have their characters
determine
the nature of an item by
experimentation,
but you should not give
in to the temptation
to save time and tedium
by saying some-
thing like, “Oh, well, heck,
it’s a pearl of
wisdom.” (If they are like
most players, you
won’t have to tell them
what a pearl of
wisdom is good for. They
will have memo-
rized all the magic item
descriptions in the
DMG anyway.)
Similarly, you can say that
a suit of plate
mail glows under a detect
magic spell, but
you should never let on
how many “plus-
ses” it has, much less whether
it is cursed or
not. Also, note that you
can’t find out the
relative strength of a weapon,
suit or armor,
or shield by experimentation
in the form of
mock combat or chopping
up chairs. It has
to be a real combat situation,
a matter of
life or death.
Yes, I will admit that it
is much easier to
go ahead and supply the
players with a
parts list when they uncover
a treasure
horde, and it saves time.
But it isn’t very
plausible. The magic items
don’t have
labels on them.“Warning!
The Surgeon
General Has Determined That
Putting On
This Cloak Is Dangerous
To Your Health!”
“This is a shield +3, slightly
better than
the shield +2 you are currently
using.” To
paraphrase PT. Barnum, never
give a
player a free ride.
The “continuous commune
spell” prohi-
bition does not apply only
to magic item
identification. You should
also never start
reading statistics when
the party encounters
a monster or monsters. You
shouldn’t even
tell them what it is unless
they’ve encoun-
tered such a monster before
a few times.
You should just describe
it. “There’s this
thing coming toward you
and it looks like a
big pile of garbage,” not
“You are ap-
proached by a hostile shambling
mound. It
has an armor class of zero,
and this particu-
lar specimen has ten hit
dice and fifty-one
hit points. Its damage per
attack is two to
sixteen, two such attacks
per round, one
with each arm. If you get
hit with both
arms . . .”And so on. Boccob
knows they
will recognize it from your
descripiton,
inasmuch as they have studied
the Monster
Manual, FIEND FOLIO®
Tome, and Mon-
ster Manual II. If you let
them do so, they
will look it up then and
there. But don’t
give it away. Do not say
how many hit
points it has, or how many
it has left after
they bash it a few times.
You can say things
like, “That didn’t appear
to hurt it at all.”
“That seemed to hurt it
pretty bad.” “It’s
getting a lot weaker.” “You
just sliced its leg
off, and black ichor oozes
out like tree sap
and gunks up your sword.”
But stay away
from statistics. Again,
it is easier to keep up
an oral countdown of hit
points than it is to
come up with descriptive
condition reports,
but whoever said that being
a DM was a job
for a lazy (or uncreative)
person?
The players are supposed
to be role-
playing characters in a
fantasy universe.
What do these hypothetical
characters know
about esoteric data like
“hit points” and
“armor class” and “to hit
rolls”?
5. Do not allow a character
to become
more powerful than a chugging
locomo-
tive. What I’m talking about
here is ability
scores. An ability score
can be increased in
a lot of different ways.
In some game sys-
tems, it can be increased
by training; but,
even then, it cannot exceed
the racial maxi-
mum. In the AD&D game,
an ability score
can be increased by books,
librams, tomes,
manuals, a deck of many
things (if you
draw the right card), ioun
stones — even
wishes, up to a point. In
addition to this,
some of the modules have
little set pieces
where it is possible to
get an ability score
raised. There are a few
cases where an
individual can get a score
as high as 19 by
natural means; an elf with
an initial dexter-
ity roll of 18, wisdom gained
with increas-
ing age (DMG, p.13). But,
normally, no
one should ever get an ability
score as high
as 19 without going through
terrific trials
and under the most unusual
conditions.
And it should not be possible
to raise an
ability score to 19 by means
of any of the
tomes or librams; the limit
on these should
be 18, even though the item
descriptions
don’t say so. It is true
that, in the WORLD
OF GREYHAWK™ Fantasy Game
Setting,
personages such as Heward
and Keoghtom
have abiity scores as high
as 20, but they
are quasi-deities. Murlnyd
is also a quasi-
deity, but he has no ability
score over 18.
6. If they wish for the
moon, don’t let
them have it. The material
on wishes and
their misuse in the AD&D
rule books is
very scant. The only specific
rules govern
the use of wishes to increase
ability scores
(DMG, p.11).
Aside from that, the buck is
passed to the DM: “If the
players are
greedy and grasping, be
sure to ‘crock’
them. Interpret the wording
exactly, twist
the wording, or simply rule
the request is
beyond the power of the
magic” (DMG, p.
130).
In a module, a wish ring
or scroll is usu-
ally thrown in for some
purpose, to cover
some emergency that is likely
to have
arisen: to resurrect characters,
to transport
the party out of danger,
to get a halfling out
of a frog’s belly, or to
undo some devastat-
ing event such as a character
being turned
into a wight. If PCs can
make it through
such encounters without
the “disaster”
occurring, perhaps they
deserve a free wish
or three.
Naturally, you are free to
leave the wish
rings or other wish devices
out of the mo-
dule if you think it best.
Usually, it will be
best. Nor should you include
them in any
adventure you yourself have
designed unless
it is for a very good reason.
Wishes can be a
serious problem and tax
the quick thinking
and ingenuity of the DM
like nothing else
in the game. Saying that
something is “be-
yond the power of the magic”
is a cop-out,
and the players know it.
And after being
burned a few times by imprecise
wording,
literal interpretations,
and so on, players
will learn, unless they
are profoundly stu-
pid, to be so careful in
the wording of a
wish that no misinterpretation
is possible.
The problem is one of free
rides and
maintaining game balance.
Why can’t a
fighter lord, upon attaining
9th level, wish
for a castle and save years
of construction
time and hundreds of thousands
of gold
pieces? A “small keep,”
at least, can be
obtained by a lucky draw
in the (hopefully
rare) deck of many things.
Why not by a
wish? In folklore, protagonists
are always
getting castles and such
things by means of
a wish. Aladdin got a fancy
pavilion over-
night, for example. So,
aside from risking
the awful vengeance of the
powerful god of
Game Balance, why can’t
Arrogo the
fighter get at least a small
castle just by
wishing for it?
Aside from castles, why can’t
PCs obtain
large amounts of ready cash
or powerful
magic items by means of
a wish? The prob-
lem of wishing for material
items or wealth
has never been discussed,
so far as I can
discover, in any of the
rule books or even in
DRAGON Magazine. I find this
surpris-
ing, because I encountered
the problem
many times in my “failed
game.”
Water always flows downhill,
following
the path of least resistance.
This can be said
to represent a general law
of nature. There-
fore, the magic of a wish
will always operate
in the fashion that involves
the least expen-
diture of power. The same
rule applies, only
more so, to wish-granting
creatures like
efreet. Being lazy and usually
resentful at
having to grant a wish at
all, such creatures
will always get whatever
is wished for in the
easiest way possible. Thus,
if the wish is for
a second magic item like
one the party
already has among them,
the wish will
simply transfer the item
from one PC to the
other. If the wishing PC
is careful to ask for
“another” or “second” item,
the first will
vanish and the new one will
appear in its
place. An analogy: If you
ask for “another
beer” in Germany, the waiter
will ask what
is wrong with the first
one and, if there was
something wrong with it,
why did you drink
it? The idiom is “Still
one, please.” Who
knows what the idiom might
be in the lan-
guage of the efreet?
Since it is easier to transport
an item
already in existence than
to make one from
scratch —and I am
assuming the impossi-
bility of creation ex nihilo
for anyone but
the more powerful deities
— the item will
have to come from someone’s
treasure vault
or off his person. This
constitutes theft, and
such an action will endanger
the alignment
of a good character.
Players will usually accept
in good grace
your desperate efforts to
defend Game
Balance against their relentless
and inge-
nious assaults if you can
give them a con-
vincing reason for something
instead of just
resorting to the oft-used
(and resented) last
refuge of a scoundrel: “Because
I said so
and I’m the DM!”
The more powerful magic
items will, of
course, be protected against
incursion by
wish-granting creatures
and from the power
of wishes in general. The
same goes for vast
hoards of wealth. The fabrication
of magic
items or coining of money
(other than poor
counterfeit or illusion)
is beyond the skill of
most if not all wish-granting
creatures, so
there you are.
Players may have access
to the DMG list
of magic items, but their
characters do not.
Therefore, if they’ve never
seen an item
before, they won’t even
know that such a
thing exists in spite of
the fact that their
guardian angels (the players)
are drooling at
the mouth for the characters
to have one.
But the characters’ knowledge
is not the
same as the players’. And
if a player does
voice a wish for some item
on the DMG
list, the DM can have a
lot of fun with
literal interpretations
of the name of the
item.
The usual form of such a
wish, at least at
first, is something like,
“I wish I had a pale
green ioun stone.” A devious
efreeti will be
likely to distort the meaning
into “I wish I
had (i.e., once had) a pale
green ioun
stone.” The subjunctive
is dying in the
English language; why should
an efreeti
respect it? The “had” is
taken to be past
tense. So the character
will remember hav-
ing once had such a stone
that soon van-
ished, and he did not even
know what it was
at the time. Or it appeared
in the treasure
vault and the “owner” didn’t
even know it
was there. Even if misinterpretation
is made
impossible by the wording
of the wish, the
efreeti will probably deliver
something like a
pale green ioun stone that
has been smashed
and is now useless (hence
abandoned and
easier to come by) or a
burned-out stone
painted pale green. Also
note that used-up
or disenchanted magic items
are easier to
come by than good ones.
The possibilities
are endless. As always,
the easiest way to
literally fulfill the wish
will be taken.
But what about the castle?
This is funda-
mentally nothing but dressed
stone ar-
ranged in a meaningful pattern,
so it isn’t
necessary to steal anything,
and it may be
easier to cut and dress
the stone on the spot
than to transport already
finished (stolen)
stone.
But do efreet, for example,
have stone-
dressing and castle-designing
skills? Proba-
bly not. Following the “easiest
way out”
rule, any castle obtained
by a wish is likely
to be so shoddy and poorly
designed and
built as to be virtually
useless. Just so long
as it can by any stretch
of the imagination
be called a castle
—a toy castle, for exam-
ple —it fulfills and
uses up the wish.
If the character says, “I
wish for a pale
green ioun stone,” avoiding
the use of
“had,” the efreeti will
adopt a nonplussed
expression and finally say,
“You wish
WHAT for a pale green ioun
stone?” If it is
a wish scroll or ring that
is involved, noth-
ing will happen until the
character says
something that can be interpreted
as an-
swering the efreeti’s question.
As likely as
not, the PC will say something
such as
“Garbage! It didn’t work!”
Somewhere in
the world, a pale green
ioun stone is cov-
ered with garbage, and the
wish is used up.
Assuming that the PC is
not of good
alignment and is therefore
unconcerned
with theft as a danger to
alignment, and
that he has been to law
school, he may
eventually learn to say
something like, “I
wish that I now have in
my possession, on
my person and not somewhere
else or inside
my body, and indefinitely
retain the posses-
sion of, subject to my will
as to whether to
retain possession, a working
pale green ioun
stone that will increase
my experience level
in the manner usual for
such stones.” So the
ioun stone appears attached
to the PC’s rear
end and cannot be removed
without getting
rid of it entirely.
And of course entire scenarios
can be
built out of incidents wherein
some un-
known NPC wishes for something
owned by
a character.“Hey, my mirror
of life trap-
ping just vanished!”
7. No, you can’t polymorph
a hench-
man into Odin. As any DM
knows who
has ever handled imaginative
players, poly-
morph spells can be a problem.
A lot of
time is wasted explaining
why “you can’t
reasons why not. You will
save yourself a lot
of grief if you thoroughly
familiarize your-
do that” and coming up with
plausible
self with these spells ahead
of time.
To begin with, the Players
Handbook
clearly states that a polymorph
self spell
does not endow anyone with
the hit points
or combat capabilities of
the creature poly-
morphed into, just the appearance
and rate
of movement. This is not
true of shape
change, but even then, there
is no increase
in hit points.
As for polymorph other,
anyone except
possibly another PC will
resent being
changed so much that they
will probably
attack the magic-user at
once, regardless of
alignments, purposes, other
foes present,
and so on. If the NPC or
henchman as-
sumes the “personality and
mentality” of
the creature, he may just
wander off never
to be seen again or, depending
on intelli-
gence, attack the magic-user.
But sometimes another PC
with a high
constitution score will
volunteer to be poly-
morphed, and here we have
a problem.
Suppose the PC is polymorphed
into a gold
dragon, an ancient one specified.
All gold
dragons can use spells,
right? Of course, no
change can take place unless
the PC has an
intelligence of 17 or above
(minimum for a
gold dragon), but suppose
he does? All of a
sudden, you have a new,
more powerful
spell caster in the game!
But, just because all gold
dragons can
cast spells doesn’t mean
that this particular
de novo gold dragon has
ever had the
chance to learn any spells.
It could have
done so if it had ever had
the chance, but it
hasn’t, being newborn on
the instant.
Assuming that the PC polymorphed
has
an intelligence of 17 and
is 9th level, there
is still a 30% chance, to
be checked daily,
that he will take on the
personality and
mentality of a gold dragon;
that is, suppose
himself to in fact be a
gold dragon.
If this happens, the PC
will become an
NPC monster under the control
of the DM.
It will almost certainly
take off for more
congenial haunts and be
out of the cam-
paign for good. Once this
possibility is
explained, the PC may very
well feel that
the risk is too great.
8.
Be careful playing with fireballs.
It
is the magic-user who should be careful. In
my
days of naive inexperience, the fireballs
in
my campaign flew thick and fast at the
slightest
provocation, and many, many
monsters
were baked. What you have to
remember
is that a fireball is a sphere 40’
in
diameter and that “the burst will gener-
ally
conform to the shape of the area in
which
it occurs, thus covering an area equal
to
its normal spherical volume.”
The
volume of a 40’-diameter sphere is
more
than 33,520 cubic feet. That’s about
33½
10' sections of a corridor 10' wide and
10’
high, the standard dungeon corridor.
Yes,
that’s right: 335’ of corridor. If the
magic-user
casts the spell from as far as
165’
away, he and anyone standing there
with
him is going to suffer the full effects of
With
the ceiling at only 10', a fireball
will
fill a room 50’ x 60’) with fire shooting
the
fireball.
out
the doors for an additional 3,510 cubic
feet.
With a 20’ ceiling, the room can be as
small
as 40’ x 40’, with only 1,510 cubic
feet
gushing out the doors.
You
don’t need to mention any of this to
the
players ahead of time (ah, but they
know
it now, don’t they?), but a fireball will
have
its maximum effect if it is cast as a
hemisphere
against a flat surface rather
than
as a sphere centered 20’ off the
ground.
The radius of such a hemisphere
will
be approximately 25’ rather than 20’)
and
the fireball will cover an area of 1,995
square
feet.
Otherwise,
a circular cross-section across
the
center of a fireball will have an area of
1,257
square feet, but it will only loom
above
the heads of those at its edges. At a
point
6’ off the floor, the diameter (not
radius)
is 28.6’ with a cross-sectional area
of
641 square feet. Assuming a mob scene
with
nine man-sized creatures per 10’ x 10’
area
within the area of effect of the fireball,
a
hemispherical fireball will affect 179 crea-
tures.
A spherical one can affect 113 in the
central
cross-section, but only 65 who are at
least
7’ tall, 58 who are 6’ tall, and only 49
who
are around 5’ tall.
Of
course, the magic-user may have a
ring
of fire resistance, or some other device
that
duplicates its effects, and may choose to
take
his chances with being engulfed by his
own
fireball. The magic-user will usually
survive
in such a case, albeit with singed
eyebrows,
and there is no reason that you
should
discourage such heroics.
9. Be
reasonable in awarding experience points.
Aside from judgmental factors
(“If you think I’m going
to award experi-
ence points for that. .
. .”), the DM should
most assuredly use the “equivalent
hit dice”
system explained on p. 84
of the DMG.
This is the most effective
brake I know to
the problem of overly rapid
advancement in
experience levels, aside
from such extra-
legal measures as awarding
experience
points for monsters only
and not for trea-
sure. The equivalent hit
dice (EHD) system
doesn’t make much difference
at lower
levels and is probably safely
ignored at that
point, but, around 4th level,
it becomes
wise to use it. Around 8th
or 9th level, it
becomes vital to use it!
What you do in this system
is to take the
hit dice —the equivalent
hit dice — of the
monster(s) and divide this
figure by the
total levels of the PCs.
If the resulting figure
is less than one, you multiply
it by the
normal experience point
award. Equivalent
Hit Dice are a real pain
to figure out in
each and every case, and
I think EHD
figures should have been
listed along with
the monster descriptions
in the three books,
or in the DMG, just as experience
point
awards are listed. Until
such a boon occurs,
you will have to figure
it out yourself. The
EHD figure for a certain
monster is found
as follows: “. . .each hit
die balances 1
experience level, counting
each special
ability and each exceptional
ability as an
additional hit die, and
also counting any hit
point plus as an additional
hit die.” So an
orc with 1 HD also has just
1 EHD, but a
10 HD ghost has 16 EHD.
The extra six
come from special and exceptional
abilities,
as outlined on p. 85 of
the DMG; in this
case, armor class 0, age
10 years and panic,
age 10-40 years by touch,
magic jar ability,
ethereal versus weapons
and spells, and
high intelligence.
What this means in practical
terms is that
a 9th-level fighter who
trashes a 6 hp orc in
single combat does not get
16 xp for it. The
fighter gets 16 x l/9, or,
rounded off, 2 xp.
The same factor can be applied
to any
treasure the monster was
carrying or guard-
ing. So, if the orc was
wearing a 200 gp
necklace, the xp award is
not 200, but 22.
If you really want to get
nasty, you can
apply the EHD system to
the PCs and
assign them extra“levels”
(for EHD-factor
purposes) for armor class
0 or better, missile
use, intelligence, and so
on, not forgetting
another level thrown in
for anyone with a
constitution bonus to hit
points.
This system can be a lot
of trouble and,
from what I can tell, is
not much used. But
it should be used, even
if you have to invest
in a pocket calculator,
if you want to slow
down lightning-like advancement
to super-
high levels. If you have
the time (and it is
time-consuming), you can
go through the
three monster books and
write down the
EHD for each monster ahead
of time.
And, of course, you must
always feel free
to use your own judgment
in awarding
experience points. One 7th-level
magic-user
wiping out 50 orcs with
a fireball gets full
xp under the EHD system,
but, considering
how much trouble she went
to and how
much danger she was in,
she should proba-
bly not get the full value.
Also note that, when PCs
cause a horde
of monsters to “flee in
panic” — or when
clerics turn undead— all
they should get
out of it is their hides
saved, not experience
points. According to the
rule books, the
monsters have to be killed
or captured
before any xp can be awarded.
In the case
of clerics turning undead,
this rule makes
particular sense. Otherwise,
a cleric could
rack up enough xp for the
next level just by
standing in one spot and
repeatedly turning
the same zombie until his
arm got tired
from holding up the holy
symbol.
If you want to say that
the DMG super-
sedes the PH —which it does,
in any case
of contradiction —and take
into account
the fact that the DMG makes
no mention of
“capture”as a legitimate
means of gaining
xp, then the monsters have
to be killed.
Unfortunately, this makes
for a certain
amount of bloodthirstiness.
Insofar as possi-
ble, a PC’s actions should
ever be motivated
by game mechanics.
With regard to gaining levels,
please read
page 86 of the DMG and take
note of the
fact that advancement costs
money. Experi-
ence points alone are not
enough. If the
DM thinks your performance
was lousy, it
could be that experience
points and money
will not be enough.
A thief may need only 1,251
xp to qualify
for second level, but she
also needs 1,500
gold pieces. If xp are awarded
for gp on a
one-for-one basis, this
means in practical
terms that the thief needs
at least 1,500 xp
to advance! (Editor’s note:
See “Train while
you gain” in DRAGON issue
#97 for a
suggested new way of dealing
with training
costs between levels.)
10. Go easy on the poor
deities. When
the campaign has been going
on so long
that the players are around
15th level and
are loaded down with dozens
of magical
devices, forgotten artifacts
rotting away in
some corner of their treasure
vaults, you
may be tempted to allow
them to take on
some of the minor deities
from the Outer
Plaes —on the Outer
Planes. This results
in absurd scenarios such
as the one men-
tioned in DRAGON Magazine
a few
months ago where PCs wiped
out Thor with
a push spell.
Attacking deities is ridiculous
on the face
of it, as the DEITIES &
DEMIGODS™
Cyclopedia (now titled Legends
& Lore)
clearly states. How do you
suppose the idea
ever got started that it
was even possible for
a party, however powerful,
to do such a
thing? Couldn’t have anything
to do with
Lolth, the Queen of the
Demonweb Pits,
could it?
If you use that particular
module (Q1),
which forms the logical
climax of a series of
other modules, my own recommendation
is
that Lolth should be allowed
to escape, even
if she has to teleport out.
Even if you allow
her to be slain, you should
make it clear
that she wasn’t really much
of a deity, but
just sort of a super-demon.
Just because you
can kill Lolth doesn’t mean
you can trash
Kurtulmak, much less Odin.
What about awe power? Well,
unfortu-
nately, anyone over 12th
level is not affected
by the awe power of any
deity. What about
the powerful abilities of
the divine beings,
such as the 90 ‘-range geas
or quest with no
saving throw? But the PCs
have at least a
scroll of protection from
magic to protect
them from that, if not a
cube of force. If our
friend Arrogo is totally
protected from
magic and if the deity in
question doesn’t
do an enormous amount of
damage per
attack, that single fighter
can snuff the head
of a pantheon (400 hp) in
eight rounds.
The most important rule
should be that
the deity will always teleport
out to avoid
being killed, if defeat
or death is otherwise
inevitable. If the deity
does so, it (i.e., you)
should not be provoked into
a return ap-
pearance by cries of “Chicken!”
The best thing you can do
if you insist on
letting the PCs fight deities
is to make a few
logical rules of your own,
even though the
players may want to challenge
these rules
because they aren’t in the
rule books. For
example, you can say that
a cube of force or
a scroll of protection from
magic is useless
against the powers of a
deity. Definitely
insist that no deity can
be affected by the
special properties of something
like a sword
of life stealing or a vorpal
sword. (“I did it!
I rolled a 20! I cut off
Odin’s head!“)
11. Beware the many-headed
hydra.
You may under some circumstances
be
tempted to let players have
more than one
character in the game at
the same time, on
the same adventure. This
is not a good
idea, for several reasons.
In the first place,
the AD&D game is supposed
to be a role-
playing game. Unless the
player is Alec
Guinness or Peter Sellers,
he is not going to
be able to play several
roles simultaneously.
One character will get role-played
and the
others will become no more
than shadow
figures, henchmen who are
under the con-
trol of the predominant
character.
Another reason to disallow
such multiple
personalities is that, when
the prime charac-
ter of a player reaches
a high level, so will
his secondary characters,
and the individual
player will be a one-person
SWAT team.
Get a couple of these together
and it’s
“Look out, Valhalla!”
You must insist that the
extra characters a
player may run be henchmen.
This status
will hold down their experience
levels, if
only because they get half
experience points
for everything, and you
will not have a
hydra on your hands. Also
remember that
henchmen are NPCs and are
thus ulti-
mately under your control,
not the player’s.
Yet another reason to disallow
a game
with only one or two players
with multiple
characters is that you’re
missing one of the
best parts of the game
— the multiple inter-
actions among players.
The best thing to do in
this situation,
where you have something
like two or three
players, is to tailor the
adventures to them,
not to a party of six or
eight. You can still
use the modules if you want
to, but they
will have to be somewhat
overhauled to suit
a party of 25% normal size.
12. Avoid an adversary relationship
with your players. In view
of all the advice
given so far, it may seem
as if an adversary
relationship with the players
is inevitable.
They will be using every
sneaky technique
they can think of to throw
anvils on their
side of the scale of game
balance, and it’s
your job to prevent that.
It would be a wonderful
world if players
were so conscientious and
so willing to risk
their characters for the
sake of a good time
that they never looked at
the Dungeon
Masters Guide, the modules,
or even
“Dungeon Master advice”
articles (such as
this one) in magazines.
It would even be
nicer if they did not look
up monsters in the
Monster Manual, FIEND FOLIO®
Tome,
and Monster Manual II whenever
they
confronted them. Maybe you
can forbid this
sort of activity during
the playing of an
adventure, but you can’t
control what
players do on their own
time. And never
underestimate the ingenuity
of players. I
once had a player justify
looking in the
Monster Manual during play
by saying that
his character carried around
a bestiary in
his backpack!
Also, of course, things
tend toward an
adversary relationship just
because you are
playing the roles of all
the monsters. But
you should nevertheless
avoid such a rela-
tionship if you can. Unless
you rule with an
iron hand, it makes for
a lot of time-wasting
arguments. Make it clear,
if you can, that
your objective in being
such a heartless
taskmaster is to show them
a good time!
And that should be your
objective. If your
players are reasonably mature,
mentally
and emotionally, they should
be able to
realize that getting too
much too soon ruins
the game for everyone.
If you start killing off
characters more or
less arbitrarily or sending
the party through
60% -fatality dungeons,
the players are
going to get pretty feisty
(and clever) just in
order to survive. A certain
amount of inge-
nuity is fine; it is altogether
desirable.
Much of the fun of the game
is seeing how
players can come up with
something really
clever to get out of a tight
spot. But this
ingenuity should not have
to extend to
memorizing the rule books
so they can catch
you when you make a mistake
or alter the
rules in some fashion for
a good reason.
In case it needs to be said
. . .
Oh, yes. There is one point,
a 13th rule
of thumb, that I will decline
to elaborate
upon. It is simply this:
Do not allow ther-
monuclear devices.