UoaS: Be a creative game player
by Kristan Wheaton



Dragon - - - Dragon 43

Dungeons & Dragons and Advanced Dungeons & Dragons are
two of the most exciting games on the market. Unlike “normal”
games, D&D and AD&D provide opportunities for not only roleplaying, but creative, original thought as well. If one considers all of
the possible scenarios and character reactions, then the game itself
becomes the basis for original and unique plans of action.
However, this aspect of the game is not always emphasized when
one sits down to a session of D&D or AD&D. All too often, Dungeon
Masters spend their time dictating to players and forcing them into
situations which cause them to “strike first and ask questions later.”
Surely, this limits the game in an area that should be exploited to
both the player’s and the DM’s advantage.
This article will attempt to describe some exciting, inventive and
creative methods of handling various monsters. These ideas are not
meant to be idealized into Napoleonic-like strategies. On the contrary, it is hoped that these methods will simply stimulate creative
and unusual play in the reader’s future sessions.
With all monsters, the first thing to consider, once battle is
inevitable, is “How do I attack it?” Is the creature prone to spells?
Does it have a low intelligence (confusion-type attacks work well
here) or a high intelligence (insanity, paradoxes and the like are most
effective under these circumstances)? What are its weaknesses and
what are its strengths?


Basically, unless one can go in for a quick kill, then an attack on
the monster’s strongest weapon is in order. By all means, do not

necessarily attack the monster’s strongest attribute. This is foolish
and could cost you the battle. Disarmament, however, usually leads
to quick capitulation. Render useless a giant’s arm so that he cannot
heave boulders at you, or silence a harpy, and both become much
more easily defeated. If you cannot destroy the weapon, then at least
protect yourself from it. Use a mirror on a medusa or put wax in your
ears to help against a banshee’s scream.


Terrain can be the all-important factor in determining the outcome of battle. Remember that you are fighting in three dimensions,
not just two. If possible, use your Levitate or Fly spells to advantage.
A Magic-User in the air can see better and is also protected from
hand-to-hand combat. Characters in danger of dying can be levitated out of melee. Always consider the third dimension (and possibly
the fourth) as possible routes of escape or means to an advantage.
Remember that D&D and AD&D are medieval-based games. Tactics
that were feasible for that period in history are some of the best
available when playing the game; i.e., armor tactics do not work
unless you have tanks.


All creatures have a weakness. This is a key to remember in
fighting a monster. Each monster, in its turn, must have an Achilles’
heel or it would surely dominate the world of mortal men. For
example, creatures with magic resistance seem very frustrating to the
average player. However, it must be realized that magic resistance
gives no benefit against physical forces. An earthquake is just as
liable to swallow an orc as a demon. Creative thought along these
lines leads to the concept of “indirect attack.” Strike at those objects
around you, in hopes that they will do damage for you. Use your
lightning bolt to snap off a stalactite, or strike the ground to send a
shower of rock chips toward the abdomen of whatever is attacking
you. Knock down a tree; turn a ceiling to mud and let it collapse on
the hapless attackers; these are the methods to deal with magic-resistant creatures, instead of striking at them and hoping the die roll
will penetrate that magic resistance.

As a case study in “creative attack,” consider dragons. For
example, it is possible to generate a small boiler explosion in the
stomach of a red dragon by forcing cold water down its throat. This is
a simple, if not always a readily accessible, means of incapacitating
the beast. However, what does one do if the brand of super-lizard
one is facing does not happen to have a carmine tinge to its scales?
The answer really depends on how deeply your DM has contemplated dragon physiology. A good guess, however, would be that a
reasonable argument would prevail.

If we say, for example, that a blue dragon discharges a bolt of
electricity, then we could assume that it must build up this highly
positive charge within its mouth and then release it when its mouth is
opened. If this is the case, then a large piece of metal within its mouth
would serve to short-circuit the process. If it did not incapacitate the
lizard, at least it would give it a splitting headache. One may not
always have a large hunk of iron ore hanging around (or a man with
sufficient strength to throw it), and so one must come up with an
alternate means of gaining the advantage. One method of doing this
is to simply take the high ground on the beast. If the beleaguered
party can get above the head of the blue dragon, then the ground
itself will act as a draw on the bolt of electricity. While you may not be
able to convince your DM that this action will negate the effects of the
breath weapon, it should be reasonable to assume a plus to the
saving throw.

More about specific dragons later, but now, a few words about
dragons in general. The dragon is a cowardly, solitary beast. If this
were not so then they would most surely rule the world. This dictates
repartee and palaver as the first line of defense (if the dragon can
speak). While a dragon is not likely to be pleased at an intrusion into
its privacy, it is also not likely to attack until it has determined the
nature and strength of the party. Only the oldest and most confident
of dragons should attack without thinking about it first. Remember,
also, that it is hard to tell a first-level character from a tenth-level, if
the first-level is a good enough actor. During this first, or “negotiation:’ phase, the player should attempt to gain whatever concessions
that he or she can. Terrain advantages, as well as strategic placement
of party members, should be accomplished in this first stage. Always 

try to get above a dragon’s head. Most things fall, including lightning
(attracted by the ground), chlorine gas (it is heavier than air), acid (a
little thing called gravity), and cold (cold air falls). Always spread out
so that the breath weapon cannot demolish the entire party. Try to
encircle the beast and get him before he can get you.

Despite all this, a major tactical advantage can be achieved by
shutting down the breath weapon before it can be expelled. This is
the most powerful of the dragon’s weapons and should be the first
thing to be dealt with. A large rock heaved in the general direction of
the dragon’s face should do the trick. If not that, then try a Web spell.
Both of these would give some advantage to the party. If one can
ruin the mouth, then one not only shuts down the breath weapon but
can also put the second major weapon (disregarding spell-casting
ability) out of commission, the bite. In other words, don’t try to
absorb the power of the breath weapon until the dragon runs out of
charges; do something about it immediately; in the long run, you will
be glad that you did.

Now, for some more dragons in specific. For a green dragon, a
good plan is to acquire some sodium-tipped arrows. Store them in
oil, since they will bum (slowly) in air. However, if one is shot into the
mouth of a green dragon it will then react violently with the chlorine
gas. This will surely leave the head of the dragon spinning for a few
moments, and he should gag on all of the salt that you have just put
in his throat.

Black dragons spit acid. Packets of lime (a strong alkaline) will at
least neutralize the acid, if not get rid of the ability altogether. A gust
of wind or a sudden downpour of created water would serve to
disperse poisonous clouds (timing, of course, is very important
here). This list is by no means exhaustive, and many more methods
can be developed by the creative mind.


This article has expressed, through theory and case study, some
of the principles of battle that are necessary for creative play of D&D
and AD&D. As stated earlier, this article does not attempt to be the
ultimate source of battle tactics, but is only provided as a guide
towards better, more enjoyable, and more creative play.