Showing posts with label role-aids*. Show all posts
Showing posts with label role-aids*. Show all posts

Thursday, May 16, 2019

Top Ten Proven Strategies for Clearing a Dungeon


Note: This is a guest post from Ted Cory, Chief Adventurer at Skullsplitter Dice

Epic dungeon crawls lie in the heart of many great D&D campaigns. If your DM has created the deadliest dungeon for you, then you’ve got to be prepared! Read on for the top 10 strategies to gain the upper hand in Dungeons and Dragons!

1. Mastering the Rules

Clearing a dungeon in D&D almost always involves killing tons of monsters and surviving countless traps. Depending on the size, you will need a minimum of five to six combat encounters to clear a dungeon, and some dungeons are a lot bigger. For example, the mega-dungeon in the Dungeon of the Mad Mage spans more than twenty layers and will take your character from level five all to way to twenty!

That is why you can’t expect to survive unless you know how the game works. You need to master the difference between saving throws, attack rolls, and ability checks, as well as several other nuances that will give you the upper hand.

This can include things like knowing you get a free action, thinking through things like casting cantrips and bonus action spells together, and actions like “Help.”

2. Mastering your Class

Every class has an arsenal of abilities that allows them to overcome the lethal challenges of a dungeon. Some classes are a lot more complex than others, but all have their own ideal playstyle.

For example, barbarians are some the most robust D&D characters. They have the highest HP pool thanks to their d12 hit die. However, they get limited armor and rely on the damage resistance of their rage feature.

So, to play a barbarian effectively and survive in a dungeon, you will need to reduce incoming damage through raging.

3. Never Split the Party

This somewhat falls into the next tip, but it’s important enough to mention alone. When you’re split you can end up quickly biting off more than you can chew!

4. Cooperate, Cooperate, Cooperate

You can’t clear a dungeon by yourself! Even if you play a self-sufficient class or an abjuration wizard with tons of defensive spells, you will die if you don’t work with your fellow players.

A balanced group will have one full caster, one ranged class, and one bruiser at minimum. More characters give you more flexibility, but you need those three to handle most challenges.

5. Read the Spells

Even if your character knows no spellcasting, you should study the spell list in the Player’s Handbook. There are hundreds of spells in there, and many of these can kill your character in a dungeon.

Most dungeons also have at least one spellcaster enemy who will wield those dangerous spells against you and your party. Thankfully, if you know how a spell works, you may be able to counter it. Most spells rely on vision to be cast, while others have specific conditions that negate them. Certainly you shouldn’t meta game, but if your character is a spell caster, or proficient in Arcana, they’ll potentially know these things.

6. Gear Up Your Character

Going into a dungeon unprepared will kill your character faster than anything else. At minimum, and regardless of healers in the party, you should invest some gold into healing potions. Remember, simple items can sometimes be extremely useful. This includes things like a 10 foot pool, rope, rations, and water. Sure, you could spend spells to cover some of these things, but sometimes the simplest solution is the best.

If you are playing in a high magic campaign and you have the gold, you should also seek out magic shops and buy as many magical items and potions as you can afford. Most dungeons are full of treasure, gold, and gems to cover the costs.

7. Don’t Forget Short Rests

Even if you’re stocked in healing potions and legendary items, your character will die if you don’t take it slow in a dungeon. Short rests give you a much-needed recharge on many of your abilities.

For example, monks and warlocks need short rest to recharge their ki and spell slots respectively. Other classes, like the wizard, have features like arcane recovery that only works with short rests. Neglect the short rest, and your party will be underpowered for the bigger fights.

8. Go High Tech

In addition to pen and paper, you should try some D&D apps and programs like DNDBeyond to supercharge your character. These apps will help you keep track of your abilities and will help you make the right choice in the midst of combat.

9. Don’t Anger Your DM

D&D is not a competitive game. Your DM is there to create a story and keep the game moving forward. He is not your enemy, and you should not go out of your way to anger them. Moreover, angering your DM can be fatal in a dungeon where monsters and traps are so plentiful!

10. Mastering the Core Values of D&D

Finally, you should never lose focus on the core values of D&D. Dungeons and Dragons is above all a roleplaying game where a bunch of friends come together to tell a story and have fun in a fantastic world.

D&D is neither competition nor a string of math calculations. In order to gain the upper hand in D&D, above all, you should aim to have fun!

Gaining the Upper Hand in Dungeons and Dragons

Dungeons and Dragons can give you countless hours of fun, but it’s not always easy. Dungeons are perhaps the hardest part of a D&D campaign, and now you know how to clear them!

At Skullsplitter Dice, we are your one-stop-shop for the most kickass D&D dice and gaming accessories. Whether it’s our acclaimed metal dice, a fancy set of glow-in-the-dark dice, or something even more exotic, we’ve got you covered!

Thursday, December 13, 2012

Question: Have you seen that session tracking sheet?

 
Maybe you know what I'm talking about. There's a certain RPG session tracking sheet, specifically for D&D-type games, that I spotted somewhere on the RPG/OSR blogosphere over the past year. I can't seem to find the sucker anymore. I remember thinking the thing was friggin' awesome. Why didn't I save it back then? Because I'm a d-bag, that's why.
 
I forget which blog I saw it on. It had a sort-of elaborate border that looked like...er...columns or something. And it was divided up into boxes for areas devoted to treasure found, monsters defeated, etc.
 
Anyone have an idea of what I am talking about? Or perhaps you know of at least some version of such a tracking sheet? I know, I know. I could make one of my own, or find some alternative. But I'm lazy and obsessive. What can I say?
 
Help is appreciated. Dumbass signing off.

Monday, August 2, 2010

Online Dungeon Generator

Sorry I've been so quiet the last few days. Me and the family took a trip "down the shore" as we say here in South Jersey (which is an entirely different state from North Jersey, but I won't get into that at the moment).

At any rate, I wanted to give you a heads up (if you haven't already heard of it) regarding a resource that has been mentioned elsewhere on the blogosphere. There's a really cool dungeon generator that you should definitely check out! Take a look and let me know what you think!

Thursday, July 22, 2010

Regarding Modules


Just like miniatures, I never once used a module during any part of my gaming career. This was somewhat economic when I was younger, being a kid with not a lot of spare money.

But I was also dubious of the concept of modules because I never was a big believer in the concept of "RPG as commodity." I have always thought that you should only need a few core books in order to play a game, and that a company should never push you into buying more stuff (especially by withholding game mechanics and the like from core books in order to release them in subsequent books).

On top of that, since I've mostly been a GM and not a player, I always felt that the onus was on me to create worlds and adventures. I didn't want to leave that up to others. And I read a lot of fantasy and science fiction, so I could always pull from those sources for inspiration, rather than a published adventure.

But now I think I should have gotten into modules more, since it would have been another way for me to flex some of my creative writing skills. I've dabbled with the idea of publishing adventures and such over the years. Many are the times during my life that I wish I would have gotten into game design as a career. Ah, but enough of regrets...

These days, I am considering modules now as a busy adult/parent in his mid-30's. The more I make plans to start a campaign in the near future (cross fingers!), the more I realize that I will probably need to break my fast when it comes to modules. I simply don't have the time to build all of my worlds and adventures from scratch. I can't sit around for an entire weekend creating this stuff like when I was a kid. I am going to need all the help I can get! I will probably wind up doing some split (most likely not 50/50) between pregenerated stuff and my own creations.

So, the inevitable question: what do you think of modules? What place do they hold in your gaming circles? How important (or unimportant) are they for you?

P.S. I just bought my first module ever on the cheap from eBay: the old Keep on the Borderlands. I've heard of it and the other legendary early modules over the years (Tomb of Horrors, Queen of the Demonweb Pits, etc.), and I will finally actually get one of them in my hands and read the damned thing! This better be good, considering the years of hype!

Wednesday, July 21, 2010

More on Minis: Washer Miniatures

As a followup to my post about the use of miniatures with RPGs, Jamie over at A Fistful of Coppers made me aware of "washer miniatures." He showed me a link to a post about this cheaper alternative to traditional minis.

I find this to be a really interesting alternative to traditional metal/plastic/paper minis! The only thing is, the article only mentions the use of images cut out of Magic: The Gathering cards as a means of putting images on the washers. I believe that one could manage to generate some correctly-sized images using images taken from the Web manipulated using Photoshop. Granted, that might be a bit more time consuming. But it's still possible.

What does everyone think of this?

Tuesday, July 20, 2010

Regarding the Use of Miniatures

I must admit that I have never used miniatures when roleplaying. Not once have I used them over the entire course of my sporadic gaming career. I know that others have deeply explored the history of minis in connection with D&D, so I won't go there.

Question: What are your thoughts about the use of minis? Do you use them at all? Can you give or take them? Or are they indispensable for your games?

As I have been ramping up my personal gaming renaissance, I have started to consider using minis. Part of it is the growing desire to simply collect them. I feel like I have to fight this urge, because I do not need to buy any more stuff to clutter up my "man-lair" in my basement.

Another part of me is thinking perhaps they would be useful in games that I intend to run. Now, all of this is contingent on the form of my future campaigns. I am starting to think that I might want to explore play-by-chat gaming (I'll explore this in an upcoming post when I have more time), at least for the meantime. In this instance, minis would be pretty much superfluous.

If I were to run a table-top game and decided to go with using minis, my plan might be to use the few plastic and metal minis I own and supplement them with PAPER minis, also known as figure flats.

There are Internet resources for getting these figure flats for free as well as places you can buy them (there's a site for something called Precis Intermedia that offered paper minis called Disposable Heroes, but the site does not seem to be working at the moment).

It's interesting to talk about the paper minis because I was recently digging through the small amount of actual TSR material I have in my possession, and I found the remains of the D&D "black box" I bought around the time it came out. I still have the rulebook, the DM's screen with the pocket that holds the famous "flash cards," and the paper stand-up "counters" (i.e. miniatures) that came with the game.