Classic D&D tropes you've never mastered

I'm the same with dungeons as you are with dragons. They seem like a great concept that should work, and I think I understand how they ought to, but I can't seem to get them to do so, at least in the classic mode.

Also I have a lot of difficulty with wandering monsters, Gygaxian gamism - skillful players get more treasure and xp, and the whole Big DM Little Players bit. Tbh I don't really get D&D dragons either.
 
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Resource management.

I'd like to see some hard-core tracking of daily food, water, feed for the horses, and so on. Especially on long journeys. Better marking off of torches, arrows, etc, as they're used up. Pay and maintenance of hirelings.

Typically, this starts out strong and then eventually fizzles out altogether as the players get sloppy and I get tired of double checking them.

Maybe I should offer some form of xp incentive to encourage it better?
 

Death traps. I have always struggled with big set piece death traps. I can do puzzles practically on the fly, but death traps just give me trouble. Maybe they're more of a film trope than a D&D trope?

Are you familiar with the Five Room Dungeon model? I'm using that right now, as my players' characters enter Midwood's big megadungeon at long last. They're only going to retrieve a McGuffin -- they don't have time to clear the joint out, with a kobold invasion about to happen -- so once they've hit all the obstacles I've got planned, the next likely room they explore will have what they were looking for. As long as you're not too obvious about it -- and there's no reason for the group to clean out every nook and cranny of the joint -- it should be a pretty invisible way to make this more bearable for you.
[MENTION=4475]Sammael[/MENTION] I really second this advice, and in my last campaign I used a "5 room dungeon" to great effect.

[sblock=Drowned Amandtwer]
Drowned Amandtwer was an old northern keep which had been flooded by enemy forces seeking to quell an insurrection. Once it was the proud focal point of resistance against an evil empire, where feuding lords and warring races made peace and swore their swords to each other. Now it's ruins are half sunken in a frosty marsh/lake and haunted by the spirits of those who perished within. The PCs arrive in search of a magic crown kept by an oracle there.

1. First they face getting access to the dungeon - the entrance is guarded by an enemy military camp replete with slaves. The PCs infiltrate as slaves and get posted digging graves for slaves who died trying to enter the trapped puzzle door. Through wit and trial and error the PCs best the puzzle door and evade pursuing guards.

2. Second they face a wraithly guardian and it's drowned followers, then get information from the guardian once it is defeated. Side chambers here are optional but allowed the PCs to (a) get a map of the dungeon or (b) gain a type of spirit sight to witness ghostly events. The PCs then faced a choice of three passageways, all of which seemed to lead to their final destination...

3. Third, the PCs decided to enter the crypt of a saint once allied with the rebel alliance. They fought off shades seeking to consume a lingering spirit protected by dark guardian angels. The PCs helped find proof of the lingering spirit's dead children, thus allowing her to go on to the afterlife. They gained an amulet which pointed them toward the location of the crown.

4. Fourth, they decided to explore another of the passages, confronting a room of trapped wights who'd been trapped within the flooding room by the lingering spirit the PCs had just released in a desperate bid to save her child. They learned the wight were actually 2 camps: traitors and those wrongly accused as traitors. The PCs sided with the wrongly accused to defeat the traitors, learning the waterworks were sabotaged to flood the old keep - to reach the oracle the PCs would need to access the waterworks first.

5. Fifth, they went into the last passage entering an audience hall where treaties were signed and the leaders of the rebel alliance had sworn blood oaths to each other. Here they fought a dangerous blood golem, and were badly beaten up as they didnt solve a riddle to deactivate dark magic empowering the blood golem. Ghosts revealed that the oracle they sought was a dragon.

5.5. A mini-encounter based on the waterworks involved a mathematics puzzle / skill challenge.

6. At the aerie where the crown was kept they faced a dangerously unbalanced stone bridge and a swarm of bugbears and blackcloak soldiers serving one of the main villainesses. After defeating her they were faced with solving the puzzle of where the crown was. Their amulet pointed to a font of water which had nothing inside it save water; however eight pillars surrounded the aerie each with a crown hovering in blue flames. Each pillar had a virtue of kingship written on it. The catch was they had to solve the puzzle before the oracle dragon showed up.

6.5. This was a dénouement, though it could has been a fight. The PCs negotiated with the oracle dragon who agreed to let them take the magic crown only if they were agreed in which contender tithe throne they would support.[/sblock]
 


Room puzzles.
Everyone one that I have enjoyed I have stolen from somewhere. The last one I didn't was solved in about 30 seconds.

The next adventure I have coming up is a well guarded artifact location - magical traps, immortal guardians, puzzle keys would all be appropriate but really I'm drawing a blank. The current twist is that the PCs will be carrying the artifact. They were asked to put it in this specially prepared site so that it could be used as a great tool for good in the future. The quest giver is just going to hand it to them.
 

Death traps. I have always struggled with big set piece death traps. I can do puzzles practically on the fly, but death traps just give me trouble. Maybe they're more of a film trope than a D&D trope?

I'm exactly the opposite. Death traps I can improvise, if necessary, but I dislike puzzles so much, I have trouble running them even when everything is prepared.
 


I'm exactly the opposite. Death traps I can improvise, if necessary, but I dislike puzzles so much, I have trouble running them even when everything is prepared.
Puzzles aren't everyone's cup of tea.

But who doesn't like death traps? :)

What's your secret to running and especially improvising death traps? Don't make me suck it out of your brain cause...er, my brain sucker death trap sucks. I mean it doesn't. *sob*
 

I have problems with puzzles too. Either I make the solution too obscure and the players end up giving up, or I make them laughably easy. I haven't even bothered using a puzzle in years, but I want to try one in my current campaign. I think I read it in a Paizo Dungeon mag; there were several pictures of weird creatures. (I remember a cyclops and a chimera.) The purpose of the puzzle was to give the players the combo to a lock or something; each creature had a different number of eyes, and the numbers were the combo.

Typically, this starts out strong and then eventually fizzles out altogether as the players get sloppy and I get tired of double checking them.
It helps to make resource tracking really simple. For example I'm in a Dark Sun game where the DM makes us track rations. It's simple because we use the same rations for ourselves and our mounts.

I suppose it also helps that there are brutal consequences to running out of rations. :eek:
 

Devils: I love the whole contractual evil thing, but I'm not devious enough to do it well, especially when it comes to wishes, souls or other big-ticket items.

Beholders: Is it wrong that I snicker whenever I think about them? These things are even more ridiculous, imho, than dragons that are evil simply because of their Crayola scales. They just have little flavor by default. I'm working on them, though...

Puzzles: And I'll echo others on this one. Some players (most importantly the ones I've played with) just don't find them interesting, though I know there must be a way to keep puzzles engaging for an entire group.
 

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