Draco Historial - Dragons in D&D!

Leaving out out of combat powers forces you to run that part as a narrative, or leaves you with a lot of work to do to fill all the holes. While you seem to content to run everything outside of combat as narrative with skill challenges. Throw some level scaled DCs at your PCs, let them win or lose some small resources and continue till it comes to combat.

But I do not see in and out of combat as having a different value.
Nor do I. Your previous paragraph suggests that you don't have a very strong handle on how those who like abstract conflict-resolution mechanics actually use them. For instance, "throw some level scaled DCs at your PCs, let them win or lose some small resources and continue till it comes to combat" doesn't remotely describe how I use skill challenges in my game.

I'll refer you to actual play posts for some examples.

Out of combat actions can kill as much as combat. And how can you adjudicate that in a fair way when you have to make up everything (unless you do that before the PCs even set out)? How can the PCs, with help from their knowledge checks, prepare for the dragon when even the DM does not know what the dragon can do out of combat?
In the post to which you are replying, I explained how I as GM might decide what the dragon can too, and then tell the players.

As to how to adjudicate things fairly - it is not very hard: the players and GM frame the situation, the check is rolled, success or failure is narrated. That's the point of level-appropriate DCs: they make the resolution "fair".

When you take what happens out of combat as seriously as you take combat itself then preparation for the out of combat things the dragon can throw at you are as important as bringing resist electricity potions against the lightning breath.
You can bring electricity potions to a skill challenge, too, and expend them to get +2 to an appropriate check (say Endurance to stand on the deck of the ship, taking the helm, while lightning strikes all around). The players in my 4e game regularly use Resist Primordial Elements to get bonuses on skill checks for trekking through hard areas (like Abyssal deserts or the ice-caverns of the Shadowfell).

I'm not seeing the radical difference between what you're asking for and how 4e actually plays.

Sadly 4E saw it differently. Out of Combat is less important than In combat and thus it got downgraded to narrative only without rules support.
Skill challenges are rules. And can be as important as you want them to be.

Here is a summary of the rules, compiled from the relevant rules text in the DMG and PHB:

Whatever the details of a skill challenge, the basic structure of a skill challenge is straightforward: the goal is to accumulate a specific number of victories (usually in the form of successful skill checks) before getting too many defeats (three failed checks). The GM determines the level and complexity of the skill challenge.

More so than perhaps any other kind of encounter, a skill challenge is defined by its context in an adventure. The GM sets the stage for a skill challenge by describing the situation (including defining the PCs’ goal), describing the obstacle(s) the PCs face to accomplish their goal, and giving the players some idea of the options they have in the encounter. The GM then describes the environment, listens to the players’ responses, lets them make their skill checks, and narrates the results. The players describe their PCs’ actions and make checks until they either successfully complete the challenge or fail. Depending on the success or failure of a player’s check, the GM describes the consequences and goes on to the next action.

It’s up to the players to think of ways to use their PCs’ skills to meet the challenges they face. In skill challenges, players will come up with uses for skills that the GM didn’t expect to play a role. When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. Try not to say no. As long as the player or GM can come up with a way to let this secondary skill play a part in the challenge, go for it. This encourages players to think about the challenge in more depth. However, it’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. The GM should ask what exactly the character might be doing. Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.​

If you wanted to, you could run a whole RPG that way. (HeroWars/Quest and Maelstrom Storytelling do, with a few bells and whistles added on.)
 

log in or register to remove this ad

As to how to adjudicate things fairly - it is not very hard: the players and GM frame the situation, the check is rolled, success or failure is narrated. That's the point of level-appropriate DCs: they make the resolution "fair".

You and me have a different idea of what fair means.
You follow 4Es idea of fairness that there is always a about 50%+ success chance, no matter what the PCs can actually do or how prepared they are.
My idea of fairness is that there is a structured way how to get results the players are aware of right at the beginning of the game which does not change according to the DMs whim nor require handwaving or second guessing.

Situation: A storm is raging and the fighter has fallen into water
You: Make a level appropriate 3-1 skill challenge with swim. As you wear armor I make this a hard DC.
I: Stormy water is a DC 25 swim check, you encumbrance means a -4 to swim rolls.
I'm not seeing the radical difference between what you're asking for and how 4e actually plays.

Its basically the same as Combat as Sport (4E) and Combat as War (3E), just applied to out of combat situations.
Plus of course that the support for out of combat events is severly lacking in 4E and most of the time requires the DM to make stuff up (way beforhand unless you narrate it to keep it "fair"). Blue Dragons can summon storms? For how long? How large? What intensity? How often can they do it? Can a ritual counter it? Even when the PCs can't get all those informations, they need to be fixed before the out of combat event starts as otherwise they can't get "legitimately lucky" and I have too much respect for my players to pull a Deus Ex Machina to decide that the storm subsides just as they are about to drown, nor do I see it as fair to let them drown just so I do not do a DEM.

Skill challenges are rules. And can be as important as you want them to be.

As you didn't catch my edit, I ask again, would you allow the skill challenge to TPK the party (or just kill several PCs)? Would you make it unwinnable?

Example:
Using 3E Blue dragons in the desert who have the ability to destroy water, how would you handle the situation of the party going after it without their normal water reserves. Would the blue dragon be able to destroy their reserves? Under which circumstances? Can the PCs prevent it? And what happens when they run out of water? Would you kill characters through thirst?
The difference is that in 3E all of those questions were answered by the rules while 4E ignores that completely. And unless the DM provides the answer to all those questions and makes them known to the players before they embark on this journey (if the PCs make enough inquiries to warrant such informations) the outcome, likely death, can hardly be called fair. Either its a "You succeed in 60 +- 10% no matter what you do", what 4E favors or it is a "gotcha, you are dead because I said so" or its opposite "You got lucky and find just enough water to survive". Or it is a "narrative" bad things happen, but it won't kill you as that would break the narrative flow. All of that is in my eyes quite lacking.
 
Last edited:

I ask you this, would you allow your Skill Challenge to TPK the party? Even without a single round of combat happening? And if yes, how would you rule when and how they die? Make it up on the spot? And would you make the skill challenge unwinnable in the case the PCs go in unprepared and in a bad way?

I won't get into the rest of your post as pemerton addressed each of the mischaracterizations, caricatures, or misconceptions (whichever they might be) of the conflict resolution framework, its rules components and its guidance (and gave you some play examples...of which there are tons and tons more everywhere around here). I'll just answer this bit.

1) As a GM, I'm not "allowing" anything. Its happening or it isn't. The players make decisions. The dice get rolled. The fictional positional evolves as a result.

2) I've had 2 PCs die during noncombat Skill Challenges in my two 4e games that I've run.

a) The first PC died during a brutal Skill Challenge in which the 1st level PCs were slaves in the frozen north. Their orc masters didn't have to keep security because their prison was the remoteness of the location (similar to the Russian Gulags). The harshness of the locale meant almost certain death to anyone "escaping." One morning, the PCs woke to find the entirety of the camp empty and a complete blizzard, white-out going on. They faced a complexity 5 Skill Challenge to locate civilization and earn themselves an Extended Rest (forbidden to them until they succeeded in the Skill Challenge). Failure meant (i) healing surge loss and either (ii) an attack by a disease/condition or (iii) an encounter with a hazard or a combat. Ultimate failure in the Skill Challenge meant that the PCs lost 2 healing surges apiece and had to start over.

When you no longer have healing surges and you "lose a healing surge", you take 1/4 your HP in damage (healing surge equivalent). These PCs failed their initial effort at their Skill Challenge and this caused one of the PCs to go from 1/4 HP to - 1/4 HP. A failed Group Endurance check cost the PC its life due to exposure. Another PC barely survived.

b) The 2nd PC died from a Remove Affliction ritual while suffering from a virulent swamp plague. After getting lost while trying to locate a shaman/medicine man who was rumored to have the cure (failing the initial Skill Challenge to find him in the swamp), the PC had no healing surges left and was at less than half HPs (bloodied). He needed an Extended Rest. Unfortunately for the PC, the Extended Rest mechanics would invoke an Endurance check that would either move the disease down a stage or send the PC to the final stage; death. The PCs felt that the drama (and the odds) were in favor of the shaman/medicine man performing the Remove Affliction Ritual. His total Heal check for the Ritual was a 7 after adjusting for the level of the disease. The effect on the target of such a roll is damage equal to the target's maximum HPs. WIth less than bloodied HP value, the PC exceeded his nevagative bloodied value and died.

3) I observed the rules of the game (stridently) so I didn't have to make any rulings. The fictional positioning was what it was and the mechanical consequences were transparent.

4) No Skill Challenge is inherently "unwinnable" if the GM is stridently observing the rules of the game. Guidance and GMing principles will lend themselves to the application of more or less punitive fallout by the GM, but that isn't making a Skill Challenge "unwinningable." Stakes/the point of the conflict (the question to be answered) are set out. The situation is framed. The conflict is resolved mechanically, the fictional positioning evolves, and the fallout or victory is earned.
 

It seems that the first bit is a testimonial against a generalized conflict resolution system/framework that is expected to be the load-bearing mechanics which move play along (I think I've seen you voice your displeasure there before)? Is that correct?

It's more the case that that a generalized framework is inadequate. That's not a ding against the generalized framework per se, it's just a statement that a generalized framework by itself isn't going to meet my needs. When I buy an MM in a new edition, I want to find updated rules helping me to run the same kinds of challenges, encounters, and conflicts that I've been running, but ideally in a better way. That includes, in this example, "blue dragon gets the party lost in a desert." That play experience is key to running the blue dragon, and I want to have specific rules that support that play experience in an MM I buy.

So, SC seem like a way to run that conflict, but if we can't see a mechanics for an SC like that in the MM itself for whatever reason, then it's not adequate for my needs, since the MM can't just give that to me and expect me to run that conflict (from what you and pemerton have said). I'm left then looking for another mechanic.

KM, it seems that you're not a fan of 3a or 3b. Maybe you're inclined toward 2a or 2b, not sure. However, my guess is when you talk about "gave me some mechanics", you're referring to 1b; tools for hexmap exploration; random encounter tables, travel time stats and attrition of supplies, how "getting lost" works and what are the consequences/fallout are. Is that correct?

What I'm looking for in an MM isn't a system, it would be a particular expression of some system. The idea would be that as the blue dragon stat block is a particular expression of the monster building system (itself part of the combat system), the "wander the desert while the blue dragon harasses you" mechanical fob (for instance, a specific skill challenge) would be a particular iteration of whatever overall system that slots into (for instance, the skill challenge system), which might even itself slot into some other system (for instance, the skills system).

With regards to your list, we're getting pretty into the jargony weeds, and it's a little hard for me to parse the substantive differences you're talking about. It seems your a/b distinction is one of if the DM makes active mechanical decisions or just sets some DC's then watches what happens, in which case I'd say that in the MM entry, I'd prefer the former, just as I'd prefer a stat block that gave me interesting choices to use in combat rather than some general numbers. Your 1/2/3 distinction seems to be based largely on the level of abstraction, in which case I'd say that in an MM entry, I'm looking for something specific and narrow -- again, much like how a lightning breath attack is a specific kind of attack.

So what I'd like to see in the MM seems like it might be like 1b on your list. Something like 3a might be used to create that entry, and might be present in a DMG, but the entry itself would be specific and active, just as combat stat blocks are.
 
Last edited:

SC seem like a way to run that conflict, but if we can't see a mechanics for an SC like that in the MM itself for whatever reason, then it's not adequate for my needs

<snip>

What I'm looking for in an MM isn't a system, it would be a particular expression of some system.
Sticking with the skill challenge framework for the moment - simply because that's what 4e gives us - would it be helpful if the MM had something along these lines?:

(1) Some narrative description/story elements: blue dragons live in deserts, they create illusions to trick their prey or those who are hunting them, the destroy water supplies, etc.

(2) Some suggested ways a GM might frame those elements into a challenge, and the sorts of checks that might involve: eg If the PCs come to a concealed mirage, a Hard Arcana check or a Medium Insight check can be used to see through the illusion and realise there is really water present; if the dragon summons a windstorm it typically requires a Medium Nature check to avoid getting at least temporarily lost; etc

(3) Some suggested consequences: eg Every failed check in the skill challenge means that the PC spend another period of X hours without water, and therefore lose a healing surge each; if the PCs succeed on the challenge they find the dragon's lair, although if there have been no successful Insight checks then they do not see through its illusory protections, and hence are attacked by it in ambush; etc.​

That's a bit rough, and I haven't given it more than 5 or 10 minutes effort. I'm just trying to see if I've got the right idea of what you're looking for.
 

Wouldn't including all that out of combat abilities stuff be extremely limiting for dragons though? So, our blue dragon has all sorts of powers for destroying water, desert mirages, that sort of thing. So, we can only meet blue dragons in the desert? This thousand year old super genius creature never bothers to learn or develop any abilities that would be really useful in other terrains?

I'm not sure treating blue dragons like a really big, magic, gila monster is the way to go. Seems awfully limited to me.
 

support for out of combat events is severly lacking in 4E and most of the time requires the DM to make stuff up
Huh? We are debating how skill challenges work. That's the support! If by "the DM make stuff up" you mean the GM deciding on elements of the fiction, and possible consequences, that is what some of us call "playing the game". It's what GM's have been doing since RPGing was invented. Deciding that the consequence of failing a Nature check is that the party gets lost? That's the GM's job! Just like deciding whether the invisible assassin will attack the dwarf fighter or the elf ranger is the GM's job.

In White Plume Mountain, who decides that the corridor is frictionless? That there is no chance of surviving the super-tetanus? How much damage is required to shatter the tanks and flood the ziggurat room? In each case, it's the GM. And obviously so.

This doesn't change if the rules say that thin glass has 5 hp per square metre and thick glass has 15 hp per square metre, either, because it's still the GM who decides whether the glass in the ziggurat room is thick or thin.

Maybe you are intending to push a different point - to do with the point in time at which the players know the consequences of failed resolution. I regard the default in a skill challenge as being like Burning Wheel: the players know what will happen if they fail a check before rolling, and hence can bring to bear whatever resources they have and want to use to buff the roll. (The rules as written seem to leave this issue open; in practice, for the same reasons as Luke Crane gives in the Burning Wheel Adventure Burner, I don't always explicitly state the stakes before the check is made, because it is obvious from the fiction and the dynamics of play what will happen if a roll fails.)

My idea of fairness is that there is a structured way how to get results the players are aware of right at the beginning of the game which does not change according to the DMs whim nor require handwaving or second guessing.

Situation: A storm is raging and the fighter has fallen into water
You: Make a level appropriate 3-1 skill challenge with swim. As you wear armor I make this a hard DC.
I: Stormy water is a DC 25 swim check, you encumbrance means a -4 to swim rolls.
I don't see the contrast. You are using "objective" DCs. (As is typical for 3E. For comparison's sake, some non-D&D games that are built around objective DCs include Burning Wheel, Runequest, Rolemaster, Traveller, Marvel Heroic RP (somewhat), etc. A game like this can still use skill-challenge-style resolution: eg Burning Wheel, MHRP (again, somewhat)). When running 4e I use "level appropriate" DCs. (As is typical for 4e. For comparison's sake, HeroWars/Quest and Maelstrom Storytelling, and arguably Tunnels & Trolls though that's less clear cut, are non-D&D games that exemplify this.)

Both are "structured ways to get results the players are aware of right at the beginning of the game". Neither changes due to "GM whim or handwaving or second guessing".

Its basically the same as Combat as Sport (4E) and Combat as War (3E), just applied to out of combat situations.
That distinction is in my view spurious - but even if I agree to work within it, no such distinction applies, at least in what you've said so far. For instance, jumping during 4e combat uses "objective" DCs ("You want to jump X feet? That's an Athletics check with a DC of 2X"). But I'm pretty sure you'd still classify 4e combat as "sport" rather than "war".

Burning Wheel uses objective DCs, as I noted, but between "fail forward" plus its advice on opponent building in the Adventure Burner (which includes advice like not to stat up major opponents until the latest feasible moment, because you don't want them to fall flat in play relative to the PCs' abilities), I think you'd probably characterise it also as "sport" rather than "war".

To persuade me that your swimming challenge is genuinely "combat as war", you have to explain to me what the resources are that your players can use to boost those DCs, and what play activities they have to engage in to obtain those resources. After all, the players in my 4e game can do things to improve their ability in skill challenges, and have done so. The player of the ranger, for instance, trained away Stealth for Diplomacy. The invoker/wizard has multiple Skill Training and Skill Focus feats and is a Sage of Ages (+6 to all knowledge skill checks). They use Endure Primordial Elements when they travel through the Abyss or the Shadowdark. Etc.

Also I would need to know how you, as GM, reframe challenges in response to the players' acquisition of those resources. (Eg maybe the storm is particular fierce, requiring a DC 30 swim check?). Also, whether you fudge rolls or not. Also, what techniques you use to resolve a TPK. For instance, if all the players are allowed to bring in new PCs of the same level to pick up where the former group left off, where's the "war"?

There's a bunch of other stuff I'd want to know too. "Objective" vs "level appropriate" DCs, in the absence of that additional information, is irrelevant.

Blue Dragons can summon storms? For how long? How large? What intensity? How often can they do it? Can a ritual counter it? Even when the PCs can't get all those informations, they need to be fixed before the out of combat event starts as otherwise they can't get "legitimately lucky" and I have too much respect for my players to pull a Deus Ex Machina to decide that the storm subsides just as they are about to drown, nor do I see it as fair to let them drown just so I do not do a DEM.
I don't understand what you mean by "legitimately lucky". I'm certainly not familiar with that concept as part of the apparatus for adjudicating so-called "combat as war".

But the notion that you can't adjudicate a dragon's summoning of a storm, and that the players can't rationally respond to that threat via resource deployment, unless we know how long, how large and what intensity is nonsense. It's a prejudice born from the D&D style of spell description. For instance, the game doesn't tell us how fast an ogre can swing a club, but we can still adjudicate an attempt by a halfling rogue to duck a giant's club (using the AC and to-hit mechanics) or to roll with the blow (using the Defensive Roll ability). It doesn't tell us how big the hail stones are in an ice storm, but we can still work out whether or not they kill those within it (by rolling the 5d6 of damage).

If the GM narrates a fierce storm summoned by the dragon, of course the PCs can do a ritual to counter it. That's what certain rituals are for (eg Control Weather, PHB 2), as well as the Arcana skill ("Control a phenomenon by manipulating its magical energy": Rules Compendium, p 136"). The skill challenge rules incorporate this sort of thing (DMG p 74, DMG 2, p 86):

Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. Rituals in particular might grant an automatic success or remove failures from the running total.

Characters can use powers and sometimes rituals in the midst of a skill challenge . . . A character who performs a relevant ritual or uses a daily power deserves to notch at least 1 success toward the party's goal.​

Part of what is at issue here is nothing to do with whether or not skill challenges provide support for non-combat interaction with dragons. It's about what counts as a good RPGing session. For instance, the implication of your emphasis on duration plus uses per day is that you think it would be clever play for the PCs to trick the dragon into using all its storm summoning abilities while the PCs are hiding in a Rope Trick, so that the PCs can then pop out and take advantage of the fact that the dragon can't summon any more storms. My own view is that leads to somewhat boring play, for much the same reasons that SoD leads to boring play. It is scene-reframing rather than scene-resolution. (The boundary there is admittedly a bit blurred, but I think the example I've given clearly crosses it.)

In skill challenge resolution, I'd be perfectly happy for the PCs to sit out the storm in a Rope Trick and thereby notch up one success. But when they come out the storm is still there, though perhaps somewhat abated as the power of the dragon fades with the passage of time (maybe it's gone to sleep and so can't maintain such a strong storm). The players would know that the PCs' ritual helped, because they would see the success count go up. And they would know that they still had to engage in further play, because (unless that was the final success, in which case the storm would be narrated as having stopped) there would still be a storm to deal with.

would you allow the skill challenge to TPK the party (or just kill several PCs)?
If damage is a consequence of failure, then yes. Why not? I don't see how this is a measure of anything. It's like asking "would I allow a combat to TPK the party"?

It also depends on what you mean by "TPK". The only time, in my 4e game, that all the PCs were dropped to 0 hp or below at the same time, only one was actually dead: the paladin of the Raven Queen, dropped below negative bloodied by friendly fire. The other PCs were knocked below 0 hp by undead under the command of a goblin shaman. I asked each of the players whether they wanted to keep going with their existing PCs, or wanted to change. Only one wanted to change. So 3 of the PCs recover consciousness in the goblin cells, with a new cellmate (the new PC). They can smell the roasting flesh of a half-elf (the PC abandoned by its player, now being cooked by the goblins). The body of the dead paladin, meanwhile, was laid out on an altar by the goblin shaman, who was using the paladin as a channel to summon the spirit of the paladin's dead nemesis, in the form of a wraith. The summoning was successful (by way of GM fiat), but the paladin was also sent back by the Raven Queen to stop the summoned spirit going wild in the world. Which he and his friends, in due course, did. (Mechanically this was handled as Raise Dead, including an appropriate deduction from the treasure parcels for that level).

I would use "fail forward" in adjudicating the skill challenge the same as I did for this combat.

Using 3E Blue dragons in the desert who have the ability to destroy water, how would you handle the situation of the party going after it without their normal water reserves. Would the blue dragon be able to destroy their reserves? Under which circumstances? Can the PCs prevent it? And what happens when they run out of water? Would you kill characters through thirst?
The difference is that in 3E all of those questions were answered by the rules while 4E ignores that completely.
Actually, 4e has rules for dying from thirst, though (i) you seem unaware of them, and (ii) in my view they're not very good, and are probably better ignored in favour of skill challenge resolution.

The last (and only) time I ran a desert trek in my 4e game - across an Abyssal desert - the PCs had to make Endurance checks as secondary checks between each primary check made to see how well they actually progressed through the wasteland. A failure cost 4d8+8 hp (a fairly standard amount of damage for level 24 PCs). The PCs didn't die from that, because they have ways of restoring lost hp. But damage is damage.

Here is some relevant commentary on hit point and healing surge loss as a consequence of failures in a skill challenge (DMG p 76):

Sometimes the penalty for failing a skill check is the cost of a healing surge. That can mean that a gruelling trek across hostile terrain is sapping the characters’ overall vitality, in which case the healing surges don’t return until the group gets back to a more hospitable environment. Other times, the cost of a healing surge is just a shorthand method for taking damage. A character injures himself, but he’s not in combat, so he can spend a healing surge to restore the lost hit points. If the encounter shifts quickly into combat with no time for a short rest in between, you can give out actual hit point damage instead.​

As to how to adjudicate the dragon destroying the PCs' water reserves, that would depend on what the relevant fiction is. The easiest thing, it seems to me, would be to simply declare that the dragon has done so - the challenge for the players would then be to have their PCs find more water (Nature checks to find an oasis!) or to survive without it (Endurance checks!). But if this is a magical struggle, then perhaps a PC can make an Arcana check or a Nature check to protect the PCs' water for a certain period of time (mechanically a cycle of checks) from the dragon's destructive magic. (As I said, not knowing the fiction means I don't have a view on the best way to handle this.)

In other words, the things you're saying 4e can't do and can do, and has rules and guidelines (including standards for damage-by-level) to support those things.

Would you make it unwinnable?
No. What is the point of that? If I want to declare that the PCs are all dead, I can just do that - though I don't see why I would unless I was ending the campaign. Otherwise, I play by the motto "Say yes or roll the dice" - which means that the players are always entitled to a dice roll if I don't accept their contention as to how the fiction unfolds. [MENTION=6696971]Manbearcat[/MENTION] elaborates this matter in his point number 4 a few posts above this one.

unless the DM provides the answer to all those questions and makes them known to the players before they embark on this journey (if the PCs make enough inquiries to warrant such informations) the outcome, likely death, can hardly be called fair.
I don't understand your obsession with TPKing. For me, that is not the measure of a good RPG experience.

I don't also see why the outcome in 3E would be likely death - is it typical in most of your 3E games for players stalking through deserts hunting blue dragons to die of thirst? A young blue dragon is CR 6, and has a Destroy Water spell of a range of 85', which frankly is not all that threatening or scary given the range of many spells and missile weapons in 3E. But even if the dragon destroys the PCs' water, why can't they just create more using Create Water (a 0th level Cleric or Druid spell), which a 1st level cater can memorise 3 times per day - once per dragon use of Destroy Water - or 5 times per day at 5th level; or using instead Create Food and Water, if the cleric is 5th or higher level.

But putting all this strange TPK stuff to one side, as a 4e GM I can tell the players that their PCs learn that blue dragons can summon storms, or destroy water, or whatever else is appropriate. And they can then take appropriate steps, like learning the Control Weather ritual (discussed above), or packing extra water (for a +2 on those Nature or Endurance checks), etc. The methods of adjudication in 4e are a little different, but it's not like it doesn't have any.
 

Sticking with the skill challenge framework for the moment - simply because that's what 4e gives us - would it be helpful if the MM had something along these lines?:
...

Totally, yeah, those things would be great to have in the blue dragon entry in the MM! Rough, as you said, but this is the basic kind of thing I'd like to see, and it would totally be an improvement over 2e/3e.

Hussar said:
Wouldn't including all that out of combat abilities stuff be extremely limiting for dragons though? So, our blue dragon has all sorts of powers for destroying water, desert mirages, that sort of thing. So, we can only meet blue dragons in the desert? This thousand year old super genius creature never bothers to learn or develop any abilities that would be really useful in other terrains?

I'm not sure treating blue dragons like a really big, magic, gila monster is the way to go. Seems awfully limited to me.

According to the 4e MM, you can only meet blue dragons in places where thunderstorms happen, and this thousand year old super genius creature never bothers to learn or develop any abilities other than "hit things hard with lightning."

Which is just to say that an MM entry is generally designed to be specific. This isn't a bad thing in my mind, given the function of an MM -- something you want to be able to use at the table to help you play the monster. The less you have to make up on the spot, the better the MM helps you out (which goes back to why the 4e MM doesn't help me out as much as the 2e/3e MMs do).

This dovetails with my idea of "examples, not defaults," nicely, because it would let you do something like present "Blue Dragon, Greyhawk" which lives in deserts and gets travelers lost without precluding a "Blue Dragon, Nerathi" which lives in storms-swept peaks and is more...direct... So in my ideal world, the MM wouldn't be definitive, but it would be exemplary.

So I don't see it as limiting. I see it as an example of what you could do with a blue dragon, not definitive of what blue dragons must always be. And I see it as helping the function of an MM by giving you something you can use at the table to help you play the monster.
 

Sticking with the skill challenge framework for the moment - simply because that's what 4e gives us - would it be helpful if the MM had something along these lines?:
(1) Some narrative description/story elements: blue dragons live in deserts, they create illusions to trick their prey or those who are hunting them, the destroy water supplies, etc.

(2) Some suggested ways a GM might frame those elements into a challenge, and the sorts of checks that might involve: eg If the PCs come to a concealed mirage, a Hard Arcana check or a Medium Insight check can be used to see through the illusion and realise there is really water present; if the dragon summons a windstorm it typically requires a Medium Nature check to avoid getting at least temporarily lost; etc

(3) Some suggested consequences: eg Every failed check in the skill challenge means that the PC spend another period of X hours without water, and therefore lose a healing surge each; if the PCs succeed on the challenge they find the dragon's lair, although if there have been no successful Insight checks then they do not see through its illusory protections, and hence are attacked by it in ambush; etc.​

That's a bit rough, and I haven't given it more than 5 or 10 minutes effort. I'm just trying to see if I've got the right idea of what you're looking for.

I think this is a good list and a good layout. I think if they would have just gone with this and perhaps arranged it as:

Conflict/stakes:

Example: Will the PCs successfully navigate the perilous journey across the Blue Dragon's desert domain?

1) Complications - A list of potential thematic adversity arising from micro-failures in the Conflict along with its accompanying mechanical impact (eg; loss of Healing Surge, combat/hazard encounter, some nested challenge)

Example: The scorching desert sun dries that water from your skin before it can hit your mouth. Just one drink. Over the next dune...is that...an oasis?...

Mechanics - Insert Encounter with of-level illusion hazard; attacks versus Will. Of level damage and effect. Effect could be slide and saving throw or go over a cliff for xd10 damage. It might be 5 ongoing damage and immobilized (save ends) for falling to your knees and consuming loads of sand that you believe to be water.

2) Failure Fallout - A list of potential denouments that outright denies the PCs their sought end or negatively impacts it (as outlined in Conflict/stakes). As in 1, this would also include accompanying mechanical impact.

Example: Neither the desert nor the Blue gives up its secrets. You are hopelessly lost and every dune looks the same as the last.

Mechanics - Everyone takes 2 healing surges worth of damage and an Extended Rest is denied until you successfully complete the failed Skill Challenge (or a lesser version if you wish) that now starts anew with a required Group Endurance Check..

Might become a hefty entry at that rate.
 


Pets & Sidekicks

Remove ads

Top