Feats every DM needs

Remember NPC Names Three times per session you can instantly recall the name of the NPC the character wants to talk to.
 

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Improved Player Sense The ability to predict what your players are going to do next, thus avoiding all player attacks of rule opportunity.

Improved Player Attack Recovery May use DM Creativity skill to counter any player attack of rules opportunity with no penality or player sense motive roll.

Multiple NPC Personality Able to keep multiple characters, their voices and their motivations seperate without having to role on the random NPC personality mixing table.
 

Deal With It Benefit: The ability to shut the hell up and deal with what the players decide to do with a minimum of whining. Normal: players going "off track" leads to moping, whining, and bad attitude.

Hack Benefit: you have finally discovered that no matter how hard you try on a story, it gets hosed within a session. You now no longer require a plot or story arc. Normal: You spend several hours prepping story arcs before each session. Prereqs: Winging it, Deal With It, Int 13

Magic Corridor Benefit: The ability to create dungeons out of the ether once the players wander off the edge of the map. Normal: "That door doesn't open." Prereqs: BAB 5+
 

Remember Voice You always remember the voice and accent that you originally used with each NPC.

Belittle Players Requirement: Bad DM. You can make your players feel like comlete idiots every session. Alternately you can single out a player to bear the onus of everything that goes wrong.

Ominous Bearing By your bearing and voice alone you can convince the player that whatever hair brained scheme he has come up with will lead to everybody in the party dying.

Keep Track of Plots You can instantly remember what NPCs and clues are tied to each plot, and which bits of the plot you have already given out.

The Auld Grump
 

Rapid Generation: DMs with this feat can generate NPCs at twice the normal rate.
Normal: Without this feat, it takes a DM Too Long (TM) to create stat blocks, equipment lists, motivation, background, traits, etc.

Map Mastery: With this feat, DM's can create beautiful color maps with only a few crayons and some construction paper.

Plot Twist: This feat allows the DM to spend 1 action point to suddenly contort the plot into something totally different and unexpected.

Straight Face: This feat allows the DM to keep a straight face (+4 on Bluff checks), even when the PCs are about to do something hysterically suicidal.
 
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Right - surprised nobody has gone this route yet....

Convince players Players acknowledge that the DM is right and has the authority to interpret rules. Normal: Some rules lawyer will try to interpret rules in his own way and argue incessantly in order to get his way

Dominate Players As Convince players but the DM control is so absolute as to have the players ask the DM how it would work/ if it is ok before trying something outside of the rules. Normal: Players try anything and then get upset when the DM says it is not possible.
Pre-req: COnvince players.
 

Greatest DMing: Your players love you!
Requirements: Perform (DMing) 24+ and Epic level.
Benefits: Your players love your game so much that they convince you to run it once/week, without fail, and to quit your job. In return, they pay your rent/house payment, utilities, food, and a small gratuity/stipend.
Normal: You DM, they say "Thanks, good game!", and maybe bring food or drinks.
 
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Spells for DMs

Summon Player Not all players are on time or even show up every session. With this great spell you can make them appear!

Silence Sometimes you just hope you could make them all quiet down and let you think for 5 seconds. This spell does just that =).

Zone of Truth "Bob are you a dice cheating, munchkin, rollplayer?" You get to ask one question, which may have multiple speficication in it. If they botch their Will save then you get an additional question.

Foreaction Know what the players are going to do before they know it themselves!
 
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TheAuldGrump said:
Belittle Players Requirement: Bad DM. You can make your players feel like comlete idiots every session. Alternately you can single out a player to bear the onus of everything that goes wrong.

Ominous Bearing By your bearing and voice alone you can convince the player that whatever hair brained scheme he has come up with will lead to everybody in the party dying.

2 of my players are complete idiots HATED by the dice. That is not my fault.

I just need to smile to gain the benifits of the Ominous Bearing feat.


Summon Player Not all players are on time or even show up every session. With this great spell you can make them appear!

Material components: Rope, cloriform and a big car trunk
 
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Get Back on Track [General]:
Prerequisites: A Big Shovel, Weapon Focus (shovel)
Benefit: The DM can 'coerce' the players to get off tangent and back to the game in a matter of seconds.
Normal: The game will often be sidetracked for hours as two people play XBox, another two talk about movies and/or books, and the remaining players and DM who are focused on the game tear their hair out.

For the players:
Figure it Out [Metagame]:
Prerequisites: Jump to Conclusion +8
Benefit: The player gets a +10 bonus to figure out why the DM rolled a die and what it applied to.
 

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