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Oh, Man, Do I Need Some DM Tips. . .
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<blockquote data-quote="doctorbadwolf" data-source="post: 7045977" data-attributes="member: 6704184"><p>Over thoughts: </p><p></p><p>Read through the adventure for ways to incorporate clues that can help the party with the BBEG battle, and/or with subsequent hazards, traps, and puzzles. </p><p></p><p>This is where some houseruling comes in, for me. I like to involve research and investigation in my games. To the point where I've added Riddle and Lore skills to the list. </p><p></p><p>Riddle helps figure out clues from broken, cryptic, or encoded text or speech, and to speak while obfuscating meaning. It's useful when investigating, researching, and in Intrigue plots. </p><p></p><p>Lore is a straight up research skill and gather info skill. I use it to skip past the boring parts of researching old times, canvassing a market for info on a criminal, etc. it rounds out what's covered by the Investigate skill. </p><p>It also can be tested to check knowledge that doesn't seem covered by another skill, or where you feel that the PC's background, training, life, etc would give them a chance to know it even though it is covered by a skill the don't have. Like lore about heir religion, home town/kingdom, an organization their family is involved with, or something related to their class, like what Barbarian Lodges in Rashemen are friendly to outsiders and which aren't. </p><p></p><p>And I use those in adventures of all kinds. Cryptic text or signs on a dungeon wall might be deciphered with Riddle, and/or researched with Lore, giving the PCs clues they can use to solve the puzzle that hides the treasure vault. Likewise, either skill could be required to get an early warning of the nature of a trap, like in Indiana Jones and the Last Crusade. "The Penitent Man Shall Pass?" Riddle. The part with the floor tiles? Riddle and Lore. </p><p></p><p>In a BBEG's lair, these sorts of tricks and traps and puzzles might hold the key to turning what will otherwise be a very tough fight into a fair one. Or they might even be required to win at all, with solving one puzzle giving you the info needed to do something during the big fight, like the knowledge of how to turn off the BBEGs ability to animate statues, or how to control the lightning rods that zap the party every other round if not dealt with. </p><p></p><p>Don't be afraid to use knowledge, Investigation, Deception, Insight, Perception, etc in combat. Think of how fun Zelda fights are, and why. You have a fight, the pressure of attacks, and a puzzle to solve without which you cannot win. You don't want that every fight, or even every BBEG fight, but it is a tool in your toolbox. </p><p></p><p>Anyway. I hope some of hat helps.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7045977, member: 6704184"] Over thoughts: Read through the adventure for ways to incorporate clues that can help the party with the BBEG battle, and/or with subsequent hazards, traps, and puzzles. This is where some houseruling comes in, for me. I like to involve research and investigation in my games. To the point where I've added Riddle and Lore skills to the list. Riddle helps figure out clues from broken, cryptic, or encoded text or speech, and to speak while obfuscating meaning. It's useful when investigating, researching, and in Intrigue plots. Lore is a straight up research skill and gather info skill. I use it to skip past the boring parts of researching old times, canvassing a market for info on a criminal, etc. it rounds out what's covered by the Investigate skill. It also can be tested to check knowledge that doesn't seem covered by another skill, or where you feel that the PC's background, training, life, etc would give them a chance to know it even though it is covered by a skill the don't have. Like lore about heir religion, home town/kingdom, an organization their family is involved with, or something related to their class, like what Barbarian Lodges in Rashemen are friendly to outsiders and which aren't. And I use those in adventures of all kinds. Cryptic text or signs on a dungeon wall might be deciphered with Riddle, and/or researched with Lore, giving the PCs clues they can use to solve the puzzle that hides the treasure vault. Likewise, either skill could be required to get an early warning of the nature of a trap, like in Indiana Jones and the Last Crusade. "The Penitent Man Shall Pass?" Riddle. The part with the floor tiles? Riddle and Lore. In a BBEG's lair, these sorts of tricks and traps and puzzles might hold the key to turning what will otherwise be a very tough fight into a fair one. Or they might even be required to win at all, with solving one puzzle giving you the info needed to do something during the big fight, like the knowledge of how to turn off the BBEGs ability to animate statues, or how to control the lightning rods that zap the party every other round if not dealt with. Don't be afraid to use knowledge, Investigation, Deception, Insight, Perception, etc in combat. Think of how fun Zelda fights are, and why. You have a fight, the pressure of attacks, and a puzzle to solve without which you cannot win. You don't want that every fight, or even every BBEG fight, but it is a tool in your toolbox. Anyway. I hope some of hat helps. [/QUOTE]
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