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	<title>The Yeti Cave &#187; RPG</title>
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		<title>Review: Open Grave</title>
		<link>http://www.theyeticave.net/index.php/2009/01/review-open-grave/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/review-open-grave/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 11:39:11 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
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		<guid isPermaLink="false">http://www.theyeticave.net/?p=84</guid>
		<description><![CDATA[A somewhat glowing, somewhat scathing review of Wizards of the Coasts latest D&#038;D offering, Open Grave: Secrets of the Undead.   Exactly what secrets does it reveal.]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" style="border: 0pt none;" src="/images/opengrave.jpg" alt="" width="200" height="262" /> So <a href="http://wizards.com/default.asp?x=products/dndacc/9780786950690" target="_blank">Open Grave</a>: Secrets of the Undead came out today.  And the question in most peoples mind has to be, Is it worth it?  What makes this book worth going out and dropping the $30 for it.  Well that&#8217;s what I hope to answer for you today, or at least give you some general idea on. Be warned all ye who enter though, this way lies madness (and alot of bad analogies and catch phrases).</p>
<p><span id="more-84"></span></p>
<p><br class="spacer_" /></p>
<p>I went out and picked up the book tonight at my <acronym title="Friendly Local Game Shop" dir="ltr" lang="English">FLGS</acronym> called <a href="http://www.rainy-day-games.com/" target="_blank">Rainy Day Games</a> here in Beaverton.  First thing I noticed of course was the cover.  While the artwork is excellent and deffinately gives you the idea of what the book was about something seemed kinda off about it.  Most of the cover is somewhat dull and stepped down in color while certain other parts that were more laminated were brighter and shinier.  This caused my attention to be drawn more towards those areas and make me forget the rest of the cover.  Come on Wizards, I know we are geeks and we like bright shiny objects but do you have to throw it in our faces like that?  And even then, at least put your heart into it.  The cover looks cheap and makes it feel like you guys just phoned it in on this one.  What does that mean for the rest of the book?</p>
<p><br class="spacer_" /></p>
<p><strong>The Ink</strong> &#8211; Cover issues aside, it is just a minor personal annoyance anyway, it&#8217;s time to get down to brass tacks as they say and see what the book is all about.  My first order of business? The ink.  All over the internet and the official forums is much pitchfork waiving over the ink and printing process that Wizards is using for their new line of products.  The problem for those who aren&#8217;t aware of it is this, for some reason alot of people are having an issue where the ink on the pages of their books and manuals is smudging easily when touched.  To see how it fared I tossed the book to the local furry toothed basement dwellers to see just how cheeto stained the pages became. After trading a stack of Taft slash fiction to the basement trolls to get the book back and then having family and friends go through the pages I saw very little streaking or smudging.  My sister who for some reason can normally look at one of the D&amp;D books and the ink runs in fear actually had to try to smudge it this time.   So this was a great sign in the right direction from the start. Now while I can&#8217;t say it was fixed with this run, I can say that it feels like they made improvements.</p>
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<p><strong>Artwork</strong> &#8211; I can&#8217;t really speak for anyone else on this, but myself the first thing I do before I actually get into reading over the content is flip through and take a look at the artwork of <img class="alignright" style="border: 0pt none;" src="/images/zombiewiz.jpg" alt="" width="242" height="395" />any new book I get.   I don&#8217;t know why really, I guess it just helps me get my creative juices flowing and gets me in the right mood and mindset to take all of it in and begin formulating new ideas on how I&#8217;m going to use all of it.  I have to say, the artwork on this one was spot on. I don&#8217;t know if they changed artists for this, drew from a wider talent pool this time around, or just flogged them more but the artists really stepped up this time around.  I do know that they had at least one new artist for this book.  She goes by <a href="http://nanya.livejournal.com/" target="_blank">nanya</a> on LiveJournal and her drawings were quite good. Honestly the one multipage illustration she did would have looked great on the DM screen in my opinion.  Aside from that though I am unaware of any other artistic talent additions or changes. My one big complaint with some of the other books, especially like the player handbook is alot of the drawings really felt rushed or half hearted.  Perspective was really off in the <acronym title="Players Hand Book" dir="ltr" lang="English">PHB</acronym> for instance and it just cheapened the experience really. This is most definately not the case this time around.  There are some really in depth diagrams throughout the book, the monster illustrations are fascinating and yet horrific in just the right balance, the maps are well drawn. Overall the artwork really does lend to the overall experience and the depth of the book quite well. The only real gripe I would have is that I felt they could have provided a few more illustrations of some of the items and artifacts. But that is small and inconsiquential.</p>
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<p><strong>Content</strong> &#8211; Yes, content. Much like peas in a casserole it&#8217;s what you really care about. Well let me put your mind at ease, content shall be had. If this was sexy then they would have brought it back even. On second thought I have no fucking clue what that analogy even means but it sounded much better in my head.  Anyway, back to the task at hand.  There is a bit for everyone in this supplement. Of course it is geared more towards <acronym id="DM" title="Dungeon Master" dir="ltr" lang="English"><acronym id="DM" title="Dungeon Master" lang="English">DM</acronym></acronym>&#8216;s as most suplements are but I could easily see players getting a few things out of it.  I don&#8217;t want to give to many spoilers (or be sued &gt;_&lt;) so I will gloss over everything for the most part.</p>
<p><br class="spacer_" /></p>
<p>Right from the begining it is clear that Wizards does it&#8217;s best to try to nod it&#8217;s collective head towards popular zombie/undead lore and fiction when they can.  This is never more clear than in the very first chapter on Undead Lore. What they didn&#8217;t take from pre-established fiction on the subject they did a good job of creating themselves.  From the creation of undead to undead society it is all well thought out and detailed.</p>
<p><br class="spacer_" /></p>
<p>There are some great new additions that any <acronym id="DM" title="Dungeon Master" dir="ltr" lang="English">DM</acronym> would be a fool to ignore or not make use of. In addition to the obvious addition of more undead creatures than one could shake a pointed undead poking stick at, there were some great examples of skill challenges. Aside from the obvious use of the provided challenges it gives a look at how to layout and design a proper Skill Challenge which is something I have begun to find alot of people don&#8217;t really understand yet.  In addition to this some undead flavored (Yes, there is an undead flavor. Taste a black crayon, you will find said flavor) traps and encounter ideas were also provided.  Now while the traps were nothing to write home about, they were also nothing to sneeze at either. Also, dear god if I use another colloquialism in this review please shoot me. The adventure locations and places of interest, however, were really what caught my eye.</p>
<p><br class="spacer_" /></p>
<p>Not to try to ruin it for anyone but I have to say it, there was a corpse of a dead god adventure site in the book. I can&#8217;t way to toss my players into the midst of a rotting divine cadaver and have them fight their way out!  And on that same note, it will be a breeze to do. Wizards of the Coast really came through for us this time on maps, diagrams, drawings, and generalized information for the adventure sites that they provided.  Don&#8217;t get me wrong, I like to design my own dungeons just as much as the next meglomananiacle dungeon master, but sometimes it&#8217;s nice to already have the basics mapped out for you.  That is exactly what they did to.  They took care of the broad strokes and left the details up to you to paint in.</p>
<p><br class="spacer_" /></p>
<p>For those sitting there asking me to please shut up and tell them about Vecna, have no fear. I won&#8217;t. I will tell you though that they did provide some really good background on some of the more legendary undead creatures and unholy beings that exist.  Their &#8220;Undead Hall of Infamy&#8221; is quiet good and I already have plans on how to incorporate one or two into some adventures that I am planning.  Provided of course I can resist the urge to throw in a <a href="http://www.blindpanic.com/humor/vecna.htm" target="_blank">Head of Vecna</a>. Honestly the only real problem I had with this supplement is it&#8217;s lack of index in the back.  I found this a slightly odd thing to not include, especially in a book that was introducing alot of new concepts and information.</p>
<p><br class="spacer_" /></p>
<p><strong>Recap</strong> &#8211; All in all this was a good suplement and will be a most welcome addition to my library and arsenal.  There are alot of great things for almost any campaign in here, some nice new additions as far as adventure sites, items, and concepts even if you don&#8217;t want the whole undead thing running around in your campaign.  Is it worth buying? Well that is up to you.  If your like me and have to have every supplement and item ever released than you already bought it.  If you enjoy the undead and want to fill out the creatures and settings in your campaign or game world with more lore than most definately.  If your a player I would say this is more of a borrow than buy though.</p>
<p><br class="spacer_" /></p>
<p><strong>Breakdown</strong></p>
<ul>
<li><span style="text-decoration: underline;">Title:</span> Open Grave -  Secrets of the Undead</li>
<li><span style="text-decoration: underline;">Publisher:</span> Wizards of the Coast</li>
<li><span style="text-decoration: underline;">Price: </span>$29.95</li>
<li><span style="text-decoration: underline;">Pages:</span> 223</li>
<li><span style="text-decoration: underline;">Chapters:</span> 4</li>
<li><span style="text-decoration: underline;">Monster Types:</span> 28</li>
<li><span style="text-decoration: underline;">Total Monster Entries: </span>204</li>
<li><span style="text-decoration: underline;">Legendary Monster: </span>7</li>
<li><span style="text-decoration: underline;">Monster Templates: </span>11</li>
<li><span style="text-decoration: underline;">Powers: </span>15</li>
<li><span style="text-decoration: underline;">Feats: </span>0</li>
<li><span style="text-decoration: underline;">Classes/Paths: </span>0</li>
<li><span style="text-decoration: underline;">Items:</span> 8 (8 Legendary)</li>
<li><span style="text-decoration: underline;">Rituals:</span> 7</li>
<li><span style="text-decoration: underline;">Adventure Sites:</span> 9</li>
<li><span style="text-decoration: underline;">Skill Challenges:</span> 6</li>
<li><span style="text-decoration: underline;">Traps/Obstacles/Hazards:</span> 8 </li>
</ul>
<p><br class="spacer_" /></p>
<p>In the end it is quite enjoyable and if you do purchase it I hope this helped.  If nothing else I&#8217;m sure that your friendly neighborhood dungeon master wouldn&#8217;t mind receiving it as a present.  Feel free  to let me know what you thought of the book if you got it and share your feedback, complaints, praise, or pitchfork waiving!</p>
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		<title>D&amp;D Monsters You Need</title>
		<link>http://www.theyeticave.net/index.php/2009/01/dd-monsters-you-need/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/dd-monsters-you-need/#comments</comments>
		<pubDate>Tue, 20 Jan 2009 08:56:47 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Dungeons & Dragons]]></category>
		<category><![CDATA[Gaming]]></category>
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		<guid isPermaLink="false">http://www.theyeticave.net/?p=58</guid>
		<description><![CDATA[So going by a bit of web surfing and looking at Google Analytics it seems that much like me people are quite unhappy that there is once again not a yeti in the new Monster Manual. Well, fear no more for I shall give you that which you seek.  I did a bit of looking [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.theyeticave.net/wp-content/uploads/2009/01/yeti.jpg" rel="lightbox[58]"><img class="alignleft size-medium wp-image-59" title="yeti" src="http://www.theyeticave.net/wp-content/uploads/2009/01/yeti-300x297.jpg" alt="yeti" width="231" height="229" /></a>So going by a bit of web surfing and looking at Google Analytics it seems that much like me people are quite unhappy that there is once again not a yeti in the new Monster Manual. Well, fear no more for I shall give you that which you seek.  I did a bit of looking around and found one or two sources for this elusive beast such as at <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/240131-9th-level-monster-conversions.html#post4450666" target="_blank">ENWorld</a> but overall I am not exactly impressed with it.  Taking for instance the Yeti templates that Jester created on ENWorld I must say he really did massively fail on this one.  I have looked at some of his other monsters and normally he is quite good at conversion and creation but this time idiot mode just engaged.</p>
<p><br class="spacer_" /></p>
<p>So what can be done about something like this? Why, I give you the ones that I use myself of course.  And what better person to give you the yeti&#8217;s then the cranky bastard that is named after them.  Also I am going to be throwing down on a few monsters that you aren&#8217;t going to be using in a campaign but hopefully will still find yourself unexpectedly throwing at players when they deserve it.  But more on that in a later post.  For now lets get into what you probably came here for.</p>
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<p>Normally docile creatures, Yeti&#8217;s are vicious opponents when threatened or if their territory is being encroached upon. Yeti&#8217;s are solitary creatures and rarely is one seen, let alone a gathering of them.</p>
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<p><strong><em>Tundra Yeti</em> </strong> Level 7 Solo Brute<br />
 Medium Elemental Humanoid      <em>XP 600</em><br />
 <strong>Initiative</strong> +6      <strong>Senses </strong>Perception +13; low-light vision<br />
 <strong>HP</strong> 280; <strong>Bloodied</strong> 140 (see also <em>deafening roar</em>)<br />
 <strong>AC </strong>21; <strong>Fortitude</strong> 22, <strong>Reflex</strong> 21, <strong>Will</strong> 18<br />
 <strong>Resist</strong> 15 Cold</p>
<p><strong>Saving Throws</strong> +5<br />
 <strong>Speed</strong> 6 (ice walk) see also <em>mountain climber</em></p>
<p><strong>Action Points</strong> 2</p>
<p><br class="spacer_" /></p>
<p><strong>Claw</strong> (standard; at-will)<br />
 +10 vs AC; 2d6 + 5 damage</p>
<p><strong>Double Attack</strong> (standard, at-will)<br />
 The Yeti makes two claw attacks against up to two adjacent targets, if both attacks hit the same target it is grabbed (until escape).</p>
<p><strong>Deafening Roar</strong> (minor; recharges when first bloodied; encounter)<br />
 Close burst 1; +8 vs Fortitude; the target is dazed (save ends)</p>
<p><strong>Vicious Bite</strong> (standard; at-will)<br />
 Grabbed target only; +8 vs Reflex; 2d8 + 5 damage</p>
<p><strong>Mountain Climber</strong></p>
<p>A Yeti ignores the effects of icy terrain and the difficult terrain related to snow  &amp; mountains</p>
<p><br class="spacer_" /></p>
<p><strong>Alignment</strong>: Neutral</p>
<p><strong>Skills</strong> Stealth +16  Athletics +17<br />
 <strong>Str</strong> 19 (+7) <strong>Dex</strong> 16 (+6) <strong>Wis</strong> 14 (+5)<br />
 <strong>Con</strong> 13 (+4) <strong>Int</strong> 8 (+2) <strong>Cha</strong> 10 (+3)</p>
<p><br class="spacer_" /></p>
<p><span style="text-decoration: underline;">Tactics</span>: Tundra Yeti&#8217;s prefer to avoid conflict but if pushed into a fight they relentlessly attack the closest target, using Double Attack when available and Vicious Bite the following round. Upon entering combat and again when first being bloodied they immediately use Deafening Roar and then attempt to escape using the terrain to their advantage.</p>
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<p><span style="text-decoration: underline;">Tundra Yeti Lore</span>:  <em>Nature DC 15</em>: Solitary creatures who are excellent hunters they prefer to avoid civilization. Though beast like they do have a keen intellect. They are nomadic in nature and typically settle into areas only as long as prey is bountiful.</p>
<p><br class="spacer_" /></p>
<hr style="width: 50%;" />
<p>Mountain Yeti&#8217;s are the cousins of the &#8220;normal&#8221; Tundra Yeti.  Living high up in the harsh wintery peaks of the tallest mountains they are the stuff of legends.  Many adventurers state that their lives have been saved by these reclusive creatures, while others recount horrible tales of entire parties being lost in the heights due to a marauding Yeti laying waste to them with cold wrathful fury.</p>
<p><br class="spacer_" /></p>
<p><strong>Mountain Yeti</strong> Level 16 Elite Soldier<br />
 Large Elemental Humanoid      XP 2800<br />
 <strong>Initiative</strong> +15      <strong>Senses</strong> Perception +26; low-light vision<br />
 <strong>HP</strong> 725; <strong>Bloodied</strong> 362 (see also <em>snarling howl</em>)<br />
 <strong>AC</strong> 34; <strong>Fortitude</strong> 32, <strong>Reflex</strong> 30, <strong>Will</strong> 25<br />
 <strong>Resist</strong> 20 Cold</p>
<p><strong>Saving Throws</strong> +5<br />
 <strong>Speed</strong> 7 (ice walk) see also <em>mountain climber</em></p>
<p><strong>Action Points</strong> 2</p>
<p><br class="spacer_" /></p>
<p><strong>Claw</strong> (standard; at-will)<br />
 Reach 2;+23 vs AC; 3d8 + 7 damage</p>
<p><strong>Double Attack</strong> (standard, at-will)<br />
 The Mountain Yeti makes two claw attacks against up to two adjacent targets</p>
<p><strong>Hurl Boulder</strong> (standard; at-will)<br />
 Ranged 10/20; +23 vs AC; 3d10 + 7 damage</p>
<p><strong>Winter Breath</strong> (standard; recharge 56) * Cold</p>
<p>Close blast 2; +19 vs Fortitude; 3d10 + 6 Cold damage and ongoing 5 Cold damage. The target is immobilized (save ends both)</p>
<p>Aftereffect: Target is slowed (save ends)</p>
<p><strong>Snarling Howl</strong> (minor; recharge when first bloodied)<br />
 Close Burst 5; +19 vs Reflex; 1d10+5 Cold Damage and target is immobilized (save ends)</p>
<p><strong>Mountain Climber</strong></p>
<p>A Yeti ignores the effects of icy terrain and the difficult terrain related to snow &amp; mountains</p>
<p><br class="spacer_" /></p>
<p><strong>Alignment</strong>: Neutral</p>
<p><strong>Skills</strong> Stealth +23  Athletics +25<br />
 <strong>Str</strong> 24 (+15) <strong>Dex</strong> 20 (+13)<strong> Wis</strong> 15 (+10)<br />
 <strong>Con</strong> 16 (+11) <strong>Int</strong> 10 (+8) <strong>Cha</strong> 8 (+7)</p>
<p><span style="text-decoration: underline;"><br />
 </span></p>
<p><span style="text-decoration: underline;">Mountain Yeti Tactics</span>: If threatened they attempt to pelt the aggressors with loose boulders laying about the mountain side. If pressed into melee combat they try to use hit and run tactics, using the rocky and icy mountain terrain to their advantage (they receive no movement penalty for difficult terrain when crossing ice or mountain slopes). Upon entering melee combat and again when first bloodied they use their Snarling Howl. The Mountain Yeti will try to use his Winter Breath to fullest effect by trying to herd targets into a group before blasting them.</p>
<p><br class="spacer_" /></p>
<p><span style="text-decoration: underline;">Mountain Yeti Lore</span>: Nature DC 15: Yeti&#8217;s try to avoid conflict or being seen. They usually are only found alone as they are territorial and solitary creatures.  They live in caves in the hardest to reach section of the mountain ranges and do not attack unless their homes are threatened or their territory is being invaded.</p>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
<hr style="width: 50%;" />
<p>Feel free to use these and give any feedback you might have.  Unfortunately I have not had a chance to test these against my group as they are just now getting to the proper level and for some reason they are avoiding entering both the mountains and the Elemental Chaos.  So feedback is most definitely appreciated.  Coming up in a later post I will be releasing some monsters like I said that you won&#8217;t find in a normal game but will still be fun to throw at your players.   To give you an glimpse as to what they might be I got the idea from Dungeon magazine sometime back in the 80&#8242;s or 90&#8242;s and it involves snack food.</p>
<p><br class="spacer_" /></p>
]]></content:encoded>
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		<title>Track Initiative</title>
		<link>http://www.theyeticave.net/index.php/2009/01/track-initiative/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/track-initiative/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 10:28:00 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
				<category><![CDATA[Archive]]></category>
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		<guid isPermaLink="false">http://www.theyeticave.net/index.php/2009/01/track-initiative/</guid>
		<description><![CDATA[How do you track player and NPC initiative in combat?  This is a question that I see asked often on various D&#38;D and many other roleplaying boards across the blogosphere. The problem is there isn&#8217;t really a good answer for it. Oh, answers there are, don&#8217;t get me wrong. The problem is there aren&#8217;t many [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://2.bp.blogspot.com/_yuG39ffi0Qo/SWsblTYPAZI/AAAAAAAAAdc/L7kCcCMdBn8/s1600-h/Initiative_Small.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[12]"><img id="BLOGGER_PHOTO_ID_5290352514947809682" style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 166px;" src="http://2.bp.blogspot.com/_yuG39ffi0Qo/SWsblTYPAZI/AAAAAAAAAdc/L7kCcCMdBn8/s200/Initiative_Small.jpg" border="0" alt="" /></a>How do you track player and NPC initiative in combat?  This is a question that I see asked often on various D&amp;D and many other roleplaying boards across the blogosphere. The problem is there isn&#8217;t really a good answer for it. Oh, answers there are, don&#8217;t get me wrong. The problem is there aren&#8217;t many good ones and alot of times they just boil down to however the person wants or an example of how the responder does it. That isn&#8217;t to say that none of the answers aren&#8217;t the right answer. Let&#8217;s go over a few of the more common methods.</p>
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<p><br class="spacer_" /></p>
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<div>
<div><span class="Apple-style-span" style="font-weight: bold;">Pen &amp; Paper</span></div>
<div>This is the old standby. When nothing else is at hand you will almost always have this at your gaming session. Whether you write it down in a simple list, keep everyones name written down and the monsters and just write their initiative numbers down, or create an XY Axis graph it is all the same.</div>
<div><span class="Apple-style-span" style="font-style: italic;">Pros:</span> Simple, Almost always available.</div>
<div><span class="Apple-style-span" style="font-style: italic;">Cons:</span> Wastes paper, can be very disorganized</div>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
<div><span class="Apple-style-span" style="font-weight: bold;">Spreadsheet &amp; Software</span></div>
<div>Now days almost every DM has a laptop, smartphone, or some sort of personal disorganizer at the gaming table with them. Adventures are easily attainable online, there is a ton of software available for various different systems, and with wifi the internet is never more than a foot away. There are a plethora of different systems out there.  Infact there are almost as many programs for RPG players as there are RPG&#8217;s.  And if all else fails there is always a spreadsheet or the old faithful standby, Notepad.</div>
<div><span class="Apple-style-span" style="font-style: italic;">Pros:</span> Dynamic, Displays exactly what you want, Adaptable.</div>
<div><span class="Apple-style-span" style="font-style: italic;">Cons:</span> Can be time consuming, software can be hard to come by for the system you want or may not be intuitive, can be a substantial investment.</div>
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<div>So there has to be some sort of middle ground.  Something that doesn&#8217;t cost alot and at the same time is flexible. For the longest time I myself used an excel spreadsheet to track initiative in combat.  The only problem is once I got everyones names in there, I couldn&#8217;t exactly drag and</div>
<div>drop everyone into the correct order.  In the olden days (The Year 1990 BG, Before Google that is) I used the old pen and paper method.  Thing about this is it took time and your always loosing your paper or wasting a forest worth of scraps of paper.</div>
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<div><img id="BLOGGER_PHOTO_ID_5290800649501506754" style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 154px; height: 200px;" src="http://4.bp.blogspot.com/_yuG39ffi0Qo/SWyzKKrxfMI/AAAAAAAAAdk/SaDO7S3Hmvg/s200/PZOOMS1000_500.jpeg" border="0" alt="" /></div>
<div>Then I found this little gem the other day at the hobby shop, the Game Mastery Combat Pad.  Now please do not get me wrong, I am not being paid to advertise nor have I been bought out by &#8220;The Man&#8221; (whichever one it is). This is a genuinely useful product. Sells for $10-$15 bucks, which is what I would pay for a pack of pencils and a couple of notebooks so the price is perfect fine. Available in most FLGS or online at places like <a href="http://www.thoughthammer.com/gamemastery-combat-pad-p-3675.html?osCsid=4b91840ddba03f8fb39910e48fe9626f">this</a>. It&#8217;s wet and dry erase, and since I already use dry erase markers for my battle map that isn&#8217;t a problem either.  Best of all, it&#8217;s dynamic.  I write my players names on the green magnets and their AC at the start of the game. When it comes time for battle I quickly jot down the NPC abbreviations &amp; maybe hit points on the black or blue magnets and then just drop them in order of initiative.  The space to the left is perfect for notes, tracking effects or hp, etc.</div>
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<div>Now I know it doesn&#8217;t seem like much, but this one little item alone has helped out my games tremendously. The players can all easily see it so they know who&#8217;s turn it is, what round it is so they know how long their effects last, and it has speed up my combat preperation. Before even with using a spreadsheet it was taking me a minute to three to get fully prepped for each combat encounter.  Now it takes me no more than 30 seconds and that is if I don&#8217;t have initiative for the monsters already rolled up and their names already on the magnets.</div>
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<div>Hopefully this helps someone else out there.  If not, no one asked you anyway. Go back to using an abacus for all I care.</div>
</div>
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		<title>Character Switches Mid-Campaign</title>
		<link>http://www.theyeticave.net/index.php/2009/01/character-switches-mid-campaign/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/character-switches-mid-campaign/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 09:10:00 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
				<category><![CDATA[Archive]]></category>
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		<guid isPermaLink="false">http://www.theyeticave.net/index.php/2009/01/character-switches-mid-campaign/</guid>
		<description><![CDATA[It can happen from time to time. No matter how hard you try to avoid it, the steps you take to prevent it, sometimes a character just has to be changed mid-campaign. Characters die despite the best efforts of the healer, people get captured and sold into forced slavery, dragon slaying gets outsourced to a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://4.bp.blogspot.com/_yuG39ffi0Qo/SWRz1ajkaYI/AAAAAAAAAdM/zUYAKwu91-Q/s1600-h/morph.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[11]"><img id="BLOGGER_PHOTO_ID_5288479223938574722" style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 200px;" src="http://4.bp.blogspot.com/_yuG39ffi0Qo/SWRz1ajkaYI/AAAAAAAAAdM/zUYAKwu91-Q/s200/morph.jpg" border="0" alt="" /></a>It can happen from time to time. No matter how hard you try to avoid it, the steps you take to prevent it, sometimes a character just has to be changed mid-campaign. Characters die despite the best efforts of the healer, people get captured and sold into forced slavery, dragon slaying gets outsourced to a firm from India, or players just change their mind. <span id="fullpost">The reasons vary but the end result is always the same and now it&#8217;s up to not just you to deal with it but the players as well. First though is how you are going to deal with it. Depending on how it is handled by you the DM can set the tone for how everyone else will cope with it.  <span id="more-11"></span></span></p>
<p>&nbsp;</p>
<div>Assuming that the change is due to a player changing their mind or something similar the eaiest solution by far is to just adapt the character. Try to reason with (or threaten) the player to get them to give the character another chance.  Characters can grow and change. Try to help them see reason, or if that fails my personal favorite is help them to understand just how much you can make life suck for them if you really want to. Sometimes concessions will need to be made by you though. It could be something as simple as the player didn&#8217;t quite understand the mechanics of the class or race they were playing and made some extremely critical mistakes in character creation that is ruining the game for them.  This can easily be fixed by just a few small changes to the character and a little bit of work to slowly mold and adapt them.  Never underestimate just what a little bit of roleplay can accomplish and some cooperation (or thinly veiled threats).</div>
<p>&nbsp;</p>
<p>The next easiest to deal with by far is character death though. The character is dead, you obviously did your job quite well (Kudo&#8217;s to you on a death), the survivors say a few words and loot the corpse. Time to move on and introduce the new character.  At the opposite end of the spectrum though is when a player just plain changes his mind and insists on a new character.  That can be a tricksy one to handle. Not only do you have to figure out how to bring the new character in and up to speed, you have to deal with how to get rid of the old one as well.</p>
<p>&nbsp;</p>
<p>I recently ran into this myself with one of the players in my D&amp;D group.  They realized that not speaking Common and being a bigot as well made the game not only hard to roleplay but a bit boring to boot. So now they want a new character. Problems with group balance aside I am left to decide how to handle the switch as well as trying to be as fair as possible for what to allow with the new characters creation. Obviously the players aren&#8217;t first level anymore and they have one or two nice little magical baubles they are lugging around.  So do I give let the player recreate at the same experience as his current character.  And what about the gear on his character?  Obviously the player is going to want it to move over to his new character but is that exactly fair?</p>
<p>&nbsp;</p>
<p>Thankfully there are rules for creating a character at higher than first level so at least that part is taken care of.  As far as gear goes on the current character it is quite obvious it would be lost to him.  It&#8217;s not like the new character is going to walk into the dungeon mid run, the old one will hand everything over, fill him in on the situation and go home for the day like it was a shift changeover.  So that problem taken care of.  But still it leaves the question of how to do the transition of the actual characters themselves.</p>
<p>&nbsp;</p>
<p>Remember, be creative! You are telling a story here above all else. There is no unwritten rule that states that all characters must take up where the old one left off. This development actually opened my mind up to a ton of possibilities.</p>
<ul>
<li>Death &#8211; Easiest and quickest would be for the character to die. It&#8217;s simple, it&#8217;s efficient, and every DM deep down wants to kill their players. With a little bit of work you can even get the players to assist you in killing their compatriot.  Maybe there is a cleric of Kelemvor in the group. Easy as pie to give them a vision showing that it is time for the doomed person to move onto the next plane.</li>
<li>Capture &#8211; Monsters take prisoners all the time. Hobgoblins need slaves, Dragons need food, Beholders need new statues, Drow need sacrifices. The possibilities are endless here quite honestly.</li>
<li>Betrayal &#8211; Maybe that evil god was right after all and killing your companions is the way to go to get that power they offered you.  Perhaps they were a plant all along just waiting for the right moment to spring into action. </li>
<li>Parting of Ways &#8211; People move on. Plain and simple. The groups paths aren&#8217;t always going to lead them down the same road. Heroes get recalled back to their hometowns, military service calls upon them, any number of things.</li>
</ul>
<p>&nbsp;</p>
<p>Don&#8217;t be to quick to kill off a character though. It could be beneficial to find another way to get rid of the character and use it at a later date. Even if you do kill it off though nothing is to say that death has to be permanent or even real. Former characters can sometimes make the best NPC&#8217;s at a later time whether they still be for the forces of good or now serving the forces of darkness is up to you.</p>
<p>&nbsp;</p>
<p>Now that you have managed to get rid of a character the question remains how do you bring in the new character.  There are several options for this at your disposal for bringing it in.</p>
<ul>
<li>Hired Gun &#8211; Sometimes you just need someone with a specific skillset to take care of a problem. Mercenary doesn&#8217;t always need to just be a hired sword.</li>
<li>Ambassador &#8211; Someone who is sent along with the group to help create a peaceful resolution to a system.</li>
<li>Captive &#8211; Being captured doesn&#8217;t always have to end with being eaten by the dragon. PC&#8217;s can show up just in the nick of time and save the captured character from certain doom.</li>
<li>Fellow Adventurer &#8211; Who is to say that the PC&#8217;s have to always be the only ones in the dungeon. It only makes sense that there is a chance someone else is poking around trying to destroy that goblin warchief.</li>
</ul>
<p>&nbsp;</p>
<p>No matter which way you go there are a ton of options for dealing with this kind of situation. Hopefully this will give someone some ideas. If anyone has any suggestions for how else to deal with this feel or found this helpful free to drop a comment.</p>
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		<title>Rules Lawyers &#8211; The Ultimate Objection</title>
		<link>http://www.theyeticave.net/index.php/2009/01/rules-lawyers-the-ultimate-objection/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/rules-lawyers-the-ultimate-objection/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 08:31:00 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
				<category><![CDATA[Archive]]></category>
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		<guid isPermaLink="false">http://www.theyeticave.net/index.php/2009/01/rules-lawyers-the-ultimate-objection/</guid>
		<description><![CDATA[Rules lawyers. We have all ran into them at one time or another. They can be the bane of many a gaming group. So how does one deal with a rule book toting, combat interrupting rules hound? While the DM Guide for 4th Edition is great and offers ideas for dealing with many other types [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://3.bp.blogspot.com/_yuG39ffi0Qo/SWRos-D5haI/AAAAAAAAAc4/P_anMGW6pME/s1600-h/h-lawyer.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" rel="lightbox[10]"><img id="BLOGGER_PHOTO_ID_5288466984222688674" style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 107px;" src="http://3.bp.blogspot.com/_yuG39ffi0Qo/SWRos-D5haI/AAAAAAAAAc4/P_anMGW6pME/s200/h-lawyer.jpg" border="0" alt="" /></a>Rules lawyers.  We have all ran into them at one time or another. They can be the bane of many a gaming group. So how does one deal with a rule book toting, combat interrupting rules hound?   While the DM Guide for 4th Edition is great and offers ideas for dealing with many other types of gamers it is obviously lacking in this particular areas.   So what is to be done about them?</p>
<p>&nbsp;</p>
<p>While the DM guide might not be a direct help in this regard it does actually give some good insights.  The thing about a rules lawyer is they generally fall into one of the other &#8220;categories&#8221; that the DMG lists.  In my experience they are usually power gamers or slayer with a hint of the explorer types who feel that in order to help themselves accomplish their goals they have to attempt to force every encounter to abide by the rules at all times.  The reason for this is that usually when they interupt combat or an encounter to tout some archaic rule it is because it is beneficial to them in some way.  And trust me, these people know the rules even better than you do and have memorized every bit of errata to be released.</p>
<p>&nbsp;</p>
<p><span id="more-10"></span></p>
<p>Take for instance one of the players in my group.  We will call him McLawyerPants the Fighter for the purposes of this post.  Generally while engaging in a frantic battle it can be expected that at any given moment McLawyerPants is going to interupt the flow of battle because he feels that he should have received an opportunity attack when the kobold Dragonshield shifted out of melee range. Once this happens you can be assured that a lengthy and detailed argument will take place about what the rules say, how they should be read, and how it applies to this situation.</p>
<p>&nbsp;</p>
<blockquote><p>&#8220;Rule-lawyering is a tricky problem. To the player, in their mind, they are only doing the game a service by trying to encourage &#8220;consistency&#8221;. Unfortunately, if the act of rules-lawyering is overpowering the GM&#8217;s ability to maintain the pace of the game and interest of the group, it can be a distraction at best and a fun-wrecker at worst. The player is not the one given the role of adjudicator for the game. That is the responsibility of the GM. It is the GM&#8217;s duty to decide which rules to follow strictly, which to overlook and which to make up when needed.&#8221;</p>
<p>&nbsp;</p>
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</blockquote>
<p>&nbsp;</p>
<p>That quote sums up the entire situation quite nicely. Ultimately it is up to you to make the final ruling on anything. If a player does not like it or feels that you are being arbitrary they should bring it up before or after the game, NOT DURING.</p>
<p>&nbsp;</p>
<p>Myself, I have a hard time with these type of people. I am not the most patient person usually so my knee jerk reaction is somewhat Capt Kirk like in I just want to shoot them and move on. But with time and some help from the wonderful people over at <a href="http://penandpapergames.com/">penandpapergames.com</a> I have gained alot of valuable insight into how to better deal with them. The most important thing is to talk to them. Start with the simple explanation of how they may infact know this information but their character would not. Allow them to make Knowledge checks though. If they suceed then let him fill in the details. If he does not then ask him to kindly keep the knowledge to himself.</p>
<p>&nbsp;</p>
<p>If this still does not work then try simply talking to him. Advise them that while you understand that they do know a good amount about the game and you appreciate their desire to share that knowledge with others it is disruptive and not appreciated. You will be surprised at how often the other players in your group will share your sentiments. If this still doesn&#8217;t work apply penalties to combat situations or other situations in which the ill gotten information was shared.<br />
While it can be frustrating to deal with these type of people and their stoic adherance to the rules, you must keep in mind that it can be equally as frustrating for them to deal with what they feel is a blatant disregard for the rules. The trick here is learning to make use of what they feel is a vast knowledge and understanding of the game without letting them take over the entire thing. Communication is the key though.  Calmly make them understand that while you appreciate their desire to help and their advise that there is a time and a place for it. From time to time even ask them about a rule or situation and get their advise in regards to it.  This can take some of the stress away from you and make them feel like they are contributing to the overall game.</p>
<p>&nbsp;</p>
<p>Above all though you have to stay calm, firm, but above all fair. Offer to let the person take their turn running the game from time to time. It can give you a much needed break and give the memorizing pain in the ass a chance to see what it is like to deal with someone who knows the rules and interupts constantly to tell you how you screwed up and you fail at life.  See how the little twat likes it then.</p>
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		<title>Critical Failure!</title>
		<link>http://www.theyeticave.net/index.php/2009/01/critical-failure/</link>
		<comments>http://www.theyeticave.net/index.php/2009/01/critical-failure/#comments</comments>
		<pubDate>Tue, 06 Jan 2009 01:15:00 +0000</pubDate>
		<dc:creator>The Yeti</dc:creator>
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		<guid isPermaLink="false">http://www.theyeticave.net/index.php/2009/01/critical-failure/</guid>
		<description><![CDATA[With the recent release of 4th Edition D&#38;D my poor heart as a Dm has suffered a bit of a break. While reading over the rules of combat I came upon the critical hits section. With much anticipation I scanned through the rest of the rules only to be heartbroken. The critical miss rule is [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://picasaweb.google.com/lh/photo/S3b7r81jOsFG0KgDqXd5Uw?authkey=yw8PPHJg3n4&amp;feat=directlink" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 145px; height: 145px;" src="http://cache.kotaku.com/assets/resources/2007/11/yaydice.jpg" border="0" alt="" /></a><br />
 With the recent release of 4th Edition D&amp;D my poor heart as a Dm has suffered a bit of a break.  While reading over the rules of combat I came upon the critical hits section. With much anticipation I scanned through the rest of the rules only to be heartbroken. The critical miss rule is no longer there!  What madman would go and remove the critical miss I ask myself.  Surely there must be some mistake.  Yet no matter how many times I read through the result was the same, my beloved critical miss was now gone. Brutally yanked from the pages by some mean spirited bastard. This would never do.</p>
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<p><span id="more-9"></span> So I ask all of you, is this a good or a bad thing? I myself am a fan of the critical miss. I am sure my players would say otherwise.  They have come to fear and dread seeing that mystical &#8220;1&#8243; appear on their dice.  At this point they don&#8217;t even have to say it when they roll a one. The look of dread that quickly spreads around the table is more than enough for me to begin my evil mastermind laugh. (I&#8217;m sure all of you know the laugh)  Though they have also learned that when dice go flying out from behind the DM screen that it means one of the bugbears they are currently facing just critically missed and shot the dragon in the face or something else quite catastrophic.</p>
<p><br class="spacer_" /></p>
<div>Has anyone else House Ruled the critical miss back into the game or is everyone being softhearted about it and giving the players a break for once and just going with what it says in the rules, rolling a one is just a simple automatic miss.  Was the critical miss such a meanspirited rule that it warranted being removed from the rules? Or was this yet another concession to try to make things &#8220;easier&#8221; and bring more players to the game?</div>
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