Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a dexterity check. Each character applies his or her dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.

Monday, March 19, 2012

Heading for Town


The town or city is a classic place to find adventures. It can also be the biggest time drain in a game. Town is filled with all sorts of wonderful plot hooks (think, a fishing hook for plots... there now you've got it!) but it's also filled with shops just begging to be passed through slowly examining each and every artifact carefully from the lowly Magic Wand +1 to the even lowlier Bag o' Junk (a cursed item). However this does not have to be a labor, with a little work towns and cities can be fun! I have come to enjoy them; I've even set one of my more successful adventures in a large city. The trick is finding an interesting plot hook and adapting it to the city. Roleplaying Tips.com (an excellent website) has a random city adventure generator to help with that. And remember if you're at a loss for ideas, you can't go wrong with a good old roof-top leaping Assassins Creed experience. Another interesting take on cities is magic or no magic. In a fantasy game this may seem a tad strange but imagine: what if instead of horses this town used behemoths (dinosaurs) as pack animals and warhorses? Or perhaps there is a magic fountain in the city square that spews fine wine instead of water? In any fantasy game including (but not limited to) D&D the sky's NOT the limit. You can go beyond even that. Enjoy working fun and exciting new ideas into your game!

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