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| #1zombiegleemaxNov 08, 2002 13:13:00 | Greetings again, and here is a list of Frequently Asked Questions (FAQ) about the DMG. If you spot any mistakes or things that need adding, please post them and we can fix them. If you wish to discuss a quirky rules question, please discuss it on another thread. Enjoy ![]() - chonjurer ------------------------------------------------------ Links to other FAQs ------------------------------------------------------ Q: Is this FAQ "official"? A: Yes and no. WOTC does not live and die by the answers in here, but I have tried to make them as accurate a representation of the rules, and their intent, as I can. Sage advice, game designer clarification, boards debates, official FAQs, erratas and common sense/reason were all conglomerated together in my head to make this document. In the end you are the one who has to make the decision, and this document will hopefully help you to make an informed one. ------------------------------------------------------ Q: How do I become a good DM? A: pgs. 7-18 of the DMG provide good guidelines and hints for DMs to follow. Basically it boils down to this: - make sure the players are having fun - make sure you are having fun And that's it. pg. 100 of the DMG lists some absolute no-nos for running a campaign. Whatever you do, avoid practicing anything from that list at all costs, as those things consistently cause campaign troubles. Q: What is ECL and CR, how do they work (or not work as the case may be), and how do I use them? A: Click on the MM FAQ link above for a detailed explanation. Here is another one on why it doesn't make sense as currently implemented (originally posted by Frank): Because one of the things CR and ECL measure is relative threat between the players and the opposition. Since ECL = CR for the standard classed humanoids (humans, elves, dwarves, etc.), the game has a built in equivalence for monsters and enemies. CR = Average Party ECL is a moderate and winnable challenge, and CR = Average Party ECL + 4 is a 50% chance of TPK. That can be easily extracted from the fact that there are 4 PCs of an average ECL equal to the average ECL of the party (obviously). When an enemy NPC is of a CR = ECL of the average party ECL, they are the equivalent of one of the players, which makes them challenging but totally outmatched. Adding 4 to the CR is the equivalent of doubling the numbers of the opposition - twice. So facing an enemy group of CR = Average Party ECL + 4 is the equivalent of facing a party equal to the Player Character Party. Thus, a 50% chance of TPK. But, if ECL > CR, then facing an identical party of opposition has a lower CR than average party ecl + 4. That means that you are still facing a 50% TPK, but the threat index has been so screwed up that it no longer registers as such. So, by setting ECL != CR you completely screw up the threat index system and everything goes to hell. Q: What does the XXXXXXX condition (i.e. paralysed, help, shaken, etc.) mean? A: The DMG has a comprehensive list, in alphabetical order, from pages 71-85. They are also listed in the index at the back of the DMG, and the glossary in the PHb lists them as well. Q: What is a comprehensive list of conditions that cause one to lose their dex bonus (and thus subject to a Sneak Attack)? A: - Being flat footed (PHB 120 and DMG 84) - Being struck by an invisible attacker (PHB 132) - Grappling or being pinned (PHB 138) This might include being Swallowed Whole- Using the skills Climb or Balance under certain circumstances (PHB 64&65) - Being Stunned (PHB 85 and DMG 84) - Failing your Sense Motive tjeck against Bluff: Feinting in Combat - Being Blinded (DMG 83) - Cowering (DMG 84) - while running - Being Helpless (which includes all of the following subcategories) (DMG pages 84-85): Q: Then when is one considered Helpless (and thus subject to a coup-de-grace as well)? A:-Being Held - Being Bound with a rope or similar means (but not merely Entangled) - Being asleep - Being Paralyzed - Being Incapacitated - Being Unconscious - Being Dead or Dying (not that it should matter) - Being Petrified (despite some really odd wording in the entry on page 85 of the DMG) (thanks to Josh_Kablack for the legwork on the last two questions) Q: Does a Prestige Class (PrC) count when determining multiclass penalties? A: No. pg. 27 of the DMG specifically states so. Q: How many PrCs can I have? A: As many as your DM permits and that you satisfy the pre-requisites and requirements for. It is important to note that most PrCs require involvement in some sort of organisation or guild, or a tie to a particular deity/ethos. If the PC fails to fulfill the obligations that the PrC requires, he/she loses the abilities of the PrC (unless otherwise noted). In particular, different organisations have different agendas and a PC belonging to two different PrCs may find the two organisations at odds, forcing them to make a decision between the two. Q: How much does it cost to scribe a spell into a Boccob's Blessed Book? A: It is free, and it can hold up to 45 spells of any level, each of which occupies only 1 page in the book. Q: What is the Mirror of Vanity that is listed in some of the NPC item sections? A: The Mirror of Vanity was changed later during the DMG creation process to be a Cloak of Charisma, and the NPCs weren't updated even though this causes double slotting of some of their magic items. Q: What is the Staff of Deathsong? A: It is mentioned in flavour text on pgs. 173-174 of the DMG, but it is not listed anyhwere else, nor are stats given for it. Another example of mix-and match DMG editing. Q: Can I masterwork an adamantite or mithral piece of weaponry/armor? A: By the book, probably not. "The masterwork component does not effect the enhancement bonus of weapons or the armor check penalty of armor." - DMG, pgs. 242 and 243 and you cannot masterwork something that is already masterworked. Q: How long does it take to activate a scroll? A scroll with a Metamagic spell on it? A wand? A rod? Other items? A: The activation methods and times for various types of items are described on DMG 175-176 and at the start of the section detailing each type of magical item. Q: What are some guidelines for modifying encounter levels (EL) and XP awarded? A: pgs. 102 and 167 of the DMG have some guidelines for adjusting the EL based on mitigating factors. It is important to note that poor tactics or a failed saving throw on the first round of combat by a BBEG should *NOT* influence the EL or XP awarded. Although giving your 10th level PCs level 3 cash and no magic items will significantly increase the EL of most encounters (and similarly giving 3rd level PCs dancing, vorpal greatswords drastically decreases the EL of most encounters). Q: What's up with the PC cash guidelines on pg. 145 of the DMG? And the town magic item limits on pg. 137? Aren't they overly generous? Come on - magic is supposed to be rare, wondrous and enigmatic! A: (upcoming when I have time) Q: What is with the caster levels on magic items in the DMG? And how do I use them to create or craft new magic items? A: The rules on caster levels, as presented, are contradictory and non-sensical. There are two interpretations on what the listed caster level is, and I will examine them both here in the context of two different types of magic items: Magic item type (1) Magic items whose price (and power) is directly affected by the caster level (like a Cape of the Mounteback) Magic item type (2) Magic items whose price (and power) is 99% independent of its caster level. (like a Pearl Of Power or Cloak of Displacement) All magic items' caster levels are relevant when making dispelling checks against the item itself, but that is not the major effect. The caster level on a Cape of the Mounteback determines the range of the Dimension Door effect, whereas the caster levels on the Pearls of Power have no effect on their functionality (except as mentioned above). For this discussion, wands, staffs, scrolls and potions are fine and will be ignored. Interpretation 1: As evidenced under the Caster Level section on pg. 178 of the DMG, the caster level is the pre-requisite level that the caster must obtain before being capable of crafting the specified item. an example problem with Type (1) items: Why does a crafter need to be 17th level to create a Pearl of Power 1? an example problem with Type (2) items: Why does a Hat of Disguise have a pre-requisite caster level of 2, when you need to be 3rd level to take Craft Wondrous Item anyways? (note: there are many more examples of why this doesn't work - especially with rings - most of them have their "prerequisite" caster levels < 12, but you need to be 12th level to get the Forge Ring feat... )Interpretation 2: Monte Cook (the main author of the DMG and main creator of the Magic Items pricing system) states on his website that the caster level is actually the "average" caster level that the magic item is created at. So, in essence, if you got a random copy of said magic item, chances are that the caster level would be what's listed in the DMG. In his interpretation, there are no pre-requisite crafter levels for crafting items except where specifically noted (i.e. ioun stones). Here are links to his """explanations""" > Monte Cook's FAQ part 1 (link) < > Monte Cook's FAQ part 2 (link) < As much as people like to take this as gospel, it is horribly flawed and non-sensical. (first, a note about statistics. It is important to note that he is referring to an average caster level) example problems with Type (1) items: - Pearl of Power I: it makes no sense that the average mage that is crafting one is 17th level. By that point, most mages would have already crafted them or wouldn't bother. - Cloaks of Displacement: apart from the magic sweat-shop way of crafting these items, no caster is going to have the cash (as per the guidelines from the DMG, pg. 145) and XP to craft them at the low levels listed in the DMG. Furthermore, the caster level on the minor cloak (cost: 25,000 gp) is 3; this means that (almost) all of them had to have been made by 3rd level crafters - the minimum to get the feat is 3rd level, and then simple statistics tells us that therefore the large majority of them had to have been 3rd level. (the same applies to the Cloak of Elvenkind). I find it incredibly hard to swallow this, as should you .- The Cloaks of Elvenkind are (almost) exclusively crafted by 3rd level crafters, but the boots (which don't require any spells, like the cloak does) are crafted, on average, by crafters that are 2 levels higher??? ![]() example problem with Type (2) items - the Cape of the Mounteback is one of many items that would not have been crafted at the level that it was by any intelligent wizard. By lowering the caster level by 2, the crafter would save 2,880 gp (~20% of the cost) and only lose 80ft of DD power out of 860ft (~10%). I could see an abnormal one crafted at this caster level, but not the average one. (Note: rings also show this method to be completely invalid. For rings that have no real level-dependent effect (i.e. Ring of Climbing), the "average" caster level should be at least 12, as there is no cost associated with the increased caster level - (i.e. it would be crafted at the highest possible level, not 5)) ____________ So the only conclusion we can make is that the caster level is not a pre-requisite, and that it is not the average caster level. So we are left high and dry and without recourse, short of a major errata on the issue. For further discussion on this topic, click here: > link < Q: What's with some of the screwy magic item prices in the DMG? A: Here's a discussion on the issue: > link < In short, it seems that that the magic item section didn't get all of the development time it needed... Now if you don't believe me, perhaps you will listen to one of the game designers instead: quote:Originally posted by WOTC_RichR:(originally posted here: http://boards.wizards.com/rpg/ultimatebb.php?ubb=get_topic&f=115&t=002118&p=3#000054 ) [ November 13, 2002, 03:55 PM: Message edited by: chonjurer ] |
| #2zombiegleemaxNov 08, 2002 17:03:00 | 1. you also lose your Dex bonus while running (as Maj pointed out in the previous go-round) 2. I think you want to admonish prospective DMs to avoid the pitfalls listed on Page 100, not the list itself."Oh No, I read DMG 100, now I'm a bad DM" ![]() 3. Some possible additions Q. "What's a Mirror of Vanity?" A. It's a typo. Apparently it was replaced during the design by the Cloak of Charisma, which does the same thing, but actually takes up an item slot. The DMG Errata (*Insert Link Here*) replaces all instances of the Mirror of Vanity with Cloaks of Charisma. (Even though that results in a few of the sample NPCs having other equipment errors) Q. "Where in the DMG is the Staff of the Deathsong?" A. The description of the powers for the Staff of The Deathsong is in the flavor text at the end of Page 173 and 174. No price is listed. Q. "Do Mithral and Adamantite Armors have the reduced armor tjeck penalty for being Masterwork? If not, can I make a suit of Mithral or Adamantite armor that does?" A. No, as per DMG 242 & 243 "The masterwork component does not effect the enhancement bonus of weapons or the armor check penalty of armor." Since you cannot normally add a second masterwork component to the same suit of armor, you cannot make Adamantite armor that has a reduced armor tjeck penalty. Q. "When should I adjust the EL and XP I hand out for an ancounter?" A. See DMG 102 & 167 for some guidlines. Bear in mind that those guidelines are meant to compensate generally for factors beyond the PCs' control. A DM should not use them to reward players who make poor tactical decisions because that will result in more difficult encounters and therefore more XP. Q. "Why can you just buy magic items? Aren't they supposed to be rare and wonderous? Why are the guidelines on Page 137 so generous?" A. 3e makes assumptions in about what gear characters of a given level will have access to. A 3rd level party pretty much needs either a Cleric or a Wand of Magic Missile to fend off a CR 3 Shadow; A 9th level fighter needs +3 weapons in order to be able to fight a CR 9 Bebelith; Thirdly, in 3e most treasure is assigned through random die rolls, so the chance of characters getting magical items that are not directly useful to them is pretty high. Since these characters need to have access to a certain power level of magical gear to survive the challenges they face, there needs to be a way for them to trade for such gear. Hence the default availibility guidelines. Page 8 of the DMG mentions that in certain styles of games, you shouldn't worry too much about money or time spent in town and that it can be a good idea to get the PCs back into the action as quickly as possible. If you are running a game in this style (or one close to it) it is helpful to have some basic guidelines to go by that (if you stick to the usual treasure handouts) are more-or-less on par with the challenges the PCs will face at their level in the appropriate setting, as such guidlines free you (the DM) up from needing to devote gametime to non-action scenes. If you are running a different style of game, then you are perfectly justified as using more (or less) restrictive item availability as plot hooks or setting reinforcement, that's why Rule 0 exists. Just be careful you don't end up accidentally throwing PCs against challenges they are hopelessly underequiped for due to your Rule 0 changes in magic item availability. Q. "How long does it take to activate a scroll? A scroll with a Metamagic spell on it? A wand? A rod? Other items?" A. The activation methods and times for various types of items are described on DMG 175-176 and at the start of the section detailing each type of magical item. [ November 14, 2002, 07:40 PM: Message edited by: Josh_Kablack ] |