Tuesday, July 19, 2016

How Being a DM has Made Me a Better Player

In the last couple of years I have found myself being the DM for my group of friends and rarely being a simple player.  I enjoy this as it has given me a creative outlet for my thoughts and ideas, but it is a lot of work.  Setting up for a session and making sure I have plenty of material is a lot of work and cuts into my free time I could use for other fun pursuits.  In having to run these games I have become a better player.  Not in sheer skill at making characters or playing strategically, but in attitude and understanding how the game is run.

Last weekend I had the opportunity to be a simple player and all I had to prepare was my character sheet.  This was refreshing and relaxing.  I made a great backstory for my character, I knew how his family died, what his life goals were, and what his personality was like.  Spending so much time creating my own worlds and characters for my games helped me form what I wanted this character to be like.  Like anything else, practice makes perfect (or at least improves your skill).

At the end of a marathon session, my character died.  I don't mean unconscious, or awaiting a raise dead spell, dead, flat out dead with no way to bring him back.  This character I had spent so much time on was gone for good, and it didn't bother me a bit. The DM rolled spectacularly against me and was trying to backtrack some of his rolls to not take me out in the first fight.  I told him to just play the dice as they landed.  I have knocked out plenty of characters in my time, it happens.  Dice-based role-playing games like Dungeons and Dragons are very random and subject to chance.  Having a DM roll super well is just that, chance, it happens.  My players have always given me the benefit of the doubt so I did the same for my DM.

Being a DM means you need to be well versed with how the game is run.  You are the referee and arbiter on rules questions and decisions.  Players will always have questions so you need to not only know the rules as well as you can but also the overall feel of how the game is designed.  This is especially important for D&D 5e as there are a lot of actions players can take that are not explicitly covered by the rules.  Instead, 5e provides many mechanics for a DM to handle these situations without a lot of table lookup and reading through all of the rules.  Advantage and Disadvantage have been a great way to help streamline play.

Being on one side of the DM screen is good practice for being on the other side.  Creating my own worlds and characters has prepared me to create more fleshed out and three-dimensional characters to play in games.  Having seen what happens with crazy dice rolls against players has given me a higher tolerance for it happening to me, even though it kills my well-crafted and beloved character.  Being forced to be the referee forces a DM to learn the rules in and out as well as to quickly react to curveballs thrown by players' actions.  I encourage any and all players to give DMing a shot to better themselves as players of the game too.

Monday, June 20, 2016

Class: Elemental Pact Warlock

Elemental Pact Warlock

Your patron is a powerful elemental genie (Djinn for Air, Marid for Water, Efreet for Fire, Dao for Earth) who desires an agent on the Prime Material plane.  This powerful being has granted you powers relating to their element to do their bidding.

Expanded Spell List

You may choose from an expanded list of warlock spells when you learn a new warlock spell depending on what type of genie your patron is.

Marid

1st
Ice Knife, Absorb Elements
2nd
Snilloc’s snowball swarm, Melf’s Acid Arrow
3rd
Tidal Wave, Water Breathing, Sleet Storm
4th
Watery Sphere, Control Water
5th
Maelstrom, Cone of Cold

Efreet

1st
Burning Hands, Absorb Elements
2nd
Aganazzar’s scorcher, Pyrotechnics
3rd
Fire Ball, Melf’s minute meteors, Flame arrows
4th
Fire Shield, Wall of Fire
5th
Immolation, Flame Strike

Dao

1st
Earth Tremor, Absorb Elements
2nd
Maximilian’s earthen grasp, Dark vision
3rd
Erupting earth, Wall of sand, Meld into Stone
4th
Stone skin, Stone Shape
5th
Transmute rock, Wall of Stone

Djinn

1st
Feather Fall, Absorb Elements
2nd
Dust devil, Warding Wind
3rd
Lightning Bolt, Wind Wall, Stinking Cloud
4th
Storm Sphere, Freedom of Movement
5th
Control Winds, Cloudkill

Elemental Mastery

Creatures have disadvantage against spells from your patron’s expanded spell list.

Protection from Energy

At level 6 you may cast the Protection from Energy spell without using a spell slot or material components.  You must finish a short or long rest to use this spell this way again.

Granted Immunity

At 10th level your patron grants you the damage immunity below based on what type of genie they are so that you can survive their element better when you are summoned before them.

Dao
Bludgeoning
Efreet
Fire
Djinn
Lightning
Marid
Cold

Elemental Servant

At 15th level you may cast the Conjure Elemental spell as an 8th level spell without requiring any material components or using a warlock spell slot.  You can’t do this again until you finish a long rest.  Casting this spell this way does not require concentration and the elemental serves you as though you were concentrating on the spell.  The elemental is determined by your patron.

Dao
Earth
Efreet
Fire
Djinn
Air
Marid
Water