Showing posts with label memorable mechanics. Show all posts
Showing posts with label memorable mechanics. Show all posts

Wednesday, April 7, 2021

Humpday RPG Show 4.7.21 with Special Guest Tyler Crumrine of Possible Worlds

Image by Evlyn Moreau



Aside from the actual PLAYING of games, my favorite things about this wonderful hobby are those two bastions of DIY creativity, zines and blogs. Join me each Wednesday on the Thought Eater podcast as I share the blogposts, zines, and RPG bric-a-brac that caught my eye over the week.

Have you started a new blog recently? Are you working on a zine? Are you a content creator that would like to be considered for an interview on the show? Want to send me review copies of what you're working on? I want to hear from you! Email me at frothsof at gmail, hit me up on Twitter, or use the contact form on my blog (visible in desktop mode in the right-hand column).

You can join the show by calling in at anchor.fm/thoughteater or via the Anchor app! The Thought Eater podcast is available on all major platforms, or you can use the player below to scroll along with each topic.



INTRO









MAPS OF THE WEEK









ZINE CLUB WITH SPECIAL GUEST TYLER CRUMRINE







https://possible-worlds-games.itch.io/


https://zhodani.space/2021/04/02/cepheus-journal-issue-005/









RANDOM TABLES





HUMPDAY BLOG-O-RAMA















FREE STUFF





https://leicestersramble.blogspot.com/2021/04/stopping-in-at-sweet-town-of-treacle.html



Tuesday, February 19, 2013

Let's Clear Up A Few 4e Myths

Howdy. I had a few disparate blog ideas running thru the head, and I realized they all could be used to dispel a few 4e myths, so I have combined them together. First off, don't get me wrong, 4e isn't perfect and I don't claim it to be. Readers of this blog know that I constantly tinker with 4e to make it something I like more. That's sort of the essence of D&D after all: making the game your own. But I am undoubtedly a huge fan of 4e. Anyway, here are some common 4e myths and my response:





"It is difficult to convert old modules to 4e"

I don't now who started this one, but it simply isn't true. I've mentioned before that I drop Skill Challenges from my games. One of the reasons for this is that, on its own, the 4e skill system is very smooth, intuitive, and covers pretty much anything that comes up (and if something else comes up, you can roll with Ability Checks). Anyway, in my experience the 4e skill system works like a charm in updated adventures. I updated Ravenloft (I6) for 4e. There are all kinds of roleplay moments, exploration, etc where skills came up. I just rolled with it if the players wanted to use one, or called for a check if it was really needed. So there is really no conversion necessary for an old modules' out-of-combat material. It can be handled on the fly quite easily.

The monster conversion is where the real challenges would appear to begin. Now, I am not going to say converting monsters from 1e to 4e is as easy as 1e to B/X or 2e, because it isn't. But 4e does have a strength that those games lack: 4e monsters have specific formulas to work from. This can help DMs determine difficulty fairly accurately, but more importantly, it is very easy to make 4e monsters.

Confronted with the need to convert a monster in an old module, the first step I would encourage is to see if there is a 4e version within your party's level range. If so, check the source and see if it is post MM3. If it isn't, try these tips to upgrade old crappy monsters on the fly. If the monster isn't in your party's range, it is fairly straightforward to adjust. The design remains the same, you just plug in different numbers. Make sure you are using the DMG errata though.

If you can't find the monster in a 4e source, or if you don't like what 4e did the monster, build your own. This doesn't have to be laborious. Use this guide to make quick 4e monsters. Try to distill the essence of the original monster and keep it simple.



The last step is to make sure the adventure doesn't run like a sloggy mess. There are several ways to do this. You could drop the wandering monsters from an adventure and just run the prepared encounters, or you could drop a lot of planned encounters and instead just use the wandering monster tables. Or you could drop a little of both. This isn't just in response to 4e combat length (more on that below); the fact is, some old modules feel like a grind to begin with. You should also use Morale and Reaction Tables. If you are using an old module that has Morale scores, just port them over. Otherwise you can check my 4e Morale rules. Ok, so that leads us to the next myth.

"Combat was fast in old editions, never approaching 4e length"

This is simply not true. It is true that classic edition combat COULD be quicker, but it wasn't always. I know this because I DM and play old editions. At even moderate levels, old edition spellcasters could have a ton of choices, and adjudicating their effects was often not a cut and dried proposition. A typical PC's percentage chance to hit was often lower, so there are more misses. There were also huge throngs of monsters in old adventures, like all the time. I am reminded of one of my faves, Descent Into the Depth of the Earth, which was a combo module of D1-D2. There are like 20 Drow here, 40 Kuo-Toa there, 30 Troglodytes here. Heck, even in the Village of Hommlet, you will have 16 or more enemy combatants!

Now I KNOW combat can drag in 4e. I have tried to provide some tips and ideas to help with that. Simplifying monsters, using groups of the same monsters, using Morale, lowering hit points-all of this helps. But it is simply disingenuous to act like old combat couldn't take a while, especially when casters had some actual spells to cast. This has also been true of my experience with 5e so far. We had a two hour combat last week and we just hit level 2. Combat often takes an hour or more at level 1. I am not saying it isn't fun, or that this is too long, I am just saying that combat length can drag in multiple editions; it isn't only a 4e phenomenon.

"It is harder to houserule 4e than other editions"

I am tempted just to say "read my blog" as a response to this one, because there are dozens of houserule examples on here, but just to expound on it a bit, 4e is no different from any other edition of D&D. You can houserule it and make it your own with ease. The difference between 4e and classic editions is that the mechanics in 4e are "on display". The math is predictable and easy to grasp. This is already sort of covered above with monsters. This makes houseruling and homebrewing very easy. Since you have clear expectations for damage, defenses, DCs, etc at all levels, it becomes very easy to slide the scale towards "easy" or "hard". See Fourthcore. I have tweaked monster design, traps, disease, combat, and on and on, and I have only scratched the surface of the possibilities. 4e does not deviate from D&D's proud history of homebrewing and houseruling, it embraces it as much as any other edition.

That's all I have for you today. As always, I welcome comments! Take it easy!

Friday, December 14, 2012

Meet the Poisonous Tree Frog

Happy Friday. Today I thought I would share another 4e Forever monster. This time its the Poisonous Tree Frog. I am still working on the fluff, so it is just the stats for now. This little guy uses his absurdly long tongue to pull creatures adjacent and into his highly poisonous secretions. This is a very fun monster to DM; use a large encounter area and spread these guys out so you can pull PCs all over the place. Hope you like it!

The Poisonous Tree Frog

Friday, December 7, 2012

A Little Friday Trap Action



Hello. A very short post today just to show you a few more examples of the traps from my upcoming zine. I posted some ideas a bit ago about it. The basic idea is that traps don't scale; the same trap can threaten PCs of all levels. Instead of traps rolling to hit PCs, the PCs roll saving throws. The damage expressions stay constant regardless of tier, so you don't need 30 different pit traps. I hope you like them!




Hallucinatory Gas
“Get them off me!”, he screamed. “They are crawling all over me!”
-Detect: Perception to notice small vents in walls.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the gas.
-Effect: Each creature that breathes within a given area must roll a saving throw. A creature trained in
Endurance gets a +2 bonus to the roll. On a failed save, each creature is slid adjacent to their nearest ally, making an At-Will attack of the DMs choice against them as a Free Action.

Magnet Trap
The next thing I knew, I was hurtling towards the center of the room. I smashed into the
the pillar, cracking a rib.

-Detect: Typically the magnetized object will be in plain sight.
-Disable: The magnet must be destroyed by repeated blows or avoided.
-Trigger: A creature wearing metallic armor enters a space within 10 squares (50 feet) of the magnet.
-Effect: The creature must make a saving throw. A creature trained in Acrobatics gains a +2 bonus to the roll. On a failed save, the creature is pulled rapidly towards the magnet, crashing into it for 20 damage. A creature can move at half-speed away from the magnet, but must make a saving throw at the end of each of its turns or be pulled back again.

Acid Spray
My nostrils were burning..then I realized my arm was missing. I screamed...
-Detect: Nature to identify smell from a distance; Perception to notice jets.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the jets.
-Effect: Each creature within a given area must make a saving throw. On a failed save, a creature drops to its bloodied value and permanently loses a limb. Roll 1d4 (1-2=Arm, 3-4=Leg).

Tuesday, September 11, 2012

Giant Stag Beetles, Strongholds, and Other Updates

I thought I would drop a couple of minor updates. First I have a new monster for you to check out, the Giant Stag Beetle. The reason I wanted to share this one in particular is that it has some "Memorable Mechanics" in the form of extreme forced movement. Picturing these guys tossing your PCs to and fro makes me happy. You will have to wait on the mag for the fluff.

Speaking of the mag, I have made a lot of progress and I am almost done with my portion of the writing. I still cannot give a set date of release, but I think that before the end of the year is not unreasonable. It has kind of swollen in size, and has two adventures I have written, dozens of new monsters, and lots of other surprises that I will talk about more in coming days.

Please don't forget to check out the first playtest. I have gotten a lot of good feedback, so thank you for that. I have gotten to run a couple of tests of it myself and I am working on scheduling the third. I have already made a lot of tweaks based on feedback, and it has helped tremendously, so again, thank you.

Lastly, I want to hear from any armchair designers like myself that have worked on their own "stronghold" systems for 4e. I am toying with some ideas about acquiring and managing them, doing something almost identical to OD&D, keeping it fairly simple, but with the prices adjusted to 4e levels.



I am interested in any stories you might be able to share about using them in your games. Leave a post!

Monday, August 13, 2012

Memorable Mechanics Part 5: Poison

Hello, hello! Before I get started, I really want to thank readers for the response to the first 4e Forever playtest. That post quickly became my most viewed of all-time, and I have gotten lots of feedback. It is much appreciated! If you haven't checked it out yet, it is free to download, and I would love to hear your "two cents". I had the pleasure of running an online game with some folks and it was a sight to see 20+ PCs and henchmen take on 40 Giant Ants!

I haven't made a post in the "Memorable Mechanics" series in a while, but thought I might share some of my recent ideas regarding Poison in 4e.


In the old days, poisonous creatures were feared and dreaded. In fact, if I was playing, and I knew a creature was poisonous, I would likely yell to the party to run. Why? Well, one bite could mean death. Since that time, the history of poison in D&D has been one slow, gentle retreat from the cruelties of yore. Nowadays, there are only a few points of light in the 4e community and blogosphere that feature anything approaching save or die mechanics.

Now, I do not want to go back to insta-death from poisons, but I do want to bring a healthy fear of poison back to the game. To do that, I first wanted to differentiate between common "poison damage", and capital-letters-run-like-hell Poison. As you know from this blog series, I want to add memorable mechanics to games. Even if it goes badly for your PC, things are a lot easier to take if you died a spectacular or memorable death. I also like 4e conditions a lot; as I have mentioned before, I like the codified nature of them, how they are the same table to table. So, my thought was to come up with a "Poisoned" condition. Something not quite "save or die", but still "run like hell".

As I was thinking about bringing this idea into my 4e Forever project, I realized that if I gave EVERY Giant Snake and Centipede the ability to poison PCs, it would be too much. So I decided to make "poisoning" a daily, perhaps weekly, ability for a creature. Once they have "spent" their poison, it has to have time to build back up. The determination of whether a creature is currently "poisonous" is left to random chance, partly because I am always looking for any excuse to make a random roll. So for example, if a Giant Rattlesnake is encountered, there may be a 2 in 6 chance that it is currently poisonous.

So what is the "Poisoned" condition?

Poisoned (edit): A poisoned creature is weakened, slowed, and grants combat advantage (save ends all). If the creature is not currently bloodied, its hit points also drop to their bloodied value. On each failed saving throw, the creature's hit points drop to zero.

I am really digging this! I hope you like it too! If you have any thoughts, leave a post, and thanks again to everyone for checking out the playtest!

Friday, June 8, 2012

A Megadungeon? For 4e?!!

When someone mentions a megadungeon and 4e in the same sentence, I think that the first things to come to mind are oil and water. After all, a megadungeon is a massive structure, and in 4e to get through one room sometimes takes an entire session. 4e published 'delves' are usually three rooms, three fights, ta-da magic item bc that is about all you can get to in a sitting. 4e published adventures, especially the early ones, add a thick coating of terrible railroady melodrama to the mix, and you suddenly find yourself far, faaaar away from the way D&D adventures used to feel.



Paradoxically, one of the best things about 4e is how fun combat is as a player. All of the myriad tricks and toys to torment and flat out embarrass a monster. That great feeling when the board lines up to your will and you roll dice for like 20 minutes. Although some schools of thought suggest taking away player options in order to increase game speed, I would argue that those are things to make sure to leave in. I prefer to look at fixes from the DMs side, to see what I can do to increase encounter speed while still keeping it threatening.

My 4e Forever project involves a megadungeon. In preparation for writing it, I have gone back to the classics, near constantly reading some old adventure or another. In the case of my Saturday Gloomwraught campaign, I am running an old classic adventure, Judges Guild's Tegel Manor. This puppy PREDATES AD&D. Not precisely a megadungeon, but 240 rooms strong in the main level nonetheless.




So far, running it has been a tremendous pleasure, and the pace and varying threat level of the encounters is allowing the exploration to flow more naturally from room to room. At 12th level with optimized PCs, we got three combats in, plus at least a solid hour of exploration, in 3 hours. That to me is about perfect pace, and while I can't promise you that a combat will take such and such long, I can give you tips on how to get close to it. I think tinkering with this stuff might help give yourself more versatility in encounter/adventure design. So if you ever want to create a 4e megadungeon or update an old classic, try these tips:

Use Savages
I again want to encourage DMs to try using variations of these in your games. I used two of these in the session. The old adventure has a lot of rooms that are just like 'This room has an old broken sword in it. There is a Black Mold on the bed'. You could spend the rest of your playing days trying to run 4e Solos for all of the random monsters in this thing. Savages allow for the PCs to be threatened without taking all night. By giving the monsters a combination of multi-attacks (including action points), action recovery, automatic damage (auras and otherwise), and other tweaks, they run very clean, and pack a wallop. I thought it was awesome to see that the Middle-Aged DM posted a killer Savage. thats a bad boy; very cool. If you want another example and you never checked out Sorin 'Stinky' Yeate, check it out. You've got to try these, they are like 4e DM crack.

Use Morale
It is hard to fully embrace random wandering monsters in 4e if each encounter is going to take forever. The story has to go somewhere, and one slog after another is not really a great story. But yet, I want to use random tables. I love random tables. I think they add tons of flavor to an area and you are going to see a slew of them in 4e Forever. But I am not just talking about random encounters. I'm talking about rolling random numbers of creatures as well.

How can you get away with this in 4e where everything is balanced to a specific threat level? You can't use monsters to high or too low or nobody will be able to hit, and if you did use a lot of monsters, it would just be hit point city and take all year. That's where Morale comes in. Morale gives the DM a flavorful way to control combat length and difficulty. And since a low Morale monster will likely flee after just one of their allies is killed, this allows you to use way more of the monsters to begin with, so you can be more 'swingy' with the number of creatures. And if it does get out of hand, the PCs might...and you might have to brace yourself for this...they might actually have to run, for once in their careers. This also really encourages the DM to use many of the same creatures for random encounters, both for ease of running them, but also bc the fact that they may flee so early, discourages you from spending a lot of time on stuff you might not use.

So, in 4e Forever, you will see things like '3d4 Giant Wasps". A wasp gets really pissed and stings like hell, but ultimately it only wants to protect its area. It does not reason or try to follow a party or hold grudges. If seriously injured, it will likely stop fighting. A wasp's morale score might vary between 5-3, so even though 12 seems like a ton of Standard creatures to possibly throw at a party, the odds are really good that the fight will be over quickly. Personally, I love the flexibility it gives me in encounter design. I can have set-piece encounters that are really planned, or I can run more random old-school encounters with large numbers of monsters.

Speaking of fighting large numbers of monsters, give your players some henchmen!
This is going great so far in my group. My henchmen rules are here. Basically, once you hit 8th level you start attracting your own henchmen each level; they are kind of like super-minions. They help allow for a little swinginess in encounter difficulty, add a ton of flavor, and are just fun basically. It was actually a little sad when the first one died-died. Megadungeons are somehow more fun with a huge party.

Use unusual encounter areas
You could talk about this all day, but using both large and small encounter areas can add a lot of old-school goodness to your megadungeon. A lot of the rooms in Tegel Manor are very, very small. The whole party and a monster can not all fit into some of them. While using small-sized rooms exclusively would be a bad thing, it sure is awesome to do from time to time. You can also use several connected rooms to be sort of a 'sector' of the megadungeon.The PCs can enter any of them and attract creatures from all of those rooms. This is a good way to combine monster types as well as stagger how you add monsters into the combat, which is something I love. That 'should've saved the Daily' look on a player's face when the zombies walk in at the end of the second round.



Anybody running any 4e megadungeons out there? Leave a post if so! 


Tuesday, May 15, 2012

Memorable Mechanics Part 4: Over-the-Top Conditions

ok welcome to what i think might be the last in this series on memorable mechanics in your games, at least until im inspired to write another one. i am thankful for the comments and thoughts that readers have shared! 

so i want to talk today about using unusual conditions in your game. 4e did some amazing things for the game, not least of which is codifying certain conditions. what this means is that you can play at multiple tables all over the world and be truly playing the same game. it makes DMing easy even if you have never met the table of players you are about to run a game for. unfortunately it can also be pretty stale and not make for especially memorable gameplay for the player or the DM. do not get me wrong here, i would not have conditions any other way, i love that they are set in stone. still, i think every game can benefit from experimenting with odd or extreme conditions. i also like to look at working with the existing conditions, and combining them to make new ones.

the first thing i like to do is to really forget mechanics completely for a minute and think about what i want to do the the PC. that sounds pretty sadistic, and... it is a little. oh well! next i start to think of how to express that 'condition' in the game. this includes deciding whether to include existing conditions as part of the new 'condition'. the down side of using known conditions is that it tends to make it easier for PCs to overcome the condition with a power, feat, and the like. the plus side is everyone knows the conditions already so they are easier to communicate already. i then try to make sure there is some new flavor or quirk to the condition that makes it special.

i thought i would share a few random thoughts and  'quirks' that you can use to bring extreme conditions to life in your games. i have provided at least one example for each tip.

1. have things go from bad to worse very quickly

fourthcore is great at this. one failed save youre screwed, second failed save youre dead.

example-i decide i want the big bad end guy fire elemental to literally melt a PC. so im thinking of the PC gradually melting into a puddle. i want to hit hard from the get go and i damn sure do not want them to be able to get off the hook easily. i decide i do not want a saving throw to be able to end it, i want this to be severe. so i am thinking the first turn after the melt starts, the PC takes a -4 penalty to basically everything: attack and damage rolls, defenses, speed. second round is -8 (if you reach 0 you just stay at 0). third round -12. you are insubstantial and basically a puddle on the ground. everyone has to roll acrobatics checks to avoid slipping on you. remove affliction reverses the melting process.

2. unusually long delays before the condition really sets in
 
example-i want to thump a PC on the head, but i want it to be flavorful. how about a severe concussion? i decide i want to use existing condition (daze) as part of a new one. the player is hit in the head one session and dazed save ends; after that everything goes on as normal. the players forget it happened. but two or three sessions later the PC wakes up with a -10 in knowledge based checks and has to make a check against self-harm or harming a party member once a day. 

alternate example- the PCs are cursed by some hag. literally weeks of game time go by until the curse reveals itself in some delicate situation

3. hit them with permanent conditions

these are a titch tricky. the PC should still be playable, but significantly changed.

example-i decide i want to literally dismember a PC. like cut his legs clean off. i dont want him to be able to find the legs later. i decide i also do not want the condition to contain existing condition terminology. so, while i want to slow the PC as part of this condition, i do not want to use the word 'slowed' bc then the PC likely has a way around it. so instead of slowed i want to say 'the PCs speed is 2'. i decide the final condition is the PC has max speed (unless on a mount) of 2, regardless of feats. the PC also takes penalties to checks as per the DM. the PC is considered prone to enemies.

alternate example- a grotesque scar permanently effecting skill checks


4. the 'hidden in plain view' approach

with these you want to have the method of ending the condition be something simple. sometimes those are the hardest for PCs to deal with.

example-i want to burn a PCs eyes with acid. i decide to use an existing condition (blind) along with some massive ongoing damage. this makes it easy to track and explain to the player. if the PC has anything to use vs blindness or to resist the ongoing damage for a time, he can. but the interesting part is there is no save from the blindness or ongoing damage; outside of combat the PC is still blind and takes the damage every ten minutes. the condition can be ended immediately if the eyes are simply flushed with water. if the PC asks if it is 'save ends'...answer with a cryptic 'i dont know yet'. or 'ill tell you when'.


you can go on endlessly in every direction with these. what kind of memorable conditions have you used in your game? what ideas would you add to the list?

Wednesday, May 2, 2012

Memorable Mechanics Part 3: Roll a Ton of Dice

Just a short one today about how to make the act of rolling damage a memorable one. Simply put: roll tons of dice. Players respond to seeing the DM pick up a massive pile of dice. This is not something you want to do with every damage roll because it makes the damage a bit swingier, but 4e PCs are pretty darn durable and it is an almost guaranteed eye opener when you go for the dice. This is just a minor way you can psychologically torment your players; maybe shake your head like you feel sorry for them as you put your fistful together. Ask to borrow dice from all of the players. Milk it.

One thing you can do is look at the damage expressions for your monsters (published or otherwise) and make small edits. If you see 3d8+10, try a 6d4+10. If you see 4d12+12, try 8d6+12. I realize this adds a couple of points of damage here and there, but big whoop they can take it. Its the visual of all those dice that is the key.

To really make this dramatic, take the whole expression, static damage and all, and convert to one massive damage roll with no static damage. So say the starting damage roll is 3d12+13. That's 32.5 damage on average. I might decide to just roll 10d6 or 7d10 by itself instead. Crits are brutal.

You can also look for moments to use unique damage rolls that do not correspond with recommended damage expressions. That trap that sprays acid and melts skin? Just grab a handful of dice and see what happens. Seriously.

I do not recommend this for every roll or even most rolls, but I encourage you to look for opportune moments in your games to use tons of dice. Such a simple little thing can make it more memorable for the whole table.

Ever done something along these lines? Leave a post!



Wednesday, April 25, 2012

Memorable Mechanics Part 2: Disease


So, my series on using unusual mechanics in 4e games continues today with the subject of disease. On paper, I kind of like the look of how 4e handles disease. Gone are the absurd "realistic" diseases of the 1e days (Kidney infection? Fun!). Still, the 4e system has the disease affect the PC in stages. This is where the problems come in. I have yet to see a PC hit the late stages of a disease. Between saving throw bonuses and wonky Endurance DCs, it is rare that a PC contract a disease at all. This defeats the purpose. Furthermore, keeping track of stages is kind of annoying to begin with. So, here are my ideas on how to include diseases in your 4e game.



You get no save. You have the disease, period.
Pretty simple, the diseased bat bites you, you have the disease. Might sound harsh but, hey, thats disease.

The disease has no 'stages'. It is what it is.
It is my advice to go ahead and get straight to the juicy stuff. Ravage the PCs body with disease while you have the chance. Severe is good. Severe is memorable. Nobody remembers the time they got stage one of some wussy disease that gave them a -1 Fort for 6 hours. They DO remember that time their body parts started falling off and they had to carry them in their backpack. For published diseases, go straight to the final stage.

After an extended rest, make a hard Endurance check.
If the PC passes the check, they are cured. If they fail, they aren't. You can have the PC die after failing an Endurance check if you like, or it can just be chronic until they beat the DC. Nice and simple. No stages to track. Allies can treat a disease as normal.

That's pretty much it. I promise you you will see more ritual use in your games after a disease or two like this! Making diseases memorable starts with simply making diseases a threat, and the way the rules currently play, disease is no threat at all to a group of PCs. Let's change that.

Do you have any memorable disease stories? Please leave a post!





Sunday, April 22, 2012

Memorable Mechanics Part 1: Forced Movement

Hello, this is the first in a series on this blog about using unusual mechanics in your games. I decided to break it into parts so it wouldn't be too much of a wall of text.

The past few days I have been thinking about player assumptions in 4e. Basically, 4e has codified conditions; they do the same thing table to table. This is good, bc you can just tell a player they are slowed and everyone knows what that means. On the flip side, with limited conditions in the game, a player can basically prepare for everything. I have a high level fighter that can avoid daze, stun, immobilize, restrain, slow, etc etc. and that's absolutely fine, but this series is about defying the usual mechanics and bringing things your players have never seen to the table. In this first part we are looking at forced movement.

Forced movement in 4e games is usually something you see more from a players side, like that mage that has the At-Will slide 7, or a polearm build that slides, marks, and prones. Monsters usually only do a push 1 here or a slide 2 there. I urge you to shock your players with forced movement. Take their expectations and rip them apart.

Crazy pulls

Here is one from my home game. I had a frog-like beast that had a ranged 10 tongue attack that targeted 2 creatures. On a hit it obviously did damage, but also pulled them up to 10 squares into an auto-damaging Fly-Vomit Aura. Another idea I am working into the 1st 4e Forever adventure involves a powerful magnet. Any PC with metal weapons or armor gets pulled to it, regardless of distance, taking damage as they slam against it. Pull the PCs completely across the battlemat; the whole table will love it.

Absurd control

So here is another way to use forced movement to startling effect. The next time you have the PCs facing a controller type, shock them with cartoonish control. Try a power (possibly named "Can You Fly, Billy?") in which the PC takes damage from an attack and is hoisted 6-12 squares in the air. At the start of the PCs turn, he falls. You can also use wind or other environmental features to add some wild movement to an encounter. Perhaps the PCs have to roll an Acrobatics check at the start of their turns or be tossed into the air and over a cliff.

Push PCs into things 

To get more flavor out of a push (or slide), push the PCs into things, and push them far. For example, consider the push actually pushing them across the mat and several squares into a wall. It damages them greatly obviously, and costs them extra movement to climb out of the wall. The squares around the new hole now have rubble and stone (difficult terrain) from where the PC smashed into it.

Teleport the hell out of them

Teleport the PCs into bad spots. Think about this when you design your terrain. For example, instead of giving them a save by teleporting them into a lava river, teleport them onto the small rock in the center of the lava river. Teleport them next to other monsters. Teleport them into a cage.

Use helpless PCs as weapons

The psion has a power that allows it to use an enemy as a living missile to attack other creatures. I love it; it is great flavor. The next time you have a strong creature, say an ogre or dragon or what have you, have them grab, damage, and daze a PC on a hit. Then allow them to throw the PC at his allies. The further you throw them, the better. Maybe an area burst 1 within 10. Use the PC as a weapon.

I hope you have enjoyed reading these ideas. I am sure many of you have used some things like this in your home games, so please leave a post and tell me about them! Look for part 2 of this series coming soon!