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  • 7/27/2019 032013 DM Guidelines.pdf

    1/23

    ConfidentialinformationofWizardsoftheCoastLLC.

    Donotdistribute.

    D&DNextPlaytest 2013Wizards 1

    DMGuidelinesAstheDungeonMaster,youshouldfamiliarize

    yourselfwiththeHowtoPlaydocument,aswell

    asthisdocument.HereyoullfindguidanceandDM-specificrulesusefulforrunningthegame.

    IntheDUNGEONS&DRAGONSgame,aDungeon

    Mastermusttakeanumberofroles,allatthe

    sametime.ADMservesasareferee,interpreting

    therulesandresolvinganyconflictsthatarise

    becauseofthem.TheDMbuildstheworld,

    createsadventures,andplacesmonstersand

    treasure.TheDMisthecharacterseyesandears,

    describingwhatthecharacterscanseeandhear

    totheplayers.

    ThefirstruleofbeingagoodDMisto

    rememberthattherulesareatoolthatyouand

    theplayersusetohaveagoodtime.Therules

    arentincharge.You,theDM,aretheonein

    chargeofthegame.Guidetheplayexperience

    andtheuseoftherulessothatasmanyofyour

    playershaveagoodtimeaspossible.Therewill

    besetbacks,suchasacharacterbeingslainbyan

    unluckydieroll,butlookforwaystoturn

    setbacksintointerestingcomplicationsinthe

    gamesstory. ThesecondruleistorememberthattheDMs

    powercomeswithresponsibility.Befairand

    impartialwiththeplayers.Dontforceyourstory

    uponthemorgivethemagamewheretheir

    choicesdontmatter.Bythesametoken,

    challengetheircharacterswithdeadlymonsters,

    fiendishtraps,andvexingpuzzles.AgoodDMis

    nopushover,butagoodDMisalsoneversimply

    outtoslaughterthecharacters.

    ResolvingTasksTherulesforabilitychecks,savingthrows,and

    attacksformthebasisoftheD&Dgame.Asa

    DM,yourmostimportantresponsibilitywhenit

    comestotheserulesisdetermininghowtouse

    themand,justasimportant,whentousethem.

    WhentoUseDice

    CharactersintheD&Dgamefrequentlyattempt

    atremendousvarietyoftasks,fromrunning

    acrossaswingingropebridgetotalkingtheir

    wayoutofastickyspotwithanorcchieftain.All

    thesetasksareresolvedinaninteraction

    betweenyou(theDM)andtheplayerwhose

    characterisattemptingthetask.

    Whenaplayerwantstotakeanaction,its

    oftenappropriatetojustlettheactionsucceed.A

    characterdoesntnormallyneedtomakea

    Dexteritychecktowalkacrossanemptyroom,

    oraCharismachecktoorderamugofaleinatavern.Onlycallforarollifyouthinkitsworth

    takingthetimefortherulestocomeintothe

    flowofthegame.Askyourselftwoquestionsto

    aidyourdecision.

    Istheactionbeingtakensoeasy,sofreeofstress

    orconflict,orsoappropriatetothesituationthat

    thereshouldbenochanceoffailure?Soeasy

    shouldtakeintoaccounttheabilityscore

    associatedwiththeintendedaction.Itseasyfor

    someonewithaStrengthscoreof18toflipover

    atable,thoughnoteasyforsomeonewitha

    Strengthscoreof9. Istheactionbeingtakensoinappropriateor

    impossiblethatitwouldneverwork?Hittingthe

    moonwithanarrowis,forinstance,impossible

    inalmostanycircumstance.

    Iftheanswertobothofthesequestionsisno,

    somekindofrollisappropriate.

    IgnoringtheDiceIfyoureanexperiencedgamer,youhaveseenthe

    followingsituationhappenbefore.Rachel,playingher

    halflingcleric,deliversaperfectspeechrallyingthe

    barbariantribestoaidabesiegedcity.Whenshesdone,everyoneeruptsinspontaneousapplause.Whenshe

    rollsherCharismacheck,though,thediecomesupa

    natural1andpointstofailure.

    AsaDM,rememberthatthediceareliketherules.

    Theyreatooltohelpkeeptheactionmoving.Atany

    time,youcandecidethataplayersactionis

    automaticallysuccessful,eveniftheDifficultyClass,or

    DC,wouldnormallybesomewhereabove20.Bythe

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    D&DNextPlaytest 2013Wizards 2

    sametoken,abadplanorunfortunatecircumstances

    cantransformeventheeasiesttaskintoanimpossibility.

    Thediceareneutralarbiters.Theycomeintoplay

    whensuccessandfailurearefarfromclear.Thinkof

    themasimpartialjudges,readytodispenseayesorno

    answerbasedonacharactersbonusandtheDCyou

    haveselected.Thedicedontrunthegame.Youdo. AsaDM,youshouldthinkabouttherolethediceplay

    inyourgame.Doyoupreferthevagariesoffate,ordo

    youprefertorewardagoodeffortwithsuccessanda

    pooronewithfailure?Useyourstyletohelpguide

    whenyoucallforrollsandwhenyousimplydeclare

    successorfailure.

    AbilityChecksAnabilitycheckisatesttoseeifacharacter

    succeeds.Ifacharacterattemptsanactionthat

    hasasignificantchanceoffailure,havethe

    playermakeanabilitycheck. Abilitychecksarethemostcommonlyused

    mechanicinthegame.Attacks,contests,and

    savingthrowsare,inessence,specializedforms

    ofabilitychecks.

    Whenindoubt,callforanabilitycheck.

    ContestsAcontestisakindofabilitycheckthatmatches

    twocreaturesagainsteachother.Useacontestif

    acharacterattemptsanactionthateither

    directlyfoilsorisdirectlyopposedbyanother

    creaturesactions. Whenyoucallforacontest,youpicktheability

    thateachsidemustuse.Inmostcontests,both

    sidesusethesameability,butthatisnotalways

    thecase.Forexample,whenacreaturetriesto

    hide,itengagesinacontestofDexterityagainst

    Wisdom.Butiftwocreaturesarmwrestle,orif

    onecreatureisholdingadoorclosedagainst

    anothersattempttopushitopen,bothwould

    probablyuseStrength.

    Whenyoucallforacontest,keepinmind

    whatsatstake.Whataretheintentionsofeach

    side?Usethatintenttodeterminewhichabilitiesareinvolvedinthecontestandtheconsequences

    ofthecontest.

    Callforacontestwhen...

    acharacterwantstodosomethingthatanothercreaturecouldpreventwithanaction

    ofitsown.

    successrequiresacharactertoovercomeanothercreature.

    twocreaturesattemptthesamethingatthesametime,andonlyonecansucceed.

    SavingThrowsSavingthrowsarequickreactions,andtheytake

    theformofrollsmadeinresponsetosomeone

    elsesactionsoranevent.Youcanthinkofa

    savingthrowasareactiveabilitycheck.

    Asavingthrowmakesthemostsensewhen

    somethingbadhappenstoacharacterandthe

    characterhasachancetoavoidthateffect.

    Callforasavingthrowwhen...

    acharactersarmorisofnouseinavoidinganattack.

    anattackersskillhasnobearingontheoutcomeofanattack.

    aneffectrequiresacharactertomakeanefforttoresistsomethingwhenitisnotthat

    charactersturn.

    Anabilitycheckissomethingacharacter

    activelyattemptstoaccomplish,whereasa

    savingthrowisusuallyasplit-secondresponse

    tosomething.

    Attacks

    Anattackisperhapstheeasiestruletoresolve.Inessence,anattackisachecktoseeifone

    charactercanhittheotherwithaweaponora

    spell.TheDifficultyClass,orDC,foranattackis

    thetargetsArmorClass,orAC.

    Callforanattackwhenacharactertriestohit

    anothercreaturewithaphysicaloramagical

    attack,andthetargetsarmororshieldcouldfoil

    thatattempt.

    AbilityChecksasaDMTool

    Abilitychecksareanincrediblyflexibletoolyoucanusetoadjudicatealmostanypossibletaska

    charactercouldattemptintheworldofD&D.

    Youcandecidewhichabilityscoreismost

    relevanttotheattemptedtask,setaDifficulty

    Classbasedonhowhardyouthinkthetask

    shouldbe,andapplyavarietyofmodifierstothe

    checktoreflecttheparticularcircumstances.

    Thissectionhelpsyousettheparametersofan

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    D&DNextPlaytest 2013Wizards 3

    abilitychecktoresolveacharactersactsinthe

    world.

    SettingaDCADifficultyClassisanumericalratingthat

    measuresatasksdifficulty.ThehighertheDC,

    themoredifficultthetask.AsaDM,itisupto

    youtosetmostDCs.Insomecases,suchasa

    charactersspecialabilityorataskinapublished

    adventure,aDCisprovidedforyou.

    Trivial(DC5):Innormalcircumstances,aDC

    of5orlowerrepresentsataskthatissoeasy

    thatitisnotworthanabilitycheck.An

    adventurercanalmostalwayssucceed

    automaticallyonatrivialtask.

    Easy(DC10):Aneasytaskrequiresa

    minimumlevelofcompetenceoramodicumof

    lucktoaccomplish. Moderate(DC15):Amoderatetaskrequires

    aslightlyhigherlevelofcompetenceto

    accomplish.Acharacterwithacombinationof

    naturalaptitudeandspecializedtrainingcan

    accomplishamoderatetaskmoreoftenthannot.

    Hard(DC20):Hardtasksincludeanyeffort

    thatisbeyondthecapabilitiesofmostpeople

    withoutaidorexceptionalability.Evenwith

    aptitudeandtraining,acharacterneedssome

    amountofluckoralotofspecialized

    trainingtopulloffahardtask.

    VeryHard(DC25):Onlyespeciallytalentedindividualsneedeventrytheirhandatveryhard

    tasks.

    Formidable(DC30):Onlythemosthighly

    trained,experienced,andtalentedindividuals

    haveachanceatsuccessataformidabletask,

    andeventheyprobablyneedmundane

    equipmentormagicitemstoaidthem.

    NearlyImpossible(DC35):Tasksofthis

    difficultyaresochallengingthatonlydemigods

    andtheirpeerscansucceedwithoutassistance.

    UsingTheseDCsThesenumbersareprettyeasytokeepinyourhead,

    becausewereallydontwantyoutohavetolookata

    tableeverytimeyouhavetodecideonaDC.Hereare

    sometipsforusingthematthetable.

    Ifyouhavedecidedthatanabilitycheckiscalledfor,

    thenclearlyitsnotatrivialtaskyoucaneliminateDC

    5.

    Thenaskyourself:Isiteasy,moderate,orhard?If

    theonlyDCsyoueveruseare10,15,and20,yourgame

    willrunjustfine.

    Ifyoufindyourselfthinking,Well,itsreallyhard,

    thenyoucangouptothehigherDCs,butdosowith

    cautionandconsiderthelevelofthecharacters.ADC25

    taskisextremelyhardforlow-levelcharacterstoaccomplish,butitbecomesmorereasonableafter10th

    level.A1st-levelcharactercanhardlyeverhitDC30,so

    usethatverysparingly.Ifyouthinkthetaskreallyisnext

    toimpossible,then35isyourDC,butbearinmindthat

    evena20th-levelcharacterwhoisskilledatthetaskin

    questionneedssomelucktoaccomplishsuchatask.

    Heresanothersecret:Youdontactuallyhavetoset

    theDCbeforetheplayerrollstheabilitycheck.Decide

    whetherthecharactersucceedsbasedonthecheck

    result.Youllprobablyfindthatyourgutfeeling(andthe

    players)squaresprettywellwiththesetDCspresented

    here.Anumberbelow10isnevergoingtomakeit

    unlessthetaskistriviallysimple.Anumberinthelow

    teensisgoodenoughforaneasytask.Anumberinthe

    highteenswillsucceedatamoderatetask.Andwhena

    playerrollsa20orbetter,theresusuallylittlequestion

    thatthecharactersucceeds.

    Yourplayerswillneverknow.

    HazardsIsthereachancethatfailingataskmightleadto

    adisastrousoutcomeforthecharacter?You

    decidewhetherahazardappliestoaparticular

    checkandwhenthehazardapplies.

    Ahazardmightaffectacharacterwhofailsacheck.Forexample,acharacterwhoattempts

    andfailsaStrengthchecktojumpacrossapit

    thatheorshecouldntnormallyclearprobably

    fallsintothepit.Sometimes,though,ahazard

    kicksinonlyifthecharactermissesthechecks

    DC(orlosesacontest)byasignificantmargin,

    suchas5or10.Examplesofhazardscanbe

    foundintheTasksandSkillssection.

    RequirementsAtaskmightrequireaspecifictoolor

    circumstanceforacharactertohaveanychance

    ofsuccess.Forexample,youmightneeda

    magnifyingglasstoaccuratelyappraiseagem.

    Acharacterwhocannotmeetthe

    requirementsforataskautomaticallyfails.One

    whomeetsthemcanattemptanabilitycheckas

    normalforthetask.

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    Youcandecidetowaivethisrequirement,but

    thetaskshouldbehardtocompletewithoutit.

    Youmightgivethecharacterdisadvantageon

    theabilitycheck,orsettheDChigherthanyou

    wouldforacharacterwhomettherequirement.

    Otherwise,requirementsshouldcomeuponly

    rarely.Usethemtoencouragetheplayerstocomeupwithcleversolutions,nottopunish

    themfortryingtodointerestingthings.

    EngagingthePlayersAsaDM,youcouldmemorizetheseguidelines,

    applythemflawlessly,andstillmissoutonthe

    pointofD&D.Unlikesomeothergames,D&Disa

    flexiblesetofguidelines,notarigidsetoflaws.

    Whenyouaskaplayertomakeanability

    check,anattack,orasavingthrow,youfirst

    shouldfocusonengagingtheplayersimaginations.Describethescenetothem,and

    pullindetailssuchassights,sounds,andeven

    smellstomaketheactionvivid.

    Moreimportant,youwanttheplayersto

    becomefullyengagedinthegame.Reward

    inventiveplayerswholookbeyondgameoptions

    todescribetheircharactersactions.Roleplaying

    gamesstandoutfromothertypesofgames

    becausetheyallowforthistypeofcreativity.

    Encourageitwheneveryoucan.

    Theeasiestwaytodosoistomake

    imaginativesolutionstheeasiestpathtosuccessfortheadventurers.Considerthefollowing

    options.

    AbilityChecks:Whenaplayermakesan

    abilitycheck,invitehimorhertodescribethe

    charactersaction.Iftheplayermakescleveruse

    ofthesituationinthedescription,consider

    eithergrantinganautomaticsuccessor

    advantageontheabilitycheck.

    Contests:Inacontest,aningenious

    descriptionthatpointstoakeyadvantagethata

    charactermightgaincouldleadyoutograntthe

    characteradvantageonthecheck. AttacksandSavingThrows:Acolorful

    descriptionisniceforattacksandsavingthrows,

    butshouldrarelybetheavenuetogaininga

    concretegamebenefit,sinceitistooeasyto

    abusesuchanapproach.Youmighthaveplayers

    endlesslydescribinghowtheyresistamind

    flayersmindblastortryingtonarrateevery

    detailofaswordblow.Inmostcases,spellsand

    specialabilitiesservetograntcharacters

    advantageontheirattacksandsavingthrows.

    Thatsaid,ifthesituationwarrantsit,use

    advantagetograntacharacteranedge.

    Disadvantage:Noteveryideaisagoodone.A

    charactermighttrytowintheprincesfavorby

    braggingaboutallthebanditsheorsheslew,notrealizingthattheprinceisanavowedpacifist.If

    anideabackfiresonaplayer,applydisadvantage

    totheabilitycheckorattack.

    TalkingaboutAbilityChecksandSkillsAbilitychecksaretheprimaryruleselementofthegame.

    Muchofthetime,whenaplayerscharactertriestodo

    something,yourresponseis,Makea____check.

    Youcanqualifythatbyspecifyingaparticularuseof

    thatabilitycheck:Makemea____checkto____.

    Thatsthelanguageusedthroughouttheserules.

    So,forexample,ifaplayersays,Iwanttotrytoslip

    theamuletintomypouchwithoutanyonenoticing,

    youmightsay,OK,makeaDexteritychecktoconceal

    theamulet.Specifyingthenatureofthetaskletsthe

    playerknowthattheConcealanObjectskillappliesto

    thischeck,anditreinforcesthewaytheruleswork:this

    isaDexteritycheck,butaskilldiemightcomeintoplay.

    MultipleAbilityChecksSometimesacharacterfailsanabilitycheckand

    wantstotryagain.Youhaveacoupleofoptions

    inthiscase.

    Inmostcases,thecharactercansimplytryagain.Theonlyrealcostisthetimeittakes.The

    characterkeepstryingand,afterenoughtime

    passes,eventuallysucceeds.Tospeedthingsup,

    youcanassumethatacharactercan

    automaticallysucceedatataskifheorshe

    spendstwentytimesthenormalamountoftime

    neededtocompleteit.Thisexceptiondoesnot

    allowacharactertoturnanimpossibletaskinto

    asuccessfulone.

    Inothercases,thefirstfailurerenders

    subsequentchecksimpossible.Forinstance,a

    roguetriestotrickatownguardintothinkingthatthegroupmembersareundercoveragents

    oftheking.Theroguelosesthecontestof

    CharismaagainstWisdom.Thesamelietold

    againclearlywontwork.

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    D&DNextPlaytest 2013Wizards 5

    TasksandSkills

    Thissectionprovidesanoverviewofthesortsof

    thingsthatcharacterstypicallyattemptinD&D,

    asaguidetosomeofthemostcommonways

    thatabilitycheckscanbeusedinthegame.For

    eachofthesixabilityscoresandthecommon

    tasksassociatedwiththem(seeHowtoPlay),

    thissectionoffersguidelinesforhowdifficult

    varioustasksmightbe.Someexamplesoftasksa

    charactermightimprovisearealsoincluded.As

    always,useyourgoodjudgmentwhenapplying

    theseguidelines.Theyaremeanttoprovide

    storytellingandadjudicationoptionstoyou,not

    totieyourhandscreatively.

    Askillgivesacharacterabonusonability

    checksmadetoperformaspecifickindoftask,

    suchasaCharismachecktobluff.Theskillsinthegamematchtothecommontasksoutlined

    here.Itsuptoyoutodecidewhetheraskill

    appliestoaparticulartaskthatacharacter

    mightundertake.

    StrengthStrengthmeasuresacreaturesphysicalpower.

    UseaStrengthcheckforanyattempttolift,push,

    pull,orbreaksomething,toforceone'sbody

    throughspace,ortootherwiseapplybruteforce

    toasituation.

    ThemostcommonStrengthchecksareusedtobreakanobject,toclimb,tojump,ortoswim.

    Certaincombatactions,includingdisarm,

    grapple,knockdown,andpush,alsocallfor

    Strengthchecks,usuallyasacontest.

    BreakanObject

    Easy(DC10):Forceopenastuckwoodendoor

    Hard(DC20):Breakopenasoliddoorheldbyalock

    Hard(DC20):BreakfreeofropebondsVeryHard(DC25):Breakopenasoliddoor

    heldbyawoodenbarorelaboratelock

    Formidable(DC30):Breakchainsormanacles

    Formidable(DC30):Breakopenaheavydoorheldbyametalbaroramasterworklock

    Contest:Pushadooropenwhensomeoneelseisholdingitclosed(againstStrength)

    Climb

    Easy(DC10):Scaleacliffwithplentyofhandholds

    Moderate(DC15):ClimbaroughstonewallHard(DC20):Climbasheersurfacewith

    scanthandholds

    Formidable(DC30):ClimbanoiledropeJump

    Easy(DC10):Jumpafewfeetfartherthanyounormallycould

    Hard(DC20):Throwagrapplinghookinthemiddleofalongjump

    Swim

    Easy(DC10):Treadwaterinroughconditions

    Hard(DC20):SwiminstormywatersFormidable(DC30):SwimfreeofavortexImprovisedTasks

    Moderate(DC15):Pushthroughanearthentunnelthatistoosmall

    Hard(DC20):Hangontoawagonwhilebeingdraggedbehindit

    VeryHard(DC25):Tipoveralargestonestatue

    VeryHard(DC25):Keepaboulderfromrolling

    Hazards:Climbingorswimmingindangerous

    conditionscanpresenthazards(fallingor

    sinking,respectively)forfailedchecks.Avery

    heavyobjectcouldfallontopofthecharacter

    whostryingtoliftorpushit.Acharactermight

    getstuckhalfwayinatunnelwhiletryingto

    forcehisorherwaythrough.

    Requirements:Youmightdecidethata

    charactercantattemptaStrengthcheckwithout

    havingsomeamountofleverageorasolid

    foothold.

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    D&DNextPlaytest 2013Wizards 6

    DexterityDexterityrepresentsacreatureshand-eye

    coordination,agility,reflexes,andbalance.Usea

    Dexteritycheckfortasksthatrequirephysical

    finesseoragility.

    ThemostcommonDexteritychecksareusedtobalance,toconcealanobject,todisableatrap,

    todriveavehicle,toopenalock,topickapocket,

    torideamount,tosneak,ortotumble.Certain

    combatactionsinvolveDexteritychecks,oftenas

    adefenseagainstanothermaneuversuchas

    grapple,disarm,orpush.

    Balance

    Easy(DC10):WalkacrossanicysurfaceModerate(DC15):Walkonanarrowledge

    Hard(DC20):Crossawildlyswayingropebridge

    VeryHard(DC25):WalkacrossatightropeVeryHard(DC25):Slidedownastaircase

    whilestandingonashield

    ConcealanObject

    Easy(DC10):Performsimplefeatsofsleightofhand

    Contest:Palmanobjectwhileundercloseobservation(againstWisdom)

    DisarmaTrap(requiresproficiencywith

    thievestools)

    Easy(DC10):Keepapittrapfromopeningwhenitstriggered

    Moderate(DC15):Keepascythingbladetrapfromtriggering

    Hard(DC20):Preventapoisonneedleorgastrapfromspringing

    VeryHard(DC25):DisarmanintricatetrapFormidable(DC30):DisarmamagictrapDrive

    Moderate(DC15):Controlaheavilyladencartonasteepdescent

    Hard(DC20):Steerachariotaroundatightturnoraroundanobstacleinyourpath

    OpenaLock(requiresproficiencywith

    thievestools)

    Moderate(DC15):PickasimplelockHard(DC20):PickatypicallockVeryHard(DC25):PickanelaboratelockFormidable(DC30):PickamasterworklockFormidable(DC30):Pickamagicallock

    (requiresfeat)

    PickaPocket(requiresfeat)

    Contest:Picksomeonespocket(againstWisdom)

    Ride

    Easy(DC10):Keepyourseatonarearinghorse

    Sneak

    Contest:Hideinanobscuredarea(againstWisdom)

    Tumble

    Moderate(DC15):SwingfromachandelierVeryHard(DC25):Somersaultovera

    creatureofthesamesize

    ImprovisedTasks

    Easy(DC10):SecurelytieupaprisonerHard(DC20):WrigglefreeofropebondsVeryHard(DC25):SlipoutofmanaclesContest:Wrigglefreeofagrapple(against

    Strength)

    Hazards:Balancingonanarrowsurfaceand

    otheracrobaticfeatspresenttheveryreal

    dangeroffalling.Whenattemptingtodisarma

    trap,abungledcheckoftencausesthetrapto

    trigger.Ahazardwhilepickingsomeonespocket

    isthatthetargetnoticestheattempt.

    Requirements:ThePickPocketsfeatallows

    characterstoattemptaDexterity-relatedtasktheyotherwisecouldntperform.Proficiency

    withthievestoolsallowsacharactertoattempt

    aDexteritychecktodisableatraporopenalock.

    Someacrobaticfeatsmightrequireacertain

    amountofmovement,orrequirethecharacterto

    bewearinglightornoarmor.

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    D&DNextPlaytest 2013Wizards 7

    ConstitutionConstitutionrepresentsacreatureshealth,

    stamina,andvitalforce.Constitutionsaving

    throwsarefarmorecommonthanConstitution

    checks,becausetheendurancethisability

    representstypicallycomesintoplayinreactiontoexternalevents,notasaneffortacharacteris

    making.Ifacharacterattemptsataskthat

    clearlyreliesonphysicalresilienceandfortitude,

    useaConstitutioncheck.

    Therearenocommontasksthatrequire

    Constitutionchecks.Usethefollowingguidelines

    ifcharactersattemptsomethingthatwarrantsa

    testoftheirendurance.

    ImprovisedTasks

    Easy(DC10):Quaffanentiresteinofaleinonego

    Moderate(DC15):Marchoverlandfortwelvehoursinaday

    Moderate(DC15):Rolldownasteepslopewithouttakingdamage

    Hard(DC20):StayawakeforfortyhoursHard(DC20):SwimforanhourstraightVeryHard(DC25):Marchoverlandfor

    eighteenhoursinaday

    VeryHard(DC25):Swimforthreehoursstraight

    Formidable(DC30):Marchoverlandfortwenty-fourhours

    Hazards:AbadlyfailedConstitutioncheckcan

    meantakingdamage.Aswimmingcharacter

    mightsufferacrampthatmakesfurther

    swimmingimpossible,oracharacterattempting

    aforcedmarchmightsustainaninjury.

    Requirements:Youmightrulethatsome

    Constitutionchecksareimpossibleunlessthe

    characterremovesheavyarmor.

    IntelligenceIntelligencemeasureshowwellacreaturelearns

    andreasons.UseanIntelligencecheckwhena

    characterneedstodrawonlogic,education,or

    deductivereasoning.

    ThemostcommonIntelligencechecksare

    usedtorecallloreortosearch.

    RecallLore

    Easy(DC10):Recallcommonly-knownfactsEasy(DC10):IdentifyacommonsymbolModerate(DC15):Recallspecificdetails

    aboutcommonly-knownfacts,orvague

    informationaboutslightlyobscurefactsModerate(DC15):Identifyanuncommon

    monster

    Hard(DC20):Recallspecificdetailsaboutobscurefacts,orvagueinformationabouttruly

    esotericfacts

    Hard(DC20):Identifyaspellasitisbeingcast(higher-levelspellsmightbeharder)

    Hard(DC20):Understandadialectofaknownlanguage

    VeryHard(DC25):Recallspecificdetailsabouttrulyesotericfactsknownonlytoafew

    VeryHard(DC25):Identifyanespeciallyraremonster

    VeryHard(DC25):Decipherasimplemessageinanunfamiliarlanguage

    VeryHard(DC25):Identifythepersistenteffectsofaspell

    Formidable(DC30):Identifyauniquemonster

    Search

    Easy(DC10):Findasimpletripwireorapitcoveredwithbranchesandleaves(when

    searching)

    Moderate(DC15):Findthesignsofacreaturepassingacrossdrygroundand

    deduceitsnatureandthedirectionofitstravel

    Moderate(DC15):Findahiddencompartmentinachest

    Hard(DC20):FindasecretdoorHard(DC20):Findapressureplateinthe

    floororlocateatransparenttripwire

    VeryHard(DC25):Findaparticularlywell-hiddensecretdoor

    VeryHard(DC25):Findawell-disguisedpressureplate

    ImprovisedTasks

    Easy(DC10):Communicateasimpleideatoacreaturethatdoesntshareyourlanguage

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    Moderate(DC15):Deducewhatkindofweaponcausedaninjury

    Moderate(DC15):Estimatethevalueofapieceofjewelry

    Moderate(DC15):Pulltogetheradisguisetohelpanallypassasacityguard

    Hard(DC20):Determinehowtocausepartofatunneltocollapse

    Hard(DC20):Estimatethevalueofagemstone

    VeryHard(DC25):Estimatethevalueofarare,antique,orexoticitem

    Contest:Passoffaforgeddocumentasreal(againstIntelligence)

    Hazards:Anattempttorecallinformation

    presentsthechanceofrecallingfalse

    information.Acharactermightmakedangerous

    mistakesaboutamonstersresistancesor

    capabilities,collapseatunnelinthewrongplace,

    ordiscardapreciousitemafterbelievingthatit

    isworthless.Acharactersearchingforatrap

    runstheriskoffindingitthehardway:by

    accidentallytriggeringthetrap.

    Requirements:TheUseMagicDevicefeat

    allowscharacterstoattemptanIntelligence-

    relatedtasktheynormallycouldntperform.You

    mightrequirethatacharacterhaveamagnifying

    glasstoappraisegemsorjewelry.Fortruly

    obscureinformation,sometimesthebestknowledgeiswheretofindtheinformation,but

    actuallyunearthingthefactsmightrequire

    accesstoaspecifictomeorlibrary.

    WisdomWisdommeasuresacreaturescommonsense,

    perception,self-discipline,andempathy.Usea

    Wisdomcheckinsituationsthatcallforintuition,

    gutfeelings,orsensitivitytotheenvironment.

    ThemostcommonWisdomchecksareusedto

    administerfirstaid,tohandleananimal,tolisten,

    tosensemotive,tospot,ortotrackcreatures.

    AdministerFirstAid

    Easy(DC10):Identifyacommonailmentorpoisonfromitssymptoms

    Moderate(DC15):Stabilizeadyingcreature Moderate(DC15):Identifyanuncommon

    ailmentorpoisonHard(DC20):Identifyarareailmentor

    poison

    HandleanAnimal

    Moderate(DC15):Getananimaltokeepmovingwhiletired

    Hard(DC20):Trainananimalforaspecifictask

    Hard(DC20):CalmanaggressivewildanimalVeryHard(DC25):CalmapanickedanimalVeryHard(DC25):RearawildanimalFormidable(DC30):TameawildanimalListen

    Moderate(DC15):Eavesdroponaconversationthroughadoor

    Contest:Hearsomeonewhostryingtobesilent(againstDexterity)

    SenseMotive

    Moderate(DC15):Discernwhoamongacageygroupistheleader

    Moderate(DC15):Readapersonsmotivesorattitude

    Hard(DC20):InterpretenemieshandsignsVeryHard(DC25):Senseanoutside

    influenceonaperson,suchasanenchantment

    spell

    VeryHard(DC25):Eavesdroponawhisperedconversationthroughadoor

    Contest:Recognizealie(againstCharisma)Contest:Seethroughadisguise(against

    Charisma)

    Spot

    Hard(DC20):Findatinyitemsuchasageminthemidstofalotofotheritems

    Contest:Spotacreaturethatishiding(againstDexterity)

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    TrackCreatures(requiresfeat)

    Easy(DC10):Trackacreaturethroughsnowormud

    Moderate(DC15):Trackacreaturethroughaforest.

    Hard(DC20):Trackacreatureacrossdirtorgrass

    VeryHard(DC25):Trackacreatureacrossbarestone

    Formidable(DC30):Trackacreatureacrossdirtorgrassafterarainfall

    ImprovisedTasks

    Easy(DC10):Huntandforageforfoodwhiletravelinginthewilderness

    Moderate(DC15):Avoidnaturalhazards,suchasquicksand

    Hard(DC20):Keepfromgettinglostwhiletravelinginthewilderness

    Hazards:Judgingapersonsmotivespresents

    theriskofdreadfullymisreadingthosemotives.

    Acharactermightendupfollowingthewrong

    setoftracks.

    Requirements:TheTrackfeatallows

    characterstoattemptaWisdom-relatedtask

    theynormallycouldntperform.Otherwise,its

    rareforWisdomcheckstohaverequirements.

    CharismaCharismameasuresapersonsforceof

    personality,persuasiveness,andleadership.Use

    Charismachecksinsituationsthatrequiresocial

    skillsandtheabilitytoinfluenceothers.

    ThemostcommonCharismachecksareused

    tobluff,togatherrumors,tointimidate,to

    perform,ortopersuade.

    Bluff

    Contest:Fast-talkorconsomeone(againstWisdom)

    Contest:Adoptadisguise(againstWisdom)Contest:Impersonatesomeonesvoice

    (againstWisdom)

    Contest:Givefalseassurancetodullsuspicion(againstWisdom)

    Contest:Tellaconvincinglie(againstWisdom)

    GatherRumors

    Easy(DC10):Gatherthecommongossipinatownorneighborhood

    Easy(DC10):Learnaboutthelocalpowerfigures

    Moderate(DC15):Findwhatyouneedinanunfamiliarcity

    Moderate(DC15):Findoutwhosreallyinpower

    Hard(DC20):Weaseloutlocalinformationonlyafewotherpeopleknow

    VeryHard(DC25):Digupobscurenewsorlorefromacommunity

    Intimidate

    Hard(DC20):Getanunrulycrowdtomoveoutoftheway

    Hard(DC20):Badgeralliedsoldiersintoafightingmood

    Hard(DC20):GoadapersonintoactionContest:Pryinformationoutofaprisoner

    (againstWisdom)

    Perform

    Easy(DC10):EntertainacrowdwithatalltaleEasy(DC10):GiveapleasingspeechModerate(DC15):Givearousingorinspiring

    speech

    Persuade

    Moderate(DC15):Calmandcomfortadistraughtperson

    Contest:Persuadesomeonetodosomething(againstWisdom)

    Contest:Convincesomeonetobackdownfromaconfrontation(againstWisdom)Hazards:Themostlikelyhazardsassociated

    withaCharismacheckareattractingunwanted

    attention,arousingsuspicion,orangering

    someone.

    Requirements:Youmightdecidethata

    Charismacheckrequiresbribesofsomesort,

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    fromslippinganofficialsomegoldtobuyingan

    informantadrink.

    AbilityChecksand

    Interaction

    Fightingmonstersandnavigatinghazardous

    environmentsareonlypartofanadventurers

    career.Characterswilloftenfindthatwordsare

    abetterresourcethanswords,spells,orbrute

    force.

    Thereareseveralschoolsofthoughtwhenit

    comestohandlinginteractionsinaroleplaying

    game.SomeDMsprefertospeakincharacter

    andadoptthemannerismsofanonplayer

    characterinthesamewaythatanactordepictsa

    character.

    OtherDMsprefertodescribeanNPCsdialogue,givingabasicoutlineofwhatanNPC

    hastosay,ratherthannarratingtheexact

    dialogue.

    Playersfallintosimilarcamps.Donttryto

    forcetheplayersintooneapproachortheother.

    Justassomepeopleliketoplayfightersand

    otherspreferrogues,sotoododifferentplayers

    takedifferentapproachestoportrayingtheir

    characters.

    Nomatterwhichapproachyouuse,an

    interactionshouldbedrivenbytheback-and-

    forthbetweenanNPCandthecharacters.Diceshouldcomeintoplayonlywhenyouareunsure

    aboutaconversationsoutcome.

    Playerswhoshyawayfromroleplayingprefer

    toletthedicedothetalkingforthem.Forsuch

    players,itsprobablybesttorelyonthedice,

    ratherthanforcethatplayertogoagainsthisor

    herpreferences.

    CallingforAbilityChecksAdventurersdontneedtomakeabilitychecksor

    enterintolengthyinteractionswhentheybuy

    suppliesororderfoodinatavern.Significant

    interactionsinanadventureinvolvechallenges

    andobstaclespersuadingsomeone(or

    something)todosomethingheorsheisnot

    initiallyinclinedtodo,ornotdosomethingheor

    shewantstodo.Asignificantinteractionhas

    objectives(thingsthecharacterswantto

    accomplish)andobstacles(reasonswhythe

    NPCsdontwanttoacquiescetothePCs).

    Whenacharactermakesafirmargument,

    whetheritsinsupportofanobjectiveoran

    attempttonegateanobstacle,thatsthetimeto

    askforanabilitycheck.Typically,theplayer

    charactersandNPCswillexchangeseverallinesofdialoguearoundeachabilitycheck.

    AbilityCheckorContest?Inmostcases,you

    useabilitychecksforsocialinteractions.

    Contestsshouldcomeintoplayonlyiftwo

    partiesareindirectconflict,suchasinan

    argument,adebate,oranegotiation.

    DeterminingDCsPickingaDCforaninteractioncheckfollowsthe

    normalguidelinesfordeterminingaDC,anditis

    importanttoconsiderthecontextofthecheck.Aconversationisafluidthing.BasetheDCon

    whatishappeninginthemoment.Howhasthe

    conversationebbedandflowed?Whatdoesan

    NPCthinkofthecharacters?Astilted,awkward

    exchangecanturnasimplerequestintoahigh

    DC.

    Thinkofwhomthespeakeristryingtoswayor

    impress.Youcandoworsethanstartwithan

    NPCsWisdomscoreorCharismascoreasabase

    DC.UsethetargetsWisdomscoreforattempts

    toblufforintimidatesomeone,whilethe

    Charismascoreisagoodchoiceinmostothersituations.

    Withthatasastartingpoint,considerthe

    NPCsattitudetowardthespeaker.Apositive

    attitudecangrantadvantage,whereasanegative

    attitudeorafauxpascanimposedisadvantage.

    MiscellaneousRulesTheserulescoveravarietyofsituationsthat

    mightcomeupascharactersdelveintoancient

    tombs,sneakintomerchantsmansions,walkthe

    ruinedstreetsofancientcities,striveinbattleagainstfearsomedragons,brokerpeacebetween

    warringcities,andalltheotherthings

    adventurersdo.

    IncidentalTasks

    Thebasicrulesforthegameallowacreatureto

    moveandtakeanactiononitsturn.An

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    adventurerislikelytodomanythingsthatare

    notdescribedintherulesasanaction:picking

    upagem,readyingabow,andthelike.Thegame

    assumesthatsuchincidentaltasksaresosimple

    thattheydontrequireactionsoftheirown.

    Mostoften,incidentaltasksoccurinthe

    processofdoingsomethingelse,suchasopeninganunsecureddoorwhilemovingorremovinga

    pieceofequipmentfromapackinordertouseit.

    Forexample,afighterdrawsaswordandattacks

    anorc.Drawingaswordtypicallytakesnoaction,

    sinceittakesonlyamomenttocompleteandis

    usuallypartofamorecomplexactivity.

    Thatsaid,imaginethesamefightertryingto

    drawaswordwhiletiedup.Inthissituation,the

    taskismorecomplexandrequiresfocusand

    effort.Drawingaswordwouldrequireanaction

    inthiscase,andthefightermightneedtomakea

    checkaswelltoseeifheorshecanwiggleoutof

    therope.Thatswhyincidentaltasksareunder

    yourcontrol.

    Ataskthatmeetsoneormoreofthefollowing

    criteriaisprobablynotanactionundermost

    circumstances.

    Itdoesntrequireadierolloranyotherrules. Itiseffortless. Itispartoforenablesanactionoramove.Hereareexamplesoftasksthatareusuallytoo

    incidentaltorequireanaction.

    SpeakingDrawingaweaponWithdrawingapotion,arope,orotherpieceof

    equipmentfromapack

    PushingopenanunsecuredandunstuckdoorPullingadoorclosedwhilepassingthroughitPickingupasmallitemDroppinganitemTippingoveraflimsypieceoffurnitureAlwaysRoundDown

    Wheneveryoudivideanumberinthegame,

    rounddownifyouendupwithafraction.Doso

    evenifthefractionis0.5ormore.

    CreatureSize

    Duringabattle,creaturestakeupdifferent

    amountsofspaceonthebattlefield.Aloneogre

    canblockoffa10-foot-widebridge,whileovera

    dozengoblinscouldsurroundastormgiant.A

    creaturessizedetermineshowmuchspaceit

    takesup,howfaritsattackscanreach,andhow

    manyenemiescanganguponit.

    Size Space Surround Fills

    Tiny 2.52.5ft. 8 1

    Small 55ft. 8 1

    Medium 55ft. 8 1

    Large 1010ft. 12 1.5

    Huge 1515ft. 16 2

    Gargantuan 2020ft.* 20 2.5

    *orlarger

    Space:Thisistheareainfeetthatacreature

    occupies.Acreaturesspaceisnotanexpression

    ofitsactualphysicaldimensions,buttheareait

    effectivelyownsinthegame.Ahumanisnt5

    feetwide,butitdoesownaspacethatwide,

    particularlyincombat.Ifahumanstandsina5-

    foot-widedoorway,othercreaturescantget

    throughthedoorwayunlessthehumanlets

    them.

    Acreaturecansqueezethroughaspacelarge

    enoughforacreatureonesizecategorysmaller

    thanitself.Whensqueezingthroughsuchaspace,every5feetofmovementcosts5extrafeetof

    movement.Whilesqueezing,acreaturehas

    disadvantageonattacksandonDexteritysaving

    throws,andattacksagainstithaveadvantage.

    Surround:Thiscolumnrepresentsthe

    numberofMediumcreaturesthatcanfitina5-

    footradiusaroundthecreature.

    Fills:Whencreaturesofdifferentsize

    surroundoneopponent,acreaturecountsasthis

    manyMediumsizecreatureswhendetermining

    howmanycanfitinthethreatenedarea.

    Forexample,eightMediumcreaturescansurroundafellowMediumcreature.Apairof

    Gargantuancreatures(worthtwoandahalf

    Mediumeach)andtwoLargecreatures(worth

    oneandahalfeach)couldalsosurrounda

    Mediumcreature.

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    Illumination

    Charactersfacethreebroadcategoriesof

    illuminationinatypicalD&Dgame.

    BrightLightBrightlightisalsocallednormallight.Evengloomydaysprovidebrightlight,asdotorches,

    lanterns,fires,andothersourcesofillumination

    withinaspecificradius.

    Effect:Mostcreaturescanseenormallyin

    brightlight.

    DimLightDimlightisalsocalledshadows.Anareaofdim

    lightisusuallyaboundarybetweenasourceof

    brightlight,suchasatorch,andsurrounding

    darkness.Dimlightisalsocommonattwilightandjustbeforedawn.Aparticularlybrilliantfull

    moonmaycoverthelandbeneathindimlight.

    Effect:Creaturescanseeindimlight,but

    creaturesandobjectsarelightlyobscuredwithin

    it.

    DarknessDarknessiscommonatnightunderanovercast

    skyorwithintheconfinesofanunlitdungeonor

    subterraneanvault.Sometimesmagiccancreate

    regionsofdarkness.

    Effect:Normalcreaturescantseeanythingindarknessandareeffectivelyblinded.Someonein

    darknessisheavilyobscuredfromcreaturesthat

    donthaveenhancedsenses.

    HoldingYourBreathand

    Drowning

    Ifacharacterisswimmingunderwater

    intentionally(notasaresultofafailedcheck),

    thecharactercanholdhisorherbreathfora

    numberofminutesequaltohisorherConstitutionmodifier(minimum30seconds).

    Acharacterwhorunsoutofbreathwhile

    underwater(usuallyasahazardofafailed

    check)isdrowning.Whiledrowning,the

    characterisrestrained.Asanaction,adrowning

    charactercanmakeaStrengthchecktostop

    drowning.TheDCtodosoisatleast13,possibly

    higherifthewaterconditionswarrantamore

    difficultcheck.Thedrowningcharactermust

    breathebeforeanumberofroundspassequalto

    hisorherConstitutionmodifier(minimum1)or

    fallunconscious.Onceunconscious,the

    drowningcharacterlosesallhisorher

    remaininghitpoints.Thecharacterisdyingandcannotbestabilizedorrecoverhitpointsuntil

    heorshecanbreathe(eitherbybeingbroughtto

    thesurfaceorbygainingthemagicalabilityto

    breatheunderwater).Oncethecharactercan

    breathe,normalmeansofrestoringlosthit

    pointscanrevivethecharacter.

    Encountersand

    RewardsCreatingadventuresisoneofthegreatjoysofbeingaDungeonMaster.Itsyourwaytoexpress

    yourselfthroughimaginativeelementsofyour

    owndesign.Whenyoudesignanadventure,you

    calltheshots.

    Atthesametime,youllusuallywanttodesign

    adventuresthatarenttooeasy,ortoodeadly,

    foryourplayers.Whenyoudecideonthe

    locationsyourplayerswillexplore,theNPCs

    theywillencounter,andthemonsterstheywill

    fight,itsbesttodosowithaplanofwhatyou

    wanttoaccomplish.

    BuildingCombatEncounters

    Buildingacombatencounterisamatterof

    choosingthreatsappropriatetothecharacters

    generallymonstersandotherdangerous

    creaturesandcombiningthemininteresting

    andchallengingways.Encounterbuildingisa

    mixtureofartandscienceasyoucombinethese

    threatstogether.

    Whenyousetouttocreateacombat

    encounter,firstdecidehowchallengingyou

    wantittobe.Easyencountersarespeedbumps

    onthecharacterspathastheymaketheirway

    throughadventures,whiletoughencounters

    oftenformtheclimacticmomentofanadventure.

    Thebulkoftheencountersinanadventure

    shouldfallintheaveragerange.

    Thedifficultyyouchoosefortheencounter,

    combinedwiththenumberofcharactersinthe

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    partyandtheirlevel,givesyouatarget

    experiencepoint(XP)valuefortheencounter.

    ThesumoftheXPvaluesofallthethreatsinthe

    encountershouldfallintheneighborhoodofthis

    target,soyoucanselectthreatsuntilyoureach

    thattargetnumber.

    YoucanthinkofthisprocessasspendingXPagainstabudget.Thedifficultyyouchoosegives

    youanXPbudget,andyoubuyindividual

    monstersorotherthreatstobuildyour

    encounteruntilyouveexhaustedyourbudget.

    TofindyourtotalXPbudget,multiplythe

    numberofcharactersinthepartybytheXP

    valueshownonthetablebelow.Forexample,if

    youwanttocreateanaverageencounterforfour

    3rd-levelcharacters,useabout240XP(604)

    fortheencounter.

    Level Easy AverageTough1 10 20 40

    2 20 40 70

    3 40 60 120

    4 80 130 250

    5 150 250 500

    6 200 300 600

    7 250 350 700

    8 350 550 1,050

    9 400 700 1,300

    10 600 900 1,700

    11 900 1,300 2,600

    12 1,400 2,100 4,10013 1,700 2,600 5,100

    14 2,000 3,000 5,500

    15 2,500 5,500 7,000

    16 3,500 6,000 10,500

    17 4,000 7,000 12,000

    18 4,500 7,500 14,000

    19 5,000 7,500 15,000

    20 6,000 9,000 17,500

    Ifthecharactersinyourpartyareofdifferent

    levels,youcaneitherusetheiraveragelevelor

    choosetheappropriatenumberforeachcharacterandaddthemtogether,asyouplease.

    So,ifyourpartyhastwo3rd-levelcharacters,

    one4th-levelcharacter,anda1st-levelcharacter,

    anaverageencounterforthemwouldhave

    about270XP(60+60+130+20).

    LargeNumbersofMonsters: Ifyouwantto

    buildanencounterusingalotofmonsters,bear

    inmindthattheencountermightbemore

    difficultthanthetableaboveindicates.Ifthe

    charactersareoutnumbered2to1,aneasy

    encounterbecomesaverage,andanaverage

    encounterbecomestough.Ifthecharactersare

    outnumbered3to1,whatlookslikeaneasy

    encounterisprobablytough.Usesuchlargenumbersofmonsterswithcaution.

    TheAdventuringDayWhenyouredesigninganadventure,yourarely

    havetheabilitytopredicthowmuchorhow

    littletheplayercharacterswillaccomplishinany

    givenstretchoftime.Asaruleofthumb,youcan

    figurethatthecharacterswillprobablyget

    throughfouraverageencounters,sixorseven

    easyencounters,ortwotoughencountersbefore

    theyhavetotakealongrest. Sinceyoucantpredictthepathyourplayers

    willchoosethroughanadventure,youcant

    reallydesignanadventurearoundthisdaily

    target.Butitmightbehelpfultobearitinmind,

    soyoudontforcethecharactersintothree

    toughfightsinaroworsendmonsterstoclose

    offthedungeonbehindthemaftertheyve

    alreadyfoughttheirwaythroughfouraverage

    encounters.Keeptheadventurersneedtorest

    inmindasyousetupyouradventures.

    RewardsExperiencepoints,treasure,andmoreintangible

    rewardskeepcharactersmovingonfrom

    encountertoencounter,leveltolevel,and

    adventuretoadventure.Smallrewardscome

    frequently,whilelargerewardsprovideabig

    boostonceinawhile.Bothareimportant.

    Withoutfrequentsmallrewards,playersbegin

    tofeelliketheireffortsarentpayingoff.Theyre

    doingalotofworkwithnothingtoshowforit.

    Withoutoccasionallargerewards,encounters

    feellikepushingabuttontogetamorseloffoodarepetitivegrindwithnomeaningful

    variation.

    ExperiencePointsExperiencepointsarethefundamentalreward

    ofthegame,justasencountersarethebuilding

    blocksofadventuresandcampaigns.Every

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    encountercomeswithanexperiencerewardto

    matchitsdifficulty.

    EverymonsterhasitsownXPvalue,specified

    withtherestofitsstatistics.Anencounteris

    worthXPequaltothesumofallthemonsters

    andotherthreatsthatmakeuptheencounter.

    Whencharactersovercomeanencountertypicallybykilling,routing,orcapturingthe

    opponentsinacombatencountertheydivide

    thetotalXPvalueoftheencounterevenlyamong

    them.

    XPforNoncombatEncounters: Itsuptoyou

    todecidewhethertoawardXPtocharactersfor

    overcomingchallengesoutsideofcombat.If

    characterssuccessfullycompleteatense

    negotiationwithabaron,forgeatrade

    agreementwiththesurlydwarves,ornavigate

    theirwayacrosstheChasmofaThousandDeeps,

    youmightdecidethatsanencounterworthan

    XPreward.DontawardXP,though,unlessthere

    wasameaningfulriskoffailure.

    Asaruleofthumb,gaugethedifficultyofthe

    encounter(easy,average,ortough)andaward

    thecharactersXPasifithadbeenacombat

    encounterofthesamedifficulty.

    YoucanalsoawardXPwhencharacters

    completesignificantadventureobjectives.You

    cantreatmajorobjectivesasaverageencounters,

    andminorobjectivesaseasyencounters.

    TreasureTheresnoassumedamountofgold,jewels,

    magicitems,andothertreasureforD&D

    adventures.Youcangiveoutasmanyorasfew

    rewardsasyoulike,thoughyoumightwantto

    adjusttheadventuredifficultytocompensatefortheleveloftherewardsyouprovide.Youcan

    alsousethefollowingguidelinesforamore

    middleoftheroadamountoftreasureoffered.

    Youcanthinkoftreasureonanencounter-by-

    encounterbasis.Bythiswayofthinking,agood

    targetis12.5gppercharacterperlevelforan

    averageencounter.(Soapartyoffour3rd-level

    characterswhoovercomeanaverageencounter

    mightexpectabout150gpasareward.)Foran

    easyencounter,useabout7.5gppercharacter

    perlevel.Foratoughencounter,youcangiveout

    about25gppercharacterperlevel. Alternatively,youcanthinkabouttreasure

    spreadoutoveranadventuringday,usingthe

    abstractmeasurementofadaydiscussedearlier.

    Agoodtargetforanadventuringdayisabout50

    gppercharacterperlevel.Youcanspreadthat

    treasureoutovercombatencountersaswellas

    secretvaults,ancientchests,andthebottomsof

    spikedpits.

    Whicheverapproachyouchoose,breakupthe

    treasurevalueintocoins,gemstones,artobjects,

    andothervaluablebutnonmagicitems.Hereare

    somesuggesteditemstofilloutyourtreasurehoards.

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    GEMS

    d% Value Average Examples

    0125 4d4gp 10gp Banded,eye,ormossagate;azurite;bluequartz;hematite;lapislazuli;malachite;

    obsidian;rhodochrosite;tigereye;turquoise;freshwater(irregular)pearl

    2650 2d410gp 50gp Bloodstone;carnelian;chalcedony;chrysoprase;citrine;iolite;jasper;moonstone;

    onyx;peridot;rockcrystal(clearquartz);sard;sardonyx;rose,smoky,orstarrose

    quartz;zircon5170 4d410gp 100gp Amber;amethyst;chrysoberyl;coral;redorbrown-greengarnet;jade;jet;white,

    golden,pink,orsilverpearl;red,red-brownordeepgreenspinel;tourmaline

    7190 2d4100gp 500gp Alexandrite;aquamarine;violetgarnet;blackpearl;deepbluespinel;golden

    yellowtopaz

    9199 4d4100gp 1,000gp Emerald;white,black,orfireopal;bluesapphire;fieryyelloworrichpurple

    corundum;blueorblackstarsapphire;starruby

    100 2d41,000gp 5,000gp Clearestbrightgreenemerald;blue-white,canary,pink,brown,orbluediamond;

    jacinth

    ARTOBJECTS

    d% Value Average Examples

    0110 1d1010gp 55gp Silverewer;carvedboneorivorystatuette;finelywroughtsmallgoldbracelet

    1125 3d610gp 105gp Cloth-of-goldvestments;blackvelvetmaskwithnumerouscitrines;silverchalice

    withlapislazuligems

    2640 1d6100gp 350gp Largewell-donewooltapestry;brassmugwithjadeinlays

    4150 1d10100gp 550gp Silvercombwithmoonstones;silver-platedsteellongswordwithjetjewelinhilt

    5160 2d6100gp 700gp Carvedharpofexoticwoodwithivoryinlayandzircongems;solidgoldidol(10

    lb.)

    6170 3d6100gp 1,050gp Golddragoncombwithredgarneteye;goldandtopazbottlestoppercork;

    ceremonialelectrumdaggerwithastarrubyinthepommel

    7180 4d6100gp 1,400gp Eyepatchwithmockeyeofsapphireandmoonstone;fireopalpendantonafine

    goldchain;oldmasterpiecepainting

    8185 5d6100gp 1,750gp Embroideredsilkandvelvetmantlewithnumerousmoonstones;sapphire

    pendantongoldchain8690 1d41,000gp 2,500gp Embroideredandbejeweledglove;jeweledanklet;goldmusicbox

    9195 1d61,000gp 3,500gp Goldencircletwithfouraquamarines;astringofsmallpinkpearls(necklace)

    9699 2d41,000gp 5,000gp Jeweledgoldcrown;jeweledelectrumring

    100 2d61,000gp 7,000gp Goldandrubyring;goldcupsetwithemeralds

    MagicItemsYoudeterminehowmanymagicitems

    characterscanfindinyouradventures.The

    gamedoesnotassumethatcharactersneed

    themtosucceed.Magicitems,whenfoundatall,

    simplymakePCsbetter.

    Thus,youcanaddorwithholdmagicitemsinyouradventuresasyouseefit.Beingsomewhat

    stingywithmagicitemplacement,especiallyat

    lowerlevels,meansthatplayerswillappreciate

    suchitemsallthemorewhentheyfindsome.

    Ifyoupopulateyourtougherdungeonlevels

    andadventureswithmoremagicitems,then

    playerscaninfluencethekindofmagicitems

    theyobtainbyacceptinggreaterrisks.

    Youcanfindmoreinformationonusingand

    awardingmagicitemsintheMagicItem

    playtestdocument.

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    ExplorationinDetailSometimesinaD&Dadventure,explorationis

    purelyamatterofdescription.Playersdescribe

    wheretheircharactersareheaded,andyou

    narratewhathappensontheway.Atothertimes,

    thejourneyisasimportanttotheadventureasitsdestination,andtheseexplorationruleswill

    comeintoplay.

    Thissectionprovidesaturn-basedsystemfor

    exploringruins,dungeons,wildernessareas,and

    otherpartsofthefantasyworld.Therules

    includethebasicsofhowtomovethroughand

    investigateanarea,thetasksthatcharacterscan

    undertakewhileexploring,andhowthosetasks

    work.

    UsingTheseRulesTheserulesareintendedforepisodesoflong-

    distancetravelandexploration,whenyouexpect

    thecharacterstocoveralotofgroundorwhen

    travelisakeypartoftheadventure.Someparts

    oftheserulesarebettersuitedtodifferent

    phasesofthegame.

    DungeonExploration: Youcanusethese

    rulesasaguidetodeterminehowfarthe

    characterscanmovein5minutes,formapping

    thedungeon,andfordeterminingsurprise.

    Otherwise,theamountofabstractionintheserulesisalittletoogreatformovementdescribed

    onaminute-by-minutebasis.

    HourlyandDailyTravel: Theserulesareat

    theirbestwhenthecharactersareplanningon

    spendingatleastanhourmovingfromoneplace

    toanother.Thatjourneycouldcrossaforest,

    followaroad,ortraverseaseriesofhuge

    caverns.Insuchasituation,theabstractionof

    theserulesworks,sincecharactersarecovering

    alotoftimeanddistanceinashortamountof

    gametime.

    IgnoringTheseRules: Aswithanyrulesthatprovidemoredetail,usetheseonlyifthey

    improveyourgame.Inthiscase,theserulesaim

    togivemorestructuretotravelandexploration,

    keepingtheeventsoftheadventureorganized

    andclear.IfyouarethetypeofDMwhoglosses

    overtravelorexploration,dontusethem.

    TheExplorationTurn

    Thisisthesequenceofplayforanexploration

    turn.

    1.Youdeterminethelengthoftheturn.

    2.Theplayersdecidewhatdirectiontheir

    characterswillmovein,thenchoosetheir

    groupstravelpaceandexplorationtasks.The

    playersshouldalsodeterminetheir

    formation:whoisinthefront,themiddle,and

    thebackofthegroup.

    3.Youresolvetheexplorationturn,callingfor

    checksandotheractionsfromthecharacters

    asappropriate.Determinethedistanceand

    thedirectionthecharacterstraveled,taking

    intoaccounttheirtravelpaceandwhetheror

    nottheylosttheirway.4.Youcheckforwanderingmonstersand,ifany

    areencountered,resolveanyinteraction

    betweenthemonstersandthecharacters.

    Ifexplorationcontinues,gobacktothefirststep

    andrepeatthesequenceforanotherturn.

    TurnLength

    Whenanadventuringpartyexploresalocation

    ofanysizewhetheritstheruinsofthree

    buildings,aforgottenvalleythatismileswide,oranislandthesizeofIrelandyoudetermine

    howmuchtimeeachexplorationturntakes.This

    determinationisbasedgenerallyonthe

    circumstancesoftheadventure,andmightalso

    takethewishesofthecharactersintoaccount.

    Therearethreebasiclengthsforsuchturns.

    The5-minuteturnismostusefulindungeons,

    ruins,andotherareaswheremanyinteresting

    locationsareclosetogether.Thisturnlength

    breaksajourneyintosmallpieces,givingthe

    charactersachancetocarefullyexamineeach

    areatheypassthrough. The1-hourturnisusefulforoutdoor

    adventures,travelintheUnderdark,and

    exploringdungeonsorruinsinwhicheach

    chamberorlocationisseparatedfromothersby

    aconsiderabledistance.Thisturnlength

    assumesthatthecharactersspendmostoftheir

    timetravelingfromonesignificantlocationto

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    another,ratherthanexaminingeverynookand

    crannyalongtheway.

    The1-dayturnisbestfortraveloverlong

    distances,withthecharactersfollowingapath,a

    road,oramaptoaspecificlocation.Thisturn

    lengthassumesthatthecharactersaremainly

    concernedwithgettingtotheirdestinationandthatthattheywillcomeacrossnomorethanone

    ortwoobstaclesorpointsofinterestduringthe

    day.Duringa1-dayturn,thecharactersspend8

    to12hourstravelingandatleast8hoursresting.

    TravelPace

    Thetravelpacethatthecharacterschoose

    determinesthechancethatmonstersandother

    threatssurprisethem,howmuchdistancethey

    cancoverduringanexplorationturn,andwhat

    taskstheycanperformastheytravel.

    Explaintotheplayerswhattheirchoicesare

    fortheircharacterstravelpace:Dotheywantto

    getthroughthenextareaquickly,withoutmuch

    careforpossibledangers,orarethey

    determinedtomoveslowlyandkeepaclose

    watchforanythingalongtheirpath?Whenthe

    groupdecidesonatravelpace,usethelineon

    theTravelPacetablethatbestcorrespondsto

    theirintent.Ifthepartysplitsup,eachsmaller

    groupchoosesitsownpace.

    Thetravelpaceofanexploringgrouphelpsdetermineitsreadiness.Thisqualityis

    expressedasaDCthatyoucanuseforseveral

    circumstances,suchaswhenacharactermakesa

    Wisdomcheckatthestartofabattletoavoid

    beingsurprisedorwhenthecharactersarein

    dangerofbecominglost.

    Travelpacealsodeterminesthegreatest

    distanceagroupcancoverduringanexploration

    turnofagivenlength,asshownonthetable.

    TRAVELPACE

    Readiness Max.DistanceperTurn

    Pace DC 5min. 1hour 1day

    Rushed 15 1,800ft. 3miles 25miles

    Fast 10 900ft. 2miles 15miles

    Moderate 5 450ft. 1mile 10miles

    Cautious 0 200ft. 0.5mile 5miles

    Atarushedpace,explorersaremovingpell-mell.Theyarefocusedonmakingprogress

    ratherthanonwatchingfordangers.Atthispace,

    thecharacterscannotperformanyexploration

    tasks,andthelikelihoodoftheirbeingsurprised

    bywanderingmonstersishigh.

    Atafastpace,charactersarestillmoving

    briskly,andtypicallytheycanperformonlyone

    explorationtask:navigating.Beingabletonavigatemeanstheyarelesslikelythanarushed

    grouptolosetheirway,buttheyarentmoving

    slowlyenoughtoundertakeothertaskssuchas

    keepingwatchandsneaking.

    Charactersaretravelingatamoderatepace

    whentheytakefrequentbreakstorest,look

    around,orperformexplorationtasks.Thereisa

    chancethatmonstersmightsurprisethem,but

    notasgreatasiftheyweretravelingmore

    quickly.

    Atacautiouspace,charactersmove

    deliberately,takingheedoftheirsurroundingsat

    alltimesandeffectivelyhavingnochanceof

    beingsurprised.

    YourOutdoorMap

    Beforethecharacterscanexploreawilderness

    orotheroutdoorarea,youneedtohaveamap

    thatoutlinesitskeygeographicfeaturesand

    terrain.Thissectionprovidessomeadviceon

    howtocreatesuchmapsandwhatsortofscale

    tousewiththem. Theoutdoorenvironmentyouremapping

    mightbeanexpanseofwildernessoravast

    subterraneanlocation,suchasthegreatcaverns

    andpassagesoftheUnderdark.Eitherway,its

    bettertouseahexgridthanasquaregrid,

    becauseahexgridenablesmoreprecise

    calculationofthedistancebetweentwopoints.

    Thescaleofyouroutdoormapdependson

    whetheryoureusing1-houror1-dayturnsas

    thecharacterstravelacrossit.Fora1-hourturn,

    eachhexorsquarerepresentsmile.Fora1-

    dayturn,eachhexorsquarerepresents5miles.Thisscalegivesyouenoughdetailtomanage

    eachturnwhilealsoallowingprecisetrackingif

    thecharactersbecomelost.

    Justasyouwoulddoinadungeon,trackthe

    charactersmovementonyouroutdoormapto

    determinewhatsortofterraintheyencounter,

    monsterlairs,settlements,orothernoteworthy

    spotstheymightstumbleacross,andsoon.To

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    keepthingssimple,assumethatthecharacters

    findanoteworthylocationwhentheyenterits

    hexorsquare,unlessthesiteisspecifically

    hidden.Thecharactersmightnotwalkdirectly

    uptothefrontdoorofaruinedcastleinthehex

    theyjustentered,buttheycanfindoldpaths,

    outlyingruins,andsuchsignsofitspresenceintheareawithease.

    Visibility:Whentravelingoutdoors,the

    characterscanseeabout2milesinanydirection

    onaclearday,assumingthattrees,hills,and

    otherobstructionsdontblocktheirview.Rain

    cutsvisibilitydownto1mile,andfogcutsit

    downtoafewhundredfeet.

    Multiplythedistancethecharacterscanseeby

    20iftheyareatopamountainoratallhill,orare

    otherwiseabletolookdownuponthearea

    aroundthemfromaloftyheight.

    ExplorationTasks

    Anexplorationtaskisadutyacharacter

    assumesforthedurationofanexplorationturn,

    adutythatusuallycontributestothegroups

    overalldispositionandpreparedness.

    Afterthegrouphasagreedonitspace,explain

    totheplayerswhattheirchoicesarefor

    explorationtasksandaskwhattaskeach

    characterwillundertake.(Mosttaskscanbe

    performedonlyifthegroupstravelpaceismoderateorcautious.)

    Wheneachcharacterhaschosenatask,have

    theplayersrollcheckstodeterminetheoutcome

    oftheircharacterstasks,thenresolveany

    situationsthatarisefromthesuccessorfailure

    ofthosechecks.

    Acharactercanperformuptothreetasks

    duringanexplorationturn,butdividingones

    attentionandenergyisrisky.Totakeona

    secondtaskinthesameturn,acharactermust

    succeedonaConstitutioncheckagainstthe

    groupsreadinessDC+5.Ifthatchecksucceeds,thecharactercantrytoperformathirdtask,but

    theDCforthisConstitutioncheckisthegroups

    readinessDC+10.

    Activitiesthatrequireanactionduringa

    combatround,suchascastingaspell,dont

    countasexplorationtasks.Duringa1-houror1-

    dayexplorationturn,theresnohardlimitonthe

    numberofsuchactivitiesacharactercan

    perform.Duringa5-minuteturn,acharactercan

    takeuptofiveactions,inadditiontoattempting

    oneormoreexplorationtasks.

    KeepingWatchIthelpstokeepaneyeandanearopenfor

    danger.Whenacharacterchooseskeeping

    watchasanexplorationtask,thecharacter

    makesasingleWisdomchecktodetecthidden

    creaturesasthegrouptravelsduringthecurrent

    explorationturn.Anyonewhochoosesthistask

    hasadvantageonthischeckifthegroupstravel

    paceiscautious.Acharacterscheckresultis

    usedtocontestthechecksofanycreaturesthat

    areattemptingtohidefromtheexplorers.If

    someonekeepingwatchdetectsacreature,it

    cannotsurprisethegroup.

    Characterscanchoosekeepingwatchonlyiftheirtravelpaceismoderateorcautious.

    NavigatingTravelinginthewildernessoralarge,unfamiliar

    citycarriestheriskofbecominglost.Acharacter

    canreducethisriskbynavigatingforthegroup,

    keepingacarefuleyeoutforlandmarksandthe

    positionofthesun,themoon,andstars.

    Whenacharacterchoosesnavigatingasan

    explorationtask,thecharactermakesasingle

    Wisdomchecktopreventthegroupfromlosing

    itswayduringthecurrentexplorationturn.Ifmorethanonememberofthegroupchoosesthis

    task,eachnavigatormakesacheck,andyouuse

    thebestresulttodetermineifthegroup

    becomeslost.

    Characterscantchoosenavigatingiftheir

    travelpaceisrushed.

    Explorersdontnormallyneedtonavigate

    duringa5-minuteturn,sincethedistance

    traveledistoosmallforthemtohavelosttheir

    way.Eveninsuchashorttime,though,agroup

    mightbecomelostifadoorlocksbehindthem,a

    trapteleportsthemelsewhere,andsoforth.Inthatsortofsituation,navigationisofnohelp.

    MapmakingMakinganaccuratemapisvitaltoensuringthat

    explorershavethebestsenseoftheir

    surroundings.Itcanalsohelpkeepthemfrom

    becominglost.

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    Whenacharacterchoosesmapmakingasan

    explorationtask,thecharactermusthavea

    writinginstrumentandsomesurface(suchas

    paperorparchment)onwhichtorecordthemap.

    Themapacharactercreatesmightbesimilar

    toyouractualmapofthearea,butnotas

    complete.Whenyougiveoutinformationtoaplayerwhosecharacterismapping,restrictthat

    informationtoonlywhatthecharacterwould

    perceivewhileactuallyperformingthetask.

    Ifmorethanonecharacterchoosesthistask,

    thosewhodososimplycreatemultiplemapsof

    thearea.(Thisstrategycanproveusefulifone

    charactersmapislostordestroyedlaterinthe

    adventure.)

    Characterscanchoosemapmakingonlyiftheir

    travelpaceismoderateorcautious.

    SearchingSearchingallowsanexplorertouncoverhidden

    pathways,secretdoors,forgottenobjects,and

    traps.Itsagoodoptionwhenagroupis

    exploringadungeonorruin.

    Whenacharacterchoosessearchingasan

    explorationtask,thecharactermakesasingle

    Intelligencechecktonoticeanyhiddenitems

    thatyoumightcomeacross.Anyonewho

    choosesthistaskhasadvantageonthischeckif

    thegroupstravelpaceiscautious.Youcompare

    theresultofthatchecktotheDCsofhiddenitemsthegroupispassingby.

    Characterscanchoosesearchingonlyiftheir

    travelpaceismoderateorcautious.

    SneakingKeepingalowprofileisoftenthebestoptionina

    dangerousarea.Whenacharacterchooses

    sneakingasanexplorationtask,thecharacter

    makesasingleDexteritychecktohideasthe

    grouptravels.Anyonewhochoosesthistaskhas

    advantageonthischeckifthegroupstravelpace

    iscautious.Tonoticeasneakingcharacter,acreaturemustcontestthecharacterscheck,

    usingWisdomorIntelligence,andwin.

    Characterscanchoosesneakingonlyiftheir

    travelpaceismoderateorcautious.

    ImprovisedTasksAcharactermightthinkofsomewaytocontributetoan

    exploringgroupthatisntcoveredbythetasksdescribed

    here.Ifso,youcanallowtheuseofanimprovised

    explorationtask,butonlyifitsperformancerequiresno

    morethanone-thirdofthetimeencompassedbyan

    explorationturn.Also,animprovisedtaskcanbe

    undertakenonlyifthegroupstravelpaceismoderate

    orcautious.

    WanderingMonsters

    Iftheadventurersarejourneyingthrougha

    regionwheremonsterswander,youcheckatthe

    endofeachexplorationturntoseewhethera

    monstercrossestheadventurerspathorvice

    versa.

    Themonsterpopulationdensityoftheregion

    determinesthelikelihoodofcomingacrossmonsters(seethetable).Youcheckfor

    wanderingmonstersbyrollingad20.Ifan

    encounteroccurs,rollontheappropriate

    wanderingmonstertabletodeterminewhatthe

    heroesmeet.

    Region EncounterChance(d20)

    Desolate 1920

    Sparselyinhabited 1720

    Typicalregion 1520

    Thicklyinhabited 1320

    Denselyinhabited 1120

    ResolvingExplorationEvents

    Afterthecharactershavechosentheir

    explorationtasks,younarratewhatthe

    charactersexperienceduringtheexploration

    turn.Youmightalsoaskfordirections,suchas

    whichwaythegroupwantstoturnatan

    intersection,andsoforth,allowingthe

    characterstomoveuptothedistanceindicated

    bytheirpace.Whenthecharacterstasksare

    complete,updatethegroupslocationonyourmaptoaccountforthedistanceanddirection

    traveledduringthecurrentturn.

    EncounteringCreaturesIftheexploringgroupencounterscreatures

    (whichmightbewanderingmonstersormight

    bespecificparticipantsintheadventure),the

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    characterscantrytoattackthem,avoidthem,or

    interactwiththeminsomeotherway.

    Stealth:Beforeaskingtheplayerswhatthey

    wanttodo,youdetermineifeithergroupnotices

    theother.Onegrouportheothercanavoid

    detectioncompletelyonlyifallitsmembersare

    sneaking.Otherwise,contestsoccurasnecessarytodetermineifanyonesneakingoneithersideis

    detected.

    Surprise:Ifonegroupishiddenfromthe

    other,thatgrouphassurprise,asdescribedin

    thecombatrules.Otherwise,eachcreatureand

    charactermakesaWisdomsavingthrowagainst

    aDCthatcorrespondstoitsreadiness.The

    charactersreadinessDCisdeterminedbytheir

    travelpace.Forthemonsters,youpicka

    readinessDCbasedontheirdegreeofalertness.

    BelowaresampleDCstoguidethisdecision.

    Alertness ReadinessDC

    Distracted 20

    Unfocused 15

    Disinterested 10

    Vigilant 5

    Paranoid 0

    EncounterDistance: Typically,theterrainor

    layoutoftheareadetermineshowfarthe

    charactersarefromcreatureswhentheyfirst

    detectthem.Ifthisdistanceisntpredetermined,

    youroll1d20+20.Thatresultismultipliedby10iftheareaisinclearterrain(suchasagrassy

    field,barrentundra,orafrozenlake)orby5if

    theterrainismostlyclear(suchasrollinghills,

    orameadowwithoccasionaltreesandshrubs).

    Theresultingnumberisthedistanceinfeet

    betweenthetwogroups.

    FindingLocationsandObjectsWhenthecharacterscomeacrossalocationor

    anobjectofspecialnoteduringtheperformance

    oftheirtasks,describethediscoverytothemand

    allowthemtotakeactionsasappropriate.

    GettingLostThecharactersmightbecomelost,butonlyifthe

    currentturnlengthis1houror1dayandthey

    aretravelingthroughthewilderness.Explorers

    whoarefollowingaroadorsomeotherformof

    pathortrailcantbecomelostinnormal

    circumstances.

    Ifthecharactersmightbecomelost,makenote

    oftheWisdomcheckresultofanycharacterwho

    chosenavigatingduringthecurrentexploration

    turn(orthehighestresult,ifmorethanone

    characterperformedthistask).Ifnoonedidso,treatthecheckresultas0.TheDCforthischeck

    correspondstothereadinessofthegroup,as

    determinedbyitstravelpace,plusamodifier

    basedontheterrain(seethetable).

    Ifanycharacterperformedmapmakingasa

    taskduringthecurrentexplorationturn,theDC

    isreducedby5.

    Terrain DCModifier

    Forest,swamp,jungle,mountains +5

    Lightforestjungle,hills,desert,tundra 0

    Plains,prairie 5

    Success:IfthenavigatorsWisdomcheck

    succeeds,thecharacterssuccessfullytravelthe

    distanceandinthedirectiontheywant.

    Failure:Ifthecheckfails,thecharacters

    inadvertentlytravelinthewrongdirection.

    Halfwaythroughtheirtravelinthecurrentturn,

    yourollad4todeterminehowthegrouphas

    deviatedfromitsintendedcourse.

    d4 Deviation

    1 90degreesleft2 45degreesleft

    3 45degreesright

    4 90degreesright

    Forexample,foragroupintendingtomove

    north,arollof1indicatesthatthecharactersare

    nowactuallyheadingwest;arollof3meansthat

    theircoursehas(unknowntothem)shiftedto

    thenortheast.

    Thischangeofdirectionappliesonlytothe

    characterstravelduringthelasthalfofthe

    currentturn.Onthenextturn,ifthechanceofgettingloststillexists,thecharactersmake

    anothercheck.Ifthatcheckfails,theycontinue

    tobeunawareoftheirchangeinheading.Ona

    successfulcheck,thecharactersrealizethey

    havemovedoffcourseandinwhatdirection.

    Thecharactersmightnotrealizetheyarelost

    unlesstheyencounteranobstaclethatindicates

    theyareheadinginthewrongdirection.Ifthe

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    charactersrealizetheyhavelosttheirway,you

    stoprollingfordeviationintheircourseuntil

    theyfailanotherchecktoavoidbecominglost.

    ExamplesofPlay

    5-MinuteTurnFourbraveadventurersKragothedwarf

    fighter,Estrathehumanrogue,Raltthehuman

    wizard,andWilberdthehalflingclericare

    exploringthehallsofadungeon.Having

    confrontedanddefeatedagroupofdragoncult

    berserkersjustinsidethedungeonsentrance,

    theypreparetotravelonward.

    Sincetheactiontakesplaceinadungeon,the

    DMoptsfor5-minuteturns.

    DM:OK,whatsnext?Thepassagecontinuesto

    thenorth. Estra:Theremightbemoreguards.Letsmove

    slowlyandkeepourguardup.

    DM:Thatsacautiouspace.Youcanmove

    about200feetevery5minutes.Whattasksdoes

    everyonewanttodowhilemoving?Youcanmap,

    searchfortraps,sneak,orkeepwatch.

    Estra:Illsneakandtakepoint.

    Ralt:Ihaveinkandparchment,soIllmake

    ourmap.

    Krago:Illcarryatorchandkeepwatch,

    behindEstraandinfrontofRalt.

    Wilberd:IguessIllbringuptherearandsearchfortraps,butshouldntEstradothat?

    Estra:CanItryboth?

    DM:YoullneedtomakeaDC15Constitution

    checktodobothtasksatonce.Otherwise,youll

    failboth.

    Wilberd:OK,Illsearchfortraps,then.Ihave

    ahalf-decentIntelligence.

    TheDMtracksthecharactersprogress.The

    charactersmaketheirchecks,andtheDM

    recordstheresults.Estra,Wilberd,andKrago

    haveadvantageontheirchecksbecauseofthegroupscautiouspace.Thatpacemakesiteasier

    tosucceedoncheckstohide,detecttraps,or

    spotcreatures,butsincethecharactersare

    movingslowly,theywillfacemorechecksfor

    randomencountersastheytraversethe

    dungeon.

    DM:OK,youmove60feetandcometoan

    intersection.Whichwaydoyouwanttogo?The

    eastandwestpassagesbothextend30feet

    beforeturningsouth.Tothenorth,thereare

    doorsonbothsidesofthepassagewithin10feet

    ofyou,asidepassagetothewest,andaside

    passagetotheeast,plusthecorridorkeepsgoingnorth.

    Estra:Letsgoeast.

    DM:Thepassagegoes30feeteastandthen

    about60feetsouth.Youcometoanother

    intersection.Theareatothewestisa10-by-10-

    footniche.Thepassagestotheeastandsouth

    continueonintodarkness.

    (Thereisasecretdoorinthisarea,buttheDM

    notesthatWilberdscheckistoolowforhimto

    becomeawareofit.)

    Estra:Wellheadtotheeast.

    DM:Youcomeacrossasidepassageheading

    tothenorth,oryoucancontinueeast.

    Estra:Eastagain.

    Atthispoint,thecharactershavemoved200feet

    atacautiouspaceand5minuteshavepassed.

    ItstimefortheDMtocheckforrandom

    encounters.Themonsterpopulationdensityof

    thedungeonistypical,andad20rollof15

    indicatesarandomencounter.TheDMrollson

    theappropriatetablefortheadventure,and

    determinesthatthepartywillmeetagroupofcultists.Thecultistswillapproachfromtheside

    passageandwillattackonsight,becausethey

    holdthisplaceassacredground.

    Sincethepartyiscarryingalightsource,the

    DMdecidesthatthecultistscantbesurprised

    andthatthelightiswhatdrewtheirattention.

    Thecharactersaremovingatacautiouspace,so

    theycantbesurprised,either.(Ifthecultistshad

    beenhiding,theycouldhavesurprisedthe

    charactersifKragofailedtheWisdomcheckhe

    madeaspartofkeepingwatch.But,sincethe

    cultistshavealightsourceoftheirown,theDMrulesthathidingwouldhavebeenimpossiblefor

    them.)

    Estradidchoosetosneak,however,sotheDM

    conteststhecultistsWisdomagainsthercheck

    resultforsneaking.Thefivecultistsfailthe

    check,sosheishiddenfromallofthematthe

    startofthefight.

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    DM:Youheartheclatterofweaponsand

    armorbehindyou.Halfadozenhumanscladin

    crimsonrobesandcarryingclubscomearound

    thecorner.Onesnarlsatyouandshrieks,

    Heretics!Defilers!Everyone,rollforinitiative.

    Estra,itdoesntlooklikethesepeoplehave

    noticedyouatthebackoftheparty.

    Combatbeginsnow.Kragoneedstohandhis

    torchtoRaltifhewantstowieldbothhisshield

    andflail.Meanwhile,Raltiscarryingthe

    parchmentandink.Theserulesencouragethe

    playerstothinkabouttheirmundanegear,

    travelformation,andlight-sourcemanagement.

    Ifthatsoundslikeafunwrinkletoaddtothe

    game,theserulesaredefinitelyforyou.

    1-HourTurnLateron,thecharactershavesucceededin

    defeatingthecultandlootingitstreasure.Their

    nextdestinationisakeepseveralmilesaway

    throughaforest.Astheypreparetoleavethe

    dungeon,theDMshiftsto1-hourexploration

    turns.Shecouldhaveoptedfora1-dayturnif

    theterrainwasrelativelysafeorthecharacters

    hadatrailtofollow,butneitherofthosefactsis

    true:Theforestbetweenthedungeonandthe

    keepisinfestedwithaninvadinggnollarmy,and

    notrailthroughtheforestexists,makingitlikely

    thatthecharacterswilllosetheirwayatsomepointduringthenextdaystravel.Shedecides

    thattrackingeventsinmoredetail,hourbyhour,

    isthewaytogo.

    DM:Itsearlymorningasyouexitthedungeon.

    Itscloudyandchilly,atypicalearlyspringday.

    Youhaveabout15milesofthickforestto

    traversebetweenyouandthekeep.

    Krago:Wellneedtohustletomakeitthere,

    unlesswewanttospendthenightinthewoods.

    Estra:Letsnotdothatwiththosegnoll

    raidersontheloose. DM:OK,Imassumingyouwanttomoveata

    fastpace.Thatwillputyouatthekeepinabout8

    hours.

    Estra:Soundsgood.Illtakepointandsneak,

    Kragowillkeepwatch,Wilberdwillnavigate,

    andRaltwillmap.

    DM:Whatdirectionareyouheaded?

    Wilberd:Wellstrikewestwardforthefirstsix

    miles,thenturnnorthforeightmilesoncewe

    crosstheRunningBrook.Thatwillbringusto

    themaintraderoad.

    TheDMhasthecharactersmaketheirchecksas

    appropriatefortheirtasks.SheusesWilberdschecktonavigatetoseeifthepartybecomeslost.

    ThebaseDCis10forthepartyspace,+5forthe

    forestterrain,5becauseRaltismapping,fora

    totalDCof10.

    TheDMhasthecharactersmakecheckseach

    hour.Thefirstfourchecksforeachcharacterare

    successful,allowingthegrouptoreachthe

    RunningBrookandturnnorthwithoutincident.

    Duringthatnextlegofthejourney,theDMrolled

    forwanderingmonstersanddeterminedthatthe

    characterswerespottedbyabloodhawk,thepet

    ofagnolldruidactiveinthearea.Kragoscheck

    tokeepwatchfailedtotakenoteofthecreature

    asitwheeledoverhead,thenturnedtowarnits

    master.

    Compoundingthecharactersbadluck,Wilbert

    failshisnextnavigationcheck.TheDMrollsad4

    anddeterminesthatthecharactershave

    accidentallyveered45degreestotheleftfrom

    thewestwardcoursetheywantedtofollow.

    Checkinghermap,sheseesthattheyare

    venturingdeeperintognollterritory.

    Fortunatelyforthem,thecharactersnextnavigationcheckissuccessful.

    DM:Itsbeenafewhourssinceyoufordedthe

    brook,andyourealizethatyouwanderedoff

    courseawhileago.CheckingRaltsmap,yousee

    thatyouhaveaccidentallyveeredtothe

    southwest.

    Krago:Thatsgnollcountry.Doesthatputus

    fartherfromthetraderoad?

    Ralt:Weshouldheadeastforonemile,then

    turntothenorth.Ifwekeepgoingwestfrom

    here,wellcomeclosertothatgnolloutpostthecastellanwarnedusabout.

    Atthispoint,thecharacterswillmoveforhalfa

    turninonedirection(movingamiletakeshalf

    anhour),thenstrikeoutinanother.They

    succeedontheirnavigationcheckinthemiddle

    oftheturnandremainontheirdesiredcourse.

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