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Thursday, January 15, 2009

BE A CREATIVE GAME-PLAYER



By Kristan Wheaton
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Dungeons & Dragons and Advanced Dungeons & Dragons are two of the most exciting games on the market. Unlike “normal” games, D&D and AD&D provide opportunities for not only roleplaying, but creative, original thought as well. If one considers all of the possible scenarios and character reactions, then the game itself becomes the basis for original and unique plans of action.
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However, this aspect of the game is not always emphasized when one sits down to a session of D&D or AD&D. All too often, Dungeon Masters spend their time dictating to players and forcing them into situations which cause them to “strike first and ask questions later.” Surely, this limits the game in an area that should be exploited to both the player’s and the DM’s advantage.
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This article will attempt to describe some exciting, inventive and creative methods of handling various monsters. These ideas are not meant to be idealized into Napoleonic-like strategies. On the contrary, it is hoped that these methods will simply stimulate creative and unusual play in the reader’s future sessions.
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With all monsters, the first thing to consider, once battle is inevitable, is “How do I attack it?” Is the creature prone to spells? Does it have a low intelligence (confusion-type attacks work well here) or a high intelligence (insanity, paradoxes and the like are most effective under these circumstances)? What are its weaknesses and what are its strengths?
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Basically, unless one can go in for a quick kill, then an attack on the monster’s strongest weapon is in order. By all means, do not necessarily attack the monster’s strongest attribute. This is foolish and could cost you the battle. Disarmament, however, usually leads to quick capitulation. Render useless a giant’s arm so that he cannot heave boulders at you, or silence a harpy, and both become much more easily defeated. If you cannot destroy the weapon, then at least protect yourself from it. Use a mirror on a medusa or put wax in your ears to help against a banshee’s scream.
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Terrain can be the all-important factor in determining the outcome of battle. Remember that you are fighting in three dimensions, not just two. If possible, use your Levitate or Fly spells to advantage. A Magic-User in the air can see better and is also protected from hand-to-hand combat. Characters in danger of dying can be levitated out of melee. Always consider the third dimension (and possibly the fourth) as possible routes of escape or means to an advantage. Remember that D&D and AD&D are medieval-based games. Tactics that were feasible for that period in history are some of the best available when playing the game; i.e., armor tactics do not work unless you have tanks.
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All creatures have a weakness. This is a key to remember in fighting a monster. Each monster, in its turn, must have an Achilles’ heel or it would surely dominate the world of mortal men. For example, creatures with magic resistance seem very frustrating to the average player. However, it must be realized that magic resistance gives no benefit against physical forces. An earthquake is just as liable to swallow an orc as a demon. Creative thought along these lines leads to the concept of “indirect attack.” Strike at those objects around you, in hopes that they will do damage for you. Use your lightning bolt to snap off a stalactite, or strike the ground to send a shower of rock chips toward the abdomen of whatever is attacking you. Knock down a tree; turn a ceiling to mud and let it collapse on the hapless attackers; these are the methods to deal with magic-resistant creatures, instead of striking at them and hoping the die roll will penetrate that magic resistance.
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As a case study in “creative attack,” consider dragons. For example, it is possible to generate a small boiler explosion in the stomach of a red dragon by forcing cold water down its throat. This is a simple, if not always a readily accessible, means of incapacitating the beast. However, what does one do if the brand of super- lizard one is facing does not happen to have a carmine tinge to its scales? The answer really depends on how deeply your DM has contemplated dragon physiology. A good guess, however, would be that a reasonable argument would prevail.
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If we say, for example, that a blue dragon discharges a bolt of electricity, then we could assume that it must build up this highly positive charge within its mouth and then release it when its mouth is opened. If this is the case, then a large piece of metal within its mouth would serve to short-circuit the process. If it did not incapacitate the lizard, at least it would give it a splitting headache. One may not always have a large hunk of iron ore hanging around (or a man with sufficient strength to throw it), and so one must come up with an alternate means of gaining the advantage. One method of doing this is to simply take the high ground on the beast. If the beleaguered party can get above the head of the blue dragon, then the ground itself will act as a draw on the bolt of electricity. While you may not be able to convince your DM that this action will negate the effects of the breath weapon, it should be reasonable to assume a plus to the saving throw.
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More about specific dragons later, but now, a few words about dragons in general. The dragon is a cowardly, solitary beast. If this were not so then they would most surely rule the world. This dictates repartee and palaver as the first line of defense (if the dragon can speak). While a dragon is not likely to be pleased at an intrusion into its privacy, it is also not likely to attack until it has determined the nature and strength of the party. Only the oldest and most confident of dragons should attack without thinking about it first. Remember, also, that it is hard to tell a first-level character from a tenth- level, if the first-level is a good enough actor. During this first, or “negotiation:’ phase, the player should attempt to gain whatever concessions that he or she can. Terrain advantages, as well as strategic placement of party members, should be accomplished in this first stage. Always try to get above a dragon’s head. Most things fall, including lightning (attracted by the ground), chlorine gas (it is heavier than air), acid (a little thing called gravity), and cold (cold air falls). Always spread out so that the breath weapon cannot demolish the entire party. Try to encircle the beast and get him before he can get you.
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Despite all this, a major tactical advantage can be achieved by shutting down the breath weapon before it can be expelled. This is the most powerful of the dragon’s weapons and should be the first thing to be dealt with. A large rock heaved in the general direction of the dragon’s face should do the trick. If not that, then try a Web spell. Both of these would give some advantage to the party. If one can ruin the mouth, then one not only shuts down the breath weapon but can also put the second major weapon (disregarding spell-casting ability) out of commission, the bite. In other words, don’t try to absorb the power of the breath weapon until the dragon runs out of charges; do something about it immediately; in the long run, you will be glad that you did.
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Now, for some more dragons in specific. For a green dragon, a good plan is to acquire some sodium-tipped arrows. Store them in oil, since they will bum (slowly) in air. However, if one is shot into the mouth of a green dragon it will then react violently with the chlorine gas. This will surely leave the head of the dragon spinning for a few moments, and he should gag on all of the salt that you have just put in his throat.
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Black dragons spit acid. Packets of lime (a strong alkaline) will at least neutralize the acid, if not get rid of the ability altogether. A gust of wind or a sudden downpour of created water would serve to disperse poisonous clouds (timing, of course, is very important here). This list is by no means exhaustive, and many more methods can be developed by the creative mind.
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This article has expressed, through theory and case study, some of the principles of battle that are necessary for creative play of D&D and AD&D. As stated earlier, this article does not attempt to be the ultimate source of battle tactics, but is only provided as a guide towards better, more enjoyable, and more creative play.

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