Showing posts with label negatives. Show all posts
Showing posts with label negatives. Show all posts

Saturday, April 5, 2025

Dungeon Design Tips: Pay Attention To The Environment

Our adventures are supposed to take place in dangerous, terrifying places. From lost ruins, to dense forests, to haunted castles, our parties go to places where most normal people would never go. However, as Game Masters, we always seem to forget that the environment they're in isn't just limited to the box text we read at the beginning of the scene... it should show up on the mat as well!

Because environmental factors can be a huge component of any encounter.

Previous entries in this series (for those who haven't seen them) include:


Initiative? Ah hell... I can't see a damn thing!

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It's About More Than Light And Darkness


When it comes to environmental factors, the most common aspect Game Masters remember to use is light levels. If the party is sleeping around a campfire, and they're ambushed by orcs in the dead of night, then the firelight only goes so far, and beyond that there's darkness. This situation obviously benefits creatures with darkvision (such as the attacking orcs), and penalizes those who don't have the ability to see in the dark.

And while that is an important consideration for your combats, it is far from the only environmental condition one might have to overcome.

All right... let's get this fire going.

For example, consider some of the following environmental effects your party might have to deal with, and how they could drastically tilt the challenge level of a quest, and the encounters in it.

- Temperature: If the temperature is too cold, or too hot, it can require very specific gear, spells, and potions to combat it. This can also greatly reduce viable armor choices, or favor the natural abilities of certain species over others.

- Visibility: Whether it's from mist and fog, dense trees, or even rain, visibility is a huge deal when it comes to encounters. This is particularly true when it comes to enemy movements, and the difficulty this can inflict on those who focus on ranged weapons and spells during combat.

- Wind and Storms: There are half a dozen spells for dealing with wind, and we rarely end up using any of them. Whether it's affecting those trying to track by scent, interfering with arrows and bolts, or it's significant enough that it poses a real hazard to Small-sized creatures, this doesn't factor into nearly as many campaigns as you'd think it would. And when you add in lightning strikes, deafening thunder, and other aspects, it can be a real issue to overcome!

- Miasma: Whether it's the rotting stench of a swamp, or the bad air deep in a dungeon, breathing in the wrong thing can be unpleasant at best, or dangerous at worst. Add in the fact that it can hide the stench of dangerous enemies, or render the ability to track by scent impossible, and you have a serious obstacle.

- Water: The existence of water and water hazards changes things up entirely. Whether it's ankle-deep water that hinders movement, waist-deep water that can be a serious hazard for Small-sized characters, or deeper bodies that are a risk for anyone who can't breathe under the waves, water comes in many shapes, sizes, and choices.

These are just a few of the options when it comes to the enviornment that we often overlook as a Game Master. Because as I've mentioned in previous installments of this little series, putting your party in a plain, white room or an open field with perfect lighting, clear sight lines, and no cover on concealment means that you've handed your players a straight-up fight.

Why would your monsters ever do that?

While you don't have to stack the deck against your players like a death run by Tucker's Kobolds, consider the environmental effects that should be an issue for them, and possibly for their enemies. If the dungeon is underground, or it's night time, what source of light is the party making use of? Do their enemies also need a light source, or can they see using other means? Is the air laced with spores of poisonous mold that don't bother the necromancer's undead minions, but which can be a serious problem for the party? Is the exposed side of the Dragon Mountain a place of cutting winds and potential avalanches, both of which might be used by yeti and ice dragons to wear down and kill their enemies?

So before you decide to just add more hit points to your enemies, or to slap another dozen monsters onto an encounter, ask yourself whether you've considered possible environmental effects. Because they might not be a make-or-break part of an encounter, but they can be that little extra bit of challenge that can put an edge on your game.

Lastly, if you're looking for some extra things to throw into your games regarding weather and strange conditions, consider these classic encounter lists:


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Saturday, June 24, 2017

Don't NERF Skills in Pathfinder (Instead, Try Using The Rest of The Rules)

I don't know how many times I've been on a Facebook group, or a subreddit, and seen a DM asking for advice on how to deal with player characters with "overdeveloped" skills. Perception is probably the most common complaint, but Bluff, Diplomacy, and Intimidation sometimes get a bad rep for being easily "broken" in a game. These DMs are always asking how they can maintain their game's challenge when one player (or all of them) have taken it upon themselves to buff their skills until they shine, and they are unsurpassed in the execution of this one task.

The answer is pretty simple. Crack the book, and read how skills work in their entirety, instead of just the basics of how a check functions.

Seriously, guys, you make this a LOT harder on yourselves than you need to.

The Book Already Has The Balance You're Looking For


As I said way back in my post Operator Error is The Biggest Cause of Problems in RPGs, most of the problems DMs have behind the screen come from gaps in their knowledge about how aspects of the game actually work. For skills, most of us never move beyond the DC 10 for a simple task, DC 15 for a difficult one, and DC 25 or 30 for a nearly impossible one. However, that scale is only part of how skills work in Pathfinder.

Let's start with Perception, since it gets the most hate, and seems to cause the most problems. The most common use of Perception is to counter either a Stealth check, or to notice someone using Sleight of Hand. However, it is also used to locate traps, with the base DC of 20 for mechanical traps, and 25 + the highest spell level for magical traps.

Some traps have lower locate DCs than others.
Now, if you're a DM who is constantly frustrated that your party always finds your traps, locates your ambushes, or stumbles across your secret doors, you need to ask yourself two questions. One, why are you annoyed that your players are succeeding, using the resources they invested into their characters? Two, are you actually applying any of the appropriate negatives to the situation according to the chart on page 102?

You see, Perception is not just about the DC; it's also about the conditions you're using it in. Bad conditions? That's a +2 to the DC. +5 for terrible conditions. Distance? It's +1 for every 10 feet away the character is. If the creature making the check is distracted, that's a +5 to the check. Hearing something through a closed door is also a +5. It's +10 per foot of thickness to perceive something through a wall. It's a +20 if something is invisible, and then there is the question of whether the person making the check can see in the dark, can see in dim light, or if they understand what they're hearing.

All of that is a built-in feature of the game, and it's expected you're actually applying those negatives to situations where PCs are making Perception checks.

The other major problem I find is DMs who aren't actually running a skill the way it's listed in the book, and as such are making it more powerful than it should be. Intimidate and Diplomacy are the best examples. When you demoralize a creature in combat (one of the most common uses of Intimidate) the DC you have to beat is 10 + target's hit dice + the target's Wisdom modifier. So, while it's possible for you to Intimidate the dragon, you had better have Skill Focus, a racial bonus, a favored class modifier, a trait bonus, an equipment bonus, and roll above a 15 if you expect to demoralize that thing for even 1 round. It is not a roll-off of your Intimidate versus the target's Sense Motive (a skill most monsters don't even have most of the time, which would practically guarantee your success).

Then there's the creature's attitude. You see, it's entirely possible to use Diplomacy to change a creature's attitude toward you... but you can only move them 2 steps along the chart. So, if a creature has a hostile attitude toward you, the absolute best you can hope for with a Diplomacy check is to shift it to indifferent. And that means you need to make a check that beats the check of 25 + creature's Charisma modifier by 5 or more. So, at minimum, you need to hit a 30 just to make them not care one way or another.

But what about friendly creatures? Well, friendly is often misconstrued as, "I won the check, so now they do what I want." That isn't how that works. If you manage to change a creature's attitude toward you to friendly, either using Intimidate or Diplomacy, that creature doesn't immediately become a pawn under your control. It becomes "friendly," which means it will treat you as a friend. Depending on what you want, the DC will also go up (such as a +10 increase to the DC for giving dangerous aid, or a +15 or more for aid that could result in punishment). And if you use Intimidate rather than Diplomacy to make a creature friendly toward you? Well, that's a short-lived victory. It's also only really good for interrogations, since it only lasts for 1d6 X 10 minutes, after which the target treats you as unfriendly, and is likely to do things like report you to the town guard.

Don't Take Away Their Victories (But Don't Make Them Easy)


Pathfinder is a rules-dense game, and that means it's entirely possible to go through a whole campaign without touching on big sections of the rule book. But when you're a DM, and your players want to use those rules, it behooves you to learn them, and to run them with all the positive and negative aspects they're listed with. Because while it's entirely possible for the half-orc rogue to terrify a prisoner into submission in order to find out how many men are inside the bandit stronghold, or for the ranger to hear a twig snag as ambushers approach the camp while he's dead asleep, it's important to remember those aren't flat DCs. Sometimes it's easier for a character to succeed on those endeavors, and sometimes it's harder. Especially because natural 20s are not a guaranteed success on skill checks, by the rules.

However, while a DM might lament that someone in their party regularly hits checks in the 40s by level 10, take a moment to stop and ask what they had to do in order to get those numbers. How many feat slots, skill points, attribute bumps, traits, items, class features, and even spell slots are they dedicating to making sure they have the ability to spot ambushes with eagle-eyed clarity, or to fast-talk their way past all but the most astute guards. Just like barbarians with brutal attack numbers, or wizards who always seem to have just the right spell for a situation, don't punish the player for properly investing their resources to make effective characters.

Just make sure they're following the rules, and that they understand some situations are more difficult to overcome than others. Not because you're arbitrarily changing the rules, but because the rules were built with that difficulty curve in mind.

That's all for this week's Crunch post. Hopefully it helps both frustrated DMs, and players who have been wanting to go a little more in-depth with their skills. If you want to keep up-to-date on all my latest releases, then follow me on Facebook, Tumblr, and Twitter. And if you'd like to help fund me and my blog so I can keep bringing you posts just like this, then head over to The Literary Mercenary's Patreon page. All it takes is $1 a month to make a big difference to me, and it gets you all kinds of sweet swag just for being a patron.