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	<title>Comments on: What&#8217;s the most useful DM skill?</title>
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		<title>By: Shane</title>
		<link>http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-9017</link>
		<dc:creator>Shane</dc:creator>
		<pubDate>Sun, 23 Aug 2009 04:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-9017</guid>
		<description>re Gronk&#039;s ideas, I&#039;ll add a rule 7, when you try something &quot;clever&quot; be ready to roll with any mistakes when you do. The PC could have +1000 to spot, they still won&#039;t see their reflection in a mirror that&#039;s at a weird angle to them (try it at home!). And even at the proper angle, well, the &quot;average&quot; death slaad has +22 spot... :)</description>
		<content:encoded><![CDATA[<p>re Gronk&#8217;s ideas, I&#8217;ll add a rule 7, when you try something &#8220;clever&#8221; be ready to roll with any mistakes when you do. The PC could have +1000 to spot, they still won&#8217;t see their reflection in a mirror that&#8217;s at a weird angle to them (try it at home!). And even at the proper angle, well, the &#8220;average&#8221; death slaad has +22 spot&#8230; :)</p>
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		<title>By: Gronk</title>
		<link>http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-5363</link>
		<dc:creator>Gronk</dc:creator>
		<pubDate>Fri, 01 Aug 2008 22:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-5363</guid>
		<description>1. immersive storytelling..  &quot;a giant ant enters the room&quot;  isnt the same as, &quot;you notice a shift in the shadows, you see a huge insectoid head with matching mandibles, dripping acid that hisses as it lands on the rock below&quot;
2.  Having a realistic idea of the consequences of magic.. how much would a permanent prismatic wall cost, or a &quot;great prismatic wall of china&quot; ?  knowing that the army or 20, 000 orcs wont enter a desert without a very good reason.  this is a backbone of improv.
3.  Balance.. Dont give the players overly powerful weapons, like +5 swords.  It leads to straight up hack and slash..  but a scroll of &quot;worked stone to mud&quot;  3 turn duration can make mudwrestling a whole new sport.  Basically give them unconventional tools that are remarkably powerful in the right setting.  And virtually useless for a straight up fight outside the setting.  Give them access to &quot;discount spells&quot; that have weird side effects..  a charm spell that leaves the caster speaking with the voice of the opposite gender 1d4 hours..  not always convenient.. and a giveaway if you cast it on a fellow mage who might be entitled to another saving throw.

4.  Use their advantages against them when needed..  Lets say an opponent pulls out a mirror of opposition,, while your character is at a weird angle to it and 50 feet away, and engaged in a fight with 2 death slaads..  dont let them get off with &quot;I&#039;m too busy to see that reflection it&#039;s impossible&quot;  make them roll a spot check,, if the players spot is augmented to 30 it&#039;s not impossible, it&#039;s likely.

5.  Shortly after leveling-- or getting cool toyz-- give them a challenge that was a little bruising before, that they can mop up with the boosts.

6.  Dont rules-lawyer  sure a large bag of holding doesn&#039;t have the right shape mouth to hold the large mirror of opposition.  If this is the kind of trick your player wants to pull, make a way for it to happen.  Sure drag him through the mud for it.. save for petrification..  and have him retrieve it from the giant ants who are using it as a source for extra workers, as the mirror is slightly defective.  asked the charmed mage to take an amnesia potion so he wont chase you later.   (see tie it all together, it makes it feel more fun).</description>
		<content:encoded><![CDATA[<p>1. immersive storytelling..  &#8220;a giant ant enters the room&#8221;  isnt the same as, &#8220;you notice a shift in the shadows, you see a huge insectoid head with matching mandibles, dripping acid that hisses as it lands on the rock below&#8221;<br />
2.  Having a realistic idea of the consequences of magic.. how much would a permanent prismatic wall cost, or a &#8220;great prismatic wall of china&#8221; ?  knowing that the army or 20, 000 orcs wont enter a desert without a very good reason.  this is a backbone of improv.<br />
3.  Balance.. Dont give the players overly powerful weapons, like +5 swords.  It leads to straight up hack and slash..  but a scroll of &#8220;worked stone to mud&#8221;  3 turn duration can make mudwrestling a whole new sport.  Basically give them unconventional tools that are remarkably powerful in the right setting.  And virtually useless for a straight up fight outside the setting.  Give them access to &#8220;discount spells&#8221; that have weird side effects..  a charm spell that leaves the caster speaking with the voice of the opposite gender 1d4 hours..  not always convenient.. and a giveaway if you cast it on a fellow mage who might be entitled to another saving throw.</p>
<p>4.  Use their advantages against them when needed..  Lets say an opponent pulls out a mirror of opposition,, while your character is at a weird angle to it and 50 feet away, and engaged in a fight with 2 death slaads..  dont let them get off with &#8220;I&#8217;m too busy to see that reflection it&#8217;s impossible&#8221;  make them roll a spot check,, if the players spot is augmented to 30 it&#8217;s not impossible, it&#8217;s likely.</p>
<p>5.  Shortly after leveling&#8211; or getting cool toyz&#8211; give them a challenge that was a little bruising before, that they can mop up with the boosts.</p>
<p>6.  Dont rules-lawyer  sure a large bag of holding doesn&#8217;t have the right shape mouth to hold the large mirror of opposition.  If this is the kind of trick your player wants to pull, make a way for it to happen.  Sure drag him through the mud for it.. save for petrification..  and have him retrieve it from the giant ants who are using it as a source for extra workers, as the mirror is slightly defective.  asked the charmed mage to take an amnesia potion so he wont chase you later.   (see tie it all together, it makes it feel more fun).</p>
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		<title>By: Vladimer Gilliand</title>
		<link>http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-3915</link>
		<dc:creator>Vladimer Gilliand</dc:creator>
		<pubDate>Sat, 07 Jun 2008 00:48:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-3915</guid>
		<description>1. improvision
2. the ability to add a joke or pun into the quest.
3. not be a strict rule follower.
I have only 2 of these and working on the other one.</description>
		<content:encoded><![CDATA[<p>1. improvision<br />
2. the ability to add a joke or pun into the quest.<br />
3. not be a strict rule follower.<br />
I have only 2 of these and working on the other one.</p>
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		<title>By: Alphadean</title>
		<link>http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-2405</link>
		<dc:creator>Alphadean</dc:creator>
		<pubDate>Tue, 26 Feb 2008 18:26:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-2405</guid>
		<description>The three most important skills as Game Master for me would be 1) Adaptability - gmaers never follow the path planned for them.  A gamemaster has to be ready.
    2) Tale Crafting/Storytelling - if the Gm can&#039;t craft a good to great adventure whats the point to playing.
    3)Innovation/flexibilty - being able to to se beyond the rules in order make it flow.  The ability fix cumberson rules and rules lawyers with a set of smokin&#039; house rules.  Advice to all DM&#039;s your 1st house rule should be &quot;i&#039;m the DM, thats why&quot;  and your last house rule should be see number one.  let all the rest fall where it may</description>
		<content:encoded><![CDATA[<p>The three most important skills as Game Master for me would be 1) Adaptability &#8211; gmaers never follow the path planned for them.  A gamemaster has to be ready.<br />
    2) Tale Crafting/Storytelling &#8211; if the Gm can&#8217;t craft a good to great adventure whats the point to playing.<br />
    3)Innovation/flexibilty &#8211; being able to to se beyond the rules in order make it flow.  The ability fix cumberson rules and rules lawyers with a set of smokin&#8217; house rules.  Advice to all DM&#8217;s your 1st house rule should be &#8220;i&#8217;m the DM, thats why&#8221;  and your last house rule should be see number one.  let all the rest fall where it may</p>
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		<title>By: timespike</title>
		<link>http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-2311</link>
		<dc:creator>timespike</dc:creator>
		<pubDate>Thu, 21 Feb 2008 02:58:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/tools-resources/whats-the-most-useful-dm-skill#comment-2311</guid>
		<description>1. The ability to think on your feet. Players are a canny lot, and will keep you on your toes. If you lose balance once you&#039;re up on them, you&#039;re going to go down like a plane with no engines.

2. Creativity. It&#039;s important that your games don&#039;t feel like en endless retread of the same old tired fantasy tropes over and over again until there&#039;s little to distinguish one session from the last or the next.

3. Baseline knowledge. The rules, the setting, and your players. You should have solid knowledge of all three.</description>
		<content:encoded><![CDATA[<p>1. The ability to think on your feet. Players are a canny lot, and will keep you on your toes. If you lose balance once you&#8217;re up on them, you&#8217;re going to go down like a plane with no engines.</p>
<p>2. Creativity. It&#8217;s important that your games don&#8217;t feel like en endless retread of the same old tired fantasy tropes over and over again until there&#8217;s little to distinguish one session from the last or the next.</p>
<p>3. Baseline knowledge. The rules, the setting, and your players. You should have solid knowledge of all three.</p>
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