(Now that the forums are moving over here, I am re-posting here.)
This guide uses the current DME guidelines! The original DME rules allowed more latitude. You can still find the old posts here. A Guide to Changing Adventures with DME and Creating With MYRE
Index:
Show
What is DME and why is it important?
Where are the rules for DME found?
I hear DME changed. How did it change and why?
Can DME be used to settle rules disputes?
What is MYRE?
Understanding DME in Detail
Adjusting Tactics
Adjusting Levels
Adjusting the Number of Foes
Adjusting Skill Challenges or the Story
Things not explicitly covered by DME, but likely allowed
Suggestions for the Wise Use of DME
What should you not do with DME?
Understanding MYRE in Detail
(forthcoming)
What is DME and why is it important?DME stands for Dungeon Master Empowerement. DME refers to what creative liberties an RPGA/LFR DM can and cannot take with an RPGA/LFR adventure. (If terms like RPGA and LFR are new to you, check out the RPGA and LFR FAQ threads, as well as the CCG documents. This document assumes you have some familiarity with RPGA and LFR games and have at least played and looked over one LFR adventure.).
DME is important because it regulates what DMs can do. If they use their powers well, DME can allow DMs to do cool things and tweak an adventure to meet the needs of the player, improving the fun at the table. If they abuse or misuse their DME power, this could lead to really bad experiences for the players.
Two simple examples:
Show
1. A DM runs the first combat encounter as-is. The players are largely new, having a tough time with what should be a moderate encounter. The players are bummed, feeling inefective. The DM uses DME to lower the level of the monsters in the next encounter. The players feel effective and their enjoyment increases.
2. A DM overestimates how good a party will be, increasing the level of the foes. The players have trouble being effective and two PCs die. The players start questioning if the DM changed things and threaten to walk from the table.
Where are the rules for DME found?Each LFR adventure refers to DME in the introductory part of the adventure. The actual rules constraining DME are found in the CCG, starting with version 1.9.
I hear DME changed. How did it change and why?
Show
DME used to be ill-defined. It was essentially the idea that a DM could change things so as to ensure fun, without a true definition of the extent of those powers. As a result, some gamers argued that DMs could do whatever they wanted, from substituting monsters, to entirely revising encounters, to changing the entire module to function as a battle interactive. A few gamers published their own versions of LFR adventures, testing the intent of these new rules. Many realized that if LFR adventures could be changed completely, rather than ensure fun, DME could mean players would not know what to expect when they sat down at the table. The brand identity for LFR was threatened. In addition, while only minor negative incidents occurred, it was likely a matter of time before some tables had truly horrendous experiences. With version 1.9 of the CCG, introduced June 2009, the administration defined DME more closely to narrowly focus what a DM could do.
Can DME be used to settle rules disputes?Yes, to the limited extent of making an unbiased decision. As described in the CCG, the DM should listen to players in any rules dispute, then make a decision and move on with the game. The DM has the final say. However, it is important to note that DME does not allow the DM to create or change rules. The DM cannot impose their view of the game, make up new rules, ignore rules, or deny rules. This question typically comes up because a DM may not like a rule. DME does not empower the DM to change the rules. There is a big difference between adjudicating (which is about interpreting the wording of the rule) and imposing a DM’s desire for how the game should work. DME does not allow the later. At all times, it is the responsibility of an RPGA DM to follow the core rules for the game, as defined in the CCG.
Ok, so DME is for what a DM can do to tweak an adventure. What is MYRE?MYRE is the prefix for the My Realms series of adventures. Similar to CORE or regional prefixes (EAST for East Rift, CORM for Cormyr), MYRE indicates that an adventure is a My Realms adventure. Each has a suffix, which is a series of two numbers. The first indicates the year (roughly) of the campaign, and the second is the order of release. For example, MYRE1-1 is the first My Realms adventure for the first year of LFR.
My Realms adventures were introduced in late May 2009, and were a response to the original DME rules. It was clear that some DMs wanted to try their hand at making their own adventures. My Realms adventures are basically a shell of an adventure with information on how to flesh it out. The suffix, such as 1-1, reflects a level range. To write a My Realms adventure for 1st-4th level PCs, you sanction/download MYRE1-1 and then follow the instructions to write the adventure.
MYREs have several rules. Amongst them, you cannot share what you create. You can run it for as many tables as you want, but you cannot give it to someone else to run, you can’t share it online, you can’t give it to judges at a convention, etc. You are also limited as to the rewards you can offer. (You can co-author a MYRE with one other author, and then you can both run it.)
MYRE is a great way for DMs to try their hand at authoring, especially if they want to practice before applying to author an LFR module. Submitting a MYRE to an LFR administrator can be a good way to demonstrate you have the skill required. MYRE is also a great way to get creative, to fill in plot gaps between regional adventures, or to do special things only you can dream of. This guide covers the rules in more detail later, including some things to watch for and some tips on authoring them.
Understanding DME in Detail
Historically, RPGA games strove to establish a common experience at each table, in the name of fairness. The idea was that at a convention, it should not matter at which table of adventure xyz you sat… each should afford the same difficulty level and play experience. Campaigns such as LG (Living Greyhawk) worked hard to ensure each table was run consistently. If your DM didn’t let you use Arcana to open the lock, it should be because no table allowed the use of Arcana to open the lock. The concepts of fairness and table equity were prime directives.
With 4E and its emphasis on bringing in new players and striving for fun play over realism, the RPGA took the opportunity to change its directive. The new prime directive is FUN. A DM should do what they can to ensure fun. When a player asks if a lock can be opened with Arcana, the DM should consider what is logical and fair, but they should especially consider what would be the most fun for everyone. Fun often does involve fairness and balance, of course, but fun is the prime directive. Because of this, each LFR adventure comes with a section on DME and encourages the DM to make small changes to adventures to ensure players have a fun time.
DME allows the following, which we will examine in detail.
Adjusting Tactics
DME allows a player to adjust the monster tactics. Sometimes, the combination of foes and terrain may suggest a different tactical approach. Other encounters may choose an easier approach, such as using a monster power early when it is likely more effective later, or spreading damage when it is more challenging to concentrate fire on one PC.
Most experienced players feel that monster tactics alone can easily make a battle much harder. Knowing the adventure, knowing the monsters and their powers, and understanding how the terrain can be used are huge factors to encounter difficulty.
When adjusting monster tactics, make sure you first understand the author’s intent related to how the encounter should play. Perhaps the idea is a challenge related to denying powers and being defensive, rather than one based on damage. Maybe the encounter is supposed to be easy because the next one is very difficult. Maybe the encounter is supposed to be hard because this is the culmination of a major story arc and the aim is for PCs to dig deep before claiming victory. Taking the author’s intent into consideration can help greatly to avoid providing an overall adventure experience that would be too much of a slugfest with little accomplishment or one that is too easy for the story.
Adjusting Levels
DME allows adjusting the levels of one or more foes by 1.
Changing levels can be a great subtle change, influencing the chances that monsters will hit and that PCs will miss. It can be great across several encounters, making for just enough of an increase to keep the challenge level interesting for players or just enough of a decrease to give the PCs a chance. It can also be done very quickly, making for a great on-the-fly adjustment when a DM sees the PCs are particularly effective or new to the game.
With 4E, building encounters is easier than ever. Even easier is adjusting the level of the monsters. While it isn’t critical for every DM to understand the rules for building encounters, every DM really should understand and memorize (or write down) the rules for adjusting monster levels. The rules are really simple and can really improve player fun.
The rules are worth memorizing in their entirety, but in a pinch or for speed, all you have to remember is this:
Quick and Complete Rules for Modifying Monster Levels:
Show
For each level you add/subtract, add/subtract 1 to attacks and defenses. In addition, add/subtract 8 HPs.
(In reality, the amount of HPs varies by role. It is 8 for Skirmishers, Soldiers, and Controllers. It is 6 for Lurkers and Artillery. It is 10 for Brutes.)
For every 2 levels you add/subtract, also add/subtract 1 to damage for all the monsters attacks (don’t modify damage for which you don’t make an attack roll).
Elites and Solos have more HPs. So, for them, for each level you modify their HPs differently. For Elites, double the HP gain for each level. An Elite Controller would gain 16 HPs when it gains a level, for example. For solos, it is a bit more complex. A solo uses the following rules for HPs: 8*(level+1), plus con. If level 10 or lower, multiply result by 4. If level 11 or higher, multiply result by 5. So, if you have level 10 or lower solo and drop it by 2 levels, you would subtract 2*8*4=64 HPs.
All of the above can be done within the excellent Monster Builder, though output should be carefully checked as errors can occur. You can use this to print alternate stat sheets if you know that an adjustment is warranted (based on prior runs of the adventure and/or with the same table of PCs).
An insubstantial monster is a special case, but they roughly have 2HPs less per level than a normal monster.
It is debatable whether skills or initiative should change, but you could do so by 1 for every 2 levels.
Rules for adjusting traps are present in DMG 2.
One thing to keep in mind is that raising a level technically changes the XP value of the monster (though it will not change the rewards for the adventure). If enough levels are changed, this can change the level of an encounter. This can be tricky, because you can easily end up in the wrong tier of play or with foes that PCs may not be able to defeat.
Examples of effects of monster levels on XP and Encounter Level:
Show
A level 4 encounter (875XP) with just 3 creatures would mean each one is around 6th level if they are all the same level. Leveling them all up to 7th would mean 3*300=900XP, which is still below a 5th level encounter, and thus should be ok just on XP value alone (see below for more). But, leveling them by two would mean 3*350=1050, which is a 5th level encounter.
The effect is more pronounced when you have more foes. If there are 5 4th level foes, increasing each by a level would create a 5th level encounter and by two would create a 6th level encounter!
Finally, the overall monster level should be considered. In the first example, a 6th level foe is already a substantial challenge because of their damage expression and their defenses. Going to 7th, though still permissible on the level of the encounter, is a bad idea for a low-level party. Similarly, going to 8th is really pushing things.
Adjusting the Number of Foes
DME allows you to add or remove a foe of a type already present.
Adding a foe is a great idea when you are looking for an immediate increase in challenge. Sometimes, an encounter might just have one of a certain foe, but two would work better. This is often because of a particular monster power that will pressure the PCs. The author of the adventure had to carefully balance XP levels, but you can use DME to give a stronger challenge.
In general, this is a more pronounced effect that changing a level. This is because you create a whole new monster with its own attacks that has to be handled separately by the PCs. You can think of changing the level of a monster as a subtle change, a nudge to the difficulty. A new monster is a substantial change.
Adding a foe can be a powerful effect on encounter difficulty:
Show
For example, if an encounter had 5 level 2 creatures (5*125XP=625XP), this would be a normal 2nd level encounter (the target for a 1-4 Low tier adventure). Adding another level 2 foe takes us to 750XP, which is a level 3 encounter and probably a suitable challenge. However, adding two level 2 foes takes us to 875, which is a level 4 encounter. Now you are running high tier, which is not what the party signed up for!
It is very helpful to consult the DMG (p56) for help with establishing what is appropriate. If working on the fly, you should either know the module well and thus know that adding one more foe will not be a problem, or be prepared to take counter-measures when needed (such as dropping off some HPs on a foe so it dies quickly). The players should never be punished for a DME mistake.
It is important to note that you cannot add foes that do not appear in the adventure. You cannot change the type of foe (such as changing a white dragon to a blue one or changing a goblin skirmisher to be a hexer).
Adjusting Skill Challenges or the Story
DME allows the DM to change ““little things” in the adventure such as the way in which characters obtain information, minor NPCs, adding depth or campaign flavor to an encounter, etc. However, the DM cannot change the overall plot of the adventure or its location”.
This rule allows DMs to make sure the story progression works and that you can work through any player confusion. An encounter might provide a clue leading the PCs to a tavern but the players miss it and decide to go to a marketplace. The DM can have a merchant provide a new clue, which routes them back to the tavern. The key is to eliminate frustration, keep the RP high and engaging, and keep the story moving forward.
This often happens in skill challenges, where there can be several scenes and options and the players can lose track of clues found over time. In many ways, DMs should expect some confusion and be ready to adjust as needed with DME. Confusion can actually make for a great time and gives you a chance to have some RP with the PCs.
DME does not specifically allow or prohibit adjusting the difficulty of Skill Challenges, but it is likely within reason. Skill challenge DCs are found on p42 of the DMG.
In assessing difficulty it is again important to understand adventure construction. Many authors mean for a skill challenge to play out as story, rather than to be a true challenge. Thus, adjusting difficulty may stray from the adventure’s intent. An important consideration is how to adjudicate failure. The failure conditions can often tip the DM as to the importance of the skill challenge and whether failure will be a big disappointment. Additionally, check the DCs to see if they are difficult, moderate, or easy, and how the level and complexity compare.
When adjusting skill challenges, the easiest change is to bump DCs by 1-2. More than that can affect the odds too much, making failure too easy (or, if lowered, make the challenge inconsequential).
It is likely better to not worry too much about skill challenge DCs and instead concentrate on how it plays out, helping the story play out in ways that are evocative to the players. For example, in an all-diplomacy skill challenge, allow some additional skills to be used by other PCs to keep everyone involved. Reward player/PC ingenuity when appropriate and instead of saying no to tangents, let players take them and assign new skills with the results bringing them back on track. DME can make skill challenges more organic.
One common DME use is the situation where x successes are needed, the PCs feel like they have accomplished what is needed, but essentially need more dice. DME can shape the story to present a new challenge. For example, PCs are trying to find a book. They roll well, finding the right library and the book… but still need two more successes… that’s when the DM shows that this book seems to be a cheap copy. They make a few more rolls, finding that the real book is hidden cleverly behind a related book.
Things not explicitly covered by DME, but likely allowed
As described before, skill challenge DCs are likely allowed.
The language suggests level adjustments are limited to 1 level up or down, but modifying by 2 should be plausible if done for just a single foe with an eye towards not exceeding DMG guidance for the level of the foe (a foe should not exceed PC level by more than 7 or be below by more than 4). If you have a copy of the LFR guidelines, the table for foe levels should be used instead. For example, for 1-4 high tier, the maximum level of a normal/elite/solo should be 6/5/4.
It is not clear whether terrain effects can be modified. DM judgment should be used, though the effect should likely not be more than one change on the difficulty level chart for any skill check DC or more than a +1/-1 level adjustment to damage or similar effects. DMs should be careful with any adjustment that impacts the flow of combat as these are generally playtested extensively. For example, changing ice to become challenging terrain (and require a skill check or the PC falls prone) can change the flow of combat, making movement too difficult.
Other things you can do with DME is help different players/PCs shine in skill challenges, reward creativity, and provide greater RP by tweaking the story to react to PC initiatives. In all cases, these should be minor adjustments that just accommodate the players and their PCs. For example, if a PC has a love for history, the barkeep could be a retired historian or history buff, and deliver information in those terms.
DME can likely be used to help keep an adventure on track and on time. For example, if a combat no longer presents a challenge and is unlikely to use any PC resources, the foes could surrender or flee, saving time.It is not clear whether DME can be used to update older monsters (MM1, etc.) to the new errata DMG guidelines for monster damage. Arguably, the monsters have not been erratad and the guidelines are just suggestions. Furthermore, the adventure was playtested with the original values - changing them could make the encounter way too difficult. DMs that want to do this should likely be very familiar with the adventure and ask the table for approval.
Continued in the next post...