Anytime you are out numbered the odds are stacked against you

Anytime you are out numbered the odds are stacked against you.” Sage advice from Matthew Colville to his players.

I was watching one of the Geek and Sundry RPG lite advice videos on YouTube where Santine Phoenix interviews Mr Colville about planning encounters. When he dropped this nugget of advice that he gives his players at the start of a session.

In the video he does briefly explain why this is the case, using terms such as action economy, and the chances to hit as the reasons why.

So what now follows is an attempt to explain as best I can Matts reasoning behind that statement based on his comments in that video and also another video of his about dice and probabilities.

I apologise now if the following seems confused and incoherent.

D&D uses a 20 sided die or d20 to determine if you are successful when attempting to do anything, like for instance hit an enemy.

The probability of rolling any single number, for example a 5, is 1 in 20, assuming that the die is a fair die.

So to roll any number on a d20 we have a 5% chance of rolling it.

In D&D we are not rolling for a single number but a number that is equal to or greater than a target number, like an armour class of an enemy.

So the probability of rolling a 13 or higher is worked out by adding the probabilities of rolling all of the numbers together.

Let’s look at a creature that has an AC of 13. Well I’ve just shown that we have a 40% chance of getting 13 or higher when we roll a die. Which means we would fail to hit our enemy most of the time. That’s not fun.

But what I haven’t accounted for are any modifiers that can be applied. Let’s assume I’m attacking with a sword that gives me a +3 modifier. So instead of having to roll 13 or higher to hit, all of a sudden I need to roll 10 or higher.

Which using similar math to above means that to hit an AC of 13 I’d have a 55% probability of hitting. I am now more likely to hit than miss. Now that’s more fun. And the bigger that modifier is the more likely I am to hit.

Now we jump to the action economy part. And we are specifically looking at combat here.

On a turn a player and enemy can do basically 3 things, with players getting a bonus action as well under certain conditions, that monsters rarely get. Plus a reaction. So players can have between 3-5 actions, while monsters get 3-4.

But in reality that translates to 1-3 actions that players can use to do damage, and 1-2 actions for monsters.

So as you can see on a 1v1 match up, the player has more chances of success at doing damage. And therefore the “advantage” and more likely to kill the monster before the monster kills them.

Any encounter that has equal numbers or less monsters than the party size means that the party has the advantage. They have more actions, and the greater chances to succeed doing damage.

But as soon as the monsters start to out number the party. The number of actions and those opportunities to hit start to sway in favour of the monsters.

So that’s why a group of goblins may not seem dangerous to a party. But they have more opportunities to do damage. More chances of success. And therefore the upper hand. Whilst the same holds true if they knock out/kill a party member.

And that is my understanding of the thinking behind that statement. Obviously there is a lot of mistakes above, and I’ve not explained bits enough. Put your corrections in the comments below.

Testing testing

Friday night was meant to be our second Casual Magic the Gathering session for Fenland Gamers.

However no one showed up. Not even the people that had asked we put these sessions on. Which meant I spent over an hour sitting in The Luxe at a table with MtG play mats on, shuffling decks, and looking like Billy no mates.

To say I was not happy was an understatement.

But Saturday I was back at my FLGS The Hobbit Hole for the MtG Open House.

Thankfully I got to try my two new decks. You’ll find the first deck list below, with the second to follow in another post.

The nice thing about this testing was that playing against Michael and Kar-Fai I was going up against decks that I will be facing in the final season of Standard Showdown.

Michaels burn deck is very fast. Too fast for the Simic Ascendancy deck. But my Orzhov deck just edged it. But they were close games.

Kat-Fai also tried out two deck ideas. One of them I think will be the one he goes with for the Standard Showdown. Once again the Simic Ascendancy deck did the worst out of the two.

I knew before hand that the Simic deck would need more work. I’ll discuss those thoughts below. But I was very happy how well the Orzhov deck seemed to do.

I got to see another deck that will be in the Standard Showdown. It’s one of the dinosaur aggro decks with one or two new additions. These decks are lightning fast also.

So here is the first draft of the Simic Ascendancy deck I’ve put together.

Creatures:29

3 Hydroid Krasis
3 Incubation Druid
4 Merfolk Skydiver
3 Pollenbright Druid
2 Evolution Sage
3 Guildpact Informant
3 Frilled Mystic
2 Zegana, Utopian Speaker
2 Biogenic Ooze
2 God-Eternal Rhonas
2 Roalesk, Apex Hybrid

Spells:9

2 Bond of Flourishing
3 Simic Ascendancy
1 Vivien, Champion of the Wilds
2 Wilderness Reclamation
1 Vivien Reid

Lands:22

3 Breeding Pool
12 Forest
3 Hinterland Harbor
4 Island

Sideboard:15

1 Incubation Druid
1 Pollenbright Druid
1 Evolution Sage
1 Guildpact Informant
1 Thrashing Brontodon
4 Essence Capture
1 Finale of Devastation
1 Simic Ascendancy
2 Vivien’s Arkbow
2 Planewide Celebration

Ok here are the stats. I usually put this before the deck list. But thought I’d try and shake things up and try it here.


The sideboard definitely needs a lot of work. My current thinking is that this should be mainly counter spells.

I do like the new Vivien, Champion of the Wilds. That on going ability of giving creatures flash is nice. So a second of her would be good.

Adjusting the Forest/Island ratio I think needs to be done, so that it takes into account sideboarding counter spells in.

The deck needs to be faster. Of if I can’t get it faster, work on a way to stay alive long enough to implement the plan.

In the wake of Pytheas – Session Zero Postmortem

So Saturday saw my first session zero as a DM.

The players had before hand been given the one sheet about the campaign, albeit digitally (my post about it is here).

I’d created a cheat sheet for creating a character in D&D 5e. Which I had printed out earlier in the week. Sadly when I was printing out that, I should have also printed out blank character sheets. Something I didn’t think about until I was on my way to the session zero. Luckily Jonathan was able to save the day on that front.

Why did I want to go “old school” instead of using something like D&D Beyond which does all the heavy lifting for you?

I don’t mind tools like that, that make life easier. But before you start using one of them I think you need to at least create one character the traditional way. I think it gives a better understanding of the character sheet and how the various stats, modifiers etc on the character sheet are related to each other.

Also a benefit of doing it this way doesn’t rely on everyone having a laptop,tablet or smart phone to access their character. Or everyone has that stuff, or is comfortable using it. Plus a mobile is not the ideal device to use.

I did have to poo poo a couple of character choices. No goblin characters, and there was something to do with a ranger, that was detailed online (I think the person was looking at D&D Beyond). I had to remind them of the line from the one sheet that pointed to what was valid for our campaign. If it wasn’t in one of the books listed, they couldn’t have it.

There are a couple of reasons for this. Financial overhead for players. I know eventually I’ll pick up Volo’s Guide to Monsters and Xanathar’s Guide to Everything. And if I listed them as also valid some may feel they would have to purchase them as well. That’s a pressure that I didn’t want the players to have. And this goes double for D&D Beyond. I know there is a free part to it. But access to the majority of stuff costs.

Another reason is simplicity. The Players Guide can seem overwhelming as it is. I know I added in the Swordcoast too for players to use if they wished. But that added a little more to consider. But not a big overhead. Juggling between these two will be bad enough I think for new players, adding in more books would just be too confusing I think.

I really should have looked up advice on running a session zero. I was there giving advice when needed. Early on I tried to get people to talk about their character, so at least they had an idea what others were going for. That might have influenced their decision on what to play. I wasn’t going to say “oh you need a healer, fighter, etc”. If at the end of this they all had decided to play bards then that’s the decision we would have lived with, and I’d adjust the campaign to cater for that. Which makes it sound like I have it all planned out. I don’t. I’m working on the initial dungeon, and that is the extent of the planning so far.

But I feel I could have run the session better.

I think the cheat sheets helped.

I should have supported the usual suspect better in creating his character. I should have noticed earlier that he was struggling. Which is a major failing on my behalf. I did keep checking in during the session, and each time I was told they were fine.

At the end I took photos of the character sheets. So there are copies if things get lost between now and our first session. Plus I can pull off the info I need for my session prep.

So my first session zero I think I’d grade could do better.

Scythe Modular Board Announced

At the end of the month (29th May) fans of Scythe can preorder the final expansion for the game, the Scythe Modular Board from Stonemaier Games.

It’s not a well kept secret Scythe is my all time favourite game. So having the ability to shake things up even more. Wow. The replay ability goes through the roof. And it already scores high on that front with the other expansions.

The question I have about this is would it work with the neoprene mat? I suspect not.

But I’m excited about this. Can’t wait for it to hit. And if the Wingspan preorder is anything to go by, this will be in players hands before the end of June. But that’s a major assumption on my part. Naturally if you want to get it from your FLGS it will be in for a longer wait. It’s late Summer apparently.

War of the Spark Standard Deck Thinking

It’s time for more thinking aloud about new deck ideas for Standard.

I’ve got a couple of deck ideas that have been kicking around my noggin recently.

The first is a black/white or Orzhov deck using lots of cheap 1 CMC creatures.

That was the original thinking. There are a lot of 1 CMC creatures between these two colours. Some have deathtouch, or can be given deathtouch and come in as 1/2 instead of a 1/1.

So my thinking for the initial version of this deck was to go with creatures that had lifelink, and have other cards that gave me a benefit for gaining life.

But because these small creatures will die easily I wanted to get a benefit from that as well.


Having a couple of chances to proliferate is also handy because that will allow me to pump up those creatures like Ajani’s Pridemate even more, and push up any Planeswalkers I have out.

God-Eternal Oketra is the “big hitter” for the deck. But sideboarding one or two of the black 6/6 flyers might be an option also.


I’ve not decided what removal spells to use. But at most that will account for 10 cards of the deck at most. Plus sideboard cards naturally. I’m thinking the sideboard will be mainly spells like duress or removal.

My main drawback at the moment is I don’t have any of the check or shock lands for this deck.

The second deck is returning to Simic to create a Simic Ascendancy deck.

An early if not the first version of my Simic deck had Simic Ascendancy in it, as did John’s merfolk deck. John tried to get it to work more than I did. If my memory isn’t failing me, I don’t think it made the cut into my second version of the deck. Eventually John also gave up on the card. The issue was it was too slow.

However with the re-introduction of the proliferate mechanic, I think it might just be viable.

This deck is not as advanced as the Orzhov deck. But I think I can get something together by the time our casual mtg night starts tomorrow.

Angrath‘s Raiders

WARNING TO ANYONE IN MY D&D GROUP: This has spoilers about the upcoming campaign. You may not want to read any further and experience the twists and turns as they happen. Assuming that is you come across what I am discussing in this post. It’s always possible you may never come across it.

Session zero is this weekend. This will be my first session zero as a DM. So once again I’m a little apprehensive about it. Not as much as I was for the taster session. But still the nerves are there.

However my thoughts aren’t really with that session zero. They are more with the start of the campaign and the first encounter and “dungeon”.

The plan is starting to formulate in my head. So now I need to start capturing those thoughts. Which brings us to this post.

From the player campaign intro sheet that I wrote (you can get it here) we know that the first encounter for the campaign will be the players and the ship owner and his crew. So I have that handled. Happy with that.

I’m thinking of having the players end up on a secluded beach somewhere. There will be cliffs too difficult to climb, trapping them on the beach. But they will discover a cave entrance. I’m toying with the idea of having an encounter on the beach with possibly a giant crab.

Naturally it would be handy if the players explore the cave. Inside they find it empty but at the back will be carved steps going up.

This will be the secret entrance to a pirate den (is that the correct word to use here?) And so the party will explore the den and fight some pirates, eventually they will emerge into a tomb. This tomb will be the secret room from the taster session. Yep they will be exiting the pirate den through the tomb of the Delian Order. There won’t be any goblins in it, just their decayed remains.

From there the party will… I’m not sure. So I have a plan, kind of.

Let’s go back to the pirates.

I had been wondering about what creatures to use for the first dungeon. Then it hit me this is a nautical, island hoping campaign. There will be pirates.

So naturally I’ve been sourcing pirate miniatures.

But my pirates are not solely humans. They are a mixed bag of races. I have human pirates, a dwarf, half elf, orcs, and some vikings (which are human).

Why vikings as pirates? Well I thought there were bound to be some in this band of pirates considering that a large part of the Moonshae Islands has a Norse influence. Which says to me viking. Or they look like them at the least.

The pirates do have a leader, and I’m blatantly borrowing the leader from MtG. The leader is Angrath the Minotaur pirate.


I’ve found a cool Minotaur mini to use for him.

Angrath is going to be a major character in this campaign. So I like the idea of introducing him early on. I’m also toying with the idea of having the half elf be his lieutenant. And also a recurring character.

I’d love to have a Vraska pirate mini also, as I’d love to have her as a character. But as I type that I’m thinking I can still do that. I can have Vraska and Angrath as two competing pirates, with the players always getting caught in the middle.

Now to design a pirates den!

3D Cave Entrance

My friend kindly printed off a sample cave entrance for me from the humble bundle 3D models I purchased.

So what follows is my notes of the steps I took. Basically so that I can recreate what I did for other pieces when I get them printed.

So Saturday night I primed it ready for painting with a light grey primer. It was the only grey I had. Mind you I like the light grey generally any way.

Then Sunday I gave it a coating of Black Grey paint. Which as I write this part of the post is drying.

I followed that base coat up late afternoon with a coating of grey paint. But I used a not dry brush technique! By that I mean the brush was more wet than it would be for dry brushing. Not much wetter, I didn’t want the paint getting into all the gaps.

I then applied a dark tone wash, which the following photo shows having just been applied. I’ve not used any washing up liquid with the wash either.

This is the completely dry model. The wash has dulled down the grey nicely. I’m not sure I need to do any dry brush highlights.

So here we have the finished tile. It’s not going to win any model painting competition but I’m happy with the final look. But I’m gobsmacked how cool to me it looks. A lot better than I thought it would. At the beginning I was very apprehensive and expecting it too turn out a total train wreck. But somehow I avoided that.

I’ve applied some varnish to finish it off and protect it. And that’s all he wrote!

Want to learn MtG?

After Prerelease usually comes Release weekend when your FLGS holds draft events using the new set.

But WotC have been fiddling with the events, and the order they happen. So not only will your FLGS be doing the above draft events, they will also now be holding an Open House.

Open House events are great for those that want to learn MtG, or try it to see if they like it, or returning players who haven’t played in a long while.

At the Open House you will be given a free welcome deck (it’s free so will not have any cards of value in it) and taught how to play.

You then get to play some games of MtG against other players, and after about 4 games you get given a free promo card.

For the Open House I believe it’s this lovely full art Liliana’s Triumph.


The Welcome decks are great for learning, however they are not something you would use at say FNM or whatever event replaces Standard Showdown.

For those two events you really want to get one of the new Challenger decks. They are a great basis to build a deck from, plus straight out of the box unchanged competitive (ie you will win a game or two with them).

The Planeswalker decks are great for casual play, but once again not strong enough for the more competitive events.

So if you like MtG after trying it. Depending on if you want to just be casual or competitive you know what the next best product is to buy.

Obviously you could jump right in and build your own deck. But that requires buying boosters or singles, learning how to build a deck, and is a steepish learning curve.

With it also being draft weekend as well as the open house, you could always hang around and take part in the draft event.

If you did you’d get this sweet promo…

I won’t explain draft here, but it’s a fun format that doesn’t require you to have a deck or lots of cards to build one from. If you do decide to take part in the draft event the store owner and other players will be more than willing to help you and give advice.

So next Saturday head on down to your FLGS to learn how to play MtG, get a free welcome deck, play some games and get a promo card.

Airlines and Sparks

It’s been a while since I’ve talked about a Fenland Gamers gaming session. I’ve been boring you all with MtG and D&D stuff.

Last Friday was once again one of the Fenland Gamers fortnightly Friday gaming sessions.

Our first game of the evening was a game I last played with Jonathan and his Dad way back in 2016 (the BG Stats app is great for this sort of information). That game was Airlines Europe.

Like so so many games in our collections it doesn’t get nearly as much table time or love as it truly deserves. The modern gamers dilemma, too many great games, not enough time. And the problem just gets compounded as new games come out.

To be fair to Jonathan and myself the growth of our collections has dropped down to a snails pace (although I’ve never truly understood that phrase, those slimy little devils can sure shift). I know Jonathan is currently on a self imposed purchase ban. Whilst for me apart from the odd game nothing is really grabbing me, getting me excited. But I’ve felt that way for a couple of years now.

However Jonathan and I both have games in our collections that we haven’t played yet (our piles of shame as they are known), and games we want to get back to the table. So it’s not as if we need to buy any more.

Back to Airlines Europe. It does have a mechanic I love. A mechanic that adds suspense, even tension, an element of push your luck and the unknown.

Airlines Europe has 3 scoring rounds. How these are triggered is the mechanic I love. One scoring round card is shuffled in with 10 I think of the shares cards and that is the bottom of the share deck. The other 2 scoring round cards are mixed into the rest of the deck using a couple of rules.

So you have a rough idea when the scoring rounds will trigger but not exactly when. As you approach the part of the shares deck that the scoring round card could be in, the tension builds. Do you have time to get the shares out for scoring to give you that majority? Do you have time to grab that share on the trade row?

It’s a simple trick. Pandemic uses it as well to great effect. Sub Terra uses it for the exit tile. Yes it adds a little over head to the set up to a game. But I think the pay off is worth it.

Our second and final game was the classic roll and write Qwixx. Somehow Jonathan won this.

Well I know at this point Jonathan will stop reading.

Yesterday was Prerelease for War of the Spark (as was Friday and Sunday). But yesterday was the day I attended one of the 6 events my FLGS The Hobbit Hole was/is running over the weekend.

Prerelease is such good fun. It’s about opening boosters, playing with new cards early. Although technically for authorised stores it was release weekend, because they could sell everything a week early this time.

The atmosphere is also a bit different. I’d say more social, less competitive, there is an air of excitement.

It’s also the only time I get to see and play against some people. They might only do prereleases or FNM is their thing normally. So it’s a great time to catch up as well.

This Prerelease continued my run of bad results, and poor cards to build with. Well that’s the excuse I’m going with. My pulls had very few low cost creatures. I ended up with going white/blue with a couple of mountains thrown in so I could play Naheb.

I started off with 15 lands, but after getting mana screwed both games and losing in round 1. I went to 17 lands.

Round 2 I won. The deck was given a chance to hit it’s stride.

The next two rounds although losses, they were not walk overs. I was hitting land drops, once or twice mana flooded and not hitting creatures. But I was much happier with the games.

Here are the stats.

Casual Game

Simon: Draw 1-1

Prerelease Stats

Prerelease Participants: 21

Rounds: 4

Round 1: Simon Loss 2-0

Round 2: Jade Win 0-2

Round 3: unknown Loss 0-2

Round 4: unknown Loss 0-2

Record: 3-1

Final Position: 20th

Prizes: 2 participation packs

The nice thing is one of my ex-students won, going undefeated. And to top it off in his participation packs pulled a foil Liliana. So that is an amazing memory of a Prerelease for him.

But it was a great day, well attended. Maybe not as well as Guilds of Ravnica. But still for a FLGS in a middle of nowhere Fenland town, with MagicFest London doing it’s best to steal away it’s players.

Setting the scene

Well it’s a single page. But is it any good? I don’t know. Oh what am I talking about? The Player Intro to the campaign. Or the one-sheet.

This is technically my second one of these (first attempt at one can be found here). Although it is the first to be used in anger.

I’ve copied straight from the campaign pitch the pitch for this campaign. It sets up the over all campaign story arc. Or hints at what may come to pass. But it also sets up where the players will be starting (although I still have to place Saltmarsh along the Sword Coast) and why they are there.

It also details the source books we will be using for the campaign and any restrictions (spoiler there are none) on characters and classes.

I’ve also photoshopped (which in reality means that I used Photofox on my iPad) to create what I hope is a collage that evokes the spirit of the campaign.

For those interested here is a pdf of the one-sheet I wrote: dandd player campaign intro
Now onto the planning of the first adventure!