The Speed of Combat

Since the end of my last game I’ve been thinking a lot about the pace of combat, sessions and campaigns. Wile I strongly prefer sandbox style games where outcomes are dictated solely by player choice I’m slowly warming the the idea that taking some responsibility for tempo is important to better myself as a DM. […]

Skill Failure: All

The author expresses a strong dislike for skills in D&D 5E, feeling they detract from role-playing and lead to challenges in gameplay. They argue that skills create unnecessary boundaries that limit player creativity and introduce random chance, complicating otherwise clear interactions. Instead, they advocate for focusing on imaginative role-play without relying on a skill system.

AD&D for 5E Players: Combat, but Mostly Initiative

The content provides an in-depth look at the mechanics of initiative and combat in AD&D, contrasting it with 5E. It details how initiative is rolled, the sequence of actions, and how spellcasting and movement work within a combat round. The emphasis is on understanding gameplay dynamics rather than just turn-based actions.

AD&D for 5E Players: Treasure, Experience and Encumbrance

The content discusses the relationship between treasure and experience points (x.p.) in AD&D, emphasizing how players can maximize their x.p. by understanding the value and weight of treasures like coins, gems, and magical items. It highlights the importance of encumbrance, which affects character movement and strategic planning during adventures.

AD&D for 5E Players: Philosophy

The content discusses the fundamental differences between AD&D and 5E, emphasizing their unique mechanics and gameplay approaches. It highlights the importance of house rules in AD&D and the necessity for player caution, suggesting that dungeons are complex environments requiring strategic thinking. Ultimately, players shape their own experiences through decisions and creativity.

AD&D for 5E Players: What Drove Me Away

The content explores the differences between Advanced Dungeons & Dragons (AD&D) and Fifth Edition (5E) D&D, focusing on the limits imposed by universal skill systems, complex monster stats, and modern design philosophies. It argues that AD&D encourages player creativity and role-playing, fostering a more open and imaginative gameplay experience.

Skill Failure: Insight

The post discusses the limitations of the Insight check in Dungeons & Dragons 5E. It illustrates how character biases affect results, potentially causing issues with clarity in detecting lies. The author argues that Insight checks can either eliminate mystery in the game or provide no useful information, rendering them unnecessary or overly simplistic.

The Argument for Padded Armor

The author reflects on recent D&D predictions regarding the potential removal of padded armor. They argue that padded armor, akin to a gambeson, serves a crucial protective role beneath heavier armor and can mitigate blows and arrows for players. This insight stems from the author’s extensive interest in historical armaments and D&D mechanics.

The CR System Is Broken and WOTC Shouldn’t Fix It

The discussion around the CR system in Dungeons & Dragons reveals that its effectiveness diminishes with increased party size and experience. The author reflects on personal gameplay experiences, emphasizing the need for DMs to consider various factors beyond monster toughness to create challenging encounters, ultimately viewing encounter design as an art rather than a science.

Running Sandbox Games: “Rage of Demons” to “Storm King’s Thunder”

The author shares insights from running Dungeons & Dragons adventure campaigns, emphasizing the importance of creating a believable open world. They discuss different sandbox types in published adventures, identifying strengths and weaknesses, and suggest modifications for home games. Ultimately, the focus is on embracing creativity rather than strict adherence to single plots.