Visualising Combat in Dungeons & Dragons

Dungeons & Dragons was originally published as “Rules for Fantastic Medieval Wargames Playable with Paper and Pencil and Miniature Figures”. The use of miniature figures was mandatory, right? Well, even in the very early days, Gary Gygax was playing the game without miniatures. In fact, there weren’t all that many rules in the early D&D that actually required the use of miniatures; nothing like the … Continue reading Visualising Combat in Dungeons & Dragons

My next Greyhawk campaign: Onnwal, 606 CY

The next few months are going to see my Friday night D&D game playing through the Starter Set adventure, getting used to how the new Dungeons & Dragons rules work, incorporating the additional features of the Player’s Handbook, Monster Manual and Dungeon Master’s Guide as they come out. Based on comments from the Wizards design team, I expect it will take five or six sessions … Continue reading My next Greyhawk campaign: Onnwal, 606 CY

A Primer on Skills and Proficiencies in the new Dungeons & Dragons

Skills have seen a wide variety of approaches over the years. The earliest forms of D&D tended to only have formal mechanics for the functions of the thief, but the role of mechanisms for overcoming non-combat challenges have expanded since then. The current skill system is relatively pared down and uses a simple resolution system. D&D 5E uses the Ability Check as the basis of … Continue reading A Primer on Skills and Proficiencies in the new Dungeons & Dragons

A Primer on Hit Points and Healing in the new Dungeons & Dragons

Although I’ve written a lot about the various initiative systems in D&D, I could quite easily fill a lot of space talking about how healing has changed through the editions. For players moving from AD&D to 5E, the way healing works is likely to be quite strange. Yes, you still have spells that allow you to heal, but why are Hit Dice being used for … Continue reading A Primer on Hit Points and Healing in the new Dungeons & Dragons

A Primer on Spell Casting in the new Dungeons & Dragons

The new Basic Dungeons & Dragons PDF is now available, as you probably know. It contains the new procedures for spell casting in D&D, which have a few differences from earlier forms of the game. What hasn’t changed is who can cast spells: Fighters and Thieves can’t, Clerics and Wizards can. The Basics: Prepared Spells and Slots Each caster prepares a number of spells at … Continue reading A Primer on Spell Casting in the new Dungeons & Dragons

A Primer on Combat in the new Dungeons & Dragons

For those players who haven’t been involved in the D&D playtest and are coming to the new rules with knowledge of earlier systems, it’s probably worth discussing how the system works. As with 3E and 4E, the new combat system uses Cyclical Initiative. At the beginning of the combat, each combatant makes a Dexterity check and then everyone acts in that order, from highest check to … Continue reading A Primer on Combat in the new Dungeons & Dragons

Basic D&D: Changes to Conditions

The new edition of Dungeons & Dragons continues the trend of having a list of Conditions that can befall characters and monsters. Conditions provide a useful shorthand for the game, allowing the designers to create spells, powers and rules that share a common language. The list of conditions in 3E and Pathfinder is quite long, but the list was pared back in 4E, and the … Continue reading Basic D&D: Changes to Conditions

Basic Dungeons & Dragons: Combat changes

If, like me, you’ve been happily playing with the interim Dungeons & Dragons rules included in the recent Scourge of the Sword Coast, Ghosts of Dragonspear Castle and Dead in Thay adventures – or with the public playtest that those rules are drawn from – you are probably wondering what has changed. What do I need to know as I adapt to the new version … Continue reading Basic Dungeons & Dragons: Combat changes

Changes from the D&D Playtest: Starter Set Spells

A few pages from the Starter Set have been posted online by people who have been sent the set early, and there are a few notable changes. I’m not planning to analyse every little thing that has changed since the Interim Rules Document, but there are a few highlights that are worth noting. In particular, the Cure Wounds spell has changed from 2d8 healing per … Continue reading Changes from the D&D Playtest: Starter Set Spells

Changes from the D&D Playtest: More Starter Fighter changes

With the posting of the archer build of the Fighter with a Folk Hero background, we’ve learned… not that much more. Folk Hero: This is a new background, which gives the Rustic Hospitality trait. Skills? Certainly Animal Handling and perhaps Survival. Fighting Style: Archery: The bonus to attack has changed to +2, up from +1. No Mount proficiency? Does the Vehicles (Land) proficiency include riding … Continue reading Changes from the D&D Playtest: More Starter Fighter changes