Category Archives: Play Advice

Playing a First Level Bard

Bards are charismatic. Bards are skilful. Bards get to talk to everyone! Here are a few notes on how to play them effectively at first level. What is the Bard best at? The bard is the best at inspiring other … Continue reading

Posted in D&D 5E, Play Advice | Leave a comment

Snakes, Druids and “Oh, We’re In It, Now!”

I ran Oh, We’re In It Now on the weekend. It’s a 2-hour DDAL-legal adventure written by Luke Gygax and Thomas Valley. It’s the second time I’ve run it, and so I was much more confident about how to approach … Continue reading

Posted in D&D, D&D 5E, D&D Adventurers League, Play Advice, Session Report | Leave a comment

The Joy of Doorways

In my experience, a lot of D&D combat takes place around doorways, certainly if the players have played a lot of the game. Why would you want to go into a room? The DM has probably filled it with lots … Continue reading

Posted in D&D, D&D 5E, Play Advice | 1 Comment

Playing a First Level Barbarian

Barbarians are tough. Barbarians are strong. Barbarians are incredibly fun to play. Here are a few notes on how to play them effectively at first level. What is the Barbarian best at? The barbarian does the most damage of any … Continue reading

Posted in D&D, D&D 5E, Play Advice | 4 Comments

Running Tomb of Annihilation: Entering Omu

For the last few weeks, we’ve been exploring Omu, the Forbidden City of Tomb of Annihilation. We haven’t finished yet, and it’s likely to take a few more sessions before we do. At this point in the story, the players … Continue reading

Posted in D&D 5E, D&D Adventurers League, Play Advice, Session Report, Tomb of Annihilation | 3 Comments

Running Tomb of Annihilation: More on Wilderness Adventures

There’s a lot of wilderness in Chult. You’re likely to become very familiar with it in the early levels of Tomb of Annihilation, as the adventurers search for clues. It’s easy to become distracted by the rules given on the … Continue reading

Posted in D&D, D&D 5E, Play Advice, Tomb of Annihilation | 4 Comments

When Concentration Fails

One of the more fascinating mechanics of the 5th edition of Dungeons & Dragons is the concentration mechanic. For those not familiar with the mechanic, it creates a limitation on how many spell effects can be used at once. Each … Continue reading

Posted in D&D, D&D 5E, Design, Play Advice | 6 Comments

Running Tomb of Annihilation, Part 5: Hexcrawling

When we left our brave adventurers, they were in the middle of the Valley of Dread and needed to make their way to Port Nyanzaru, many hundreds of miles to the north. Welcome to the part of Tomb of Annihilation … Continue reading

Posted in D&D, D&D 5E, D&D Adventurers League, Play Advice, Session Report, Tomb of Annihilation | 3 Comments

D&D Adventurers League: Challenges when Scheduling for New Players

I’ve now been running D&D Adventurers League games at my local store for a little over three years, since the release of 5E – which is how long the program been in existence. We run two nights a week, and … Continue reading

Posted in D&D, D&D Adventurers League, Play Advice | Comments Off on D&D Adventurers League: Challenges when Scheduling for New Players

Terrain of the Mind

Expanding on my recent article on how I run D&D combat without miniatures, here are a few notes on how I run terrain in that mode. It’s a different experience from using miniatures, and certain types of terrain change from … Continue reading

Posted in D&D, D&D 5E, Play Advice | 4 Comments