The Game of Attrition

Dungeons & Dragons is a resource-based game. For most of its editions, you have a limited amount of resources, with hit points and spells being the main two resources you deplete. However, if you look at its original presentation and then compare it to the current version, there are a few rather significant changes to how things are handled. Particularly concerning access to healing – … Continue reading The Game of Attrition

How many Monsters in an Encounter?

One of the bits of advice I give new DMs is this: Have more than one foe in a fight. The trouble with solo monsters is that they’re often underwhelming or, alternatively, far too powerful. This can derive from their ability to focus fire on one hero. In a fight against four goblins, it is very difficult for those goblins to all attack the same … Continue reading How many Monsters in an Encounter?

The New Dungeons & Dragons Playtest

As I write this, it is the 19th of August, 2022, and I’ve just become aware of the new Playtest for Dungeons & Dragons. While Wizards are code-naming it “D&D One”, let’s call it what it is – Dungeons & Dragons 6th edition. While they say it will be backwards compatible with the current edition (5th edition), I’m betting that it’ll be about as compatible … Continue reading The New Dungeons & Dragons Playtest

Monster Choice in First Level Adventures

I have a few problems with the humanoid monsters often suggested for first-level Dungeons & Dragons adventures. Quite frankly, a lot of them are just too scary for first-level adventurers to face. Over the years, I’ve developed a few points about what sorts of monsters I want first-level characters to face. They possess these traits: The monster is easy to hit, The monster has trouble … Continue reading Monster Choice in First Level Adventures

Deadliness, Options, and Risk

How deadly is your Dungeons & Dragons game? Do players go into each combat wondering if their character will survive? Do they avoid combat? Or do they rush in, knowing their chance of losing their character is very low? People enjoy different things. And, even in the early days of the game, there were varying desires for how deadly it should be. Consider that hit … Continue reading Deadliness, Options, and Risk

A Sense of Direction

More play of Elden Ring has led to more thinking about how it handles quests. Elden Ring is not filled with quests in the same way that games like Skyrim,The Witcher 3 or Baldur’s Gate are filled with quests. You can explore lots of locations, but mostly, you don’t have a reason to go into them except “because they’re there”. But Elden Ring does have … Continue reading A Sense of Direction

Buying Magic Items – Revisiting Xanathar’s

I am quite fond of the downtime activities in Xanathar’s Guide to Everything, and I have used them extensively in my Monday night campaign (the Weekend Adventurers game). However, there are a few points where I have found them lacking. In particular, the way that you purchase magic items. I never allow the players to select an item and just buy it. It’s always a … Continue reading Buying Magic Items – Revisiting Xanathar’s

Expanding Crime (Downtime Activity)

One of my players – a bard – asked if he could extort shop owners during his downtime. The rogue is already stealing from them, so why not extortion and blackmail? The “Crime” downtime activity – as given in Xanathar’s Guide to Everything – requires three checks with random DCs. It basically represents a burglary. For Blackmail, those checks don’t make sense. So, let’s uses … Continue reading Expanding Crime (Downtime Activity)

Bad Design: The AD&D Monk

In my last essay, I discussed the relationship between hit points, armour class and the survivability of the character. It occurred to me that in Dungeons & Dragons 5E, Armour Classes exist in a fairly narrow range and are achieved by two primary methods. Either by having a good Dexterity and wearing light armour or by wearing heavy armour and caring not about Dexterity. A … Continue reading Bad Design: The AD&D Monk

The Tension between Armour Class and Hit Points

Players looking at the original form of Dungeons & Dragons may be surprised to discover how little Plate Armour costs. You could get the best non-magical Armour Class as a starting character. I find this interesting. In the beginning, a level 1 character had 1d6 hit points. If a monster hit you, you would take 1d6 damage. When you reached 0 hit points, you died. … Continue reading The Tension between Armour Class and Hit Points