Etherfields and the Death Spiral

I have recently been playing quite a bit of the board game Etherfields, a campaign/story game where you explore a Dreamscape for something you have forgotten. In theory, the story becomes apparent as you play, but I have not progressed far enough into the game for it to reveal itself yet. However, one of the reasons I have not progressed far enough is because Etherfields … Continue reading Etherfields and the Death Spiral

The Cleric in Dungeons & Dragons

In the beginning: The original cleric class debuted in the first version of Dungeons & Dragons in 1974. There were only three classes in those days: Fighting Man (Fighter), Cleric and Magic-User (Wizard). The Thief (Rogue) came along the next year with the Greyhawk supplement. The original cleric was good at fighting but initially could not cast spells. Instead, it gained that ability at level … Continue reading The Cleric in Dungeons & Dragons

On Opening Scenes of Organised Play Adventures

One of the flaws I have seen in Organised Play adventures (such as the D&D Adventurers League) is this: Starting the scenario with a wide-open question and no set goal. For instance, you start in a town’s marketplace. Or a tavern. And the next question is “what do you do?” What is missing here? An immediate goal for the characters! Why are they in the … Continue reading On Opening Scenes of Organised Play Adventures

Thoughts about Skills in Dungeons & Dragons

The skill system in fifth edition Dungeons & Dragons says only a little about what each skill can do, certainly when compared to previous editions. 3.5E, for instance, was very detailed about what skills covered. However, with that lack of definition comes freedom – and confusion. Especially when one player moves to a different group and discovers that the skill does not do what they … Continue reading Thoughts about Skills in Dungeons & Dragons

On the Complexity and Length of Stat Blocks

I have recently been contemplating the Runequest game, which I find fascinating and challenging to approach at the same time. One of the reasons I find it so difficult is that the stat blocks in the game are long. And there are a lot of them. One of the introductory adventures features the characters defending a town against raiders. And every single raider has their … Continue reading On the Complexity and Length of Stat Blocks

Random Encounters: 1d8 + 1d12

In the early days of Dungeons & Dragons, the rulebooks gave various methods of determining what monster was randomly encountered. The earliest tables used a flat roll – roll a d6. On a 1 it is an orc. On a 2 it is a goblin. And so on and so forth. Advanced Dungeons & Dragons gave a more nuanced approach: Percentile tables, with different probabilities … Continue reading Random Encounters: 1d8 + 1d12

Icewind Dale cover

Milestones and Experience Points

I have recently been thinking about why I prefer using Experience Points to Milestones. There are a few reasons, and this article covers my thoughts on the benefits and problems encountered by both approaches. I do believe, very strongly, that there is no one right way, but – in the main – Experience Points are superior for my campaigns. And the reason for that derives … Continue reading Milestones and Experience Points

Destroying the Players’ Magic Items

Something present in older forms of Dungeons & Dragons that has not survived into the current edition is the destruction of magic items by various effects the party might suffer in combat. In AD&D and original D&D, when you were hit by a fireball spell, every item you had was required to make a saving throw (with success values determined by a special Item Saving … Continue reading Destroying the Players’ Magic Items