More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

As I’ve mentioned before, D&D combat is not really the most realistic of systems. This doesn’t matter much, because it’s fun! However, with Mike Mearls talking about providing an alternative initiative system, it’s revived my interest in the various initiative systems D&D has used over the years – an abiding interest of mine. Mike’s system, for those who haven’t seen it, requires all combatants to … Continue reading More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

A Look at Initiative Systems in Dungeons & Dragons

Combat in Dungeons & Dragons is not particularly realistic. Its mechanics exist to make a good game rather than accurately relate what would happen in a real fight. The current initiative system can be described as a cyclical system. At the beginning of each combat, an initiative roll is made (a Dexterity check) by each combatant. The combatants are then ordered from highest roll to … Continue reading A Look at Initiative Systems in Dungeons & Dragons

Dungeon Exploration: Wandering Monsters and Tracking Time

Dungeons & Dragons began in the dungeon. It’s the form of the game that I keep returning to, because dungeons are cool. They provide an environment that allow the players to make interesting choices, whilst allowing the DM to easily understand their structure. With the release of Tales of the Yawning Portal, we’ve been given seven classic dungeon scenarios to play with. I’m a very … Continue reading Dungeon Exploration: Wandering Monsters and Tracking Time

Adventure Structure: Curse of Strahd

One of the bigger problems with Princes of the Apocalypse is that it has an adventure structure that allows the players to very quickly end up in areas that are far too dangerous for them. However, the story is pushing them towards those areas. What’s the quest? Rescue the prisoners. Where are the prisoners? In a dungeon designed for level 12 adventurers. What level are … Continue reading Adventure Structure: Curse of Strahd

Monsters can be Friends, Too! Monster Reactions

One of the rules I never quite understood in the Basic Dungeons & Dragons set of 1981 was the Monster Reaction table. The basic idea was when you encountered a group of monsters, you’d follow the following sequence: Roll 2d6 to determine distance between monsters and party (in tens of feet) Roll to determine surprise (in Basic D&D, there was a 33% chance for each … Continue reading Monsters can be Friends, Too! Monster Reactions

Morale: When Monsters Run

Monsters are people too! They want to go home at the end of the day, settle down with their loved ones, and count their treasure. They certainly don’t want to be killed by adventurers who just happen across them when they’re on their afternoon stroll! However, there are times when a monster’s got to do what a monster’s got to do: defend their home against … Continue reading Morale: When Monsters Run

Mike Mearls – A summary of the interview on Tabletop Babble

Tabletop Babble is a new podcast from James Introcaso, once the host of the Round Table on The Tome Show. In his first podcast, he interviewed Mike Mearls. It’s a fascinating interview, where Mike discusses the state of D&D and its future. James kindly gave me permission to post a summary of the interview. Note that this is a summary, not a transcript; it is … Continue reading Mike Mearls – A summary of the interview on Tabletop Babble

Musings on Adventure Path Structure

When 3rd Edition Dungeons & Dragons was released, it also gained a series of eight adventures that took a group of adventurers from levels 1 to 20. Starting with the Sunless Citadel and continuing through to Bastion of Broken Souls, it demonstrated something that previous editions hadn’t provided: a complete “Adventure Path” series that went the full range of levels. However, players only familiar with … Continue reading Musings on Adventure Path Structure

Thoughts on Unearthed Arcana: Bardic Colleges

The second of the Unearthed Arcana series on expanding options available to characters is now out. Its topic? Bards! The two colleges included in the Player’s Handbook are both excellent and providing interesting variations on the basic topic. For me, it’s hard to top them – both represent character types that I enjoy playing. So, how do the new colleges stand up? College of Glamour … Continue reading Thoughts on Unearthed Arcana: Bardic Colleges

Thoughts on the Unearthed Arcana Barbarian Primal Paths

Barbarian primal paths have a problem, and that’s the Totem Warrior path. When one ability (the Bear Totem) is so good – gaining resistance to ALL damage except psychic – it’s hard to compete against that. With that in mind, here’s a few notes on the new Primal Paths that are spotlighted in playtest form in a recent Unearthed Arcana column. Path of the Ancestral … Continue reading Thoughts on the Unearthed Arcana Barbarian Primal Paths