Being Stealthy in Dungeons & Dragons 5E

I’ve found the rules for Stealth in the new edition of Dungeons & Dragons rather hard to follow. It doesn’t help that I haven’t seen the Player’s Handbook yet, but it seems that it basically just is the rules from the Basic D&D game, so there is little further clarity there. I rather hope Stealth gets a section in the Dungeon Master’s Guide! It doesn’t … Continue reading Being Stealthy in Dungeons & Dragons 5E

D&D Concepts: Marching Order

One of the suggestions in the new D&D Starter Set is that you work out a Marching Order for your party. This is a pretty simple concept – it’s the formation that you use when moving around – that has seen some development through the history of D&D. In the early years of the game, adventuring parties were often much bigger than they are now. … Continue reading D&D Concepts: Marching Order

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

Caverns of the Oracle: One of my personal megadungeons

When you get down to it, my D&D designs are greatly influenced by the form of the game that Gary Gygax seemed to be writing about in the DMG. And that means dungeons. Lots and lots of dungeons. Yes, I know that he also wrote about territory development and wilderness exploration, but those sections are rather scant in the DMG, whilst there’s a lot on … Continue reading Caverns of the Oracle: One of my personal megadungeons

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