After watching Web DM’s video on making your D&D game more deadly, I quickly jotted down 37 ways you could make combat more challenging (and deadly) for your players without going down the road of changing the rules.
I hate gnomes.
Not the race themselves.
But the way D&D have dealt with them.
In 5th edition there are two versions: forest gnomes and rock gnomes (which are basically tinker gnomes).
I dislike both of these subtypes.
But, it’s not just the subtypes I dislike – there is a larger issue here.
D&D has never really decided where gnomes fit in.
And this issue has been prevalent throughout all editions of D&D, so I am not picking on 5th edition here.
Dungeons & Dragons 3rd edition had a lot of cool features.
One of them being masterwork items.
Masterwork items simulated well-crafted weapons, armour, and items found in the world, which gave you minor bonuses when used.
The most popular of these were masterwork weapons.
This spell came about after a player in my new Lunchtime D&D Campaign found a spell he liked and wanted to know if he could have it.
It ended up being a snippet of a sorcerer’s path which was published over at D&D Homebrew. So I owe a lot of the inspiration and basic idea to it’s creator, Nickengi.
I am was a member of a lot of D&D groups and forums and one type of post comes up again and again.
It’s what I call the “Can I have…” post.
I see so many GMs posting on these forums “Can I have a vampire as a Patron for a Warlock?” Or “Is it possible for a Hill Giant to be a Wizard?”
I am not sure what these posters are actually looking for – whether it’s validation of their idea or permission to include these in their games.
Whatever the reason it strikes me as a contest of creativity vs. rules.
In this post I want to explore the Wizard class and how the various spell schools could impact your campaign world.
The Wizard class in 5th edition pushes the magic-user into specialising in a particular school at second level.
With this in mind I got to thinking about how each wizard and school would be perceived in the wider campaign world.
We all should know that Dungeons & Dragons has various editions that span five decades.
But what you may not know is that each edition has its own feel, vibe, and power level.
Generally speaking, with each edition (not including 4th) the power level of the game has increased.
In other words, characters (and monsters) start out and become more powerful much sooner.
What I would like to do in this post is explore the idea of past editions being past eras or epochs in your campaign world, rather than just older versions of the game you over-write.
It’s tme to create a pantheon of gods for your D&D campaign!
Okay, so I am going to be trying something new with this post.
I want this post to be a kind of free-flowing, updated as I go, kind of thing.
Like a (not-so) live feed, but with blogging. If that’s possible.
So, bare with me.
I was watching Matt Colville’s video on creating a panteon of gods today and while I admire Matt’s level of detail I really don’t know if 1) it was the best way to create gods, and 2) if anyone (other than Matt) has time for that.
So, I want to show you an alternative way of creating some gods – which I have for my own sandbox world.
Skills in 5th edition Dungeons & Dragons are pretty limiting.
You get your allotted number of skills at first level, and they stay pretty static throughout the game; only really getting better when you level up and your proficiency bonus (slowly) increases.
I find this a little odd, given that in the real world a person can get better at a skill, and I don’t think it’s a great leap to think fantasy characters could as well.
Worlds are created as much by taking things away as it is by adding things.
There was a recent discussion on Facebook around GMs restricting choices from the players – specifically around races and classes – in their campaigns.
And a few people felt this was alienating and silly, and reeked of a GM power trip.
In my opinion, this view is misguided.