This will show you how I solo roleplay (or SoloRPG) my D&D campaign.
Note, this is not an article on how you should solo roleplay, but simply how I do it.
A lot of people solo roleplay, but they all have one thing in common: they play a different way.
If you like the way I play and would like to do it the same way then great! Otherwise, you may find some useful tips to help you do it your way.
Continue reading “How I Solo Roleplay Dungeons And Dragons”
This is a bit of an on-going experiment, but I decided to strip Dungeons and Dragons 5th edition down to its core to see how close I could replicate the earlier editions of the game.
Or, in other words, make it more like an old school D&D or OSR ( Old School Renaissance) game.
And surprisingly, it works pretty well.
Continue reading “How To Surprisingly Turn D&D 5e Into An Old School OSR Game”
One of the big issues I have with spellcasting in D&D 5th edition is the restriction on casting spells that require concentration.
The rule as written in the Player’s Handbook is as follows:
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifics how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
I understand the reason the designers did this – to limit the number of spells a caster could have “up” at any one time, but I feel like the pendulum swung too far.
Continue reading “Spellcasters Have A Concentration Problem”
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.
Continue reading “37 Ways To Make Your Dungeons And Dragons Battles More Deadly”
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.
Continue reading “Gnomes – A New Take”
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.
Continue reading “Bringing Back Masterwork Weapons”
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.
Continue reading “Being Creative Vs Rules – A Small Rant”
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.
Continue reading “How Would Nations And Governments View Wizard Schools”
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.
Continue reading “Use Older Editions Of D&D As Past Eras In Your Campaign 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.
Continue reading “Skills In D&D 5TH Edition”