Using Ability Scores In D&D To Define Your Character

Using Ability Scores In D&D To Define Your Character

Abilities scores define your character.

Of all the various editions of Dungeons and Dragons, nothing is as standardized (well, except using a D20) as the six abilities.

No matter how you generate them (or in which order you list them), Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are synonymous with the game.

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Old School Tools For D&D 5E

Guest Post - Old School Tools For D&D 5E

This is a guest post by Travis Miller.

There are some approaches to gaming that are common or assumed by players and Dungeon Masters of earlier editions of Dungeons and Dragons.

The versions of the game published by Wizards of the Coast were built on different assumptions. New fashions of play style came about partly because of the rule sets and partly because of generational differences between player groups.

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How I Solo Roleplay Dungeons And Dragons

How I Solo Roleplay Dungeons And Dragons

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. 

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How To Surprisingly Turn D&D 5e Into An Old School OSR Game

D&D as old school OSR game

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. 

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Spellcasters Have A Concentration Problem

Spellcasters Have A Concentration Problem

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.

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Gnomes – A New Take

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.

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Being Creative Vs Rules – A Small Rant

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.

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