Issue 19 of my Dungeons and Dragons zine is out!
Issue 19 is all about the Arctic. It will feature articles on adventuring in the arctic, new features found there, new cold magic, Blood Ice – a new substance, a new class: the Ice Crafter, new monsters, and much more! (See below for details).
Continue reading “d12 Monthly – Issue 19 – Arctic Issue”
The third edition of Dungeons and Dragons (3e) introduced a great arrow in the quiver of any GM’s bow: the monster template.
This article will help you understand what monster templates are and how you can apply them to any edition of D&D that you play.
Continue reading “Monster Templates For Any Edition of D&D”
I have written about how good Dungeons & Dragons random encounter tables are before, both in this blog and in issue 7 of my zine.
In this post I want to respond in a way to a video I watched where the host was explaining how bell-curve random tables are not truly random and shouldn’t be used. A single die with a way to roll higher than the max would be better.
I both agree and disagree with this notion.
It all comes down to what you want to get out of the table and what area in your campaign world the table is for.
Let’s dive into it.
Continue reading “Encounter Table Design For DnD”
This is the second episode for a podcast that I have put together and includes Ian from Black Dragon Games and Jon from Tale of the Manticore.
Featuring myself, Ian, and Jon answering D&D questions from the Twitter and Facebook TTRPG communities.
The theme was Magic and we managed to answer some really interesting questions over an hour or so.
Listen and let us know what you think in the comments below, or on my Twitter.
Random encounter tables are a great way to bring diversity to your campaign.
The biggest error most GMs make with random encounter tables is they use stock standard ones from official books, which are filled primarily with monsters. Continue reading “Random Encounter Tables – A GMs Best Friend”
Monster stat blocks are an essential part of the Dungeons & Dragons game.
They let the GM know a lot about the monster – at least they should.
What they tend to end up like is a combat block, rather than a monster stat block, focusing on combat-orientated information.
Helpful in combat, but not very complete, given the characters may want to parley or interact with the creature in other ways.
What I have developed is a modular monster stat block that will give GMs the information they need – at a glance – to run the monster in any situation.
Continue reading “Monster Stat Blocks – A New Layout”
One of the great things about the Dungeons And Dragons 3rd edition Monster Manual is the additional information they give you regarding monsters.
This includes the climate and terrain the monsters are found in, and their organisation (numbers appearing).
This blog post will focus on the latter.
Continue reading “Encounter Numbers – Using D&D 3e Monster Manual”
Reaction rolls are an old school mechanic in D&D that allows you to determine how an NPC or monster will react to the PCs.
This mostly forgotten mechanic (at least in the modern game) was a core rule in earlier versions of the game (OSR).
When the party came upon a random encounter with intelligent monsters, and the party decided to parley with them instead of attacking them, the GM would then roll a reaction check for the monsters.
Continue reading “Reaction Rolls in Dungeons & Dragons”
What’s going to happen?
Let the simple D6 Mechanic decide for you.
This simple mechanic will allow you to add in some randomness to your Dungeons and Dragons sessions.
Instead of making decisions all the time, let the die decide for you.
All you have to do is decide on the odds.
A simple mechanic like the D6 Mechanic can be used at the table within seconds.
Let’s look at an example.
Continue reading “The D6 Mechanic for D&D And Other TTRPGs”
With the thoughts of my easy word generator still ringing in my head, I thought I would put it to some use other than what I laid out in that blog post.
This time, I will use it to create a simple, yet useful, system you could use for any downtime you have between adventures.
In fact, you could easily generate mini-adventures using this system, as you will see.
Continue reading “Simple Downtime Process Using A Word Generator”