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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My Review of Five Torches Deep’s Origins

My Review of Five Torches Deep’s Origins

Before I start this review I want you to know I am a big fan of Five Torches Deep and all past supplements (I even run a FTD Fan Page on Facebook and have created a complete proficiency list). The base game was a breath of fresh air when I needed one (being over 5e) and the past supplements have been really good additions to the base game. 

Five Torches Deep: Origins is a mixed bag. 

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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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