Crafting Disappointment
It’s time to look at the crafting problem from the GM side of things. And to figure out what a good crafting resource might look like. And to disappoint everyone who was hoping I’d create a good crafting system.
Want to learn how to twist, bend, break, and rebuild the rules of your game to your liking? Want to see a bunch of new rules and systems created by The Angry GM? Start here on the path to becoming a hack like The Angry GM himself.
It’s time to look at the crafting problem from the GM side of things. And to figure out what a good crafting resource might look like. And to disappoint everyone who was hoping I’d create a good crafting system.
It’s time to actually start building a crafting system. And that means figuring out what the system should look like. Abstractly. Conceptually. Without doing any real work.
Thanks to a couple of unrelated experiences and some psychobabble, I’m looking at D&D Inspiration again. But that’s just an excuse to tackle a bigger issue. And to write a really upsetting Long, Rambling Introduction.
Figuring out when to fling a random encounter in the path of your hapless is the easy part. The hard part is designing good random encounters. Which are neither random nor encounters. Except they are encounters. Just don’t call them that.
Lots of GMs have given up on random encounters. And I can’t blame them. Random encounters suck. But throwing them out completely means throwing out a lot of useful stuff. Maybe we can build a better system instead?
Epic quests for legendary treasure the pretty much the bread and butter of fantasy RPGs. But let’s not talk about that.
Character arcs are really awesome things that movies just don’t believe in anymore. But I sure as hell do. And you should to. And you should want them in your D&D game. Let me tell you how to get them.
Remember how I made an awful armor table three weeks ago? Well, let’s turn that AWFUL into AWESOME with two simple words: elegance and extensibility.
Some GMs just don’t know when to stop. And, lucky for you, I’m one of them. What started as a simple effort to reskin some armor for my upcoming campaign turned into a massive overhaul of the D&D equipment system. And here’s where that overhaul began.
It’s all well and good to think through a whole bunch of conceptual bulls$&% when you’re designing a new rules system. But there comes a time when you have to sit down and actual write the rules themselves. So lets give that some thought.
Creating new rules isn’t as simple as coming up with a fun idea for a system and then making it. There’s a whole thing in the middle where you actually spend a bunch of time working out how not to accidentally make a turd. Too bad WotC didn’t know about that step when it came to their crafting rules.
Surprise! Here’s a preview of an upcoming article. It’s a set of rules I built for crafting nonmagical herbal items in D&D 5E using the herbalism kit (and proficiency therewith). Feel free to check out the rules and then come back soon to find out how and why they were created.
Before we can build any rules modules, we have to have a solid framework for those modules. Using the previously published core rules tweaks and the time pool – both of which desperately need some revision and correction and clarification, we’re going to build a master module for exploration. We’re also going to discuss exactly what the hell a “master module for exploration” is.
Everything in D&D is marked in 5-foot squares. So it makes sense that the whole game is meant to be played on a grid. But everything is also marked out in minutes and seconds and hours. Where’s the grid for time. That’s a weird question, I know. But answering it leads to a powerful tool.
Hacking is bad for your game. That’s an undeniable fact. So, if you’re going to hack your game, be prepared to fight for it. Even if you’re only fighting yourself.
Before we can build new modes of play, we need to admit that the core rules of D&D 5E have a few oddities and are lacking in a few things we’re going to need. So let’s get out our tweaking tools and tinker with the core.
I can’t help how my brain works. I get distracted from solving problems by solving totally different problems. But before I invent more goddamned game mechanics, it’s worth questioning whether I should.
I don’t have time to evaluate every monster, class, and rule that everyone sends me. And I don’t have time to help you build every monster, class, and rule that you want me to. But I DO have time to teach you how to build and evaluate your own creations for yourself. Welcome to my new series on Becoming a Hack.
There’s a difference between a game’s mechanics and its metaphor. But that doesn’t mean the two are separate. Or even separable. But it does mean you can empower yourself to create one by understanding the other.
Have you ever wondered why players let their characters die? And why every fight must be a fight to the death? Its because hit points are stupid and people don’t die at 0 HP anymore. But don’t worry. I fixed it.
Why is a short rest one hour long? Can you change that? Can you change the resting rules to change the structure of the game? What other stupid questions can I can answer about resting mechanics in D&D.
You know what’s cool? Cutting a bloody swath through waves of minor foes. Unfortunately, D&D 5E doesn’t handle that very well. Trust me. It claims you can fight 20 or 30 beasts at a time and that minor beasts stay relevant against high level foes, but don’t bet on that. Fortunately, I’m here to provide a way that actually works.
You know what’s only a problem if you’re a completely obsessive nitpicker who’s overly critical of the way RPGs handle every tiny detail? Race in D&D and Pathfinder. That’s what. Fortunately, Pathfinder gave us a great tool to correct this utter and complete non-issue as long as we’re willing to spend way more time than it’s worth. Lets spend five thousand words discussing it.
Remember the old days? When heroes would literally tear monsters limb from limb? Wouldn’t it be awesome if one of the D’s in D&D stood for dismemberment? Here’s how to build monsters in D&D that can literally be torn apart!
Remember how, months ago, I promised there would be more boss fighty goodness? Well, here’s some more boss fighty goodness. Let’s talk about swarms and oozes and that one wizard who can make copies of himself that are indistinguishable from him.
Need an awesome volcano dragon boss fight for your level 14 PCs in D&D 5E? Of course you do. Who the f$&% doesn’t? Here, have one. Happy Fourth of July!
Just because I hate the very idea of something doesn’t mean I can’t analyze it, deconstruct it, and put it together better. Here’s a deconstruction and reconstruction of Inspiration in D&D along with 11 options for using it better.
You want more Paragon Creatures? You got it! How about animated armor that changes weapons and tactics when you beat it up? How about elementals crammed into animated armor that explode forth and wreck your s$&% if you hit them too much. OH YEAH!!! F&$% you, Erwin Schrödinger
Happy 5th Anniversary to me! Five years ago, I started this site by coming up with super cool boss monster rules for Dungeons & Dragons, 4th Edition. Now it’s time to do it all again. I’m laying the ground work for D&D 5E Paragon Monsters in this article, which I will continue to build on in future articles.
After revealing that I was using Speed Factor Initiative in D&D 5E, I got a number of constructive questions and criticisms. So, I wrote this article to explain what the f$&% was wrong with me and why I didn’t deserve to die of cancer in a fire, thank you.