This week, I tackle two different questions related by the theme of, umm, players doing things. Yeah. First, how to handle two players going at the same time in combat. Second, how to handle players doing things between adventures.
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.
Want to run a fast-paced, exciting combat? It comes down to two things. First, learn how to track initiative. Second, learn about dolphins. Yeah, you heard me.
No one will ever let me actually throw away a “throwaway” remark, will they. Fine, I’ll explain why I once said that damage rolls are weirdly out of place in D&D.
If you didn’t like what I had to say about combat NOT being too easy D&D (specifically, that you might not be a good DM), you’re going to hate what I have to say about combat moving too slow in D&D. Hint: you still might not be a good DM.
GMs often complain that D&D is too easy and it isn’t threatening enough. But that’s because GMs are dumb.
Crit systems – you know, critical hits and fumbles – are ubiquitous. You can’t get an action RPG without them anymore. But they are actually kind of stupid and out of place in most games. Why do they persist? Do you have to have one? And what’s the best way to handle it?
How do you build atmosphere at the table? I’ll tell you how you don’t. You don’t use a motherf$&%ing soundtrack. Sorry Battlebards. Seriously. Building a consistent, engrossing ambiance is not as hard as it seems. It’s just another one of those things no one ever thinks about.