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.
Managrimm asks: Why doesn’t a monster’s speed factor into it’s CR? The aggressive trait raises your offensive CR. It seems like ranged attackers with a speed of 60’ are more dangerous than ones with a speed of 15’.
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.
I’m feeling reflective. Let’s reflect on some design elements from D&D 4E that definitely shouldn’t have been left out of 5E that can definitely make you a better monster builder.
They say that the journey is its own reward and that getting there is half the fun. Yeah? Well, not in D&D. Overland travel in D&D sucks. But here I come to unsuck it. Or to help you just get rid of it altogether. Either way is fine. Just pick one.
Like Quark closely examining Morn’s hidden stash in the Star Trek: Deep Space Nine episode Who Mourns for Morn, if you look too closely at the treasure system in D&D, you’ll find someone has extracted all of the value and there’s nothing left but worthless gold.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.