Why don’t people understand why character advancement is important? Why don’t people see the value of point-based character advancement? Why is it so hard to handle XP right? Well, when even Mike Mearls can’t get it right, there’s no hope for you. At least, there wasn’t. Until I came along to tell you How to XP Good.
It’s time for a quick run through the ole Ask Angry e-mail pile. Oh, hey, look, I have dozens and dozens of questions. Let me answer a couple. Heck, I’ll answer a few! Because I’m just that great a guy.
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.
It’s time for my first ever Fanservice BS, wherein I post the rant my Patreon supporters wanted to hear. Today’s topic: why I hate ability scores in D&D 5E.
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.
There’s lots of things GMs might hide in their adventures. For example, traps. But how does D&D handle traps? Why does D&D suck at handling traps? And how should it handle traps?
A well-designed, well-paced adventure hangs on the exit map. And designing a good exit map is more about incentives and psychological tricks than it is about walls and doors.