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.
Adam and Jared of the Stories of the Fifth Age podcast at the Mad Adventurers Society asked me to talk about making custom backgrounds in D&D 5E.
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.
Traps suck in D&D. They just do. Which is a shame, because everyone feels like they have to use them. So, if you must have traps, here’s how to make them suck less. BONUS: As a result of a poop, you also get a proposed experimental way to change the rules.
Bonus content: an extra Ask Angry! I consider what books and video games can teach GMs, whether Death Spiral mechanics are any fun, and why you should worry about game balance, but not too much.
Can we abbreviate a D&D 5E Stat Block enough to include monster stats inline with the adventure? Without creating a layout nightmare or wasting huge amounts of page space? The answer is yes. Can we abbreviate the discussion about user interface design and how it relates to RPGs and why it’s important? Hell no!
In our second delve into the megadungeon, we think more about the adventuring day. Specifically, how do we control the pace of the adventuring day while taking into account the fact that the PCs can decide to retreat and rest at any time.
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.