In D&D, there are three major components to spellcasting: verbal, somatic, and material. Most spells require at least one, limiting a spellcaster’s options when they’re bound...
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That’s Too Risky: Encouraging Variance in Combat
One of my least favorite things about 5e is its combat system. This is funny, because combat is one third of the game on paper, and it’s usually a higher percentage in practice.
Continue reading...Lessons from Inuyasha: Earning Big Moves in TTRPG Combat
I’ve been watching Inuyasha for the last few months. And like I’ve tweeted, I’m learning a lot about ttrpg combat and encounter design from watching the...
Continue reading...GM Notes: My Encounter for New D&D Players
I thought I’d try something different and share a short encounter. This is my “I have two sessions to sell you on playing D&D” design. I’ve...
Continue reading...Writing a Better D&D Backstory
Just like anything written for the purposes of playing a great game of D&D, the backstory is a tool. Players use their backstory to inform their...
Continue reading...Combat Design: Beyond the Gate of Win or Die
For a while now I’ve felt like my combat encounter design has grown stagnant. I’ve been running my very first long-term entirely homebrew campaign for about...
Continue reading...In New Jersey, a Happy Ending
When writing Reap and Sow, my adventure for the Book of Seasons: Equinoxes, I wanted to capture a lot of complex feelings at once. I wanted...
Continue reading...Homestuck on Player Death — Heroic or Just?
CW: death mention In D&D, death is more than a possibility. It’s safe to say that in a game with hit points and deadly weapons and...
Continue reading...The Party on Trial
One of my favorite parts about Waterdeep is the Code Legal. In some D&D campaigns, it can be easy for parties to get away with a...
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