“We can play the blame game all day but in the end it’s Skirbo’s fault.” -Calabasas Critical fumbles can really spiral out of control. I love hijinks but I try to avoid strict mechanical failures when someone roles a nat 1 on a skill check. I describe it in a funny or dramatic way and we keep the momentum going. I think critical fumbles can work well for some tables but make sure to talk about it during your session zero. You don’t want to surprise your players with a homebrew rule like that!
“The Church of the All-Seeing Eye has over 10,000 followers. The exposure will be great.” -Bishop Futurae Most campaigns give out too much gold or too little. In my last campaign, I included a pirate ship with a bunch of upgrades. The better the ship was the more expensive the upkeep cost became which left my players hoarding gold like real pirates! I also included a second type of currency that they could trade for random magic items. It felt like a good balance. What does your party do with gold? Do you let your players buy magic items? What big ticket items do you include in your campaigns?
A comic inspired by a dropped plotline I wrote for our campaign (darn players). Seeding in comedy is tough! Funny voices can only get you so far. When trying to hit a tone I normally match whatever my players are throwing at me. There’s a variety of ways the game can be played so be flexible and know when to call it quits. Not every player will match every DM. Don’t take it personally when a player just doesn’t jive with the campaign you’re running!
I like to make deadly boss monsters with big weaknesses to balance things out. This means I tend to miss the 6-8 medium encounter daily target. This can leave some classes feeling a bit weaker. I’ve found the best way to fix class balance is through magic items rather than class changes. Items can be adjusted with little fuss and can add a lot of flavor to the narrative.
I love mundane items. There’s something really appealing about portable rams, sacks of flour and 10 ft poles. Throwing a bag over an enemy’s head is a popular move at our table. You’d be surprised by how many spells require the caster to see their target!
“That’s the problem with adventurers these days. No appreciation for death. “ Karen, Vassal of the Raven Queen A comic based on our recent session. Death has become easier to mitigate over the last couple editions. Some people increase the reagent cost, add a dice roll, ban the spells or add a lingering negative effect to resurrection. In my setting, finding diamonds is harder than normal and being caught with them can land you in jail. It’s become a fun secondary resource for my group to manage. The Diamond Mines of Ciar is my favorite homebrew dungeon to run.
Some #dnd rules are vague. For Wild Magic Surge, I have the #sorcerer roll an additional D20 when they cast a spell. A surge occurs on a nat 1 or nat 20. My players can take their complaints to the dice gods!
Most of the towns I design have an elaborate criminal justice system. My players have started to declare every attack they make as “nonlethal” no matter how over the top their description gets. We’ve started calling it the “Get Out of Jail Free Card.
There aren’t rules that dictate how long a table should spend on any one pillar of the game. Talk to your players and figure out what they enjoy. Time at the table is limited so make sure it’s spent on the things your players actually find fun!
Surprise is a powerful tool. When battles can be over in 5 rounds, 1 round of inaction can turn a fight into a stomp. I typically require my players to purposefully research, plan and enact a plan to gain surprise. I believe the normal rules for initiative already cover the “quick draw” situations that commonly arise.