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.
Watched Sonic over the weekend and decided to write a comic about the experience. I don't know if it's Oscar worthy but I do hope the VFX team gets some kind of award for all their hard work. It looked great!
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.
I hope everyone had a great Christmas. Traditions are a great way to keep your players looking forward to the next year of sessions. Anyone have any fun yearly DnD traditions? I’m always on the lookout for more!
If you are playing a game and you feel you need to “punish” other players, something has gone terribly wrong. Talk to them out of game. Most people don’t realize they’re creating problems!
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.
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.
Right now, my party is in the Feywild but just before that they were pirates. I had planned out an entire setting for the pirate adventure and only used 10% of it because I thought throwing in a space ship would be cool. I didn’t expect them to use it!
Another comic based on my DnD experiences! When it comes to persuasion, I’ll accept an out of character logical request in lieu of an in-character appeal. I do draw the line when the player skips the logical part and heads straight for the request!
Gotta love Barbarian Rage! My favorite DnD oddity is the fall damage cap. Fall damage caps out at 20d6 bludgeoning damage. I don’t know where this figure came from, but it was used in 3rd edition as well. I guess it’s a dnd tradition!
Alignment is a fun mechanic. I’ve started making custom alignments for each adventure I run based on the big themes of the campaign. A couple examples include tradition vs modernity and pirates vs the navy. Sky's the limit!
A comic inspired by my Curse of Strahd campaign. Lots of DM’s hate edgy characters but I feel like the edgy character is a symptom and not a problem. How do you encourage your players to roll up more interesting characters?