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Quick and Dirty D&D Mass Battle Rules Even Non-Gamers Can Understand

One of the hardest things for me about higher-level play in D&D is that, inevitably, we’re going to war. At that point, either I need to present the war as a bunch of solo, special-forces vignettes – which is an OK approach, but misses something for me – or a bunch of players who never had much interest in wargames are going to have to grasp a unit-level wargaming system. So over the years, I’ve come up with a quick and dirty way to put player characters in charge of units in a way that isn’t too far removed from regular D&D play. We just had one of these sessions, and the players all grokked it easily and said they enjoyed it. Here’s what we did.

8 Tips to Improve Your Game With Better Turn Control for Both Players and DMs 

One of the hallmarks of D&D is its structured turn-based system. And while this has advantages, it is not without its downsides – such as how a single combat can suck up more of the session than everyone trying to decide what they want for game night dinner. This is why we’ve composed a list of 8 tips that will make turns, rounds, scenes and scenarios run smoother without the DM or players feeling rushed. 

What Makes a ‘Bad’ Spell or Ability?

In our most recent episode, we talked about character builds and abilities that really tick us off. During that, I called Banishment a bad spell that was poorly designed, boring, and keeps the DM from being able to use a whole class of encounters. “Show us where on the doll Banishment hurt you,” you ask? OK, here’s how I decide if a spell or ability is broken and why I think this spell is bad game design.

How Hard Is Too Hard for Your RPG Campaign and Players?

Balance can be the trickiest thing to strike in any RPG campaign. On the one hand, the DM is running monsters and villains who are literally plotting the PC’s destruction. A game that’s not challenging is unrewarding. On the other, a game that gets too hard can frustrate your players right out of wanting to play it. So where is the balance? How hard is too hard for your style of game and your players?

Characters Over Combat: What We Learned From Gaming in 2021

Happy New Year! It’s a new year for new games or just continuing the ones you already love. But before we look forward to 2022, it’s important to look back at what we learned from gaming in 2021. In this episode, Thorin, Tony and Dave talk about everything they learned throughout 2021, how it’s changed the way they play, and what they’re planning for 2022.

The True CR20 Strahd: Powering Up Your BBEG for the Epic Big Battle

5e’s Curse of Strahd contains a double entendre. While it seems as if the big bad Lord of Barovia is the curse that follows the players around, the deeper truth is that the curse is his own. He cannot leave. Barovia is his prison. Having just completed our run of this infamous adventure, I found an even deeper curse lying within the module: Strahd just isn’t powerful enough to handle the heat of the epic, final battle when the players are level appropriate and have recovered the artifacts.

6 Ideas to Make D&D 5E Combat More Interesting for Martial Characters

One problem I have with 5E D&D is that martial combat isn’t that interesting. When I look at the hundreds of years people were fighting with arms and armor, I just see a lot more interesting things we could do with the martial side of the game that I think would add depth and make it more fun.

A Bad Day for the Black Dragon: 5 Mistakes I Made DMing My First D&D 5E Dragon Fight

Dragons! They are the logo monster of Dungeons & Dragons. They are fire. They are death. They are the winged nightmares of any fantasy citizen. … Except the one my party chewed through in about 3 rounds. *sigh* So, the party had fun, and good for them! But on my end, mistakes were made, and here’s what I think they were.

When DMs Go to War: How to Run Mass Combat in D&D (and similar RPGs) and Not Bore Your Players

Most DMs come to a point in their campaigns where they want to run The Big Battle! A real war: Storming the beaches of a fantasy Normandy, the Siege of Winterfell, the Battle of Pelennor Fields from Lord of the Rings. But when you go to set the battle up, you realize just how clunky mass combat is in D&D and most RPGs. In this episode, Thorin, Tony and Dave answer that and more as they break down what happens when DMs go to war.

Surrender Like a Boss: When RPG Monsters and NPCs Should Give Up and How to Get PCs to Accept Their Submission

Sometimes the best stories play out after defeat, but to get to them, bad guys need to occasionally survive the fight. In this episode, Thorin, Tony and Dave roll out their best tricks for using surrender as a storytelling tool, combat hack, and reminder that actions in their RPG worlds have consequences.