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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.

D&D 5E Wrestling Rules – Homebrewed Fresh in 3WD’s Curse of Strahd Campaign

What do you do when a player brings a character that begs for something far outside the normal scope of your game? As an example, let’s say you have a player that brings a barbarian into your Curse of Strahd campaign that is, in no uncertain terms, Hulk Hogan. As I see it, you have two options: Shut it down or lean into it. What follows are the wrestling mechanics we’ve been developing in our Curse of Strahd campaign as well as 3WD’s paean to the wrestling memories of our youth … “Whatcha gonna do when Hawkamania runs wild on you, brother?!”

How to Bring WrestleMania to Barovia: DM Dave’s Curse of Strahd Goes WAY Off Book With a Homebrew Wrestling PPV

Sometimes you want to change the game up completely, even if it’s just for the night. Maybe you want to have a night of gambling games, a carnival with an archery contest, a little football, or, like DM Dave’s Barovia, a werewolf wrestling match to put the WWE to shame! When you have that urge, how do you make that happen? The 3 Wise DMs call them minigames, and in this episode, they’ll use Dave’s wrestling escapades to break down how to make these sessions fun for everyone.

Strange Homebrew: Knowing When, Where and How to Make Your RPG Campaign Weird Without Losing Your Players

DMs have some crazy ideas. And deep down, there’s nothing most of us want to do more than unleash those ideas on our unsuspecting players. These strange homebrew ideas can be the coolest and most memorable part of the campaign, but they’re also risky. Will your player throw a fit after their corporeal form is replaced with a pile of insects? The quit risk is high. What makes sense in the story? If you can get the players to go along with that, you can have fun with all sorts of crazy homebrew ideas.

9 Legendary Magic Items From DM Tony’s Storm King’s Thunder

You heard about the crazy magic in my custom version of Storm King’s Thunder on the podcast. Now, let’s take a look at this broken mess of magical mysteries my party encountered.

Storm King’s Thunder DM Review: The 9 Deviations DM Tony Used to Make D&D’s Giant Globetrot His Own

When is a book module not a book module? When the DM throws in birthday games, a modifiable Spelljammer airship, legendary weapons tied to every character’s backstory, and more deviations from the standard campaign than we could count. Hear all this and more, as we break down the 9 main deviations Tony brought to Storm King’s Thunder and the DM’s perspective on running it.

A Wise DM’s Guide to Homebrew Magic Items

Custom magical items can add a sense of mystery to the game as well as your own style to the already strong framework of the existing 5E system. I suspect most DM’s and players are open to the idea of introducing non-canon magical items but have valid concerns surrounding these homebrews being labeled either broken or underwhelming. To help find a middle ground between the two, I would like to share four pieces of advice (or, rather. insane ramblings) on how to create custom magical equipment in your game without derailing both your party balance and the game itself.

D&D Kit-Bashing: 3 steps to utilizing published material in your homebrew world

DM Tony and I have had several wonderfully reminiscent conversations about the great TTRPG that TSR produced in 1984 at the height of D&D’s popularity – entitled, Marvel Super Heroes (MSHRPG). We’ll dive deeper into the eponymous FASERIP system in future episodes and articles (maybe even a 3WD One-Shot!), but I’m bringing attention to this … Read more