Did all the players roll Fighters?… Balance! Tank, Caster, Healer, Thief! Co-ordination is king. How to defeat an Evil sorcerer of higher level. Bard/Warlock tag teaming and other stories.
How Far Is Too Far?
And How Far Is Not Far Enough?
Building a Better D&D Experience
by Meorty Matt
Anytime you pick up a game that involves pen & paper, dice, cards with a lot of words on them, or even a video game that grants you the freedom to build a character to your liking, there will come a moment when you have a clear choice. That is, a choice between doing what makes sense thematically (or flavor-wise) and doing what makes sense for your own self-interest. At the best of times, these two options will not be diametrically opposed or might actually be the same option. At the worst of times, extreme suspension of disbelief is required to continue without wanting to shout obscenities or throw something. What does any of this have to do with 5E?
5th Edition Dungeons & Dragons is not perfect. There, I said it. Continue reading
This episode we talk about styles of DM’ing a game. Are you more open world or linear quest? I know one thing we all agree on is that the players always ruin everything! Killing vital story NPC’s? Check. Murdering each other? Check. Chasing shiny objects? Check. What’s a DM to do?!
Looking for some sweet miniatures? Check out Otherworld – http://otherworldminiatures.co.uk/
We debate campaign setting balance. How much magic is in the world? Apex predators. The tippyverse?! How to create an internally consistent game world. Trap invaders with a banquet! What are your thoughts on the issues?
“Can I Axe You A Question?”
by Steve & Matt (feat. Tom)
In many of our previous posts, we’ve discussed in very general terms how good certain abilities or bonuses are for characters. More recently in the Max Damage blog series, we have taken a closer look at the specific contexts in which some of those abilities are beneficial. We’ve also taken a stab at backing up some of our analyses with numerical approximations of expected damage, but it’s never been terribly precise.
Until now, that is. (Pretty charts after break!)
Finally we get around to the Dungeon Masters guide… We talk magic items, optional rules, and how to lose an eye. Steve is fond of the critical wounds table (be warned he reads the whole thing). Tom likes the toned down nature of magic items. As usual Matt remains skeptical of everything.
How to get the most damage out of your Warlock, your Rogue, or your Rogue/Warlock?! Some disagreement between Steve and Matt. Eldritch spear sniper! Tom says there is more to the game than damage dice… Druids are still OP.