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Author: duncan (Page 2 of 12)

Meteor Hammer Feat: How To Play Gogo Yubari in D&D!

It’s been voted the best fight in cinema history… and if you’re fresh from watching Kill Bill recently, then you probably finished the film with a (violent?) urge to play Gogo Yubari on a Dungeons & Dragons table very soon. The only problem is… the meteor hammer (an ancient Chinese weapon) doesn’t exist in D&D. […]

Why Don’t We Just Teleport There?

In general teleportation works pretty well in Dungeons & Dragons. At low levels, when the characters don’t have access to spells like teleportation circle, journeys are arduous and fraught with danger. Then, at mid-to-high levels, when the party have exhausted that style of play, and their characters can’t be challenged by bandits, broken bridges and […]

Permanent Teleportation Circles: How Do They Work?

When I wrote DRAGONBOWL, I needed to imagine a transport infrastructure that would allow the gladiatorial festival to ‘pop up’ in locations around Faerun, including in a massive cavern in Mount Waterdeep – and that infrastructure meant a lot of teleportation. As I tried to fathom out how to recreate ‘sci-fi’ style teleportation stations in […]

We Need To Talk About Conjure Animals

As I’ve mentioned in previous posts, players controlling steeds, sidekicks, pets or summoned creatures on the D&D battlefield is a bit of pet peeve of mine. I don’t like it when one player has dramatically more ‘screen time’ than all the others (like most players, whether they admit it or not, I get more satisfaction […]

Should the Shield Spell Be Banned?

After watching Treantmonk’s superb subclass ranking series I was excited when the rules-savvy vlogger published a video in which he claimed to ‘fix D&D’ with just three house rules. I was left absolutely flabbergasted when the first of these rules was to remove the shield spell from the game! Wtf? If I was going to […]

Cunning Tricks for Rogues

As discussed on a recent blog post, I don’t like Sneak Attack too much as a mechanic, for a variety of reasons (mostly related to balance and credibility). Wary of attempting an extensive rewrite of this rather fundamental feature, I concluded that post with a simple House Rule which I will be testing out in […]

Dear Jeremy… (My 6th Edition Wishlist)

So with new versions of the Dungeons & Dragons core rulebooks scheduled for release in 2024, I thought it might be fun to have my say on what I’d like ‘6th edition D&D’ to look like, just in case the game’s designers are frantically scouring the Internet for any last minute inspiration and insights by […]

Stunning Metal, Sharp Edge & Gemstone Dice Sets

Cast your mind back to the first time you played Dungeons & Dragons. If your experience was anything like mine, then you were spellbound not only by the game itself but also by the mysterious and beautiful polyhedral dice, that came in all sorts of varieties of number of sides, shapes and colours. I was […]

The 9 D&D Quest Types

I’ve seen people argue that there are only three fundamental adventure types in Dungeons & Dragons: Fetch, Kill and Discover. However, you won’t have to wrack your brains too long to think of a story that falls outside those rather narrow restraints. The blog Master The Dungeon proposes seven core quest types: Fetch, Kill, Escort, […]

Tome, Sweet Tome! Reviews of All 17 Candlekeep Mysteries

One summer’s day in 2021, feeling restless, I walked down the leafy Passeig de Sant Joan boulevard in Barcelona and popped into the Gigamesh fantasy bookstore. Half on a whim, and half with an adventure idea in the back of my mind, I picked up a copy of the (then) recently published Candlekeep Mysteries and […]

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