I was reading the excellent Sly Flourish newsletter recently, aka the Lazy Dungeon Master, which delivers his latest blog post in my inbox. The post discussed what was the Minimum Viable Preparation Needed to Run a D&D Game. One of the subsections of the post dealt with monsters, and how anyone can dip into the […]
Category: Running The Game (Page 2 of 2)
Unless you’ve just swung into the multiverse swaddled in a stork’s napkin, you’ve no doubt heard of Matthew Mercer. He’s probably the world’s most famous Dungeon Master thanks to the popular Youtube gaming series Critical Role – although I personally discovered him taking charge of Wizards of the Coast’s own web series ‘Force Grey‘. I […]
Something came up during my last D&D session that got me thinking. We were sneaking around on top of a mountain range, trying to avoid the watchful eye of various baddies and beasties in the vicinity. The DM ruled that my Rogue Assassin (with +14 stealth!) could make one check for the whole party to […]
When your character attempts to stick their spear in a yeti (Attack Roll), track a unicorn in a forest (Survival check) or swing across a pit of molten lava on a fraying rope (Athletics / Acrobatics check) they generally know if they have succeeded or failed. However there are some scenarios, particularly those involving the […]
Can I use a skill that I’m not proficient in? According to the letter of the rules, yes you can. Page 174 of the Dungeons & Dragons Player’s Handbook states: “Proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the […]