Hipsters & Dragons

Because roleplaying is social, creative, fun… and kinda cool!

Category: Tips for DMs (Page 1 of 3)

The Harder They Fall: Revising Falling Damage for 5e

So I was thinking about falling damage recently, and specifically about how little danger falling represents to characters of a certain level, no matter how high the drop. The rules given on p.183 of the Player’s Handbook simply state that a character 1d6 bludgeoning damage for every 10 feet it falls, to a maximum of […]

Dodge & Disengage: Do They Need Tweaking?

Few players at my table ever remember to use the Disengage and Dodge actions, which is probably why it’s taken me about four years to realise they are way too powerful. Or, at the very least, they are immersion breaking. I can get on board with someone managing to extricate themselves from a fight by […]

Not The Dreaded DC 15…

On page 174 of the Player’s Handbook there’s a table of Difficulty Classes for ability checks that goes a little something like this… DIFFICULTY CLASSES (PLAYER’S HANDBOOK) As you can see, to succeed on a Medium difficulty skill check you need to roll a 15. What’s my problem with that? It’s way too difficult, that’s […]

Drinking a Healing Potion in Combat (New Rule)

I was watching this video, by the excellent Dungeon Dudes, when I realised there is an issue on my table that hasn’t been resolved satisfactorily to my mind. That of drinking a healing potion in combat. The official rules state that drinking a healing potion requires an action. But when you consider that this means […]

Circle of the Moon Druid. The Unlikely Tank.

One thing I like about 5th edition Dungeons & Dragons, as opposed to the 1st and 2nd edition D&D of my youth, is how the designers have broadened the depiction of classic classes to make them far more interesting. A paladin is longer bound to be a pompous holy warrior, clerics can be much more […]

How To Run a Chase in 5e D&D…. Step by Step Rules!

Is it just me, or do chases not really work in 5th edition Dungeons & Dragons? Mapping a chase out as an extension of combat quickly turns into a farce, as either the fleeing party is faster and the pursuer has zero chance of catching up, or the pursuer is the same speed or faster, […]

6 Alternatives To Starting An Adventure in a Tavern

It’s arguably Dungeon & Dragon’s biggest cliché… a group of misfits who had never before laid eyes on one another are suddenly galvanised by a tavern encounter to go forth and save the world together. And while most D&D players are more than happy to humour this convention as a means of facilitating gameplay, “you […]

Call Lightning is Really Boring… Here’s How To Fix It!

My second ever 5e character was a tempest cleric called Jaxx Storm. Safely floating to shore in a barrel as a baby, after his boat was shipwrecked, he believed himself to be the son of Shaundakul, and had an attitude to match his (self-declared) demi-god status. I had a lot of fun playing him, as […]

Free Fantasy Music by Michael Ghelfi

With the world building, adventure planning, NPC creating and rules revising us DMs have to do, it’s hardly a surprise that music and ambient sounds are often hurriedly sourced as an after thought, or else overlooked completely. However, more than a Dungeon Master’s lovingly-prepared scene description, a well-chosen soundtrack can capture the mood of a […]

Great Weapon Master Feat… OP’ed or not?

There are three feats that the vast majority of Dungeon Masters consider broken, according to this survey by Think DM. One of them is Lucky, the only feat to get banned on my table and one which I discussed previously on this blog (and which in turn generated scores of conflicting comments, with many people […]

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