Hipsters & Dragons

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

Category: Tips for DMs (Page 2 of 3)

101+ Terrain Features for Better Combats

I was just reading DM David’s latest post, about “locations and (monster) tactics that encourage dynamic combat scenes“. As always with his excellent blog there are some great ideas there. One thing he didn’t cover though was specific terrain features that can turn a drab, barren grid into a dynamic combat environment, so I felt […]

Identifying Magic Items (with Arcana)

Recently the DM of our group has been insisting on us using the spell identify before we can use the magic items that we’ve been finding on our dungeon crawls. Frustrating as hell, but it kind of makes sense. Just because you’ve turned up a fancy-looking wand, ring or weapon in a treasure chest, doesn’t […]

8 Lessons I’ve Learned from Watching Matt Mercer DM

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 […]

Hypnotic Pattern is Broken. Here’s How You Fix It!

So you’ve been playing some Dungeons and Dragons and one of your PCs keeps deciding the encounters before they’ve even started by pulling out a glowing stick from their components pouch and weaving the 3rd level illusion hypnotic pattern. Suddenly half the bad guys are standing limp-limbed and drooling on the battlefield, completely helpless as […]

Which is Best: Fireball vs. Lightning Bolt

A longterm pet peeve of mine from earlier versions of D&D that still finds grievance in 5th edition is that given the choice between learning fireball or lightning bolt you’d have to be crazy to opt for the latter. Whilst both do the same amount of damage (a hefty 8d6 to anyone in the area […]

Group Stealth & Other Ability Checks

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 […]

Is Paladins’ Divine Smite Overpowered?

Regular readers of this blog (hypothetical beings of extreme awesomeness) will know that I like to have a little bitch and moan about elements of the game that – in my gaming experience at least – have proved overpowered, creating imbalance in the gameplay. Under my probing microscope I’ve analysed and dismantled the lucky feat […]

Is The Lucky Feat Broken?

I’ve prefaced many an article with how well-balanced I think the 5e rules are, and the more I play, the more I realised how spot on WOTC got things… well apart from Counterspell, healing rules, Paladins (in particular their divine smite ability), and a few other bits and pieces. One – inexplicable – thing that […]

Always Roll Insight Behind Your Screen

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 […]

Phobias for PCs & NPCs (5e D&D)

“I ain’t getting in no boat fool!” Ever wanted to give your PC a little extra flavour, such as BA’s infamous phobia of both boats and flying, or Indiana Jones’ fear of snakes? The mightiest heroes have weaknesses and flaws, that make them all the more credible – and even heroic, since they often have […]

Page 2 of 3

Powered by WordPress & Theme by Anders Norén