The Problem with D&D’s Adventures The centerpiece of Wizards of the Coast’s product release schedule for 5th Edition is the summer super-adventure, which drives the annual storyline. Each of these adventure ties the miniature lines as well as other spinoff […] ↓ Read the rest of this entry…
Posts Tagged adventures
Gesundheit Verbal and somatic components – and the majority of material components – are pretty useless. They have no hard mechanical effect, but instead serve to differentiate magic beyond damage types. This way the firebolt dealing an average of 10 […] ↓ Read the rest of this entry…
Modular Morals When I was running a Tomb of Horrors, one of my players was quick to reassure me that he hadn’t played the adventure, and that (apart from the leering green devil face) he knew nothing of the rest […] ↓ Read the rest of this entry…
Ground Beast When you lack the right tools for the job, sometimes you need to improvise. You can turn a screwdriver into a hammer with a little work. But you can’t make a steel longsword into a silver one. Thankfully, […] ↓ Read the rest of this entry…
The Future of Tabletop Gaming During Pax East, there was a panel on the future of tabletop games. Moderated by Ryan Dancey (of GoblinWorks and formerly of WotC), with Mike Mearls speaking. When Dancey shared his expected future of the […] ↓ Read the rest of this entry…