Not mine, but I like it a lot.
Narrative Combat
Saturday, April 2, 2011, 4:16 PM
Not mine, but I like it a lot.
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Tricks For an Evil-Aligned DM
Thursday, March 3, 2011, 11:13 AM
In the last campaign I DMed, I hit my PCs with a whole series of really nasty dirty tricks. Collectively, they were some of my proudest moments as a DM.
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Ooze Swarm
Thursday, March 3, 2011, 11:11 AM
[...] Just remember that less is more: a few good traits and powers that work together in harmony are far better than a random collection of weird stuff. With every power and trait you add, you should be asking yourself "Is this necessary? How will this make the creature play? Is that how I want it to play? Can I rephrase this in a simpler manner?" Simplicity and elegance are the name of the game.
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More Interactive Battles in 3.5
Thursday, March 3, 2011, 11:09 AM
[...] The only way to make your combats more dynamic is to create situations where dynamism is to the characters' advantage. See, the number-one reason PCs and monsters tend to stand in one place while they fight is that it's almost always the best tactic. If you move away from your opponent, not only will you suffer attacks of opportunity, but you won't be able to make your full attack. This leads to, well, static combat. If you want dynamism, find ways to make "stand still and full attack" a suboptimal choice.
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Extended Skill Challenge: Running a Nation
Thursday, March 3, 2011, 11:06 AM
[...] Instead of having a separate challenge for each task undertaken in pursuit of a goal, make the pursuit of the goal itself the challenge. Let the players choose the tasks they want to undertake, and make each task a relatively short sequence: two to four checks is good. If they abandon a task, discard some or all of the successes and failures gained during that task.
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Wood Woad Warden
Thursday, March 3, 2011, 11:03 AM
[...] Templates are a bad piece of design that you should try to avoid. If you want to make an elite monster with a class, take the monster, make it an elite, and then add some simplified versions of the class' features and signature powers. It's a subtle difference, but an important one when you consider the differences in how monsters and characters are presented.
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Ridiculously Circuitous Scheme
Thursday, March 3, 2011, 11:01 AM
[...] If the dragons really want to kill Anthedon, their best bet is to exploit the power of metagaming. I don't mean they should use out-of-character knowledge--that'd be ridiculous. No, their strategy will be to exploit the character's own expectations about how events will proceed.
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Interpretation of Uglyvan's "New Beginning"
Thursday, March 3, 2011, 10:58 AM
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Alternate Rewards
Thursday, March 3, 2011, 10:55 AM
I offer three different types of non-XP rewards in my games.
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List of minion mechanics to consider
Thursday, March 3, 2011, 10:53 AM
Why not try:
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