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Posts tagged with “Game Mechanics”

Ideas for D&DNext

Thursday, 19 January, 2012

(I want to preface this post with a note. This is my (AlioTheFool) wishlist for D&D Next. This is by no means a list of demands, nor does it necessarily reflect the views or desires of anyone else here at RPGMusings.) I’m now looking forward to the next iteration of D&D. The idea that Wizards [...]

Homebrew: Dragon Spirit Pact Hexblade

Monday, 22 August, 2011

Dragon Spirit Pact is a reflavoring of the Infernal Pact for the Hexblade Warlock. This generally involves changing the power names and flavor text, but I made some slight mechanical changes to try and fit the flavor better. Since I’m attempting to emulate a metallic Spirit Wyrm (see below the cut), I generally changed powers [...]

Dazed and Confused

Tuesday, 14 June, 2011

It has been a while since I’ve been able to play any D&D, but that hasn’t stopped me from thinking about it every day. Something that I’ve made a stink about in the past and which still tweaks my nerves is the subject of the conditions labeled “Dazed” and “Stunned.” I think I may have [...]

A Different Sort of Background Bonus

Monday, 23 May, 2011

The background bonuses introduced in the PHB2 are one of the best things about what is arguably one of the best D&D4e books. I have always endorsed the idea that players should get some kind of reward, even if only a small one for having a character background. Even if a player doesn’t expand or [...]

Opportunity Actions: Put Down The Dice!

Wednesday, 16 March, 2011

This past weekend, I ran Encounters at PAX East. I had the time of my life. It felt like DM Boot Camp, and, in a lot of ways, it truly was. I ran one group after another, watching different players create different group dynamics, frequently with the same group of characters. Seeing these different interpretations [...]

Digging into Dragon Age RPG

Friday, 4 February, 2011

If you hadn’t heard about the Dragon Age RPG before, the last few weeks on Twitter probably made you aware of it. Many players and DMs, wanting a switch from D&D4e on either a permanent or  short term basis, have been giving it a try. And chances are that if you’ve been seeing the conversations [...]

Speeding up D&D 4E

Tuesday, 1 February, 2011

Much digital ink has been spilled on the topic of speeding up combat in Dungeons & Dragons 4th Edition. I think at this point we can all at least agree that combat can grow a bit sluggish at times. The interesting thing is, and it’s something that some people have touched upon at various points in the 4E lifecycle already, that there seems to be a paradigm shift away from the simple “4E is slow because of combat”, and I think that’s a very good thing.

The “new” (and it’s not new, just only discussed by a select few in the past) idea is that the problem lies more in adventure design than combat sluggishness. @glimmthegnome on Twitter planted the seed of this idea for me a couple of weeks ago, @gamefiend pushed it along, and @neogrognard put it into words in his Save My Game column on the Wizards website last week.