I’ve had a few conversations in the passing months about average values on dice and how that relates to hit points in 5e. Word of warning, this is about to lean hard into some nerd stuff. However, as esoteric as this may seem, it directly effects monster design and play frequently. The biggest impact it seems to have is when people try to anticipate the outcome of a roll, worse if they design a rule around it. Also, this can result in either getting player hit points or monster hit points wrong when using average results. The solution isn’t as complex as this is going to make it seem, I’m just laying out the specifics so it’s all apparent.
Our site migration is now complete! This should mean a much better and faster experience for everyone visiting the site. You will have noticed it’s been a bit quiet around here and this has been the reason. The previous wordpress site was just too slow and solutions to make it faster were either too expensive or as difficult as switching hosts. Given this is a content oriented blog and doesn’t need a lot of scripting, I decided to switch over to building the site on Jekyll and hosting in Github Pages.
Like most 5th edition Dungeons & Dragons DMs, I’m constantly tinkering with the rules in hopes of improving the experience at the table. But it takes a bit of time and testing before I consider an idea worthy of officially adding to my game. As such, I’ve been testing out some ideas on Twitter for feedback. These are the various rules I’ve thrown out for feedback during up through the end of April 2021. After a time, if they seem worthwhile I’ll officially add them to my own house rules list.
Handling failure is something people seem to struggle with in 5th edition Dungeons & Dragons. When to fail, what happens when you do, and how to keep the game moving are constant topics of discussions. In my view, Progressive Failure and Rising Tension is a very useful technique, but it’s just one of many in the DMs toolbox. As a discussion topic, people often seem to misunderstand the role of failure in RPGs. Worse, a small sub-population has begun to take terms like ‘failing-forward’ to mean failure shouldn’t be possible. So taking a moment to consider the options and tools available can make even failure a fun experience in TTRPGs.
I recently started aggregating some data I’ve gathered about spells from 5e Dungeons & Dragons. Primarily, this has been for fun and to see if I’d find anything surprising or interesting. Additionally, I wanted to get some numbers to help me assess additional spells or subclasses for my home game. So I hope you’ll find this fun and interesting yourself and I would love to hear any observations you have.