
Yes, if ... the true secret of crafting adventures
Rather than quick yes/no rulings, challenge players with conditional goals that turn edge cases into quests, deepening stakes and shared world.
Rather than quick yes/no rulings, challenge players with conditional goals that turn edge cases into quests, deepening stakes and shared world.
Applying Sanderson’s principles to tabletop RPGs, this argues for limits, costs, and risk over power creep, using subsystem interplay to enrich play.
Advantage skews outcomes toward the mean, boosts easy checks more than hard ones, and its non-stacking design blunts creative tactics and tension.
Explains AC as an abstract defense working with HP to pace damage over time, guiding narration and design without literal blow-by-blow realism.
HP in D&D are an abstract tool shaped by the DM to set tone and stakes, not literal wounds, evolving across editions to serve fun.
Explores how counterculture, pop icons, and early design split ghosts and psionics into two transitive realms, and how 5e streamlines that legacy.
Playtest adds Scribe Spell to handle wizard scribing, a throwback to Write, but the author argues it adds fiddly complexity without real payoff.
The latest D&D 5E errata drops racial alignment, inviting more inclusive, nuanced characters and worlds shaped by players and DMs.
An overview of popular random stat methods in 5e, their probability ranges, effects on bounded accuracy, and advice for group buy-in.
Explains correct dice averages and why character and monster health is computed differently, with examples and a simple leveling house rule.