Category Archives: Advice

7 Best Classes to Add to Multiclass a Dungeons & Dragons Character

During the unveiling of third-edition Dungeons & Dragons, I saw a member of the design team say multiclassing offered tempting options for every character, but that every class offered enough rewards to make the choice to multiclass tough. Ideally, D&D … Continue reading

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“I Assist” Isn’t an Improved Guidance Cantrip that Anyone Can Cast

In episode 124 of the Down with D&D podcast, hosts Shawn Merwin and Chris Sniezak discussed a scene that reoccurs at my tables too. “In a lot of games that I’ve run, everyone is always assisting every check they possibly … Continue reading

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Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?

Have you heard of dungeon masters who keep character sheets from players and who make all the die rolls? Instead of revealing hit points, these DMs say, “Your character feels badly injured and close to death.” To improve a TV … Continue reading

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Making the Best of the 5-Minute Adventuring Day

In dungeon crawls, Dungeons & Dragons character classes offer an elegant balance. Spells can dominate one fight, but casters need to save spells for the rest of day. Martial characters lack the peak firepower of spells, but they make a … Continue reading

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Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

When megadungeons ruled Dungeons & Dragons, adventurers selected a difficulty level by deciding how deep they dared to go. As the game matured, DMs started to design or select adventures for a party’s level. Players grew to expect that their … Continue reading

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Filling a map with Dungeons & Dragons adventure

When the first Dungeons & Dragons players wanted a break from the dungeon, their characters could explore the wilderness “in search of some legendary treasure.” In original D&D, a quarter of finds on the magical treasure tables consisted of treasure … Continue reading

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How to Start a Sandbox Campaign

Dungeons & Dragons players don’t love sandbox adventures as much as they think, but such adventures can still offer fun. After I took aim at sandbox adventures, some dungeon masters running thriving open-world campaigns offered counterpoints. Michael S has run … Continue reading

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Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think

Many role-playing gamers set sandbox adventures as an ideal. We all agree that railroads make bad adventures, so do sandboxes offer all the virtues that railroads lack? In role-playing adventures, sandboxes and railroads fall on ends of a spectrum. Railroads … Continue reading

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Four Essential Qualities of a 4-Hour Dungeons & Dragons Adventure

Running adventures by other authors has raised my Dungeons & Dragons game. As a dungeon master for organized play, I have prepared adventures that seemed like duds. Sometimes, at the table, I followed an author’s script and saw that their … Continue reading

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What Could be Better than Wandering Monsters?

In a D&D game without time pressure, all the risk and adventure disappear. Players gain time for painstaking caution. After every 5-minute adventuring day, characters can recuperate. As locked doors fall to axes and walls fall to picks, dungeon obstacles … Continue reading

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