Tag Archives: hit points

7 Discarded D&D Rules That Could Still Improve the Game

Past editions of Dungeons & Dragons include many, many rules that fifth edition drops. No one misses racial level caps, any of the old grappling rules, or the unplayable AD&D initiative system. But old editions also included rules that improved the game, often in subtle ways. Some might have improved the fifth edition. Still, the D&D designers dropped each rule for a reason, but did they make the right choices?

1. Add the bloodied condition

Fourth edition included a bloodied condition triggered when creatures lost half their hit points. The designers likely dropped bloodied because it seemed to offer too little benefit to merit the weight of another condition. Besides, DMs hardly need a rule to describe the status. The Dungeon Master’s Guide explains, “You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.”

But the bloodied condition added more than a sense of progress. The bloodied condition can trigger extra abilities that show a creature’s rage or desperation, adding a useful way to bring a second stage to boss battles. Just as a showdown settles into a familiar pattern, a bloodied monster could gain new powers, transforming to add new excitement. The bloodied trigger proved so irresistible that the D&D designers designed something similar when they gave some high-level monsters the mythic trait. “If you wish to increase a battle’s stakes, though, using a monster’s mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use.” The bloodied condition could enhance monsters of all levels.

2. Limit hit point increases after 10th level

By the time fifth edition D&D characters near level 10, few monsters inflict enough damage to seem threatening. Obviously, DMs can still create challenging encounters by adding more and more dangerous monsters, but that solution can prolong battles, turning exciting fights into grinds.

The obvious fix to high-level creatures and their feeble damage is to make monsters’ attacks deal more damage. This adds challenge, but it makes concentration spells much weaker.

What if the solution doesn’t come from the monsters? What if characters at double-digit levels just have too many hit points? If high-level characters had fewer hit points, high-level monsters with their puny attacks would suddenly become a bit more threatening. Lower-level monsters could pose more of a threat to high-level heroes without becoming too dangerous to low-level characters. High-level PCs would still rip through weak foes, but the survivors could deal enough damage to seem dangerous rather than laughable.

Lower hit points at high levels would suit the reality that characters typically enter every fight at maximum health. In more battles, foes would seem like credible opponents.

Up to D&D’s third edition, when D&D characters reached level 9 or so, they started gaining hit points at a much slower rate. In Advanced Dungeons & Dragons, fighters rising above 9th level gained 3 hit points per level with no bonus for constitution. Other classes gained even fewer points. Continuing to let characters gain a full hit die plus a constitution bonus at every level defies D&D’s origins.

In a fifth edition version of this rule, after level 10, barbarians that gain d12 hp per level would only gain 3 hp, d10 classes like fighter would gain 2 hp, d8 classes like cleric would gain 1 hp, and wizards would gain 0 hp. High-level wizards get plenty of goodies to make the difference.

Suppose Gary Gygax had hit points right all along. Would D&D play better if characters stopped gaining so many after level 9? For more, see Would Dungeons & Dragons Play Better If It Stayed Loyal to How Gary Gygax Awarded Hit Points?.

3. Award skills for high Intelligence

In modern D&D, Intelligence vies with Strength as the most common stat where players dump their characters’ lowest ability score. See Should PC Intelligence Matter? Of the classes in the Player’s Handbook , only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. Unlike in earlier editions, high Intelligence no longer brings more skills or even languages, contributing to the attribute’s low value.

The D&D designers found good reasons to stop awarding smart characters more skills. Fifth edition awards skills based on background instead. This emphasizes the importance of a character’s history by pairing it with mechanical benefits. By ignoring Intelligence, the designers let every character gain enough skills to get ample mechanical benefits based on their history. Besides, if Intelligence led to even more skills, wizards would check almost every box and those brainiacs show off enough.

If the game awarded fewer skills based on background, class, and race, and awarded more skills based on Intelligence, then Intelligence would switch from an easy place to dump a score of 8 to a worthwhile choice.

4. Require some recovery period after dropping to 0 hp

In first edition, characters reduced to 0 hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.”

All that rest seems too limiting for a heroic game, but fifth edition not only lacks any consequences for reaching death’s door, the game offers a sort of reward. Players intent on wringing every advantage from the rules will only heal characters when they drop to 0 hp, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

The remedy ranks as one of fifth edition’s most popular house rules: Characters who fail a death save suffer a level of exhaustion.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Players gain an incentive to heal their allies before anyone drops to 0, losing the incentive to let party members drop and revive in a macabre dance.

5. Require magic ammunition to overcome resistance

When you blog about D&D long enough you gain a limited ability to see the future. So when I post, I can predict many of the comments. For example, if I gripe about an overpowered character feature, some readers will advise countering by giving foes the same capability. As if players would return for a campaign where every monster took the Sharpshooter feat.

If I gripe that the fifth edition rules make archers too effective, readers will remind me that historically, bows do beat swords. Weapons that let you poke holes from a distance always rule. For example, polearms also beat swords. Still, thanks to millennia of promotion by a ruling class of men on horses with swords, we romanticize swords and most D&D players favor them over polearms.

Like punching monks and loincloth-wearing barbarians, D&D gives swords and other melee weapons a boost to make fun but fanciful characters attractive options.

Still, the boost falls short. The rules make ranged weapons far better than swords, axes, and such. This imbalance weakens the game. Players choosing swords and spears for their characters must accept weaker characters. Also ranged combat usually proves less fun. Movement and terrain disappears. Instead, characters stand at the door and shoot, tallying damage until the battle ends. I could list more consequences, but I already did.

Fifth edition skips a few rules that made ranged attacks a bit less attractive in past editions.

  • Arrows shot into melee used to suffer a chance of hitting allies.
  • Ranged attacks used to lack a damage bonus based on Dexterity to match the damage bonus melee attacks gained from Strength.
  • To overcome resistance to magic weapons, attackers used to need magic ammunition rather than a magic bow.

The first rule deserves to stay on the scrap heap. Hitting allies hardly feels heroic and the risk creates bad feelings between archers and melee attackers. No one wants to shut down their ranger once the barbarian reaches melee.

As for the second rule, D&D’s math rests on damage bonuses based on Strength or Dexterity. Removing the Dexterity plus for ranged weapon damage would crack the game’s foundation.

The third rule boasts potential. In D&D, ranged martial attacks gain their biggest edge because no one bothers tracking arrows or crossbow bolts. Even if a DM required the chore, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Some gamers recommend using toothpicks to track arrows. That’s a lot of toothpicks. But what if only magic ammunition overcame resistance to bludgeoning, piercing, and slashing from nonmagical attacks?

Such a rule makes sense; after all, the silver arrow hurts the werewolf, not the silver bow. Even if DMs give out more magic ammo, magic arrows merit counting. At low levels the lack of magic arrows would hardly matter, but as levels rose and more foes brought resistance, a demand for magic arrows would create interesting and realistic resource management choices.

6. Use healing surges or hit dice as a limit to healing

In early D&D editions, limited healing challenged players to carefully manage their hit points and healing spells. Except for days of bed rest, the game offered no easy substitutes for healing spells. Players faced thorny decisions over how to best use their healing resources. Should the party delve deeper into the dungeon toward greater rewards despite the risk of running low on hit points and healing?

Third edition erased that resource management strategy. Even 2nd-level characters could afford enough wands of cure light wounds to completely heal between fights without using a single spell. In modern D&D, inexpensive healing potions create the same effect.

The fourth edition designers aimed to return some of the old resource management strategy to the game. The edition added healing surges to limit the healing characters could use between encounters. Characters had a set number of healing surges. During a short rest, players could spend surges to restore lost hit points, so healing surges worked much like fifth edition’s hit dice. But healing surges also capped the magical healing available to characters. In battle, spells and healing magic like potions let characters trade surges for hit points without stopping to rest. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations.

Without a limit like healing surges, fifth edition campaigns can’t recapture the slow loss of healing resources and the strategy that limit created.

For a house rule that turns hit dice into a resource more like healing surges, see D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.

7. Add the dazed condition

The stunned condition brings a harsh penalty. Stunned shuts down a player for a turn or more. A stunned monster can’t take actions, turning a potentially fun battle against a legendary evil into a quick beatdown of a helpless opponent. I’ll roll my damage in advance and go make a snack. The most common source of the stunned condition comes from the monk’s Stunning Strike ability, a power that can turn every boss into a piñata and that tempts DMs to “cheat.” Well-designed monks stun frequently enough to diminish the fun. Other players wind up beating helpless foes while the DM just counts damage and runs monsters with cartoon stars circling their heads.

A redesigned monk that remains fun to play calls for a condition that counts as half stunned, something like fourth edition’s dazed condition. Attacks against dazed creatures gained advantage. On a dazed creature’s turn, they could choose between moving, taking an action, or taking a bonus action. A more fun Stunning Strike ability could daze first and then stun if the dazed creature took a second strike. Such an adjustment would bring Stunning Strike down to the power of the monk’s other abilities that cost ki points. This lesser stunning strike would weaken the monk class, but a bigger allotment of ki points could make up for the change.

Of course, returning the dazed creatures could improve more than the monk. The dazed condition would add flexibility, allowing new character and monster abilities that just won’t work with a condition as punishing as stunned.

You Can Play These Supreme D&D Characters, But Should You?

When I drafted my list of supreme character builds for Dungeons & Dragons, I originally included a section that asked, “You can play this, but should you?” The answer became this post, but why even ask?

In a comment, designer Teos “Alphastream” Abadia identified the supreme builds as enjoyable concepts, but “generally horrible at the table.” Although any character can fit the right game, some optimized builds reduce the fun at most tables. Teos writes, “For me, the biggest social contract item for players is to contain whatever optimization they cook up to reasonable and fun levels.”

D&D’s design aims to create a game where all a party’s characters get to contribute to the group’s success. When a single member of the group starts battles by one-shotting the monster with a huge burst of damage, or one character learns every skill to meet all challenges, then that character idles or overshadows the rest and makes the other players wonder why they showed up.

Most skilled

DM’s guild designer Andrew Bishkinskyi singles out one optimization to skip. “The most skilled character is made to do everything, and exists by design to exclude others from play, which I don’t want.”

Early editions of D&D embraced this kind of specialization. Thieves started as the only class with any capabilities resembling skills, but rated as nearly useless in a fight. Nowadays, D&D’s class designs aim give every class ways to contribute through all the game’s three pillars of exploration, combat, and roleplaying interaction.

Most damaging

Combat makes a big part of most D&D games, so characters optimized for extreme damage tend to prove troublesome. I’ve run public tables where newer players dealing single-digit damage would follow turns where optimized characters routinely dealt 50-some points. I saw the new folks trade discouraged looks as they realized their contributions hardly mattered. DM Thomas Christy has hosted as many online D&D games for strangers as anyone. He says, “I have actually had players complain in game and out about how it seemed like they did not need to be there.” In a Todd Talks episode, Jen Kretchmer tells about asking a player to rebuild a combat-optimized character. “The character was a nightmare of doing way more damage off the top, and no one else could get a hit in.” See Sharpshooters Are the Worst Thing in D&D.

D&D’s strongest high-damage builds make ranged attacks from a distance. Such builds can leave the rest of the party to bear the monsters’ attacks. Teos Abadia writes, “Even if we don’t have character deaths or a TPK, a ranged character can create a frustrating situation for the other characters, who find themselves relentlessly beaten up, constantly targeted by saving throws, and harried by environmental and terrain damage. Over the course of a campaign, this can be tough for the party. Players may not even realize the cause. They simply find play frustrating and feel picked on. If the ranged player keeps saying, ‘hey, I didn’t even take any damage—again!’ the rest of the party might start to realize why.”

If you, like everyone, enjoy dealing maximum damage, I recommend a character powered by the Great Weapon Master and Polearm Master feats. See How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter. If you favor a ranged attacker, the strongest builds combine Sharpshooter, Crossbow Expert, and an Extra Attack feature. In a typical game, pick two.

Biggest damage novas

A few D&D players welcome characters capable of starting a fight with a huge burst of damage for an unexpected reason: These gamers find D&D’s combat pillar tiresome. By bringing a fight to an immediate end, a nova just brings the session back to their fun. Perhaps these games need a better approach to combat, or even a switch to a different game.

In groups more interested in roleplaying and exploration, players might not mind letting an optimized character showboat during the battles. Or perhaps others in the group feel content in roles other than damage dealing. Perhaps the bard and wizard both enjoy their versatility, the druid likes turning into a bat and scouting, and nobody minds letting you finish encounters at the top of round 1.

But most gamers enjoy a mix of the D&D’s three pillars. For these players, characters designed to start fights with maximum damage prove problematic because when they work, no one else participates. “The issue is that even if those characters don’t completely trivialize an encounter, they can reduce the fun of other players by taking a disproportionate amount of the spotlight,” writes @UncannyPally.

You can’t blame the players aiming for these builds. The occasional nova can create memorable moments.

“It’s only fun the first few times a character charges in and essentially one-shots the boss before you get to do anything,” writes @pocketfell. “And of course, upping the hp of the monsters just means that when the mega-damage PC doesn’t get lucky, it’s a slog through four times the usual number of hp.”

I suspect that D&D class features that power damage spikes steer the game in the wrong direction. However, I respect D&D’s designers and they seem to welcome such features. For example, paladins can smite multiple times per turn. In more recent designs, rangers with the Gloom Stalker archetype begin fights with an extra attack plus extra damage. The grave domain cleric’s Path to the Grave feature sets up one shots by making creatures vulnerable to the next attack.

Surely, the designers defending such features would cite 2 points:

  • Players relish the occasional nova. They can feel like an exploit that breaks the game, delivering a quick win.
  • Some spells shut down an encounter as well as massive weapon damage. Fair’s fair.

I argue that encounter-breaking spells rate as problematic too, but D&D traditionally limits such spells to a few spellcasting classes, often at higher levels and only once per day.

Highest AC

I accept that as a DM controlling the monsters, I will almost always lose. A defeat for my team evil counts as a win for the table, so I welcome the loss. But I must confess something:  For my fun, I like the monsters to get some licks in. Is that so wrong? Under suggestion and zone of truth, I suspect other DMs would echo the same admission. Some gamers even float the courageous suggestion that DMs deserve fun like the players.

A character with an untouchable AC doesn’t rob the spotlight from other players, but for DMs, such characters become tiresome. If you back up a maximum AC with, say, a class able to cast shield and block those rare hits, then your DM might not show disappointment when you miss game night.

To be fair, players who sell out for maximum defense wind up with few other strengths. These players enjoy their chance to shine at the end of every fight when they crow about not taking damage—again! I’ve learned to accept their source of bliss and welcome their characters. They may soak attacks, turning claw, claw, bite into useless flailing, but I can always add more attacks to go around.

Toughest

In theory, tough characters should trigger the same annoyance as untouchable characters, but the barbarians and Circle of the Moon druids actually suffer hits, so their durability feels different.

In tactically-minded parties, tough characters and characters with high AC fill a role by preventing monsters from reaching more fragile characters. If your group favors that play style, your DM surely dials up the opposition past very strong and also pairs smart foes with clever strategies. Optimized characters of all sorts often fit that style of play.

Fastest

Nobody minds a fast character. I love playing monks who speed around the battlefield stunning everything in their path. However, those stun attacks certainly bring less acclaim. See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most healing

If you play the healer and miss game night, everyone feels disappointed. ’Nuff said.

Related:
If D&D Play Styles Could Talk, the One I Hate Would Say, “I Won D&D for You. You’re Welcome.”
10 Ways to Build a Character That Will Earn the Love of Your Party

Fast, Unkillable, Deadly: The 7 Supreme D&D Character Builds for One Thing

Have you ever wanted to play a Dungeons & Dragons who boasted the highest armor class, the fastest speed, the deadliest attacks, or another extreme ability? This post shows the way to making the most amazing character at one of 7 things.

Fastest

For the fastest character, start as a monk. Your choice of race depends on what your campaign allows.

  • Wood elves gain the fastest walking speed.
  • Tabaxi from Volo’s Guide to Monsters make better 1-turn sprinters. Their Feline Agility trait doubles their speed for a turn, but they must spend a turn moving 0 to use it again.
  • Aarakocra, also from Volo’s Guide, gain a flying speed of 50 feet, which combines perfectly with the monk class. Not every campaign allows flying characters, especially to start.

Take 10 levels of monk for a 20-foot speed bonus. Then add 5 levels of barbarian for Fast Movement and another 10-foot bonus. Choose the Path of the Elk Totem Warrior from the Sword Coast Adventurer’s Guide to increase your walking speed by 15 feet while raging. Sadly for aarakocra, this bonus doesn’t improve your fly speed.

For even more speed, add two levels of fighter for the Action Surge.

Along the way, choose the Mobile feet to add another 10-foot speed bonus. Also consider the Magic Initiate feat to learn the longstrider spell, which adds another 10-foot speed bonus for an hour. Obviously, seek Boots of Speed, Potions of Speed, and friends able to enchant you with haste.

Even without the magic, this build yields a 70-foot base, doubled to 140 by feline agility. For maximum speed, choose a dash action, add a dash using the monk’s Step of the Wind ability, plus a dash using Action Surge to move 560 feet in 6 seconds. That amounts to 63 mph or 102 kph!

See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most skilled

For the most-skilled character, start as a half-elf rogue. This gains you 4 rogue skills, plus 2 skills from being a half-elf and 2 more from your background. Don’t pick proficiency in Nature or Survival. You gain those skills when you select the Scout archetype at level 3.

Remain a rogue until level 4 when you can choose the Skilled feat for 4 more skills.

For level 5, multiclass into bard for another skill. At level 7, select the College of Lore for 3 more skills. Then at level 8, elect the Prodigy feat for that last untrained skill plus Expertise in a choice of skill. Expertise doubles your proficiency bonus for that skill.

At level 8, your character boasts proficiency in every skill in the game.

Most damaging

The highest, most consistent damage output comes from characters who combine the Sharpshooter and Crossbow expert feats with a hand crossbow.

Start as a human with the Sharpshooter feat. Your class can either be fighter or ranger. Either way, select the Archery fighting style to gain +2 on your ranged attacks.

For a fighter, choose either the Battle Master or the Samurai archetype from Xanathar’s Guide to Everything. As a ranger, choose the Gloom Stalker archetype, also from Xanathar.

At level 4, take the Crossbow Expert feat to gain the ability to make extra attacks with a hand crossbow as a bonus action.

For more, see How to Build a Sharpshooter Who Wins D&D.

Highest AC

The simplest route to a maximum AC uses heavy armor. Select a paladin or fighter and then select the Defense fighting style. Equip plate mail and shield for AC 21. Then seek magic that improves AC. If you find +3 plate, +3 shield, plus a Cloak of Protection, a Ring of Protection, and an Ioun Stone of Protection for your three attunement slots, your AC reaches 30. If you attune a Staff of Power instead, you reach AC 31, the highest permanent level you can achieve. Plus, the munchkins make you their king or queen. Also your absurdly indulgent dungeon master wants to date you. If you learn the shield spell, then you can vault your AC 36 for a turn.

Someone in half plate with a 16 Dexterity and the Medium Armor Master feat can reach the same ACs.

A barbarian with just a shield can reach a 24 AC without any magic, but that requires a 20 Dexterity and the 24 Constitution attainable by the class at level 20.

Toughest

For the toughest character, start as a hill dwarf for a +1 hp bonus per level. Select the Barbarian class. At 3rd level, pick the Path of the Bear Totem Warrior to gain resistance to all damage but psychic while raging. At fourth level, take the Toughness feat for 2 more hp per level, and then use your ability score increases to maximize Constitution.

Biggest damage nova

When characters unload all their abilities to deal maximum damage in a single turn, they go nova. You could just level a Wizard up to level 17 and cast meteor swarm on a hoard of foes, but true nova builds aim for focused damage more than once a day. Thanks to the Divine Smite ability, paladins bring big nova potential, but the class lacks enough spells slots to fuel maximum damage. For the biggest numbers, combine 2 levels of paladin with either sorcerer or warlock.

For a sorcerer combination, your dream turn starts when you cast a quickened hold monster on your foe, and the hit with green flame blade plus a smite that spends your highest-level spell slot. On a paralyzed enemy, you automatically score a critical hit and double all your damage dice. (If you don’t paralyze your target, booming blade makes a better cantrip combination.)

While sorcerers bring more spell slots, the warlock combination boasts better synergy. Start by creating a paladin with maximum charisma and the 13 strength required for multiclassing. After reaching 2nd level as a paladin, multiclass to a warlock and choose the Hexblade pact. At warlock level 3, choose the Pack of the Blade boon, and then at level 5, choose the Thirsting Blade invocation for multiple attacks. Your dream turn starts when you lay a Hexblade’s Curse on your foe for a damage bonus, and then strike twice, scoring critical hits on a roll of 19 or 20. Back each hit with a smite. After a short rest, you can reload slots to repeat the combination.

An all-in nova build adds 2 levels of fighter for an Action Surge, another swing or two, and as many smites as you have spell slots to fuel.

See D&D’s Best Multiclass Combinations With Paladin.

Most healing

Update: Tasha’s Cauldron of Everything enables a new build to take the best healer crown.

The older best-healer build combined of life domain cleric with enough bard levels to gain the paladin spell aura of vitality via the bard’s Magical Secrets feature. Tasha’s Cauldron paves a short cut by simply adding aura of vitality to the cleric’s spell list. Forget multiclassing; just play a life cleric. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp.

Now, to claim the crown as best healer in D&D, take the Metamagic Adept feat, also in Tasha’s Cauldron. “You learn two Metamagic options of your choice from the sorcerer class.” Select the Extended Spell option. “When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.” When you cast aura of vitality, spend 1 of your 2 sorcery points to double the duration and the healing. One third-level spell heals an average of 240 hp. At just level 5, you can perform the trick twice. Remember when folks fretted about pairing the life domain with goodberry for 40 points of healing?

For the easy path to a character who vies for the best healing, play a cleric and choose the Life domain. Done. By the time you reach 17th level, nothing else comes close. But hardly anyone plays at tier 4. In tiers 2 and 3, you can become the best healer as a bard with just a one level dip into cleric.

Start 1st level as a human Life domain cleric. Choose the Healer feat, which lets you spend one use of a healer’s kit to restore 1d6 + 4 hit points, plus additional hit points equal to the creature’s maximum number of hit dice. A creature can only regain hit points this way once between each rest, but this still counts as the cheapest healing in the game. See The Two D&D Feats Everyone Loves (For Someone Else’s Character).

After level 1, switch to only taking bard levels. At bard level 3, choose the College of Lore, and then at level 6 choose the paladin spell aura of vitality for your Magical Secrets feature. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp. One third-level spell heals an average of 120 hp. You will have 3 third-level spell slots.

Plus, the bard spell list includes most of the cleric’s best remedies, including the restoration and resurrection spells. You can raise dead through song!

Related:
You Can Play These Supreme D&D Characters, But Should You?
7 Dungeons & Dragons character builds absurdly good at one thing

Secret D&D Games, Sharpshooters, Baby Orcs, and More From the DM David’s Comment Section

Time for another visit to the comment section. At the end, one reader tells a true story of how the Satanic panic drove a group’s Dungeons & Dragons games into secret, and what happened when concerned citizens learned of the underground game.

Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing

In Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing, I contrasted the moral dilemmas that reveal D&D characters against the baby-orc dilemma that dungeon masters should avoid.

Dan wrote, “The thing with the baby monsters from Keep on the Borderlands is that Gary Gygax never intended for the to be a moral dilemma. He assumed that all party members would be agreed on cleaning the place out, paladins included. When asked about it on the Internet in later years, he was somewhat incredulous that it even came up, stating that a properly-played paladin should view justice from a medieval perspective and would take the stance that ‘nits beget lice.’

Unlike Gary Gygax, today’s players often see humanoids as reflections of humanity. So tarring entire races of humanoids as irredeemably corrupt and worthy of extermination draws troubling parallels to the real treatment of real human groups.

Rasmusnord01 wrote, “I think of three things that can help avoid making the ‘baby-orc issue’ into a problem. (1) Have a leader of the group. In the hands of the right player, a designated leader can help resolve situations and keep the discussion from taking too long. (2) Avoid allowing mercy to come back to bite the players. (3) Make ‘evil’ humanoids more nuanced.

Teos “alphastream” Abadia wrote, “A friend of mine who used to write for Living Greyhawk said to me once that a great adventure teaches you something about your character. Over the years, that advice has stood the test of time for me. Great adventures help me better see my character’s personality and where they stand, and touch me emotionally or at a visceral level in some way.

Since that time, I’ve tried to write adventures where decisions (often but not always moral dilemmas) help you understand your character better. Maybe you swap bodies with someone else, so you see yourself from the outside and separate your personality from your frame. Who are you? Maybe you bring a spirit into yourself. What part of that personality do you accept or reject, and what is it displacing? Maybe you face a tough choice. Do you bring a child into battle if that child is an artifact? Do you sacrifice a few to save many? Maybe you have to choose between a sure thing that isn’t so sweet, and worse odds for a chance at something better?

Three Reasons the Ecology of Monsters Can Make Creatures Worse

In Three Reasons the Ecology of Monsters Can Make Creatures Worse, I suggested that framing monsters as natural creatures sometimes stifled the imagination. Lots of readers agreed but reminded me that developing monsters as creatures in nature can also fire the imagination.

It’s utterly absurd to suggest that natural creatures can’t inspire stories, because they have,” wrote greatwyrmgold. “And only slightly less silly to suggest that magical creatures can be more evocative than natural ones.

This article presents a false dichotomy between the fantastic and the naturalistic, between the magical and the dull. Creatures can be magical and dull when they pull from the same library of stock monster attributes as every half-arsed fantasy story in the past 60 years, but they can be fantastic and naturalistic with a bit of effort by the author.

Why Dungeon & Dragons Dropped Assassins and Renamed Thieves

An avalanche of comments to Why Dungeon & Dragons Dropped Assassins and Renamed Thieves noted that Assassins shouldn’t be killing for free and certainly not targeting their allies.

For instance, Carl Torvik wrote, “Assassins may the ONLY evil character you should allow in your campaign. They kill only when hired to kill. They have no reason to attack their party. They come with ready-made attachments to the NPCs and the world (guilds, contacts, associates of former targets, etc.) And they have a reason to want a gang of people around to protect them and occasionally even help them on a difficult hit.

Alphastream told how, in the 80s, friction between thieves and other evil characters broke up his game.

In my very first campaigns we had two players where one would play a thief. Before long, he would start stealing from us. The other would then back him up and threaten. It was a source of friction in our Temple of Elemental Evil campaign, but when we played Barrier Peaks, it escalated. Three of us tried to stop it and three wanted the freedom to do whatever they pleased. We separated, adventuring separately. That killed the game.

I can now look back on those events and understand what this was truly about. D&D was for me, as with many players, an escape from the social challenges of my normal life. When evil characters began to push their agenda, our D&D game ceased to become a collaborative escape from the everyday and became again a social challenge to which we had to respond. Bullying was again in my life, as were systems (here, the DM) that failed to make life better.

The worst problem with evil PCs or thieves stealing from fellow party members isn’t the lost items or even a death. It’s the impact it has on us as individuals, and how it upsets the very reason we came together to play and tell stories. We can introduce aspects that allow for party conflict, but when doing so we should look to find ways to mitigate that at the player level, or the game will suffer.

Quiiliitiila wrote, “Players who choose to create characters and then play them disruptively are to blame, not the classes. Any player who hides behind the class as a defense for their toxic actions is wrong and probably not suited to play in depth characters in the first place.

In the end, D&D and AD&D may have started as a simple hack and slash board game, but it evolved into a truly unique role-playing game where you get to experience adventure as a wizard or a cleric or even a blackguard! How you choose to play those characters is up to you, it has never been dictated by the rulebooks or class descriptions.

Alphastream agreed, but wrote, “As a designer I can choose to write mechanics that either bring people together for collaborative play or cause them to fight each other and disrupt party unity. I know which one I would rather see RPG companies design.

David’s article is examining how important names and other design elements are for play. They are extremely important. Often more important than we may realize. Any individual player or DM may or may not react to the design, but on the whole we are creating incentives for certain types of play. Assassins might be terrible at one table and not a problem at another, but what is more important is how they play overall. Overall, they caused problems.

When I design professionally, I’m often doing so for organized play, where I get to see how the design impacts hundreds to thousands of players. I can often see the impacts at a large convention and gain a really fascinating view into how the design works. Incentives that seem unimportant can end up being very important at that macro level. It’s good to go back and examine whether the design is encouraging heroic play, camaraderie, positive escapism, and other elements that routinely are cited by players as reasons to play D&D. Any individual group can always choose otherwise, but the overall design of D&D should point its incentives in that direction, because that’s what D&D is about.

Alert reader Dan realized that much of this post revisited a five-year-old topic. “Wouldn’t it have made more sense to link back to your previous post on the topic instead of copying the first half nearly verbatim, picture included?

Perhaps, but only about 1% of readers will follow a link to an earlier post. Reviving older posts sometimes helps me offer something every week. Many more folks read this blog now than did five years ago. Since few new readers browse my older posts, an old topic can still find interest.

I want to thank Dan and other dedicated readers who show enough interest in my posts to notice 5-year-old material. Your enthusiasm keeps me writing.

Sarah and Kaitlin Howard pictured with Lolth

Sarah M Howard wrote in to identify herself in the post’s photograph. “The drow priestesses in the picture are Sarah and Kaitlin Howard.” Thanks Sarah. Your costumes and the life-sized Lolth combine for an unforgettable photo.

Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D

The post Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D brought up THAC0, which led Erïch Jacoby-Hawkins to offer a bit of history.
Although THAC0 officially became a part of AD&D with the 2nd edition rule books, it was already being incorporated in some of the pre-2nd Edition modules in the mid to late 1980s, for example, modules I9 Day of Al’Akbar and I11 Needle from 1986 & 1987, respectively. I think THAC0 may have appeared in Dragon and Dungeon magazines around that time. The mechanic worked equally well in 1st as 2nd edition, as the AC system didn’t change, and the principle of the to-hit tables remained the same.

Perhaps I should have included Day of Al’Akbar in The Dungeons & Dragons Books that Secretly Previewed Each New Edition. Can anyone identify the first appearance of the term THAC0?

Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History

The post Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History told how the outsized attention and influence of D&D’s earliest adventures elevated their reputation.

Bryce Lynch parsed a word choice in Dungeon magazine’s list of 30 greatest adventures. “I note that the use of the word ‘greatest’ avoids the implication that they are actually good.” Bryce pens a series of entertainingly cranky reviews where he holds adventures to impossibly high standards. His consistently looks for three qualities: “Usability at the table. Interactivity. Evocative.

The lack of accolades given to more recent adventures led to my list of the 10 greatest adventures since 1985.

The 10 Greatest D&D Adventures Since 1985

The author of number 10, The Gates of Firestorm Peak (1996), offered more on his classic adventure. Bruce Cordell wrote, “Thanks for the review! Much appreciated. If you’re interested, I wrote about designing the Gates of Firestorm Peak a few months ago, and the associated creation of The Far Realm (which certainly got its name in Gates, but which I further highlighted in later adventures to strengthen its importance).” See http://brucecordell.blogspot.com/2019/03/origin-of-far-realm-in-d.html.

Teos “alphastream” Abadia praised number 6, Madness at Gardmore Abbey (2011) and recommended a follow up. “I love this adventure, especially in how it showcased how varied 4E adventures could be. I would also mention the prequel, Siege of Gardmore Abbey by Steve Townshend. Here, Steve takes us back in time to when the abbey first fell. It has a strong innovative take on a prequel with a variety of fun encounters built for a convention one-shot. It also has some super-fun pregens, some of which have great conflicts that are revealed during play. It’s amazing design. Siege can be found in Dungeon 210.

Teos also commented on number 5, Dead Gods (1997). “It’s also worth comparing it to other adventures of it’s time. It’s incredible how often adventures that should be amazing/fantastic (such as nearly every Planescape adventure) manage to be mundane. ‘Sure, you are in Sigil, now here is a guard duty assignment.’ More adventures need to really deliver on high fantasy.

I liked Vecna Lives for toying with some of those concepts (the opening scene is insane, the advice on running horror is incredible), but it stops short of attaining what it could. Same with Ruins of Castle Greyhawk. In 5E, Dungeon of the Mad Mage has some very strong parts, especially given the source material.

I admire that even the first-level adventures for the Dungeon Crawl Classics RPG include big, fantastic elements. Those adventures avoid caravan duty and rats in the cellar.

Responding to my list of The 10 Greatest Dungeons & Dragons Adventures Since 1985, Andrew wrote, “A key to the (good) 5e adventures is the Internet communities and third-party add-ons. By the book Tomb of Annihilation is good but falls apart here and there, but thanks to Facebook groups, Reddit and the great companion PDFs sold you can customize it with great ideas and fix weak bits really easily. Doing that back in the 1e days was quite daunting. Even a great module like Barrier Peaks was nearly impossible for me to run as a kid without any help.

Wraithmagus challenged my list’s methodology. “I am bewildered why you would create a list like this based on POPULARITY of all things, which is by far the least useful metric. If such a list is going to be useful, surely, they should be overlooked adventures, so that readers can have their attentions drawn to buried gems. Saying ‘Let me tell you about crap you already know about just so everyone can argue about how overrated it is is as unhelpful as it comes.

Although I did weigh each adventure’s reputation in my ratings, I consider that different from rating popularity. In the end, I cast my own judgement. My ratings won’t match anyone else’s, but a list like this needs to track the opinions of D&D fans closely enough to seem authoritative. As for finding buried gems, many readers had never heard of classics like Dead Gods and Night’s Dark Terror.

In Making the List of 10 Greatest D&D Adventures After 1985, I considered future lists of great adventures for high levels, from Dungeon magazine, and branded for a campaign setting.

Alphastream suggested some candidates. “The greatest high-level adventures from any era: I have to go with Throne of Bloodstone. While the design in many places is not exceptional, for a 1988 adventure it does a great job of showcasing how a truly awesome high-level plane-spanning adventure can work. It was very enjoyable as the end of my college campaign and took us to level 32-36 in AD&D play!

The greatest adventures branded for a campaign setting: For Dark Sun, Freedom does one of the best jobs at capturing a setting and introduces player well to the momentous events in the boxed set with the fall of Kalak. The same is true of the adventure included in the boxed set, which captures outdoor survival very well. Play those two and you get what Dark Sun is. Compare this to Dragonlance (or later Dark Sun adventures), where you feel like you get a bad version of the novels while the real stars are off doing the cool work.

Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

The post Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes led Thomas Christy to write, “Great article! Check out these amazing maps by Jon Pintar! If I get to run this in the future, they will be great!

Alphastream recalled playing Q1 in high school. “The dungeon was very so-so. It did feel like a boring zoo or even a boring dungeon until the final level. It was then fantastic. The final battle was brutal. The party had a character with psionics… and Lolth does too. The old psionic combat rules had never been used until then. We looked them up, and basically everything happens in the first segment (part of a round). Party walks into Lolth’s room, psionic character drops dead as Lolth handily wins, and regular combat ensues! That was exciting!

Sharpshooters Are the Worst Thing in D&D, But That Speaks Well of Fifth Edition

A few readers responded to Sharpshooters Are the Worst Thing in D&D by describing the historical superiority of archers.

Todd Ellner wrote, “Think about it in the real world. The horse nomads of Central Asia from the Scythians to the Mongols pretty much swept all before them and replaced the style of warfare wherever they went. The life of the samurai wasn’t ‘The Way of the Sword.’ It was ‘The way of the Horse and Bow.’ Missile weapons are that much of a game-changer.

Although I like the historical perspective, D&D isn’t history, but a game where characters do fantastic deeds for the fun of players. A focus on fun leads designers like Dave Arneson and Gary Gygax to favor unrealistic, but fun things like hit points over realistic, not-fun things like sepsis and sucking chest wounds. Fifth edition pairs the intrinsic advantages of ranged attacks with the game’s two most overpowered feats to encourage situations where the sharpshooter player has fun and everyone else wonders why they showed up.

Some commenters raised the canard that archers tend to be “squishy,” lightly armored and vulnerable to attack. In this edition, fully-armored fighters also make the most efficient sharpshooters.

Some compared the damage dealing of sharpshooters to spellcasters. Certainly, spellcasters can shine for their ability to clear hordes of foes and for their utility. But most spellcasters really are squishy, and their spell slots force players to watch their resources.

Some cited certain melee fighting styles that can approach the damage output of sharpshooters. But melee types foster interesting fights because they stand in harm’s way and must move to attack. Meanwhile, monsters can surround their boss with enough protection for the mastermind to act before the barbarian can cut a path. Sharpshooters just turn potentially interesting encounters into point, shoot, and now it’s over.

Readers who see the trouble with sharpshooters offered advice to managing the archetype.

LordJasper wrote, “Start enforcing ammunition tracking. A lot of DMs let players get away with ‘forgetting’ to track their arrows and crossbow bolts. Make archers keep track of every bolt they fire.” The limit comes when archers capable of emptying a quiver in just a few rounds need to carry every missile.

Unfortunately, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Dungeon masters who rule otherwise will UNFAIRLY DESTROY an entire character concept—or so players will say.

This is where game mechanics poorly reflects reality,” Jason Oldham wrote. “Drawing on personal experience, an average quiver MIGHT hold 20 arrows. They are bulky and need to be packaged with at least some consideration for the delicate bits. Bolts are slightly more accommodating but only slightly. I personally enforce some rather strict house rules as far as how much a player can pack around and how readily accessible equipment may be. But that’s just me, I like to make my players suffer just a little bit.

Some readers suggested spells that hinder archers.

Oniguma wrote, “I’ve found one little, often overlooked spell that does wonders to diminish the potential of ranged attackers: Slow.

Sapphire Crook elaborated. “Slow is a rare spell that doesn’t require sight. You just pick six targets in a pretty large cube, and they have to pick a god and pray. Fireball can kill, but Slow can save lives.

Eric Bohm suggested Wind Wall. “‘Arrows, bolts, and other ordinary projectiles launched at targets behind the wall automatically miss.’ I don’t like using it because it is such a hard shut down, but it is useful for letting the rest of the party contribute.

The prospect of using Wind Wall against a party dominated by archers excites me. Still, many commenters blamed any trouble with sharpshooters on DMs who fail to prepare custom encounters to thwart the archetype. I prefer to avoid D&D games where the players bring scissors, and then the DM always prepares rocks. That approach creates an adversarial dynamic and robs the game of variety. DMs who run Adventurers League can add total cover, monsters, and hit points as I suggested in the post, but we can’t remake adventures to vex archers.

Number Monsters to Stop Wasting Time Finding Them on the Battle Map

In response to my advice that DMs number monsters to stop wasting time finding them on the battle map, Scott suggested using a 3D printer to make numbered bases that cup miniature figures.

The Two D&D Feats Everyone Loves (For Someone Else’s Character)

My post on The Two D&D Feats Everyone Loves (For Someone Else’s Character) ranked the popularity of D&D’s feats.

The relatively low popularity of Resilience surprised some commenters. For spellcasters who try to stay clear of attack, Resilience (Constitution) beats the most popular feat, War Caster. By the way, according to the letter of D&D rules, if you take Resilience for one stat, you can’t take it again for a second, different ability.

The popularity rankings of feats invited comparisons to each feat’s actual power. Thinkdm wrote, “Here’s some poll results I ran to break them down into tiers. You see the ‘broken’ feats aren’t even the most popular. Likely because they are suited to specific play styles. But, it’s still interesting.

Little-known D&D classics: Fez

In reply to Little-known D&D classics: Fez, Matt wrote, “I’ve never been to Gen Con, and in fact only came to AD&D when I was in middle school in the early 1990s. I found the Fez adventures about ten years ago when I was combing Amazon for out-of-print, non-Wizards of the Coast, and pre-d20 game materials.

They immediately changed my world.

I would spend the next decade reading, absorbing, and preparing to run Fez with my own group of gamers whose frame of reference for D&D only begins around the year 2000 or so. I’m happy to report that we finished the first Fez adventure back in May, and I’m preparing to go into Fez II, which is really the best in the series, in defiance of the law of sequels.

When I ran Fez I, I modified the game to accommodate some of their expectations: The players saw their characters’ stats, but they began as amnesiacs. Still, even with that change, the Fez formula engaged them immediately.

Fez has become one of our most memorable adventures. I highly recommend that anyone out there with a gaming group pick up these gaming classics and run them.

The True Story of the Cthulhu and Elric Sections Removed from Deities & Demigods

The True Story of the Cthulhu and Elric Sections Removed from Deities & Demigods prompted a funny exchange.

Joel Orsatti: “Any idea why the Finnish mythos was dropped?

Brent Butler: “They may have simply run out of K’s.

More likely, TSR dropped the mythos to fit the abbreviated book within a smaller number of signatures—groups of pages printed together.

The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

In The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America, I explained why Gen Con in the 80s came to ban live-action games, and the change in attitude since. Spoiler: Today, some folks accept that playing D&D can prove beneficial.

Alphastream (again. Thanks, Teos!) wrote, “I wish I had a screen shot of an old post on the Wizards of the Coast forums by Mike Mearls during the 4E era. 4E era, mind you! That’s long after this event. In it, he briefly mentioned that when WotC was looking at the design for 4E organized play, there was a push to eliminate LARP and town-fair style play. It was due to the effect it has on the perception of the game.

I mention this not because I think WotC was necessarily wrong. (Okay, they were, but they were trying to gain acceptance for the game.) I mention it because LARPing was still seen as problematic as recently as 4E. And, because it is ironic that what has helped RPGs become mainstream during the 5E period is acting, both on livestreams and in media (Stranger Things, etc.). It is now very welcome to have people in costume, and WotC staff get in costume for livestreams and big events such as the Descent marketing event. It’s a remarkable change that has come only very recently.

Timothy Park shared his positive tale of clear-headed parents, pastors, and teachers seeing the game’s value and encouraging play.

There were a great many people using their intelligence and common sense and noticing and saying good things about D&D. They and their reasonable perspective won out. If it hadn’t, well, would you have this blog?

That story, the positive side, needs more press than the sensational bits.

As for the sensational bits, I finish this post by relaying the account from chacochicken.

My hometown was a regular hotbed of D&D and Satanic panic. In fact, the dangers of D&D was still a contentious point there until not that long ago.

I come from a small town in rural West Virginia. Evangelicalism had completely overtaken the town in the 50’s and 60’s. My grandparents moved there in 1952 and were not church going types. Strike one. My mom was an unwed mother. Strike two. My uncle got the Holmes basic set while he was in the navy and introduced my friends and I to the game. Strike two and half. It was an open secret that my navy vet uncle was gay. Strike Five.

To set the scene, it was summer 1986 and my friends and I (fortunately most kids don’t care much about the above nonsense) played a ton of D&D, but we had to keep it a complete secret from basically everyone. Our town was small enough that everyone mostly knew everyone’s business. A ring of people were in charge. The bank manager was the pastor. The pastor’s brother was the county sheriff and the high school baseball coach. Nepotism all the way down. Well these folks decided that they were going to control the behavior of the whole town more or less.

So we played that summer. A few other kids knew but none of our parents at that point. We were known to have played before, see above uncle, so everyone was wary of us. My friend Dustin, yes his name was Dustin, his parents ransacked his room and found his character sheets, dice, and some D&D ads torn our from his comic books. I’m not exaggerating, they burned all of his toys, all of them, on the front yard as he basically had a nervous breakdown. He was not allowed to speak to us again and they couldn’t risk us meeting at school so the next year he was home-schooled.

We were torn as to whether to play anymore or not because we were afraid of the possibility of punishment. Our defiance won out and we kept playing in the loft of an old barn next to my uncle’s house. He vouched for us playing regular old board games, fishing, and running around in the woods.

Then terror struck. A dog went missing somewhere close. Then a second. Then an older man “disappeared.” People went crazy. “It was Satanists!” The Panic hit full bore. The school confiscated anything to do with heavy metal music. Prayers before baseball games asking for protection against the devil worshippers that invaded our town. D&D was the primary suspect.

To be fair, as kids, we were scared too. We just knew D&D didn’t have anything to do with it. My uncle reassured us that most of the town were a bunch of crazy backwards hillbillies. He wasn’t wrong. He made a critical mistake however. I’ll never forget what happened on August 2nd 1986, a Saturday. My uncle threw a big BBQ for some of his navy buddies. We were invited to so we got some food and headed over to our barn for D&D by lantern light. My drunk uncle let slip to a friend’s wife that we were playing the devil’s game and she called her father, the aforementioned county sheriff.

We were right in the middle of the game when the sheriff and four deputies arrested us at gun point. They pointed guns at 5 kids playing a game. They were sure we were a Satanic cult cell. They put three of us in one car and two in the other. The entire drive they kept asking us about Satanism and if we killed the dogs. They didn’t take us to our parents or the police station, they took us to the church so the sheriff’s brother could rebuke us while we were in handcuffs. It was completely insane. There were 5 of us and we were all terrified except for my friend Nathan, who thought this was hilarious. His laughing and mocking the pastor helped a ton actually. We got our wits back and demanded to see our parents and told them they had just kidnapped us and we were going to call the FBI.

The sheriff took us home after that with a stern warning and a veiled threat asking me and my friends if my uncle had ever touched any of us. The next day my mom filed a formal complaint and my friend Matt’s father challenged the sheriff to a fist fight. He did not accept. The old man that “disappeared” wasn’t dead. He was on vacation in Maine or some such that summer. One or both dogs were found. We took a break from D&D for a while, but picked it back up when the Forgotten Realms grey box came out the next year. The pastor finally died in 2012 and the newer younger pastor now let’s kids play D&D other TTRPGs and board games in the church annex on Thursday nights.

So that’s the story of how D&D destroyed the brains of the people of my town for two decades because of the the media furor.

Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D

In 1972, Dungeons & Dragons co-creator Dave Arneson introduced his Blackmoor campaign to co-creator Gary Gygax. The campaign stemmed from Gary’s Chainmail rules, but Dave’s game transformed the rules for miniature-figure battles into something new and irresistible—something that broadly resembled D&D.

My last post explained how Dave shaped a combat system that featured hit points, 2d6 to-hit rolls, damage rolls, and armor classes where higher numbers represented better protection.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. In Pegasus issue 1, Dave recalled that Gary and his Lake Geneva group “had a lot more spare time than I did and they had a lot of ideas, so they came up with their own version of the rules.”

Gary changed Dave’s combat rules in 3 key ways:

  • Hit points became less realistic and more fun.
  • To-hit rolls switched to a twenty-sided dice, creating a new market for funny dice.
  • AC ratings flipped to make lower values better, forcing awkward, negative ACs on players.

Unrealistic hit points

Gary’s changes let characters gain hit points as they leveled. In Blackmoor, Dave wrote, “As the player progressed, he did not receive additional hit points, but rather he became harder to hit.” Dave based armor class on armor, but fighters gained better saving throws. By the Blackmoor rules, saves applied to weapon attacks, so fighters could avoid damaging blows. “Only Fighters gained advantages in these melee saving throws. Clerics and magicians progressed in their own areas, which might or might not modify their saving throws.”

In Chainmail, a hero fought as 4 ordinary soldiers and a superhero as 8. D&D translated this scheme by making heroes 4th-level fighting men and superheroes 8th level. When Gary reconciled Dave’s rules for hit dice with the notion of heroes that fought as several men, he probably decided to give characters more hit dice as they leveled. The mechanic seemed unrealistic. After all, nobody gets 10 or more times more durable through experience. But rising hit points helped power the game’s success. They boosted the positive reinforcement of leveling. Plus, heroes capable of unrealistically surviving many blows supported D&D’s combat-intensive, dungeon-bashing style. These advantages helped make the game so appealing.

Every “realistic” system to follow D&D echoed Dave Arneson’s original method of using hit points to measure a character’s body’s physical capacity to survive injury. In D&D, hit points rise as characters advance, and that turns hit points into an elegant damage-reduction mechanic. As characters level, they essentially reduce the damage they take from blows.

Using hit points for damage reduction boasts a number of virtues:

  • Combat plays fast because players do not have to calculate reduced damage for every single hit.
  • Although damage is effectively reduced, the reduction never makes a combatant impervious to damage.
  • Once characters gain enough points to survive a few blows, hit points provide a predictable way to see the course of battle. If a fight begins to go badly, the players can see their peril and bring more resources like spells and potions to the fight, or they can run. In a realistic fight, things can go bad in an instant, with a single misstep resulting in death.
  • Most attacks can hit and inflict damage, providing constant, positive feedback to players while everyone contributes to the fight. Realistic combatants do not wear down from dozens of damaging blows; instead each hit is likely to kill or maim. In more realistic systems like Runequest and GURPS, when two very skilled combatants face off, they block or dodge virtually all attacks. The duels turn static until someone muffs a defense roll and lets a killing blow slip through. This model may be realistic—it reminds me of those Olympic competitions where years of training turn on a single, split-second misstep—but the realistic model lacks fun. No popular sports begin as sudden-death competitions where the first to score wins.
  • Battles can gain a dramatic arc. Fights climax with bloodied and battle-worn combatants striving to put their remaining strength into a killing blow. No one likes to see the climactic battle fizzle with a handful of bad rolls, especially at their character’s expense.

Bottom line: Using hit points for damage reduction enables a combat system where you can hit a lot, and hitting is fun.

Funny dice

When Dave adapted the Chainmail rules for his Blackmoor campaign, he kept using ordinary 6-sided dice. He later explained, we had “no funny dice back then.”

The twenty-sided die may not have reached Dave’s corner of gaming yet, but Gary had funny dice and they enchanted him. At first, polyhedral dice only came from vendors in Japan and the United Kingdom, so getting a set required significant time and money. But by 1972, polyhedral dice started arriving from domestic sources. Gary recalled buying his first set from a teacher-supply catalog. In 1972, Creative Publications of California started selling 20-sided dice in a set of polyhedrals, and word spread among gamers. By 1973, Gary wrote an article touting funny dice. “The most useful are the 20-sided dice,” he explained. The original d20s came numbered from 0 to 9 twice, so most gamers rolled twice to generate a percentage from 1-100. Gary noted that gamers could do more. “Color in one set of numbers on the die, and you can throw for 5%—perfect for rules which call for random numbers from 1-20.” As an example, he mentions being “busy working up chance tables for a fantasy campaign game.” Gary found his new d20 so irresistible that he changed Dave’s 2d6 to-hit tables into D&D’s d20-based system.

Descending Armor Classes

As Gary reworked his attack table, he discovered that switching to descending AC numbers created a mathematical elegance. Game historian Jon Peterson describes how this system appears in a draft of the D&D rules. “If you were a first-level fighter rolling to hit, the number you needed was equivalent to 20 minus the armor class of your target. To hit AC 2, you needed an 18, to hit AC 3, a 17, and so on. Armor class descended to make it easy enough to calculate your needed roll that you wouldn’t even have to consult a table.”

If D&D had settled on this system, we might now be rolling a d20 to hit, adding the foe’s AC, and trying to reach a target number based on our character.

D&D reached players with a muddled system that kept descending armor classes, but hid any reason for the scheme. So players wondered why lower armor class represented better protection. Usually, bigger is better.

What happened?

When Gary expanded D&D to account for a greater range of levels than 9, he lost the mathematical simplicity. While the draft rules just present to-hit numbers for fighters up to level 9, the published D&D rules extend the table up to level 16 and beyond. To keep a steady advancement over a greater range of levels, Gary reworked the table and broke an elegant design. This left a system where players just used armor class to reference a row in a table and where intuitive, rising numbers could have worked just as well.

The Tangled Origins of D&D’s Armor Class, Hit Points, and Twenty-Sided Die Rolls To-Hit

In 1977, when I first read the Dungeon & Dragons basic rules, the way armor class improved as it shrunk from 9 to 2 puzzled me. Shouldn’t higher numbers be better? Players just used AC to find a row on a table, so rising ACs would have worked as well. Magic armor introduced negative ACs, making the descending numbers even more awkward. Also, many of the demons described in 1976 in the Eldrich Wizardry supplement sported negative armor class.

D&D’s designers seemed to think rising armor classes made more sense. The game rules stemmed from co-creator Gary Gygax’s Chainmail rules for miniature-figure battles. Chainmail rated armor from 1 to 8, with better armor gaining higher values. Co-creator Dave Arneson based his Blackmoor fantasy campaign on Chainmail. His campaign developed into D&D. In Blackmoor, higher armor classes represented better armor.

So how did the first D&D rules set the puzzling convention of descending armor class?

The answer lies toward the end of the genesis of D&D’s combat system.

In the original D&D rule books, the combat system that everyone used appears as the Alternative Combat System. “Alternative” because players could just use the combat system from Chainmail instead. When Dave launched Blackmoor, he tried the Chainmail system. But it focused on battles between armies sprinkled with legendary heroes and monsters. For ongoing adventures in the dungeon under Castle Blackmoor, the rules needed changes. Original Blackmoor player Greg Svenson recalls that within about a month of play, the campaign created new rules for damage rolls and hit points. (More recently, Steve Winter, a D&D designer since 1st edition, tells of playing the original game with the Chainmail combat rules.)

Much of what we know about how Dave adapted the rules for his Blackmoor campaign comes from two sources: a 2004 interview and The First Fantasy Campaign, a raw publication of notes for his game. Most quotes in this post come from those sources.

Chainmail’s melee combat matrix

To resolve melee combat, Chainmail used a combat matrix. Players matched the attacking weapon or creature against the defender, rolled a pair of 6-sided dice, and consulted the table for an outcome. “That was okay for a few different kinds of units, but by the second weekend we already had 20 or 30 different monsters, and the matrix was starting to fill up the loft.”

Dave abandoned the matrix and extended Chainmail’s rules for missile attacks to melee combat. In Chainmail, ranged attackers rolled 2d6, and tried to roll higher than a target number based on increasing armor classes. Blackmoor gained melee to-hit rolls.

Chainmail’s man-to-man combat and ranged combat tables

In Chainmail, creatures lacked hit points, so a single hit killed. But with extraordinary individuals like heroes, wizards, and dragons, a saving throw allowed a last chance to survive. For example, the rules say, “Dragon fire will kill any opponent it touches, except another Dragon, Super Hero, or a Wizard, who is saved on a two dice roll of 7 or better.”

Under rules where one hit destroyed a character, Dave tried to spare player characters by granting saving throws against any hit. “Thus, although [a character] might be ‘Hit’ several times during a melee round, in actuality, he might not take any damage at all.”

But the system of saving throws still made characters too fragile to suit players. “It didn’t take too long for players to get attached to their characters, and they wanted something detailed which Chainmail didn’t have,” Dave explains.

Chainmail battle on a sand table

“I adopted the rules I’d done earlier for a Civil War game called Ironclads that had hit points and armor class. It meant that players had a chance to live longer.” In a Chainmail battle that featured armies spanning a sand table, hit points would have overwhelmed players with bookkeeping. But the Blackmoor players liked the rule. “They didn’t care that they had hit points to keep track of because they were just keeping track of little detailed records for their character and not trying to do it for an entire army. They didn’t care if they could kill a monster in one blow, but they didn’t want the monster to kill them in one blow.”

When players rolled characters, they determined hit points. For monsters, hit points were set based “on the size of the creature physically and, again, on some regard for its mythical properties.” Dave liked to vary hit points among individual monsters. To set the strength of a type of monster while rolling for an individual’s hit points, he probably invented hit dice.

Dave said he took the armor class from Ironclads, but the concept came from Chainmail and the term came from its 1972 revisions. I suspect Dave meant that he pulled the notion of hit points and damage from a naval game that featured both armor ratings and damage points. Game historian Jon Peterson explains, “The concepts of armor thickness and withstanding points of damage existed in several naval wargames prior to Chainmail.” Still, nobody has found the precise naval rules that inspired Dave. Even his handwritten rules for ironclad battles lack properties resembling armor class. Perhaps he just considered using the concept in a naval game before bringing the notion to D&D.

In Blackmoor, Dave sometimes used hit locations. Perhaps naval combat inspired that rule. When ships battle, shells that penetrate to a boiler or powder keg disable more than a cannonball through the galley. Likewise, in man-to-man combat, a blow to the head probably kills.

Dave’s rules for hit locations only reached D&D in the Blackmoor supplement, which came a year after the game’s release. But hit locations made combat more complicated and dangerous. Realistic combat proved too deadly for the dungeon raids in D&D. So D&D players never embraced hit locations. Even Dave seemed to save the rule for special occasions. “Hit Location was generally used only for the bigger critters, and only on a man-to-man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it.” Dave ran a fluid game, adapting the rules to suit the situation.

By the time Dave’s fantasy game established hit points, 2d6 to-hit rolls, and damage rolls, he showed the game to Gary Gygax.

Next: Gary Gygax improves hit points by making them more unrealistic, and then adds funny dice

Would Dungeons & Dragons Play Better If It Stayed Loyal to How Gary Gygax Awarded Hit Points?

In a typical fifth-edition Dungeons & Dragons adventure, characters will reach every battle with full hit points. Healing comes too easily to enter a battle at less than full health. Above level 10 or so, spells like Aid and Heroes Feast mean parties routinely pass their day with hit point totals above their ordinary maximums.

By the time characters near level 10, few monsters inflict enough damage to seem threatening. Except for a few outliers like giants, foes lack the punch to dent characters at maximum hit points. If round of combat results in a gargoyle hitting a 90-hit-point character 6 damage, then the fight seems like a bookkeeping exercise. “At this rate, I can only survive 14 more rounds!”

The fifth-edition design limits the highest armor classes so weaker monsters can attack stronger characters and still hit on rolls less than a natural 20. This design aims to enable hordes of low-level monsters to challenge high-level characters. In practice, the hits inflict such pitiful damage that the hero would feel less pain than the bookkeeping causes to the player. It’s the pencils that suffer the most.

The obvious fix to high-level creatures and their feeble damage is to make monsters’ attacks hurt more. Mike “Sly Flourish” Shea routinely makes creatures inflict maximum damage on every hit.

But what if the solution doesn’t come from the monsters? What if characters at double-digit levels just have too many hit points?

If high-level characters had fewer hit points, high-level monsters with their puny attacks would suddenly become a bit more threatening. Lower-level monsters could pose more of a threat high-level heroes without becoming too dangerous to low-level characters. High-level PCs would still rip through weak foes, but the survivors could deal enough damage to seem dangerous rather than laughable.

D&D no longer focuses entirely on dungeon crawls where characters judge when to rest based on their remaining store of hit points and spells. The game’s move to storytelling means characters often face just one fight per day. Healing comes cheap and easy, so characters start fights at full hit points. Lower hit points at high levels would suit the reality that characters enter every fight at maximum health. In more battles, foes would seem like credible opponents.

Of course, no one has ever argued that low-level characters sport too many hit points. New characters feel as fragile as soap bubbles. Before level 5, don’t get too attached to your hero. As characters near level 10, they begin to seem stout. They rarely go down in anything short of a slugfest, so they feel like superheroes, but not invulnerable.

But in double-digit levels character hit points keep rising at the same steep rate until DMs resort to letting monsters routinely deal maximum damage. D&D might play better if, somewhere around level 10, characters stopped gaining so many hit points.

When I first considered this notion, I dismissed it as too big a break from the D&D’s conventions. For nearly two decades, characters have gained a full die worth of hit points at every level.

Except for most of D&D’s history, somewhere around level 10, characters stopped gaining so many hit points.

From the original game through second edition, when D&D characters reached level 9 or so, they started gaining hit points at a much slower rate. In Advanced Dungeons & Dragons, fighters rising above 9th level gained 3 hit points per level with no bonus for constitution. Other classed gained even fewer points. Continuing to let characters gain a full hit die plus constitution bonus at every level defies D&D’s origins.

The original limits to hit dice served as co-creator Gary Gygax’s way of putting a soft level cap on D&D. The cap kept the game’s link to the Chainmail mass-combat rules, where the best fighters acted as “superheroes” who could match the power of 8 soldiers. Gary wanted a game where crowds of orcs or goblins could still challenge the heroes.

Admittedly, when I started playing D&D, I disliked how characters’ hit points topped out. Gary and his hit-dice tables seemed to punish players of high-level characters—especially fighters.

Although the soft cap on hit points lasted 25 years, the cap on the other perks of leveling started to disappear as soon as the first Greyhawk supplement reached gamers. While the original box topped out at 6th-level spells, Greyhawk included spells of up to 9th level. Gary never intended player characters to cast the highest-level spells, but that didn’t stop players.

By the time designers started work on third edition, they aimed to deliver perks to every class at every level from 1 to 20. The soft cap on hit points must have seemed vestigial. The designers felt the game’s math could handle a steep rise in hit points past level 10. The design abandoned any aim of making groups of low-level mooks a match for high-level heroes. Besides, a steady rise in HP made the multi-classing rules simpler.

Today’s D&D game does a fine job of awarding every class—even fighters—perks at every level. Nobody leveling into the teens gets excited about another helping of hit points. Reverting to smaller hit point advances doesn’t spoil anyone’s fun.

Fifth edition keeps levels and monsters at power levels broadly similar to those in original game. This loose compatibility makes adventures written during D&D’s first 20 years continue to work with the new edition. In theory, a DM can just swap in monster stats from the new game and play. In practice, higher-level characters have more hit points, more healing, and the creatures fail to do enough damage to keep up. Story-centered adventures make the mismatch worse.

Suppose Gary Gygax had hit points right all along. Would D&D play better if characters stopped gaining so many after level 9?

D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose

In the original Dungeons & Dragons game, ordinary monster attacks inflicted just 1d6 damage. Yet characters still died, frequently. Clerics gained far fewer spells and much less healing than today, so most damage took a trip out of the dungeon to heal. Heroes mounted dungeon expeditions, fought as many battles as they dared, and then hoped their mapper could lead them to safety and healing.

To threaten full-strength characters in a climactic fight, monsters needed unique attacks that did massive damage, like a dragon’s breath weapon, or save-or-die effects like a beholder’s eye rays.

Advanced Dungeons & Dragons granted clerics more healing spells, so characters entered more fights at full hit points, but damage still taxed resources that only a rest could regain. If the cleric squandered spells on something other than cures, the party hollered.

Third edition changed that equation. Without anyone ever needing to rest for spells or healing, characters could regain all their hit points after every fight.

A 2nd-level character who had gained the 900gp of treasure recommended in the Dungeon Master’s Guide could buy a 50-charge Wand of Cure Light Wounds for 750gp. At 2nd level, the party might share the cost. In just a few levels, characters gained enough gold to make buying in bulk a minor expense. Of course, dungeon masters could limit the purchase, but by 5th level, PCs stopped needing a magic shop. A cleric could take the Craft Wands feat and make wands at half price.

Third edition’s Living Greyhawk organized-play campaign enabled PCs to craft and purchase healing wands. Most characters bought Wands of Cure Light Wounds and loaned them to the party cleric for healing between battles.

In a standard third-edition campaign, savvy characters stopped needing rest to recover hit points.

Third edition’s designers probably overlooked how the low cost of healing wands would erase D&D’s 25-year-old limits on hit points and healing. The fourth-edition designers noticed. Their edition kept magic healing available for purchase, but also limited healing between rests. Rested characters gained a limited number of healing surges, and then healing magic let characters trade surges for healing. For example, healing potions just let characters spend a surge in the heat of battle. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations.

At a glance, fifth edition seemed to keep D&D’s tradition of limiting hit points and healing between rests. This presumed limit made the introduction of the spell Healing Spirit seem like a game breaker. With a mere 2nd-level spell, everyone in the party could regain 10d6 hit points in just 1 minute. Casting at higher levels increases the healing, so a 3rd-level spirit could restore 20d6 to every PC in the party.

Blogger Merric Blackman summarized the concerns, “One of the major objections to the healing spirit spell is that it turns all the assumptions of hit point recovery in 5E on their head; suddenly we’re in a 3E-style game of ‘hit point loss isn’t important’ rather than the 5E-style of ‘hit point lost drains resources.’”

While Healing Spirit outshines other out-of-combat healing spells so much that druids need sunscreen, the spell doesn’t shatter any standing limits on healing. When the Player’s Handbook offered healing potions for sale for 50gp, the fifth-edition rules freed characters of any need to rest for healing or hit points. Unlike in early D&D, characters can buy potions. Unlike in fourth edition, potions work without a limit imposed by healing surges. Characters who gain a typical amount of treasure can easily afford all the potions they need. Most PCs gain tons of gold and have nowhere else to spend it.

Savvy characters can recover hit points without ever resting.

Dungeon masters who want to capture D&D’s original limits on hit points and healing between rests need to limit both healing potions and Healing Spirit. Such limits restore hit points and healing as a resource to manage through an adventuring day.

If you want to keep healing potions readily available for 50gp each, I suggest adopting a version of the fourth-edition limit: Drinking a potion lets characters spend a Hit Die for healing as if they had rested. To avoid doses that just heal a point or two, make potions heal an extra 1d4 hit points per Hit Die spent. Stronger potions spend more Hit Dice. With this house rule, make stronger healing potions for sale at higher prices. Although these potions spend hit dice, they still bring the advantage of granting healing in the heat of battle.

Potion of Healing
Potion, rarity varies

When you drink this potion, you spend hit dice up to the maximum listed on the Potions of Healing table. For each Hit Die spent in this way, the player rolls the die plus an extra 1d4, and then adds the character’s Constitution modifier to the rolls. The character regains hit points equal to the total.

Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Cost Spend up to …
Healing 50gp 1 Hit Die
Healing Moderate Wounds 300gp 2 Hit Dice
Healing Serious Wounds  750gp 3 Hit Dice
Healing Critical Wounds  1400gp 4 Hit Dice

Potions of Greater Healing, Superior Healing, and Supreme Healing can remain unchanged as long as they keep their rarity and only appear in treasure. These potions bring the precious advantage of healing without costing Hit Dice.

James Haeck listed a couple of house rules for limited Healing Spirit. For instance, designer Jeremy Crawford suggests having the spell end once it restores hit points a number of times equal to twice the caster’s spellcasting ability modifier.

Of course, none of these house rules apply to organized play. Authors who write adventures for the Adventurers League should expect characters to enter every fight at full health and to never run short of healing between battles.

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 audience’s immersion and to avoid numbers, the Dungeons & Dragons games on Community adopted this style. The creator of Community, Dan Harmon, brought this style to his HarmonQuest live-play show. For performance, the style makes sense.

Some real DMs also took the style for simulation and immersion. They explained that the characters’ don’t know their numbers, so why should their characters? In theory, hiding the mechanical guts of the game lets players focus on the game world and on immersing themselves in their characters.

In practice, when a DM takes such measures, players see a control freak. Players worry that the DM will fudge numbers to force a plot. But even when players trust their DM’s impartiality, the hidden numbers create discomfort. The game rules serve as the physics of the characters’ world. When the DM hides numbers and mechanics, the players lose some ability to make good choices for their characters. They feel robbed of control.

Also, everyone likes to roll their own dice.

Aside from performing D&D for an audience, most stories of DMs hiding the game’s numbers date from role playing’s early days. Then, gamers experimented with styles of play that no longer seem appealing. In White Dwarf issue 75 from 1986, an article titled “Gamemanship” recommended preventing players from reading the game rules. “Players who haven’t read the rules will be unable to spring anything ‘new’ on you.” The author, Martin Hytch, aims for better role playing, but he seems like a control freak.

Nowadays, tales of DMs who hide the game’s numbers from players seem like legend. Any DMs committed to the style probably wonder why no one wants to join their game.

But every DM weighs how many game numbers to share with players. My research turned up contemporary game masters willing to hide a character’s hit points from their players.

Martin Hytch would approve. “Telling a fighter he has lost eleven hit points can have a totally different effect if the DM says, ‘The beast strikes you in the face, breaking your nose.’” I suspect few players share Martin’s devotion to immersion.

A mere description of damage leaves players confused about their characters’ conditions. The broken-nose example falls particularly short. In the DM’s estimation, does the injury leave a character halfway to death, or just a little battered? The DM knows. In the game world, the fighter knows. Only the player feels baffled.

The characters see, hear, smell, and touch the game world. They sense more of their world than even the most vivid description shows the players. The characters bring years of training and experience. They know nothing of hit points, but hit point numbers provide a measure to bridge the information gap between a character living the battle and the player at the table.

DMs rarely hide hit-point and damage numbers from players, but most DMs conceal difficulty classes. Until recently, I kept DCs to myself, but now I typically share them.

As with hit points, the difficulty class number helps span the gulf between a character’s vivid sense of the game world and a player learning from a DM’s description. When a rogue decides whether to climb a wall, she can see the bricks, mortar, and slick condensation. She can compare to walls she has climbed. At the kitchen table, a DC just sums a character’s experience.

Some folks object to sharing DC numbers because they feel numbers hinder immersion. But hiding the DC leaves plenty of immersion-foiling game in the check. The player still looks up numbers on the character sheet. They still roll a dice and add the result to a number on their character sheet. What’s another number?

In games like Runequest, Call of Cthulhu, and GURPS, players make checks by rolling under a skill number. These games put a chance of success on the character sheet and make hiding difficulties cumbersome. These games still thrive. Even though players almost always know their chance of success, no one accuses Call of Cthulhu of undermining immersion.

Characters might have more trouble telling the odds of making a saving throw than the difficulty of a jump or climb, but the benefits of revealing save DCs encourage me to reveal them too.

Especially with a high-stakes save, revealing a DC heightens the drama of a die roll. When a character’s fate rests on a roll, when a roll seizes the table’s attention, a player can figure the number they need before throwing the die. A known DC tells players that the DM can’t fudge the line between success and failure. Then the moment the die lands, everyone knows the outcome without asking the DM for an interpretation. By revealing a DC, the DM sides with the players. No one sees where the next roll will take the game. Only the dice decide.

As a DM, revealing a DC frees me from any urge to nudge the narrative by moving a hidden target to land a success or failure. My transparency shows players that their characters’ fate rests on their choices and the luck of the die rather than on a DM’s whims.

Revealing DCs also speeds those situations where several players need to make a roll. Instead of forcing each player to report their role to learn an outcome, just announce DC and let them figure the result.

None of this applies when the characters can’t know the difficulty of a task. Don’t reveal DCs for checks…

  • made to gain information using skills like Insight and Perception.
  • involving a non-player character’s state of mind, such as with Persuasion and Deception.
  • where characters know too little to estimate a difficulty.

The rest of the time, try sharing DCs. I think it makes my game better.

D&D Next trades to-hit bonuses for enhanced damage

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”)

As I discussed in “Riding the power curve,” the next iteration of Dungeons & Dragons attempts to straighten out fourth edition’s logarithmic power curve by refusing to let characters benefit from both steep bonuses to hit and big increases to damage. Instead, characters mostly get increases to damage.

When we compare D&D Next to early editions, Next limits the to-hit bonuses characters gain as they advance in exchange for greater bonuses to the damage they inflict.

Before I delve into the benefits and drawbacks of this exchange, I ought to address two practical objections to trading to-hit bonuses for damage.

Should skill increase damage?

Some argue that a more skillful combatant’s blows should not deal more damage. After all, a crossbow bolt always hits with the same force, so it should always strike with the same damage. Personally, when I’m struck by a crossbow bolt, I care deeply about where it hits. Maybe that’s just me.

Miyamoto MusashiAs I explained, in “The brilliance of unrealistic hit points,” hit points in D&D work as a damage-reduction mechanic. As characters increase in level, their rising hit points reduce the effective damage they suffer. Reasonably, as characters increase in level, they could also grow better at inflicting damage by overcoming defenses to strike vulnerable places or to apply more force to a blow.  I’m no Miyamoto Musashi, but I’ve earned enough bruises sparring with practice swords to know that finding an opening to tap an opponent demands less skill than finding enough room for a kill strike─or even a cut.

And if you worry about unusual cases of oozes struck by crossbows, adjust at the table.

“The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy’s cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him.” Miyamoto Musashi, The Book of Five Rings

Hits inflict more than damage

In D&D, a hit can bring the threat of poison, level drain, and many other secondary effects. In these cases, the attack’s damage matters less than dealing the hit. A higher level character’s chance to hit improves less, so their chance of inflicting secondary effects sees little improvement.

This matters, but it matters less than you may think.

First, to-hit rolls take a much smaller place in D&D Next than in 4E. D&D Next switches from non-AC defenses back to saving throws. Virtually all spell attacks return to skipping the to-hit roll entirely.

Second, attacks versus AC return to focusing on damage. To an extent, I liked how 4E added tactical richness to combat by devising interesting attacks. However, for my taste, too many effects appeared in play. I grew tired of seeing combatants perched on stacks of Alea markers, unable to do anything but stand and make saves.

In D&D Next, as in early editions, weapon attacks mostly inflict damage, and the attacks that threaten something like poison or level drain usually come from monsters.

carrion crawlerThird, the saving throw returns as a defense against bad things other than damage. In 4E, hits against AC can inflict crippling effects without saves. Just getting hit automatically subjects you to poison, or paralysis, or whatever. In older editions, when the spider bit or the ghoul clawed, you took then damage but you also saved versus poison or paralysis. I appreciate 4E’s streamlined system, but dropping the defensive saving throw contributed to battlefields bogged down with more conditions and other markers than even the designers anticipated.

D&D Next brings back saving throws as a defense against effects like poison and level-drain. We no longer need to rely on to-hit rolls as the final test of whether a poisoned dagger drew enough blood to overcome your constitution. Because monsters make most of the attacks that poison, paralyze, drain, and so on, most players should be happy to see the save return.  Plus, despite the extra roll, the save probably speeds play by reducing the number harmful conditions that take effect.

Despite these three points, in D&D next, your high-level character is weaker when she makes attacks versus AC to inflict crippling effects. If I were to design, say, a poisoner class, I would make their chance to hit nearly automatic, and focus on saving throws as the principle defense against poison.

Next: Changing the balance of power