Category Archives: Role-playing game design

How Years of Trying to Fix Obnoxious People Shrank D&D’s Appeal

How much should the outcomes of characters’ actions be decided by the dungeon master instead of the rules? Before roleplaying games, the rules of a game specified every action players could take, and then decided the outcome of each possibility. … Continue reading

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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 … Continue reading

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Why Fourth Edition Never Saved Dungeons & Dragons

“Fourth edition Dungeons & Dragons is all about taking that things that work in D&D, keeping them in the game, and fixing everything else,” designer Mike Mearls wrote after the edition’s announcement in 2007. “That’s the goal, and I think … Continue reading

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Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?

Adventure paths reveal their linear design in the name: They follow a path. In a linear adventure every play group follows the same plot thread, through the same scenes, to the same conclusion. For adventure creators, linear adventures bring advantages. … Continue reading

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Do Dungeons & Dragons Players Hate Linear Adventures? Not When DMs Avoid Two Pitfalls

A linear adventure is written, or at least planned, so every play group follows the same plot thread, through the same scenes, to the same conclusion. In Dungeons & Dragons, linear dungeons set the pattern, with walls and doors that … Continue reading

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Fourth Edition Proved D&D Works Without Saving Throws, So Why Did They Come Back?

Fourth edition dropped saving throws in favor of to-hit rolls and showed that D&D works without saves. Mathematically, to-hit rolls and saving throws just flip the numbers so that a high roll benefits the person casting the die. Rather than … Continue reading

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D&D Adds Psionics: What Could Possibly Go Wrong?

While editing the third Dungeons & Dragons supplement, Eldrich Wizardry, Tim Kask developed D&D’s first rules for psionics. He loved psionic combat and threw his enthusiasm into the task. His rules answered D&D’s biggest critics. First, they stood separate from unrealistic … Continue reading

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Spell Blow Back—How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve

The original Dungeons & Dragons game featured some activities that most players didn’t enjoy and eventually came to skip. I already wrote about mapping. Unless your group plays D&D in a deliberately old style, you don’t draft a player as … Continue reading

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How much description should a dungeon key include?

The conventional Dungeons & Dragons adventure includes a dungeon key describing numbered locations on a map. When D&D co-creator Gary Gygax created his first dungeon under Castle Greyhawk, he usually wrote a 1-line note for each room. These notes served … Continue reading

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How new changes created the 4 most annoying spells in Dungeons & Dragons

In Dungeons & Dragons, if you play a rogue, the class description describes your key powers. All rogues make sneak attacks, cunning actions, and use evasion. If you play a spellcaster, your powers sprawl into the spell list. Every wizard … Continue reading

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