Category Archives: Rules

8 Fast Facts About D&D’s Magic Missile Spell

1. Dungeons & Dragons co-creator Gary Gygax introduced the Magic Missile spell in the original game’s first supplement, Greyhawk (1975). “This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature … Continue reading

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How Well Do You Understand Invisibility in Dungeons & Dragons?

Lately, I’ve played in some high-level Dungeons & Dragons games with enough invisibility to make me study how the feature works in the game. Despite all my years playing D&D—or perhaps because of them, invisibility in fifth edition often defies … Continue reading

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What I Wish the Player’s Handbook Had Explained About Some More D&D Spells

In my last post, I offered some extra explanation for common spells that called for it. This post covers more spells. Hex Until Hex ends, the caster deals an extra d6 damage every time they hit the hexed creature with … Continue reading

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What the Player’s Handbook Should Have Explained about 6 Popular D&D Spells

Fifth edition Dungeons & Dragons features popular spells like fireball that leave little room for interpretation, but others that require extra help. Some spells only become clear after you chase rules in other parts of the book, others make key … Continue reading

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What is the typical amount of treasure awarded in a fifth-edition Dungeons & Dragons campaign?

The fifth-edition Dungeon Master’s Guide advises dungeon masters, “You can hand out as much or as little treasure as you want.” The new Dungeons & Dragons game offers DMs the freedom to create a gritty, low-magic campaign without any “intrinsic … Continue reading

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Five new or different rules in the fifth-edition Dungeons & Dragons game

With the launch of the fifth edition of Dungeons & Dragons, the designers hosted panels at Gen Con 2014 introducing the game to new and returning players. You can listen to designers Rodney Thompson and Greg Bilsland at one of … Continue reading

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Lawful DM and Chaotic DM answer questions about spellcasting and free hands

When I saw the fifth-edition basic Dungeons & Dragons rules, I concluded that the designers wanted to make the rules match the way players obviously want to play—with little concern for time spent swapping weapons and spell components. For example, … Continue reading

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Revisiting three corners of the new D&D rules

In two posts, I answered some common rules questions about fifth-edition Dungeons & Dragons from dungeon masters and players. I added some extra comments on the answers because that’s what I do here. Since posting my answers, more game play … Continue reading

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Two D&D questions I could have answered if I had known where to look

In “Five ways to create more usable game books,” I piled a heap of criticism on the usability of Wizards of the Coast game books. I singled out the index in the fourth-edition Player’s Handbook for particular scorn. The fifth-edition Player’s … Continue reading

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9 more fifth-edition D&D rules questions answered by the designers

Just like at last year’s Gen Con, two Dungeons & Dragons designers came to the dungeon masters’ meeting and spent a few minutes answering rules questions from the gathered DMs. Later in the convention, I intercepted designer Rodney Thompson and … Continue reading

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