Tag Archives: death

Daggerheart vs. the MCDM RPG vs. D&D: A Playtest Comparison

If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic battles. Daggerheart targets a more narrative, rules-light style that fosters heroic moments and chances for players to reveal their characters.

Core mechanics

The core mechanics of these games target 3 common gripes about the core mechanic of D&D.

  • A lack of degrees of success or failure limits the potential outcomes of a check.
  • Players experience a feel-bad moment when they miss and lose their opportunity to do something interesting on their turn.
  • The swinginess of D&D’s d20 mechanic, which can make experts look inept and zeros look like heroes.

Degrees of success

In Daggerheart’s core mechanic, players roll a pair of 12-sided dice and add the numbers. If the total exceeds a target number, then the roll succeeds. Aside from the different dice, this resembles a d20 check, but Daggerheart adds a twist. One of the d12s is marked as the Hope die and the other the Fear die. The die that rolls higher adds Hope or Fear to the result. Whether or not a roll succeeds, a roll with Hope brings a boost in the form of a Hope token players can spend to benefit their character. A roll with Fear brings complications, potentially success at a price. The game master gains a fear token they can spend to make the character’s predicament more difficult. Hope and Fear create a range of heroic moments and setbacks that players and game masters can use to inspire storytelling.

Games with such success-with-complications, fail-forward mechanics weigh game masters with the extra creative burden of improvising complications to pair with success. For combat rolls though, Daggerheart gives GMs who gain Fear a menu of complications to select. The first complication is that players lose initiative, something this post will discuss later.

The MCDM RPG bakes degrees of success into the game’s power roll mechanic. The higher the sum of 2d6, the better the degree. They even have names for the degrees: tier 1, tier 2, and tier 3. Perhaps they considered reaching to older games like Marvel Super Heroes for tier names like good, excellent, and remarkable, but for one type of rolls tier 1 means a small success, and for another type, tier 1 means failure. The game features two types of power rolls: ability rolls, which correspond to D&D’s attack rolls, and tests, which correspond to D&D’s ability checks. Ability rolls don’t have a chance of failure, which leads to the second common gripe levelled at the D&D’s core d20 mechanic.

No missed attacks

The MCDM RPG tries to eliminate the down moments when a player misses an attack and wastes their turn. All ability rolls succeed, with an outcome that determines a degree of success and sets an amount of damage. Without damage rolls, the system plays faster. No one likes to lose a turn to a miss, but in play I found that the lack of failure in attack rolls made combat feel less compelling. The reason comes down to something psychologists call intermittent reinforcement where a behavior like rolling attacks earns inconsistent and unpredictable rewards. Intermittent reinforcement built the casinos along the Las Vegas Strip and it’s why no one would play a slot machine that returns exactly $0.97 every time you drop a dollar. To be fair, the version of the MCDM RPG I played used a different combat mechanic where players just rolled damage, so even the biggest roll on a formula like 2d6+6 yielded just 5 more points than average. The new mechanic allows bigger results for big rolls and undoubtedly plays better.

Swingy d20s

Both the MCDM RPG and Daggerheart adopt core mechanics that have players rolling two dice and summing the total. In the MCDM RPG it’s 2d6; in Daggerheart it’s 2d12. Both games have a good reason to avoid the single d20 roll in D&D. When you roll 2 dice and sum the results, numbers in the middle become much more common, creating a bell curve. When you roll just one 20-sided die, extreme results prove just as common as average results. That leads to the sort of wacky outcomes that frequently seen in D&D games where the mighty thewed barbarian slams into the door, rolls a 2, and bounces off. Next, the pencil-necked gnome wizard kicks the door, rolls an 18 and it crashes open. With a d20 roll, the roll swamps the influence of a character’s abilities. Some d20 games try to reward expert characters by giving them very high modifiers. A character with something a +15 skill bonus stands out from one with no bonus, but then to challenge that character, GMs need difficulty classes like 30, which become completely unreachable for most characters. So high-level adventures start including impossible obstacles for parties that lack the right sort of character. (See Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It.)

By adding two die rolls to get a bell curve of results, expert characters start to feel like experts who reliably succeed, and average characters need extraordinary luck to accomplish difficult tasks. All that happens without forcing the game to set difficulties that make tasks impossible for average characters.

Advantage and disadvantage.

Gamers love how fifth edition’s advantage and disadvantage mechanic streamlines all the fiddly +1 and +2 modifiers included in earlier editions of the game. The new edition also removes past rules for how these modifiers stack. Instead, advantage and disadvantage provide a simple, compelling alternative. It’s a blunt adjustment, but considering how swingy d20 rolls are anyway, the coarse mechanic hardly seems to matter in play.

To me, and apparently to the designers of the MCDM RPG and Daggerheart, the worst part of advantage and disadvantage stems from how it never stacks. If a character has a consistent way of gaining advantage, other decisions, tactics and character traits that grant advantage stop mattering. The game feels flat. This is why cover—an easy advantage to consistently gain—typically imposes a -2 penalty rather than imposing disadvantage on attackers.

In Daggerheart, advantage and disadvantage don’t entirely wash out. If a character has two sources of advantage and one source of disadvantage, they still gain one advantage die. Because of the 2d12 bell curve, small modifiers make bigger differences, so advantage means just rolling an extra d6 and adding the results.

In the MCDM RPG, the 2d6 rolls provide an even narrower range of numbers, so the design team settled on modifying the roll with up to two edges of + 1 or two banes of –1. That feels less exciting than rolling extra dice, but it worked best in testing.

Initiative

Both Daggerheart and the MCDM RPG attempt to improve on D&D’s cyclical initiative system.

In the MCDM RPG, characters can go in any order as decided by their players. The game master takes a turn after each of the character’s turns. In D&D, when a solo monster rolls a poor initiative, the entire party gets to unleash their best spells and attacks first, potentially turning an exciting fight into a quick execution. The MCDM RPG’s alternating initiative prevents such a letdown while providing a more consistent experience.

Daggerheart goes for a looser system that feels even more freewheeling and narrative. Players can take a turn whenever they like. One player can even take multiple turns in a row. I suspect the designers intend to enable heroic moments where characters can string actions into sequences that feel cinematic without the game’s turn order interrupting each moment with 10 minutes of everyone else’s turns.

This goal doesn’t always happen, because a roll with Fear gives the next turn to the GM, but with a bit of luck the game can unlock cinematic, heroic moments.

Naturally, some gamers worry that such a loose system will encourage players to hog the spotlight, and certainly that fear seems valid. I’ve played games where one player with the party’s best interests at heart tried to help us “win” by dominating the action like a superior basketball player might try to help the team by taking every shot.

Still, D&D became a better game when designers stopped trying to fix obnoxious players. Most players strive to share the spotlight. However, the real trouble is that both MCDM and Daggerheart’s systems threaten to slow the game’s pace during combat.

Before third edition, most D&D groups used side initiative, so the party and the DM each rolled a die and the side with the best roll went first. During a party’s initiative, they decided the characters’ turns to act. Most tables rolled initiative every round, and that added some exciting uncertainly, but all this added friction. Third edition’s lead designer Jonathan Tweet says, “It takes forever to go through the round because no one knows who’s next and people get dropped.”

The third-edition team decided to try a rule that originated in some West Coast D&D variants like the Warlock rules devised at Caltech and the Perrin Conventions created by future Runequest designer and D&D contributor Steve Perrin. That variant was cyclical initiative where everyone rolls to establish an order and the order stays the same throughout the fight. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.”

Fifth edition’s initiative system removes decision making to make play faster. Unlike in past editions, players can’t even delay their turns. The designers imposed this restriction to speed the pace of combat.

Designer Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

Combat escalation

In D&D, major battles typically start with characters unleashing their most powerful spells and abilities, sometimes turning a climactic showdown into an anticlimactic beat down. But if the foes survive and the fight wears on, depleted characters start grinding with basic attacks. Instead of rising excitement, the game sputters. Both the MCDM RPG and Daggerheart give characters resources that can replenish or even increase during combat. In the MCDM RPG, various heroic resources like rage can increase; in Daggerheart Hope can increase. Especially in the MCDM RPG, this helps create a sense of escalating action in battles. Meanwhile, a growing stack of Fear tokens can lead to a growing sense of peril.

The MCDM RPG even adds a resource called victories that makes characters stronger as they press on during an adventuring day. Instead of encouraging a 5-minute adventuring day, the system encourages players to test their limits like real heroes.

Resolution transparency

When I played Daggerheart, my character Garrick included a feature that seemed intended to foster looser, more narrative play. His battle strategist feature made him especially good at combat maneuvers like shoves, grapples, and trips. However, the playtest lacks any rules for these sorts of maneuvers. Perhaps I’m shackled to an outdated mindset, but I feel more comfortable playing in a system where I understand how my character’s actions will be resolved. If every use of an ability means that the GM and I must improvise a fair way to resolve the action, then I’m inclined to skip delaying the game for that discussion.

Ability scores

Both Daggerheart and the MCDM RPG use ability scores that parallel the scores used in D&D. Both systems take advantage of their clean-sheet designs to replace some of the scores’ names with more suitable terms. For example, both systems replace Charisma with Presence, a term that removes the implication of comeliness, leaving just force of personality. Daggerheart makes another interesting revision. It replaces Dexterity with two scores: Agility and Finesse. In D&D, Dexterity proves too valuable, so players build quick characters and the PCs in play show less variety. By turning Dexterity into two scores, Daggerheart gives each score a more equal value in the game. Daggerheart drops another score that D&D makes too valuable: Constitution. Every D&D character is alike in boasting a stout Constitution, and that means the score does little to make characters distinct. Instead, in Daggerheart, a character’s hit points mainly depend on their class.

Death

D&D makes dropping to zero hit points easy but dying—except at first level—nearly impossible. This makes difficult battles into unintentionally comical scenes where characters keep flopping to the ground, presumably at death’s door, only to be repeatedly revived. The rules even inspire a counterintuitive strategy where a player might refuse to heal friends until they lay dying because damage below 0 heals for free. This robs any sense of peril from going near death. Players with a dying character worry more about losing a turn than losing a character. If no one bothers to pour a potion in your character’s mouth, then rolling a death save instead of taking an action provides D&D’s ultimate feel-bad moment.

When a D&D character defies the odds and really dies, the game tends to make the big moment into the anticlimactic result of a series of lost turns and bad death saves. We want characters to die in heroic blazes of glory that feel cinematic rather than by bleeding out into the dirt.

Both Daggerheart and the MCDM RPG introduce rules for death and dying that vastly improve on D&D by giving characters a shot at a heroic finale.

In the MCDM RPG, a character with 0 or less Health becomes unbalanced. They can still act but most actions cost them 5 more Health. If the negative Health value reaches half their Health maximum value, they die. This challenges players to decide how much they wish to press their luck. Should a character risk a blaze of glory or shrink back to safety? Characters die because they dared for glory.

Daggerheart gives characters with no hit points a choice of death moves:

  • They can take an action, gain an automatic critical success, and then die.
  • They can risk their lives on a die roll. If they roll Hope, they regain Hit Points; if the roll Fear, they die.
  • They can drop unconscious and “work with the GM to describe how the situation gets much worse.” This option risks permanently reducing your character’s capacity for Hope by one. New Characters can accumulate up to 5 Hope tokens. If that capacity ever drops to 0, the hopeless character must end their journey.

When designers create D&D’s sixth edition, they should look to Daggerheart and the MCDM RPG for inspiration, but until then these rules count as the best ideas to steal for your game.

Durable first level characters

In D&D, first level characters are a durable as soap bubbles, so new players typically enter the game at its most dangerous. New players who lose characters often have a bad play experience and decide D&D isn’t the game for them. They might be wrong, but they walk away anyway. Both the MCDM RPG and Daggerheart make new characters durable, a feature that D&D gained with fourth edition and lost with fifth. If you’re listening to me now, you might be a D&D enthusiast who lost characters in their first game and kept playing, so you might argue that I am making a problem out of nothing, but that’s survival bias that ignores all the potential fans who quit because their characters died during their first session. None of those folks are reading this post now.

As for my first games of the MCDM RPG and Daggerheart, both games left me ready for more.

Scrutinizing the 9 Most Popular House Rules for D&D

In the beginning, Dungeons & Dragons required house rules to run. For instance, for 10 years the game suffered from an unplayable initiative system, so everyone used a house rule. Every dungeon master grew accustomed to tinkering with the game, leading to a generation of amateur game designers who sometimes graduated to the pros.

Fifth edition has proved sound enough that the game’s designers resist tweaking even the worst parts of the game. The reluctance makes sense: No customer wants to learn that the rules in their game book are changed by some notice on the Internet.

Nonetheless, everyone who plays the game long enough wishes something played a bit differently, perhaps a bit better. Forty-some years on, the roleplayer’s urge to design and redesign remains. My search for fifth-edition house rules turned up an avalanche of favorites.

What are the most popular house rules for D&D and how do they stand to scrutiny?

Players may spend inspiration to a gain a reroll.

Spending inspiration gives you advantage an attack roll, saving throw, or ability check, so you must choose to use inspiration before the roll. Meanwhile, so many people think that inspiration allows a reroll that every convention DM who runs by the book can tell a story of being falsely accused of not knowing the rules. “You may be right,” we lie. “Go ahead and look that up for me.”

Advantage. The original conception of Inspiration supposed that players would gain inspiration more frequently than typical now. During the edition’s design, Mike Mearls wrote, “A player can gain it once per significant scene or important combat. Inspiration fades quickly, so you must spend it within a few minutes in game time before you lose it.” The lighter benefit of advantage suited this frequency. With most DMs awarding Inspiration less often, a stronger reroll benefit works fine.

Disadvantage. You may foster a misunderstanding that causes your players to call out some poor DM who plays by the book.

Players roll their characters’ death saves in secret.

Groups who adopt this house rule allow players to override their secret saving roles to spare their character or, I suppose, speed a tragic end. This change doesn’t actually change D&D rules, so the pedant in me wants to call it a table convention.

Advantage. By rolling their character’s death saves secretly, players gain more control over whether their character dies. This suits groups who emphasize story and would rather not see the campaign arc overturned by a blown save.

Disadvantage. Allowing players to choose not to die may seem like a violation of the game’s spirit to players who value a genuine threat of death.

See How Character Death Lands D&D in a Tug-of-War Between Game and Story.

DMs roll the characters’ death saves in secret.

Advantage. If you play fifth edition long enough, you suffer through this scene: Your character drops early in a fight, and because you never fail a death save, no one bothers to heal you. The players know your character remains 3 turns from death, so no one feels urgency. Meanwhile, for all the characters know, their friend is hearing her dead parents calling her toward the light. (As an adventurer, her parents are as inevitably dead as a Disney lead’s mother.)

If the DM rolls death saves, or the player rolls and only shares the result with the DM, the rest of the party stops gaining metagame information about a dying character’s closeness to the final curtain. This adds urgency to the need to heal fallen characters and can heighten feelings of peril. Such secrecy encourages players to quickly bring their friends back into the action.

Disadvantage. Particularly if the DM rolls, the players lose a sense of control over their fate, even if that false sense only comes from throwing the die.

Precedent. If Gary had invented death saves, you know that he would have rolled them secretly for players.

Critical hits deal maximum damage plus damage from a second roll of the dice.

Advantage. In fifth edition, we’ve all experienced the excitement of a critical, followed by the roll of a handful of dice that yields mostly ones, twos, and a big letdown. Reinforcing critical hits guarantees big damage. This favors divine smiters, sneak attackers, and the kid at my game table whose “practice” rolls uncannily end when he rolls a 20. “Look! Another critical!”

Disadvantage. Apparently, none of the folks bolstering criticals have played a paladin and realized that the class rates as almost too good without smites backed by stronger crits.

Criticals offer fun, but they are secretly bad for players because characters endure far more critical hits than any monster. Dialing up extra damage increases the chance that a monster’s attack will kill a character dead. For criticals that avoid the bummer of low rolls without adding risk to player characters, make criticals deal maximum damage.

Precedent. In third edition, criticals let you double your damage bonuses along with your damage dice. Fourth edition backed away from doubling damage bonuses by just making criticals deal maximum damage. That favored players, but eliminated the fun of the roll and the chance of huge damage against monsters. The fifth-edition system opts for a mechanic converging on maximum damage, but with extra dice to roll.

Lesser Restoration and remove curse won’t automatically remove diseases, poisons, and curses.

Lesser restoration and remove curse turn poisoning, diseases, and curses in D&D into the loss of a spell or a donation at the local temple. To match folklore and for story, we want curses and other afflictions to prompt quests, so many groups add limits to the spell remedies. The limits run from an ability check similar to dispel magic, to a requirement for special material components, to more. Adventurers League administrator Greg Marks writes, “I’m a big fan of any story-based poison or disease requiring a story-based solution in addition.” If a character gets hit with a bestow curse spell in a random encounter, then remove curse fixes it. If the party is cursed by the dying breath of a witch queen, then that’s an adventure to fix.

Advantage. Limiting lesser Restoration and remove curse opens D&D to a type of story that pervades the tales that inspired the game.

Disadvantage. Limiting these spells hurts characters who prepare them, but not as much as in earlier editions. Originally, clerics who prepared a just-in-case spell like remove curse lost a spell slot, which they could have devoted to a healing spell that would always prove useful.

Precedent. Many adventures through D&D’s history include curses and other afflictions that resist mere spells.

Healing potions can be consumed with a bonus action.

A character can spend a bonus action to drink a healing potion. Administering a potion to another character still requires an action.

Advantage. When a typical round takes several minutes of real time, losing an action to drink a healing potion feels like a bummer. Also, a player who needs a potion probably needs that action to turn the tide of battle.

Disadvantage. If your campaign awards a typical amount of treasure, then the 50 gp cost of a healing potion quickly becomes negligible, especially when characters have little else to spend money on. If drinking becomes a bonus, expect smart players to litter battlefields with empty vials. Still, this change probably won’t upset the game’s balance.

Lead rules designer Jeremy Crawford might prefer that you not mistreat bonus actions as just a lesser sort of action though.

Characters gain a bonus feat at first level.

Advantage. Granting characters an extra feat enables more customization, especially for groups who tend to shorter, low-level campaigns. Some DMs even allow characters who reach ability score increases to gain both an increase and a feat rather than choosing one.

Disadvantage. Some feats grant big boosts in power. See The Two D&D Feats Everyone Loves, How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter, and How to Build a Sharpshooter Who Wins D&D. Also, the Lucky feat may as well be called Never Fail a Save. The power of feats means that bonus feats steeply increase the power curve for characters. Some groups don’t mind because they see combat as a way for characters to show off their prowess rather than a challenge that endangers heroes. Some DMs don’t mind because they happily dial up the opposition to match.

Also, pairing extra feats with ability score increases strongly encourages multi-class characters to take class levels in blocks of 4.

Precedent. If you like this rule because it allows extra customization, you may benefit by switching game systems. Pathfinder 2 modularizes character advancement into choices of feats and allows much more customization of characters.

Players can delay their turn to take a later place in initiative.

Advantage. Too often, the slow, tough characters who open the dungeon door roll a low initiative while the quicker skirmishers in back roll high. The tanks in front wind up bottling up the door because the rules offer no way for the bladesinger in back to just wait for the paladin to step out of the damn way.

Also, some groups enjoy the tactical options unlocked by letting characters delay.

Disadvantage. The D&D designers sought faster play and a leaner game by dropping the delay option. For more, see 3 Actions D&D Players Want That Defy the Game’s Design Choices.

I favor a lightweight alternative to a full delay option. Before combat starts, let players opt for a lower initiative than they rolled.

Precedent. Third and fourth edition both included a delay option. For a suggested delay rule adapted from those editions, see What to Do When a D&D Player Wants to Be Ready, Call a Shot, or Delay.

Characters who fail a death save suffer a level of exhaustion.

Advantage. Players intent on wringing every advantage from the game rules will only heal characters when they drop, 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.

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.

Disadvantage. Although this penalty encourages players to keep their friends in the game rather than incapacitated by 0 hit points, the rule remains a penalty that will sometimes prove unavoidable.

Precedent. In first edition, characters brought to 0 or fewer 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.” However, due to house rules, I never saw this penalty enforced.

Demi-Human Level Limits, D&D Adventurers League, Open Rolls, and More From the Comment Section

Time for another visit to the comment section, starting with a request.

DM Bill writes, “Could you do an article about humans versus non-humans, and the importance of the First Edition level cap, please!

Until third edition, Dungeons & Dragons limited non-human characters to maximum levels in most classes. D&D co-creator Gary Gygax favored the sort of human-dominated fantasy that appeared in the fiction that inspired him. To Gary, demi-human level limits explained why humans dominated D&D worlds despite the extraordinary talents and longevity of elves and dwarves. Gary wrote, “If demi-humans, already given some advantages, were as able as humans, the world would be dominated by them, and there goes the whole of having a relatively familiar world setting in regards to what cultures and societies one will find in control. So a demi-human is unlimited in thief level only, as that this a class not destined to control the fate of major groups or states.

I doubt the rare humans who become capable enough to overshadow non-humans really explain human prevalence in a D&D world, but the level limits encouraged playing human characters and tended to fill adventuring parties with humans. Of course, some groups simply ignored the rule.

Gary wrote, “Why are humans more able to rise to higher levels than demi-humans? Because the gods say so, and don’t like pointy eared types with curly-toed shoes, squat miners with big beards, hairy-footed midgets, etc.” Gary intended the comment as harmless fun at the expense of make-believe creatures, and in 2005 most readers read it that way. But now the comment reads in a way Gary surely didn’t consider. In our history, people have justified inflicting countless horrors on other humans by claiming that God disapproved of some group. Talking about even fictional half-humans like this raises uncomfortable echoes.

Nowadays, many players feel drawn to the exotic character races. In an apt post, John Arendt compares the typical Adventurers League party to the Munsters, a collection of exotic, monstrous types with perhaps one human for contrast. “When an AL player sits down with a shadar-kai shadow sorcerer, there’s no point in even asking them what they’re doing in a large human city; the players haven’t considered it. The culture is about players assembling races and classes because the mechanical bits sound cool.” I see many players drawn to exotic characters for their story, flavor, and for the chance to play someone who seems extraordinary even in a D&D world. That urge never succeeds as well as players hope. Even in the Forgotten Realms, a party that includes a deep gnome, a tortle, a triton, a shadar-kai, and a guy with flaming hair would alarm ordinary folks, but to keep the adventure on track everyone treats such groups as unremarkable.

D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character

In D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character I touted the power of find familiar.

Seven writes, “When used correctly find familiar is way overpowered. My owl scouts ahead so we don’t get ambushed. My owl flies down the tunnel triggering the glyph. My owl scouts the dungeon as I watch. Oh, it dies. Ok, I ritually cast. Let’s burn an hour.

I disallowed the Help action in combat for familiars and my players try not to abuse the power granted by the find familiar, but I miss the old days when you suffered a consequence when your familiar died.

Ilbranteloth writes, “Why can’t a spirit have a personality? Gwenhwyver was a magic item, but had a personality and sting connection to Drizzt. Having a personality is up the player. It has nothing to do with being a flesh and blood creature that only exists in our imagination.

If find familiar feels too strong for a 1st-level spell, I suggest limiting it by adding two elements:

  • Treat the familiar as an non-player character with an attitude and a some desire to avoid getting hurt. As controlled by the dungeon master, familiars follow orders, but not necessarily cheerfully or recklessly.

  • Doors. Scouting familiars lack the hands needed to open most doors.

The post also suggested find steed and find greater steed to players interested in gaining a mount.

Larissa writes, “Find greater steed is a 4th-level spell, so paladins won’t get it until level 13. For the greater steed, play a bard and take the spell at level 10, because for a paladin it’s a long wait.

Steal This Rule: Flashbacks and Heists in Dungeons & Dragons

The post Steal This Rule: Flashbacks and Heists in Dungeons & Dragons explained how to adapt rules for flashbacks to Dungeons & Dragons.

Morten Greis writes, “It is kind of weird to see flashbacks-mechanics coming back as if it was a wholly new thing. In 2010, I wrote this: Using Flashbacks in Your Roleplaying Game. It is a great mechanic, though, and it is good to see people using it more.

For gamers interested in flashbacks, Morten’s post gives more suggestions for using the mechanic to enhance your game.

Captain Person writes, “There’s a product on DMs Guild called Here’s To Crime: A Guide to Capers and Heists that adapts the Blades in the Dark heists to fifth-edition D&D.

Michael Lush writes, “‘The Arcadian Job’ episode of the Netflix series 3Below: Tales of Arcadia had an interesting flash-forward spin on this.

The protagonists need to break into a high security military base, but the action focuses on the planning session where they narrate what they are doing and their plans appear on screen.

We infiltrate under cover of night and cut through the wall with…BZZZZZZT!!! No, can’t do that! Look the wall is electrified…

We infiltrate under cover of night and short circuit the wall (failed Security roll. An alarm rings, guards show up, and we die in a hail of blaster fire! No, can’t do that…

OK. Infiltrate under cover of night, insulate the wall with rubber matting (rolls a success), and climb over the…ZAP!! Oh sentry turrets.

Hmm. The wall is a bust. How about the gate?

Once they bypass all the security, the flash-forward planning switches back to normal real-time play.

In a tabletop game, such planning steps would resemble a video game where when you run into trouble, you restore to the last save. The story that develops includes no failures because the framing story shows how the players planned around all the pitfalls.

The 3Below episode finds a new take on the usual storytelling approach to planning. Typically, if the characters make a plan on screen, we know the plan will fail. The narrative lets us enjoy the surprise and tension of seeing the plan unravel. But if we never see the planning, then the plan succeeds. Narratives never show heroes making successful plans because revisiting a familiar plan as it unfolds would prove less interesting.

lunaabadia writes, “One of the mechanics I really like in Gumshoe games such as Night’s Black Agents is the Preparedness skill. It represents this concept that your character has a knack for planning. As with other skills in the game, you spend one or more points to add to a roll for what you are trying to accomplish. You might say, ‘but of course I brought night goggles,’ and you make the roll. As you noted above, the whole point is to zip past the boring hours players can spend wondering what gear to bring. Preparedness answers the question of whether you brought it and frees players’ brains to focus on the action.

I would guess Preparedness could be done with Inspiration, and in a heist session it could make a lot of sense to give each player Inspiration at the start of the mission, representing their planning. Do you spend it on a roll? Or do you hold it in case you need to do a flashback?

7 Dungeons & Dragons character builds absurdly good at one thing

The post 7 Dungeons & Dragons character builds absurdly good at one thing continues to attract readers and comments.

Geoff writes, “Disciple of Life doesn’t apply to goodberries. It says ‘whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points.’ Goodberry is a spell that summons magical berries, not a spell that restores hit points to a creature.

Your interpretation adds up, but officially the interaction works. See this Sage Advice post.

Chivalry & Sorcery: What if Gary and Dave had not found the fun?

In Chivalry & Sorcery: What if Gary and Dave had not found the fun?, I had a bit of fun at the expense of one of the earliest fantasy roleplaying games.

Shane Devries tells how his group started playing Chivalry & Sorcery by ignoring most of the rules, and then slowly added complexity. “Over a period of a couple of years we were playing the entire system as written and NEVER looked back. Over time D&D and Palladium dropped away and by 1985 all we played was Chivalry & Sorcery, which we still play to this day. All my players prefer C&S BECAUSE of its complexity and revel in the system and what it has to offer. The older players in my group with decades of experience will not go back to D&D or any other system for this fact.

Why You Should Play in the D&D Adventurers League (and a New 1-Sheet Quick Start)

The post Why You Should Play in the D&D Adventurers League (and a New 1-Sheet Quick Start) prompted some readers to share their bad experiences dropping in for Adventurers League games.

Alphastream responds, “The experience really varies, but bad areas are uncommon. I’ve traveled for work across the US and tried many different stores. I would say under 15% are truly bad, primarily due to bad store management. And, even when I’ve found a bad one, I’ve offered to DM an additional table, recruited players via MeetUp (or a similar site), and had a great time. I’ve had far better results finding AL tables and meeting cool players/DMs there than I have with trying to find decent home groups. Good stores are also very welcoming to new players. Stores overall are changing a lot these days, mastering skills to draw in customers through many different programs and creating healthy and safe spaces focused on fun.

My local game store draws players interested in sampling D&D, and while many become regulars, many don’t return. The conversion rate rises when prospective players arrive at a table starting a new campaign or hardcover. When players get slotted into an ongoing game, they seem to find the experience more daunting. An ideal welcome would feature short seasons of low-level games that fed into a higher-level experience. Wizards of the Coast should support a program like that. I can even suggest a name for it.

How New Changes Created the 4 Most Annoying Spells in Dungeons & Dragons

In How new changes created the 4 most annoying spells in Dungeons & Dragons, I wrote, “By the end of the encounter, player characters go from one beguiled victim to the next, raining attacks on the defenseless pinatas. As a DM, I may be biased, but I think the least fun scenes in the game come when PCs beat helpless foes to death.”

Acemindbreaker writes, “Why play that out? If it’s clear that their opponents stand no chance, montage it instead of rolling the dice. ‘So, your opponents are all helpless as long as your wizard keeps up hypnotic pattern. Are you intending to kill them all?’

‘Yeah.’

‘All right, easy enough to do. Once they’re all dead, what next?’

Zachiel cites maze as an annoying spell that can wreck most player characters. Wizards aside, PCs never boast enough intelligence to make a DC20 check on less than a 20. Lucky for players, few will ever face the 8th-level spell. However, the spell appears on Acererak’s list in Tomb of Annihilation, so I got to send someone to the labyrinth, and that delighted me. My joy probably makes me a mean DM, but we DMs so rarely get to thwart players with such potent magic.

How to Run Better D&D Games By Doing Less

How to Run Better D&D Games By Doing Less suggested ways DMs can delegate some of their tasks to players.

Daniel writes, “My players enjoyed reciting expository dialog (usually in the form of flashback conversations involving NPCs). Maybe this is because some of them had more of an acting background than a gaming one. It does mean that I had to compose and print the dialog in advance but it then saved me having to do too much talking (and switching personas) during a session.

In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

The post In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling? raised a question that drew plenty of interest.

RobOQ writes, “As a player I tend to get annoyed at rolling for every imaginable thing. I prefer, both as a player and a DM, to go by the rule of ‘if there isn’t an interesting outcome to both success and failure on the roll, leave the dice where they are and just describe the more interesting outcome.’ I see very little point in rolling dice where a failure means the situation doesn’t change at all.

Insight Played Wrong Can Become the Most Unrealistic Thing In D&D, a Game With Djinns In Bottles Who Grant Wishes

In Insight Played Wrong Can Become the Most Unrealistic Thing In D&D, a Game With Djinns In Bottles Who Grant Wishes, I betrayed a low passive insight by suggesting that a liar might avoid eye contact.

Dr Sepsis writes, “Someone who is lying is more likely to make eye contact as they check to see if they’re being detected.

HDA writes, “Instead of rolling dice to get information, make your players think, observe, ask questions, learn from the world around them. As the DM playing a non-player character, maybe raise your eyebrow a bit. You know, emote. What is even the point of having intrigue and deception in your game if the players can just roll to see through it?

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

In response to 8 Fast Facts About D&D’s Magic Missile Spell, Kristen Mork pointed me to Sage Advice that said each magic missile should provoke a separate concentration check.

This answer defies the answer the design team gave when they introduced the game, but fine. In practice, the newer ruling makes magic missile an efficient way to break concentration and to finish fallen characters. (See Can a DM Have Monsters Kill Fallen Characters Without Bringing Hurt Feelings?)

After penning my 8 facts, I watched a Q&A panel by TSR editor Tim Kask that expanded on one. Gary Gygax’s debates with Tim helped shape Advanced Dungeons & Dragons. “The only thing that I won was that magic missile always hits for damage,” Tim said. “It took me two-and-a-half weeks of arguing. I kept telling him that that’s the only thing the little guy gets and if it’s hit or miss, then he’s dead.”

Dan writes, “I would actually argue that the magic missile and shield spells were inspired by a bit earlier in that scene from The Raven, whereby Karloff produces magical knives and an ax and sends them toward Price, who blocks them with magic barriers.

The small exploding balls at the beginning of your embedded video are much more likely to have been what inspired Melf’s Minute Meteors.

Steve Blunden writes, “Seeing both these clips, and of course the wizard duels in Harry Potter inspired me to see if the rather colourless counterspell could be dramatically improved. When a character tries to cast counterspell, the player should be encouraged to describe what this might look like. E.g. if counterspell is used against fireball, the player can describe the counterspell as a jet of water leaping out of their hand to douse the fire.

In Making Counterspell Awesome, Mike “Sly Fourish” Shea recommended this approach.

How Character Death Lands D&D in a Tug-of-War Between Game and Story

The post How Character Death Lands D&D in a Tug-of-War Between Game and Story prompted alphastream to share some history.

Second edition and earlier simply had fragile PCs. You could die easily, end of story.

Third edition had monsters that were absolutely brutal at all tiers, plus some really exploitable loopholes (such as non-associated class levels) that created sky-high challenges. This all meant that if the DM knew how to craft monsters,characters could easily die, even when they had full hit points. Unfortunately, it was incredibly taxing to modify monsters.

Fourth edition gave PCs too much of a safety net between hp and healing surges, though the edition also had some amazing challenges (especially after the developers went back and corrected the monster design math).

Fifth edition on paper looks more fragile than 4E, but it has not been in play. Characters are very resilient and have a lot of hit points compared to monster damage. Monsters are often given special abilities and to balance that they do less damage, but the abilities don’t actually threaten PCs with death. This problem is even worse at high tiers of play, where monster damage is absolutely shameful. Most monsters have no chance. If they hit 100% of the time they still could not drop all the PCs to 0 hit points. And when that isn’t the case, there is no way for the PCs to be defeated in most fights. To me, the 5E solution is pretty simple: add damage.

Abelhawk writes, “I have a couple of house rules that make death a bit more dangerous and limiting:

1. When a character is brought to 0 hit points, they gain a level of exhaustion. Levels of exhaustion gained in this way go away after a short rest, or if the character is brought to half their hit point maximum.

2. When a character dies and is brought back to life, they receive one permanent death saving throw failure. A character with three permanent death saving throw failures cannot be brought back to life by any means.

Imposing exhaustion on characters raised from 0 hp rates as a fairly popular house rule. As for the second house rule, I like the idea of limiting characters to some maximum number of resurrections.

Turning Character Deaths in D&D Into Deals that Benefit Game and Story

In the post, Turning Character Deaths in D&D Into Deals that Benefit Game and Story, I wrote, “If D&D players wanted a game where fighting rated as a last resort, they would play Call of Cthulhu or the Dallas Television RPG, where you can’t shoot JR.”

Jacob Blalock responds, “Most people who want to play have to take what they can get in terms of finding a group to play with, and that means they mostly play the most recent edition of the most widely recognized RPG, 5th-edition D&D.

Jacob makes a fair point. Some roleplaying gamers play D&D because the game’s popularity makes finding a group easier, rather than because the game perfectly suits their tastes.

Cymond writes, “I was recently considering the idea of a house rule: Let a dying character remain conscious but unable to act or speak loudly. You can still have those dramatic deathbed moments where they confess their eternal love, beg to be avenged, plead with the unscrupulous rogue to please save the world, etc. Or maybe say that they don’t die immediately after 3 failed saves, but are beyond saving with anything less that the same things that would resurrect them, and save the deathbed moment until after combat.

Tardigrade writes, “I strongly feel that if a character death is a problem for your narrative, then you’re playing the game wrong. If you are narrating a story, go write a book. If you are trying to create an experience that challenges players, then play D&D, design the game so that their choices matter and don’t fudge the dice.

BlobinatorQ responds, “Ultimately it comes down to the group. If the group wants D&D to be nothing but challenges, and wants the stakes to be high with character death always on the table, then so be it. If the group wants to build and be invested in a narrative, and don’t want people left out of the experience due to some unlucky dice rolls, then things should be crafted to suit that. There is no one right way to play D&D, it can be a very different game for different groups.

When I explained the problems that death creates for a story, I focused on the story a particular player imagines for their character. The story of a D&D campaign can stand some character deaths, but that doesn’t cushion the blow a dead character brings to their player.

Ilbranteloth notes that the 1st-edition rules for characters at 0 hit points were forgiving, giving players at least 7 rounds to help a fallen character.

What differs significantly are the consequences of your near-death experience. And this is where I think 5e has made it much less of a thing. In AD&D, if you were reduced to 0 hp, then once you were restored to at least 1 hp with mundane OR MAGICAL means, you were in a coma for 10-60 minutes. Then you had to rest for a full week, minimum. A Heal spell was required to avoid this period of rest.

There was a significant consequence already built into the game for dying and we avoided it because it generally put the adventure on hold while the party headed back to town to rest and recover.

In most cases, it also meant nobody was out of the game. The entire party went to town to rest and resupply, and of course you didn’t have to play that out. So it was a short, we-failed moment.

If this one rule was still in effect, then the risk of death is back, without having to kill any PCs. And it also has the effect of reducing the risk of actual character death because players try to make sure they aren’t reduced to 0 hp.

I have now learned that when I played AD&D, everyone I played with got the rules for 0 hit points wrong.

The post Print My Custom D&D DM Screen to Defeat the Basilisk explained why I typically use a DM screen.

Alphastream writes, “When I run organized play games and don’t use a screen, I get maybe one person every four or so tables that can’t help but look at my notes. And when that happens, they tend to look often… enough that it distracts me! So, I tend to use a screen. Plus, I like collecting/buying screens and then I get to show them off.

I find screens can be effective for drawing attention from others. In a public space where that’s valuable, such as to get other people walking by to be interested and sit down, it can be an asset.

The least valuable aspect of a screen, for me, is what’s printed on my side. Outside of a few things, such as conditions, dispel magic, and counterspell, I never look anything up. What I’ve been doing lately is draping two pieces of paper taped together over one part of my screen. Facing the players is a map of the general area of the world. Facing me is a list of the character names and info I want for help with roleplay: race, background, class/subclass, etc. I add a list of important campaign NPCs and similar notes. That’s stuff I reference all the time.

I have one young player who finds the basilisk so irresistible that I often see his eyes rise like Kilroy over the top of my screen.

The post’s sidebar explained why I roll in the open and raised some debate.

I wrote, “If I had rolled behind the screen and simply announced a pair of crits, the event would have fallen as flat as a card trick on radio.”

Navy DM responds, “If players have that low level of trust in their DM, then that is a whole different issue.

Sam replies, “Sounds more like the excitement and watching the dice roll than not trusting what the DM rolled to me.

Marty replies, “Exactly. The tension comes from seeing the rolls and reacting. Rolling in the open has completely changed my game for the better.

Most DMs who roll behind the screen acknowledge that they occasionally override rolls to shape play, aiming for a better experience. Rather than players trusting their DM to stick to a die roll, I assume the players trust the DM to not abuse their privilege in some way. What would count as a betrayal of trust?

To be clear, I make some rolls in secret to conceal information from the players. I often roll hidden perception and especially insight checks to avoid revealing secrets.

Beyond the advantages I described in the post, rolling in the open forces me to honor any surprises the dice send my way. If a secret roll upends my plans, I might feel tempted to ignore the roll and take the comfortable path I expected. For me, rolling in the open feels a bit more exciting, like dungeon mastering without a net.

Other DMs feel like sometimes overriding rolls lets them craft a more dramatic game. I respect that perspective, but it’s not for me.

Can a DM Have Monsters Kill Fallen Characters Without Bringing Hurt Feelings?

In Dungeons & Dragons, the threat of death makes the game exciting, but actual death brings a character’s story to an end that usually feels sad and disappointing. Fifth-edition D&D copes with this conflict by making death virtually impossible for characters above level 4. Only new characters typically die. The game’s designers embrace this bent. To them, a new character represents a small enough time and emotional investment to feel disposable. But at higher levels, players feel indestructible, and this lack of risk can drain the game of excitement. (See How Character Death Lands D&D in a Tug-of-War Between Game and Story.)

D&D needs a better way to add peril without the problem of dead characters. In my last post, I suggested a solution to limit the problem of dead characters: Substitute character deaths for more interesting and less permanent setbacks. But while writing the post, I realized the proposal hardly applied to fifth edition because only new characters die. Once you solve for dead characters, the game needs a higher risk of death.

How can a DM increase the threat of death?

Obviously, we can add more and tougher monsters. Higher challenge monsters rarely hit with enough damage to threaten higher-level characters. Maxing out the monsters’ damage increases their menace to a level that makes fights interesting.

We can run monsters with more cunning. See 4 Simple Tactics that Make Cunning D&D Foes Seem More Dangerous, D&D Locations and Tactics that Encourage Dynamic Combat Scenes, and the book The Monsters Know What They’re Doing.

I support these approaches, because greater danger makes a more exciting game. But pressing threats too hard will create more total-party kills. D&D enthusiasts call them TPKs, and we don’t want them.

In fifth edition, fallen characters usually survive if anyone stands to revive them, so the rules make TPKs more common than individual deaths. To raise the threat of death without substantially more TPKs, fallen characters must suffer a higher risk of dying.

If I were king of D&D rather than a DM who shuns house rules, I would rule that damage that exceeds the Constitution score of a character at 0 hit points results in death. Does that seem harsh? If so, perhaps you should sit down for my next bit.

The existing D&D rules offer one way to make the game more lethal. Monsters can deal killing blows to fallen characters. Older editions called this the coup de grâce. This edition calls it attacking an unconscious foe within 5 feet, gaining advantage, counting any hit as a critical, and then inflicting two failed death saves. That’s a mouthful, but at least I can say it without anyone laughing at me for pronouncing the P in coup de grâce.

Monsters have good reasons for dealing finishing blows.

  • Monsters of average intelligence who see a fallen foe magically healed will want to prevent more revivals.

  • Brainy monsters who recognize healers will avoid leaving unconscious enemies.

  • Demons, gnolls, and other creatures fueled by blood and destruction will delight in murdering enemies.

  • Creatures with a hostility toward particular party members might focus on slaying them. For example, drow might finish elves.

Despite the logic of finishing blows, DMs never let monsters make them because the tactic feels harsh. Such attacks single out players in a way that seems personal. Besides, although we want a threat of death, we would rather keep characters alive.

But handled with finesse, the risk of a finishing blow might make the game feel more dangerous and urgent without hard feelings and without sending character sheets to the shredder.

To make finishing blows work, players must see the risk and understand that the menace comes from the monsters.

If smart monsters resolve to make finishing blows because of potential healing, make their decision obvious. So if a character falls and gets revived, have an evil leader shout an order to finish any other characters who drop. Or at the start of the fight, have a mastermind point out the party’s healer and order the other monsters to knife anyone who falls.

Demons, gnolls, and other creatures who exalt in blood lust will gain a reputation for rending fallen foes. Make sure that the player characters hear such tales before they face battle.

All these warnings let players adapt their strategies to higher threats.

In most D&D games, players treat fallen characters with little urgency. Three strikes usually take a string of bad luck and a several turns to accumulate. Players often choose to make an attack over spending a turn pouring a healing potion into an ally. They expect plenty of time for healing after the fight.

Sometimes, party healers aiming for efficiency will avoid mending characters until they drop. Curiously, these healers know the rule that allows all damage below 0 to heal for free. When the dread warlord orders his soldiers to finish fallen characters, such metagaming ends immediately.

Simply a threat of finishing blows makes D&D battles feel much more dangerous and urgent. Plus if players adapt by healing characters before they drop and by immediately healing fallen allies, the number of deaths remains close to zero.

D&D rules make finishing blows a bit less dangerous than they seem. Typically, one inflicts two failed death saves, and leaves the character hanging to life. Monsters will assume that the one blow finished the character and will move to another foe. Let your monsters overlook their chance to kill characters with failed death saves. Still, be prepared to swap a potential character death for a more interesting complication.

After writing this post, I still feel unsure of the answer to the question I posed in my title. Tell me. Can a DM have monsters kill fallen characters without bringing hurt feelings?

Turning Character Deaths in D&D Into Deals that Benefit Game and Story

A few years ago, I heard someone suggest what I then considered the worst bit of roleplaying game advice ever: Let players choose whether to allow their characters to die. Except, hear me out, maybe something like that could work. Keep reading.

Character death has always torn Dungeons & Dragons between game and story. The threat of death makes the game exciting, but actual death brings a character’s story to an unsatisfying end that can disrupt a campaign. See How Character Death Lands D&D in a Tug-of-War Between Game and Story.

Making character deaths optional declares story most important, and games focused on storytelling can thrive with such a rule. The Fate roleplaying game rules explain, “Most of the time, sudden character death is a pretty boring outcome where compared to putting the character through hell.” Plus a journey through hell can emerge from the other side.

To remove death from a roleplaying game, make success and failure about stakes less final than shredding a dead character’s sheet.

D&D makes a tough candidate for this approach. Mainly, D&D tends to feature fighting evil with an emphasis on fighting. Combat is a life or death situation, especially when most players’ refuse to retreat or surrender. If D&D players wanted a game where fighting rated as a last resort, they would play Call of Cthulhu or the Dallas Television RPG, where you can’t shoot JR.

D&D has never been good with setbacks short of death. Co-creator Gary Gygax invented some, including level draining and equipment loss aided by things like rust monsters, but players hated all of them. Somehow a lost level or a ruined magic item seemed more punitive that a dead character.

Making death optional risks leaving D&D lifeless. In the Investigation Check podcast, Josh remembers a campaign where the players learned that no characters could die. “It started to feel stale when we didn’t feel like our characters were in any real danger. I didn’t feel motivated to level up or even get equipment, because I felt we were always going to make it out fine.” D&D needs a consequence of failure that is less disruptive and painful than character death, but that holds enough sting to keep a sense of danger.

To cope with character death, try bridging the gap between game and story by bargaining.

A good story requires two ingredients: (1) characters with a goal and (2) obstacles that test and reveal the characters. To serve the story of a D&D game, players and the dungeon master take opposing interests. Players handle the characters while DMs pose the obstacles. In a healthy game, none of this makes the DM and players into opponents competing to win. As a player focused on story, understand that the best stories include some setbacks and perhaps even defeat. As a DM, become a fan of the characters. In Your Best Game Ever, Monte Cook recommends game masters take this approach: “Have a playful attitude of, ‘I’m making this really challenging for you.’ This isn’t adversarial, just a way to—on a metagame level—inject a bit of tension into the game. When the PCs are victorious, the players will feel even greater satisfaction from believing that you were pushing them to their limits.”

When the dice rule that a character dies, and the player feels unready to end the character’s story, consider making a deal between the player and DM that improves the tale by substituting death for a different setback. The more the setback complicates the character’s imaginary life, the more the story wins.

My inner old-school gamer, who started playing before Tomb of Horrors reached stores, fears that sparing rightfully-dead characters coddles players and ruins D&D. Fortunately, trading deaths for lesser penalties has support from a man with perfect old-school credentials. In the original Dungeon Master’s Guide, Gary Gygax wrote, “Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. You do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke any reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for player character when they have played well.”

As the simplest consequence for letting a character live, accept a roll on the permanent injuries table in the Dungeon Master’s Guide (p.272). Or perhaps that last death save never failed, but the next 3 times the character faces undead, he suffers from the frightened condition until he ends a turn with a successful Wisdom save.

Perhaps the character loses an item needed to reach the party’s ultimate goal. The dragon’s breath somehow missed the character and destroyed the party’s astral skiff. The death blow sundered the sword specifically forged to kill the Dragon King. This setback should still allow a final victory, but the path to success becomes more complicated. Maybe now the players must free the imprisoned smith with the skill to reforge the dragonslayer. Complications turn into adventure hooks.

The deal need not explain why the character lived, although a hunt for some explanation can fuel creativity. The deal swaps death—a bad outcome for the character and (probably) a bad outcome for the story—with an outcome that by provides a more interesting reversal of fortune. This means any unplanned plot twist can buy a life so long as it also complicates the character’s life. For example, normally DMs should avoid having non-player characters betray the party. Such treachery encourages players to see everyone as a foe. But if the twist comes from a unplanned complication that buys a character’s life, it works. Let’s make a deal.

Space battles pose a problem for roleplaying games. A photon torpedo or plasma bolt can destroy a space ship, vaporizing all on board. In scripted science fiction tales, the crew’s plot armor protects them, but in a roleplaying game, a space battle threatens to wreck a campaign with an instant total-party kill. The game Stars Without Number solves the problem with an ingenious solution: When a space ship takes critical damage, players can opt to substitute a crisis aboard the ship. The game swaps death for complications that enrich the adventure. In Stars Without Number, players roll on a table to determine the exact crisis. This takes the GM out of the process and makes the swap feel entirely impartial.

A player can opt to let a character die. Sometimes players have a new character in mind and feel ready to move on. Sometimes a noble sacrifice defending the bridge or holding the door seems like exactly the right end for a character’s arc.

Even if a player feels ready to accept a character’s fate, the deal might be to die forever, but not just yet. Perhaps instead of bleeding out, the character rises to her feet to defend the bridge or to strike the killing blow. And then, when her moment has passed, her mighty heart finally gives out. That’s a death for heroes.

By allowing players to escape death, DMs can run more tense, dangerous games while making the tale of the characters’ adventures more heroic and more compelling.

How Character Death Lands D&D in a Tug-of-War Between Game and Story

Character death has always torn Dungeons & Dragons between game and story. The threat of death makes the game exciting, but actual death brings a character’s story to an unsatisfying end that can disrupt a campaign.

Without characters facing the potential of dying, the game lacks tension and stakes. Decisions lose consequences because however characters act, they emerge unharmed—stronger thanks to experience. At his crankiest, D&D co-creator Gary Gygax railed against players who wanted campaigns that never threatened characters. “How I detest namby-pamby whiners that expect to play a real RPG without threat of character death or loss of a level, stat points, or even choice magic items! Without such possibilities, what it the purpose of play, a race to see which character can have the greatest level, highest stats, and largest horde of treasure? That is just too flaccid for words.” (See The Game-Design Trends That Turned D&D Into a Game Gary Gygax Disliked.)

The D&D Open moments before my character (lower left) died to a Marilith

My favorite D&D sessions came in the D&D Open, tournaments where long odds made casualties almost inevitable. (See Why the Awesome Dungeons & Dragons Championship Should Return.) The peril adds a weight and urgency to play that made ordinary game sessions pale. In D&D campaigns, the threat of death makes the characters feel like heroes because they brave real risks that can end their imaginary lives.

But while the threat of character death adds excitement and vitality to D&D, actual character deaths usually sour the game.

In those tournament games, dying meant dropping from the session. One player’s fun ended. In campaign games, death proves much worse. We players invest time in our characters. Creating one takes a half hour or more of effort to build, and then to invent a history, personality, and so on. Playing a character to higher levels demands hundreds of hours. A dead character seems to waste that investment. (Funny how we simply stop playing characters without feeling the same loss.) We become emotionally attached to our characters. We imagine story arcs for them where they grow and change and reach a meaningful conclusion to their journey. Death stifles those plans. Losing a character hurts.

Character deaths can also hurt campaigns. Today’s roleplayers foster connections between characters in a party. Dungeon masters strive to link a campaign world and its conflicts to characters. A death cuts all those connections and stalls story threads without resolution. The group faces the problem of introducing a new character into play and possibly reviving broken plot threads.

Through the years, D&D’s designers coped with the problem of death by making characters harder to kill. Originally, in the Blackmoor campaign that led to D&D, a single hit killed a character. “It didn’t take too long for players to get attached to their characters,” D&D co-creator Dave Arneson said. He introduced hit points. (See The Tangled Origins of D&D’s Armor Class, Hit Points, and Twenty-Sided Die Rolls To-Hit.)  In the 1974 D&D game, a character reduced to 0 hit points dropped dead, beyond healing. By the release of Advanced Dungeons & Dragons (1979) characters fell unconscious at 0 hp, and only died at -10 hp.

Even in original D&D, spells like raise dead often made death into a brief setback rather than a permanent loss. In the Dungeon Master’s Guide, Gary wrote, “Death due to combat is no great matter in most cases, for the character can often be brought back by means of a clerical spell.”

Resurrection magic spares characters from dropping out of play, but to hold some stakes, death must keep enough sting to make it feared. The original raise dead forced characters into two weeks of rest. In busy campaigns like Gary’s, that sidelined a character and forced players to bring one from the bench. (See Dungeons & Dragons and the Dream of the Grand Campaign.) Still, a two week break rates as a trivial setback, especially when few campaigns keep a calendar. AD&D added a risk of failed resurrections and a limit to the number of resurrections. Third edition features the best version of raise dead: Revived characters lost a level. This consequence adds enough fear of death to lend tension to the game, while limiting the chance of removing a character from the game.

AD&D’s reincarnation spell rates as the worst example of resurrection magic. Players would have characters kill themselves until they reincarnated as an ogre mage. Clearly, those campaigns featured very little role playing.

Fifth edition suffers from D&D’s most namby-pamby version of raise dead. After a long weekend, resurrected characters shake all the effects of death. Further, most characters can afford resurrections without a loan. (See Dungeons & Dragons Stopped Giving XP for Gold, but the Insane Economy Remains.) This lack of risk can drain the game of excitement. No wonder the designers of the Tomb of Annihilation adventure felt a need to make death more threatening. The circumstances of the adventure temporarily blocked raising the dead and imposed a risk of permanent death. Gary would be proud.

While raise dead can benefit the game, resurrection magic must give D&D novelists fits. How do you place characters in peril when rules-savvy readers know how easy resurrection should be? I’m told most D&D writers just ignore such easy miracles in their tales. Who can blame them for looking away and whistling past the empty graveyard?

Fifth edition’s forgiving rules for character death make characters above 4th level just about impossible to kill. Because fallen characters usually survive if anyone stands to revive them, total party kills have become more common than individual deaths.

In modern D&D, only new characters typically die. The designers embrace this quirk. To them, a new character represents a small enough time and emotional investment to feel disposable. Still, new players typically play new characters, so the design risks distressing potential converts by dealing abrupt deaths. (See Sly Flourish on Building 1st Level Combat Encounters. Hint: Have a kindly priest cast aid on your players’ 1st-level party.)

While the risk of character death has shrunk, the threat of death has always remained part of D&D. Despite ranting against players who failed to risk characters’ lives, Gary saw the tension between needing death in the game and the pain of actually losing characters. In the Dungeon Master’s Guide, he writes, “It is very demoralizing to the players to lose a cared-for player character when they have played well,” and then he suggests ways to avoid killing a character. But in the same paragraph, he warns DMs to never tamper with the system shock roll that a character must make to be successfully raised from the dead. “There MUST be some final death or immortality will take over and the game will become boring because the player characters will have 9+ lives each.”

Next: Death, stakes, and bargaining. How letting characters opt out of death might improve a D&D game and its story.