Tag Archives: Jeremy Crawford

The 10 Greatest Dungeons & Dragons Adventures Since 1985

This list of the 10 greatest Dungeons & Dragons adventures since 1985, draws from ratings, reviews, and appraisals from D&D fans, and then uses my completely unscientific aggregation of opinions to rank the 10 entries. The list only includes adventures … Continue reading

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Curse of Strahd (2016): Greatest D&D Adventures Since 1985—Number 4

Curse of Strahd (2016) is a fifth-edition Dungeons & Dragons adventure for levels 1-10 by Chris Perkins with Adam Lee, Richard Whitters, and Jeremy Crawford. Fifth-edition hardcover adventures like Tomb of Annihilation pull inspiration from a catalog of classic modules. … 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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Should Charm Person Work Like a Jedi Mind Trick?

In three original, brown Dungeons & Dragons books, what spell ranks as the most powerful? At 6th level, disintegrate could turn someone to dust, but charm person could put someone “completely under the influence of the Magic-User until such time … 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

Posted in D&D fifth edition, Role-playing game design | Tagged , , , , , , , , , , , , , , , | 22 Comments

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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7 Dungeons & Dragons character builds absurdly good at one thing

The designers of fifth edition Dungeons & Dragons want to avoid changing the game as it exists in print. In a Tome Show interview, designer Mike Mearls said they would only make changes if something proves “horribly broken.” Although no … Continue reading

Posted in Character builds, D&D fifth edition | Tagged , , | 16 Comments

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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