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Posts Tagged ‘d&d’

Catching Up on Gen Con

Like many people, I didn’t get to go to Gen Con this year. Thankfully there are a number of podcasts that have recorded interviews or whole panel sessions and have posted them for free on their sites. After listening to a bunch, I feel like I was there (at least, in a small part) even [...]

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My group missed its game tonight, bringing down our average this summer to less than 1 game per 3 weeks. I would love to keep gaming week after week but real life keeps getting in the way. My younger self believed that we could keep the gang together by getting together for a game, movie, [...]

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I heard an idea a long time ago and I’m wondering if anyone has every tried something similar.  Take 5 random images, magic cards, quotes, book titles, etc and use those as inspiration for a character’s back story. For the next campaign I want to run, I was thinking of providing 5 random magic cards [...]

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Here’s a post that has nothing to do with Gen Con. Based upon my RSS feeds and twitters it feels like I’m the only one not there, but I am sure there are others too. One of my favorite magic items is armor that appears to be something other than armor. There’s like a billion [...]

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When my group plays, we adventure about under the basic assumption that the GM has scaled all the challenges to our characters’ power level. Some encounters might be easy, some might be really challenging, but they all should be winnable. Should an encounter prove is impossible, we hope our GM would indicate that in some [...]

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This week I wrote a post on RPG Musings on how to set up an “outsmart the villains” scenario. If I carry my own thoughts to next level, then presumably a smart enough villain should be able to out-out-smart the heroes. This means the players would want to out-out-out-smart the bad guy, and so on. [...]

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Anti-Magic Zones

One of the old D&D idioms that I haven’t seen come back in 4e yet is the Anti-Magic Zone. This is an effect (zone, terrain, trap, power) in which magic no longer works. In older editions this was easy to implement as spells were quite easy to identify and deny. In 4th Edition, it’s not [...]

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This week in our a game an important plot incident lead to a pretty funny conclusion. My party is tasked with stopping an shadow army from opening a gate to the shadowfell and taking over the world. To open this gate, a magic key is needed. We thought that if we found the key first, [...]

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Mark of Dice Monkey had a great post today about Analysis Paralysis. That is, when faced with a ton of choices in a D&D combat round, it’s easy to get overwhelmed and freeze up. I never thought myself susceptible to this, but then I read his tip #2: If playing 4e, organize your powers not [...]

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A sunrod [DDI] is only 4gp, lasts 4 hours, lights up 20 squares, and most importantly comes with the Adventurer’s Kit. On the surface this seems like a better deal than a regular torch [DDI]: for 1sp, lasts 1 hour, and dim lights 5 squares. From this seemingly one-sided contest, I’m going to try to [...]

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