Grappling in 5e: A Complete Guide for Players and Dungeon Masters
While the mechanics of grappling are fairly straightforward, a player or a dungeon master can gain many strategic ideas from exploring this action.
While the mechanics of grappling are fairly straightforward, a player or a dungeon master can gain many strategic ideas from exploring this action.
I’ll admit, I’ve written somewhat about this topic before, but only because it weighs heavily on my mind when I run a game. As a player who doesn’t particularly enjoy combat, I’ve narrowed down what issues I have with combat and a simple formula to spice up fights in gameplay. These steps take little effort to incorporate and have been tested in my own games.
Paladins and Rangers don’t typically mix in min-max multiclass builds, but we’ll explore what does or does not work with this combination.
It’s entirely natural for players to start their Dungeons and Dragons campaign with one particular expectation: I am going to be a hero. Not in a conceited “let me be in the spotlight” way, but in the “we are a party of heroes going to solve the world’s problems” way. Of course there will be players with devious motives who turn out to be anti-heroes, but that’s just the other side of the same coin. In this mindset, players are still playing characters who will solve problems.
With the myriad of character options available, considering which race to build from can be a daunting task. This guide will help provide you with a basic overview of each playable race, along with some inspiring ideas for background-building and optimization.
Sanity is an optional mechanic often dismissed as either extreme or useless in D&D 5e. However, using Sanity as an additional ability score has a wide array of uses and benefits.
Dungeons and Dragons has a slight learning curve in mechanics, role playing, and how players approach the game. Here are some of the major mistakes new players make and our suggestions on how to fix them.
For the Dungeon Master with players well-versed in Dungeons and Dragons, planning unexpected and intriguing combat with frequently-used monsters can be a challenge. I propose, in addition to using interactive battle elements and hazards, a dungeon master should consider giving nearly all battles lair effects, lair actions, and possibly legendary actions.