There are plenty of ways to kick the party out of their comfort zone and one of the simplest is to drop them in the deep end.
Should DMs pull their punches for the sake of the campaign, or stick to their guns and provide the players with natural consequences to their actions?
Healing spells and abilities can be tough to balance properly, and at first glance Aura of Vitality seems to be a prime example of this. However, when you take a closer look it starts to make much more sense.
Sometimes, originality is overrated. When you’re creating a character or dreaming up a story for your next campaign put aside your worries and embrace the cliche – I almost guarantee that it’ll make your game better.
The best Paladins are only two foot six and ride adorable dogs.
Sometimes DMs having to ponder bizarre questions – such as how much damage a brontosaurus deals when it’s dropped onto someone’s head.
We’re in the process of putting together our longest work yet – a mini-campaign designed around a band of particularly unlikely heroes fighting to keep their homes safe from an unhinged Elven Wizard.
Conditions can have a much bigger impact than mere damage – unless you have a friendly Paladin with an Aura of Purity up.
How should DMs deal with character deaths? Is is best to let the dice decide, even if it derails the story?
There are few things as deadly as a seriously angry Goblin, even if they’re only three feet tall.