Category Archives: Game Design

Cooperative Content Design

The players in my 4E campaign are currently at L10 and a short side-quest away from L11, which means they’re eying paragon paths. We’ve been flipping through a few books to put together some decent candidates, some obvious (the archer … Continue reading

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In Defense of D&D Stats in Simple Language: The Definition of Charisma

Last post I responded to some of the comments on D&D Stats in Simple Language with “we’re both right”. Things don’t translate perfectly from one edition to another, and the stats simply won’t work if they’re applied to earlier or … Continue reading

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Racial Alignment Preferences (or, the Evil of Being Born Human)

There’s been an understanding in previous editions that most NPCs are neutral. That is, neutral is the default of the universe for any creature with the ability to have an alignment (as opposed to fiends, celestials, dragons, etc. who are … Continue reading

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Multi-Round Actions (Part 4, Tactical Feats)

I never felt like tactical feats really got the respect they deserve. I think the designers wanted to give characters neat tricks that meshed with their combat style while keeping them accessible enough that any character who wanted them could … Continue reading

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Multi-Round Actions (Part 3, 4th Edition)

Channeled spells are great and all, but they don’t exist in 4th Edition. This entire endeavor started because I was tired of the “if you don’t make an attack, you’ve wasted your turn” design philosophy and play methodology of 4E, … Continue reading

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Multi-Round Actions (Part 2, Channeled Spells)

When I thought of “things in D&D that can take more than one round”, the first place I went was “spells”. However, that space in D&D is largely filled with “spells not designed for combat” and “sorcerers trying to use … Continue reading

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Multi-Round Actions (Part 1, The Folly of Setup)

One of the post ideas that’s been puttering about in my head for at the last year is the conceit that D&D 4E drastically cut down on the amount of actions a player can perform. Ostensibly there are the same … Continue reading

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Designing Interesting Classes (or, Why Nobody Plays a Samurai)

As I look at races, classes, prestige classes, and other things (but mostly classes, since they’re the biggest deal) for Underpowered, I’ve found myself wondering more and more why I think these options need help. It’s true that I don’t … Continue reading

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Freedom vs. Structure in Class Design

The 5th Edition Q&A for last week got me thinking. In an increasingly rare case, it wasn’t about how I’m upset with how the game is shaping up, but rather that Wizards is taking an approach to the design that … Continue reading

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The Bartle Test

Tycho said this recently: In order to play a game with someone, more often than not, you usually have to be playing the same game. That probably seems like something you wouldn’t have to enunciate, but not everybody likes to … Continue reading

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