I like Devil May Cry a lot. I think I like spectacle fighters—the tongue-in-cheek name given to the subgenre by games journalist and developer Ben “Yahtzee” Croshaw—in general, but I’ve only played a few of them, and of those I like the aesthetic of Devil May Cry the best. On this, the 25th anniversary of the first game in the series, I want to touch on how to get the feel of a spectacle fighting in D&D beyond simply “do cool things”.
There are a bunch of things that can go into making an adventure or campaign feel like Devil May Cry. Obviously, it needs to be belligerently stylish. There should be unique weapons, some of which don’t make a lick of sense, like dual-wielded chainsaws that combine into a motorcycle. Armor rules should be different, because characters are more likely to fight shirtless or in miniskirts than wisely protected by heavy plate. But to keep this very slightly more focused and stop myself from trying to write four or five subsystems for a single post, I want to talk about one mechanic in particular: building a combo. Continue reading
