Srsly have you designed a slot-based high-CR #DnD caster? It's a fucking nightmare. You have to determine/guesstimate the NPC's 'caster level,' which is just making up whatever player-class level of X class it is.
Then you have to go to that class's page/section and determine how many spell slots they get of each level. Then you account for how many spells they know at that spellcasting level, which includes the 1st-level stuff like "you learn four 1st-level spells specifically"
Oct 5, 2021 • 6 tweets • 2 min read
If you're upset about #DnD "nerfing" counterspell I 10000% agree and in fact am here to introduce a BOLD, BRAND-NEW ADDITION to the game rules: CounterAction
As a reaction, stop an enemy from taking an Action. Their turn is over. Well, unless they have CounterReaction prepared--
P.S: I've never seen a table counterspelling every single time an NPC spellcaster tries to so much as true strike and if that table exists they're the ones who really desperately needed this change
Nov 29, 2020 • 31 tweets • 8 min read
Taking a break from some #DnD design work to talk about designing 'moving encounters.' This is an encounter that occurs in motion, such as on top of a speeding train.
My main example of this kind of design in action comes from a part in Wranglers of Westhallow. The players, driving/riding a wagon, are pursued by several wagons of enemies pulled by giant hogs.
The players (and NPCs) have the ability to jump between wagons during the fight. VVV
Nov 27, 2020 • 6 tweets • 2 min read
I’m one of the contributing writers on a new #DnD Scarred Lands campaign, Dead Man’s Rust! I wrote something of a final dungeon area in the evil necromantic city of Glivid-Autel.
(Before I forget, here’s a link to the ongoing Kickstarter)