Does a certain number of magic items per PC make D&D Next better? There are better and more important questions to ask.
Class, subclass, build, kit, theme… just what goes into defining a character’s class?
What do we gain, and how best can we reflect commonalities and differences between the different varieties of classes in the game?
How D&D Next can bring skills and feats into the game in ways that stimulate imaginative story-telling, creativity, and engaging play.
Character generation can be fast, robust, balanced, and foster imagination… all while creating a great personality for your character.
The “five minute workday” can destroy a gaming session’s intended flow and balance. Here is how D&D can avoid that problem.
Classic adventures can be easily converted to 5E, but the writing approach often falls shorts of today’s standards. Six techniques help us modernize the classics, preserving the feel and increasing the fun.
Lurkers in 4E are the basis for several aspects of D&D Next stealth… and that’s a huge problem for both DMs and players. Fortunately, history also shows us the solution!
Organized play aims to create fun adventures DMs can run easily. Comparing organized play’s monster formats across the editions is an excellent lens by which to study monster design and identify a path for the future.
Should D&D Next stat blocks be so plain? Let’s compare them to a similar 4E monster and identify how the format could improve.