Horizon Zero Dawn brought us a hero who scavenged the world for parts and crafted her own unique weapons. Let's bring that concept to D&D, shall we?
Mike Mearls' newest version of the ranger is a return to form for the class. But is that return to form a good thing, or simply a rehash of what's been done?
This week, I discuss the positives and negatives of using Superiority Dice in your system, and offer an alternate take on some subclasses that use them.
Finally, it's version 2 of my variant ranger playtest. This time, I step away from the mystical aspect, and instead design a wasteland skirmisher.
The Mystic is a great example of how to make a multi-faceted class that covers a lot of bases. However, it's a terrible example of how to use incentives to improve game design.
Witch Hunters are hunters in the dark, facing the monsters of this world by becoming a monster themselves. But can they justify their own existence in D&D?
Go read part 1 HERE. All right, let’s review. We now know the excitement curve—that’s what I’m calling it. A class builds in excitement, with a couple of dips, toward level 11, at which point there is a deep and immediate drop. Thereafter, there’s a slow, ten-level climb up to level 20. And this is... Continue Reading →
You know, it took me a long time to figure out how to write this article. I actually wrote it once, already, and then realized that I was going about it the wrong way. See, the first time I wrote this article, I wrote about how I’m building my ranger class. Well…that’s not exactly right.... Continue Reading →