Archive for the ‘DMing Advice’ Category

Defibrillation

Friday, June 29th, 2007
I’m sure that the joke comes up a lot. A teammate dies, and the wisecracking wizard says “Hey, why don’t I use lightning bolt to restart his heart?” to lighten the tension. Then you all have a good laugh, and either start rolling a new character or raise the body. ...

Illusions

Monday, May 21st, 2007
“Which is more dangerous? A powerful necromancer or a powerful illusionist?” To us the answer is easy, even a mid level illusionist can be far more dangerous than a high level necromancer. Necromancers are well known by most experienced players, and their strengths and weaknesses are common knowledge. However, many ...

Herbalist Skill

Friday, May 18th, 2007
For the DM who wants more information on Profession (Herbalist), we offer the following starter rules. This skill focuses on the collection, preparation and storage of various plants in a manner that is not only safe, but is also medicinal and/or useful in some way. Since some plants are poisonous ...

Class Quests

Wednesday, May 16th, 2007
Everyone knows that Paladins can get a special mount at level 5, but what about all of the other classes? What can they have? This article focuses on how to spice up your campaigns by introducing class quests into your mixture. Most of these quests target 5th level or so, ...

Seldom-Used Skills

Monday, May 14th, 2007
As versatile as the list of skills is, sometimes it just starts to seem like there are only a handful that are really useful. This creates a very predictable formula for making a character, which can make the game boring, given enough time. In order to avoid this, I suggest ...

Improving the Bard

Sunday, May 6th, 2007
The bard is generally seen as the player character class with the least amount of merit in the entire game. No real magical firepower, an ability that is roughly equivalent to a first level spell. Mostly the only people who use bards are those who want a unique role-playing challenge, ...