Marmalade "Dandy" Amberberry Halfling, Bard of Dance
seen from United States
seen from China

seen from United States
seen from China
seen from Yemen
seen from United Kingdom

seen from United States

seen from Germany

seen from United Kingdom
seen from France

seen from Singapore

seen from United States
seen from United Kingdom
seen from China

seen from Canada
seen from South Korea
seen from United Kingdom
seen from France
seen from United States
seen from China
Marmalade "Dandy" Amberberry Halfling, Bard of Dance
Scar: Can Mister Wizard use a slight of hand to steal something from the dead man?
Grian: You don't need to! He can't- he's not gonna fight back!
Pix: You can go up and take whatever the skeleton had, but what he has is just...bones? Right now? And you already, if I'm remembering correctly, have some bones
Gem: Can you guys investigate something useful?
So, Why is D&D 5e/Modern D&D So Hard to DM, Anyway?
As I'm working on my own TTRPG system (my first attempt at it!) I've been reading a lot about game design producing stories. (Shout out to @anim-ttrpgs, @imsobadatnicknames2, and @thydungeongal for some especially interesting posts on the topic!)
That all got me thinking about Dungeons & Dragons, specifically modern D&D, and how it's designed. Despite having played/run quite a bit of D&D, across multiple editions, and having played/run a pile of other systems I like a lot more than D&D, I don't often sit down and actually think about D&D's game design in detail.
It's common to talk about how D&D 5e (and, by extension, its 2024 revision) is especially hard on DMs, and it's true. It's one of the systems most prone to lead DMs to burnout and it helps to propagate the narrative that DMing (and GMing in general) is a laborious process. But why is that? What exactly about the system makes it so tough for DMs to run?
The first and most obvious is that it's a system that wants you to care about competitive game balance (both PC vs. NPC and also comparing PCs to one another), but the tools it offers to achieve that are completely broken. But everybody knows that part. And while D&D is more complex than it presents itself, I don't actually think that's the major factor in it being especially difficult to run. There are plenty of reasonably-complex or crunchy systems that are easier to run, and simpler systems that are harder to run. Complexity isn't the real culprit here, either.
Instead, I think the problem is about storytelling.
Some decisions I made after watching episode 5 if I made Dunk into a D&D character build (using 5e2024 mechanics):
His highest stat is Constitution
His dump stat is Charisma
His starting feats are Tough and Tavern Brawler
He’s the Fighter Class (I know people will say Paladin but he’s not)
He’s currently using Unarmed Fighting as his fighting style
He’s using the Samurai subclass (cares about Honor, wants to serve, gets Temp HP)
He might have a level or two in Barbarian
For the people in this Venn diagram, thank you for coming to my TED Talk.
"Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill."
Quoted from the 2024 Free Ruleset, actually a really good explanation of Hit Points; it's not that dudes with lots of hit points somehow have more blood in their bodies, it's that they're gonna put up way more of a fight before they go down.
That also explains shit like Temp HP, which isn't like... Extra life points, it's you feeling emboldened to continue fighting a little longer. Same with stuff like Relentless Endurance, it's not that you magically get healed one hit point for no reason, it's that you are SO DETERMINED TO NOT DIE that you can't be taken to 0 that easily.
Feels less like a videogame mechanic and more like a thematic element of a story, which I am 100% here for
A simple guide to using the new and old Player's Handbook for D&D 5e. Let me know if I missed anything, I'll update the reference with any good tips!
Vistani Species for D&D5e
Created by D. and Chuck
This is a take on the Vistani, written for use in a modern Ravenloft campaign. The goal was to keep what makes the Vistani distinct while updating their presentation and mechanics for today’s tables.
This version focuses on keeping the mystery and independence of Vistani culture without forcing on older stereotypes. I’ve made every effort to stay consistent with Ravenloft lore across editions, while keeping any already established 5e rules relating to the Vistani people.
Feedback on both the writing and the mechanics would be appreciated.
I don't play D&D but I know a bit amount about it, and i like worldbuilding and coming up with characters, so here's a character concept I have no use for, going free to a good home
so because of the way they've reworked subclasses for the 2024 PHB, everyone gets their specialisations at level three for all classes, meaning if you stick strictly to the rules, warlocks don't know who their patron is until level 3. Obviously that's now how people are going to actually play it 99% of the time, but i do think it's an interesting concept to play around with.
also people tend to forget this, because it's super weird and very specific but the hexblade's patron is a sword. a sword from the shadowfell, but still just a sword, not a person. also very interesting.
so my concept is this: hexblade warlock who thinks they're a paladin. they made an oath on their family sword to hunt down the villains who killed their family and burned their home. they are fully convinced it is this oath which caused them to develop magical powers, because what the hell else could it be? they didn't sign a pact with any demon or extraplanar entity, as far as they know. they're not religious and there's no history of sorcery or even wizardry in their family, therefore, must be a paladin. makes perfect sense.
in reality, their ancestral sword is very magic, and if not sentient, at least possesses some degree of will. it's been biding its time, waiting for a weilder who might actually be able to fulfil its esoteric purpose, and the oath this character swore was exactly that, the way in it's been looking for. acess to a mind it can influence to its purposes
what does the sword want? is it truly alive or simply enchanted? does it serve some greater master the warlock is now also bound to? how will the character react when they learn the truth? will they accept it, or go into denial? that's for you to decide if you like this concept! Whatever you pick, it's yours for the low low cost of nothing at all. Enjoy!