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Armor Systems
In my last post about Armor Class, I spoke about the pros and cons of Armor Class (which are really more like the things I find irritating about it as a mechanic). Let us talk about armor systems as a whole and how they function. Evasion (Armor Class) This is Armor Class. It's evasion, making a character harder to hit. Aside from D&D, it's not an uncommon system. In (new) World of Darkness, armor applies a penalty to attack rolls (and, as attack rolls influence damage rolls,
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2 days ago


Armor Class: The Good, The Bad, and The Ugly
Armor Class in D&D "just works," but it's not perfect. Where does it hit and where does it miss?
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5 days ago


Saving Throws, A Few Thoughts
I have a few thoughts on saving throws as a historical artifact and game design element.
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6 days ago


5e and Design Bloat
D&D 5e is a bloated mess, and it shouldn't be. At its core, there is a simple, streamlined system that ought to be fast at the table: 1d20 + modifiers vs. DC and a simple pass/fail resolution. The variable modifiers of previous editions have been trimmed down to advantage and disadvantage. Despite this, the game is somehow bloated in its design. Why? How? Well, it's because 5e refused to create a cohesive system and offloaded all its complexity to its class mechanics and the
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May 11


OSR: Converting D&D to Utilize d6s Instead of that Blasted d20
I have recently been on an OSR D&D kick recently, and it has come to my attention that the system is basically a d6 engine. Consistent through several elder editions: Ability scores are generated via rolling 3d6. Starting gold is calculated via rolling 3d6. Reaction rolls are determined via rolling 2d6. Morale rolls are determined via rolling 2d6. Surprise is determined via rolling 1d6. Initiative is determined via rolling 1d6. Forcing open and listening at doors are determin
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May 3


Dungeon World's "16 HP Dragon" Is Cope
The 16 HP Dragon from Dungeon World 1e is pure cope and the system doesn't support dangerous encounters.
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Mar 30
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