In a recent post, I went into some detail breaking down what I see as problems in the design of the warlock class. Today I'm suggesting a few new invocations. The invocations that allow the warlock to cast a spell, at the cost of a warlock slot, once per long rest... we can agree that that's paying a very limited resource for a very limited benefit, right? I linked it last time, and I'll do so again: this optimization thread on the Wizards forums is a great resource to me, but not in the light that the author probably imagined.
Wednesday, April 22, 2015
Friday, April 17, 2015
Tabletop games, like video games, have long had a concept of a "boss fight," a climactic end to an adventure or series of adventures. Starting from that similar position, though, video games have done far more creative things with the concept, while tabletop games have scarcely advanced beyond what MMO players would call "tank & spank." There are exceptions, and I'll be noting the ones I can think of, but in general I'm interested in expanding the range of options people consider when they design climactic encounters.
Thursday, April 2, 2015
A few weeks ago, I ran a session of D&D in my Aurikesh campaign that everyone at the table really enjoyed, and I wanted to write about what made that particular session and storyline work, what minor things I could have done better, and so on. To do that, though, I have to summarize another two-session adventure from July of 2014. For privacy, such as it is, I'll be referring to players by their character names, and I'll clarify when one player has two or more characters.