For those who know me, or have been reading this blog since its inception, it comes as no surprise that I'm less than satisfied with the crafting rules of 5e. The good side of them is that even magic items don't cost XP (because charging XP turns it into something like an in-character currency, and that's weird), and you don't have to spend character-build currency (skill proficiencies, feat slots, whatever) on improving a downtime action before you know if the DM will give you time to use those abilities. The bad side... well, there's nothing to interact with in the system other than ticking one number down and another number up, for what may be an incredibly long time.
Friday, May 29, 2015
Monday, May 18, 2015
For a campaign that started up this past Saturday, one of the players was looking for a way to play a more divine-side rogue, rather than an arcane trickster. Now, a straight replacement of Arcane -> Divine is one thing, but the campaign setting has laws of magic that significantly differ from the Player's Handbook, so there are some things here that look quite odd. Still, a holy trickster figure is a pretty cool idea by itself.
Tuesday, May 12, 2015
In my History of the Classes column on Tribality.com, I mentioned the idea of running a single-class 5e campaign, permitting only the Paladin class. Rather than leave it there, though, this post explores the potential of each class for a single-class campaign and similar deviations from "normal" party breakdowns. This article mostly assumes that the reader is a DM looking for a new and unusual campaign concept. I realize that most of us have had an idea like these before, but maybe I can put a new spin on it... or maybe you can teach me something in the Comments.