Author Archives: Law

I Further Podcast Magic Missile

I know I said my next post would be about reskinning puzzles, and it will be once I edit it. But a new set of Story Times with Blake and Highcove are out, this time discussing the blackjack and hookers* … Continue reading

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Puzzles (Part 2, The Good)

So rather than griping more about what puzzles don’t work in D&D, this time let’s go over making puzzles that do. Last time I outlined four points that I feel make puzzles worthwhile: Good puzzles challenge players, not characters. “Challenge … Continue reading

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Puzzles (Part 1, The Bad)

Puzzles have a long, fine tradition in tabletop gaming, right up there with arguing about grappling rules and casual racism. Whether in the form of a simple question or a campaign-spanning myth arc, puzzles have worked their way into the … Continue reading

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Law #5

It turns out that this is post #100. I didn’t realize this until I committed post #98, so I had to scramble a bit to not only come up with a topic worthy of a new significant digit but also … Continue reading

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Running What You Know (or, All That Data Entry Finally Pays off)

I’ve never been sailing. I’ve only been on a boat once, twice if you count those two-person ducky boats you can paddle around the harbor. I don’t know port from starboard, preferring to use the directions “that way” and “no, … Continue reading

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Multi-Round Actions (Part 4, Tactical Feats)

I never felt like tactical feats really got the respect they deserve. I think the designers wanted to give characters neat tricks that meshed with their combat style while keeping them accessible enough that any character who wanted them could … Continue reading

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Multi-Round Actions (Part 3, 4th Edition)

Channeled spells are great and all, but they don’t exist in 4th Edition. This entire endeavor started because I was tired of the “if you don’t make an attack, you’ve wasted your turn” design philosophy and play methodology of 4E, … Continue reading

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Multi-Round Actions (Part 2, Channeled Spells)

When I thought of “things in D&D that can take more than one round”, the first place I went was “spells”. However, that space in D&D is largely filled with “spells not designed for combat” and “sorcerers trying to use … Continue reading

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Non-Binary DCs (or, Why Players Can’t Have Nice Things, Part One of Infinity)

D&D is largely a binary system: you either succeed at something or you don’t. There are no partial successes or glancing blows, and aside from critical hits and natural ones on Reflex saves there’s nothing in the system that rewards … Continue reading

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Multi-Round Actions (Part 1, The Folly of Setup)

One of the post ideas that’s been puttering about in my head for at the last year is the conceit that D&D 4E drastically cut down on the amount of actions a player can perform. Ostensibly there are the same … Continue reading

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