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Tag: Game Mastering
After posting a number of articles about character classes, some hindsight might be useful. One reason I wrote revisions and additions was to boost player characters’ lowest levels—hence extra spells at the first few levels, modified class abilities, etc. The other reason was to stretch demi-humans experience progression to the full 36 level range. One pothole remains (I’m sure there are others), but this one needs particular attention: saving throws.
While I probably wouldn’t qualify as an ‘expert’ having only four years of experience as a DM, I’ve played and run enough games that I can hopefully provide some insight into frequently asked questions for aspiring DM’s. Keep in mind that most of this is just my opinion and take on things, and that above all else, the most important rule a DM can adhere to is to have fun, and make sure the players are having fun as well.
Brisbane based artist, game designer, and streamer Shaun Sunday shares some tips for what to do when your players are flustered in the heat of the moment and the clock is ticking.
Ever notice that the dynamics of your campaign can change?
Like you can have a run of really spontaneous sessions that everybody loves, and then, a few weeks later, it feels like the campaign is a bit in a holding pattern.
Don’t worry, you aren’t doing anything wrong. The social group of players has moved into a different stage of social grouping.
Previous “experimental” articles recently addressed a desire to boost low level characters used in the D&D BECMI game. So far, the spell progression tables for magic-users and clerics have been addressed, I’ve given the elf class my take on related issues, as well as the classic thief’s skill progression table. I haven’t addressed the classic fighter and dwarf classes since I didn’t think they needed anything extra. One more topic remains therefore: halflings, the grandest of little heroes.