Category: Playing D&D

  • The mistake of abandoning personality via One D&D

    The mistake of abandoning personality via One D&D

    Due to the massive scale of the two playtests that have come out for the next iteration of Dungeons & Dragons reviewing them seems impractical. Unlike Unearthed Arcana they are dozens of pages, with some mechanical changes that make the game a bit easier, some that are hefty.

    Overall One D&D’s tabletop test is backwards compatible so far. A current character could be converted and on a level playing field just by selecting a 1st level Feat.

    In a surprising turn, the Backgrounds available via the One D&D playtest “origins” remove story elements. That’s the first time during the current popularity of D&D that Wizards of the Coast has made a story reduction rather than expansion. No longer are there any personality suggestions, nor personality associated with Backgrounds or Races. That is coupled with changing Inspiration away from rewarding role play to rewarding roll play. The second One D&D playtest also removes Inspiration as a role-play reward and just shoves it to rolling a 1 on a d20.

    This is a mistake.

    Every other change in 5e has been about expanding the stories that are told while expanding how they can be told using our silly dice and paper game.

    Removing Traits, Ideals, Bonds and Flaws is a reduction of story content, a reduction of the style of play which surged D&D into the mainstream. It’s a damn shame.

    Personality isn’t just part of the social pillar. These tiny tools available via backgrounds aren’t locked away from combat scenes. Story and dice should co-exist in modern Dungeons & Dragons. That’s what we see in various livestreams and podcast actual plays. It is one of the grand differentiators from video gaming and board gaming.

    The rules of D&D should include character personality beyond alignment. TIBF expands on alignment and can even replace it, as a better and simpler system with story power.

    No, the TIBF system isn’t perfect. But it’s better than it not existing.

    Fixing Traits, Ideals, Bonds and Flaws

    • Reduce them from the one to two sentence structure to a one to three word phrase.
    • Consolidate the Traits, Ideals and Bonds into a single section and pick two or three there.
    • Have a main list of suggestions rather than have them directly tied to specific Backgrounds, with examples at the Background.
    • Continue to reward role play at the table — my suggestion is to have a specific d20 (I use gold).
    • Have Inspiration dice capped at proficiency bonus uses per long rest, rather than just a cap of one available. People are more likely to use something that they have more than one use of – the potion problem.

    As a lover of backgrounds, I want them to succeed. I want more of them, a lot more. The addition of minor Feats to Backgrounds is glorious (I’m in the process of adding the most common first level Feats to each of my released backgrounds)

    Custom Backgrounds for 5th edition Dungeons & Dragons

    And yes, every response to every playtest survey has me saying this. I don’t expect it to change, and it’s sad that the guidance towards story will be reduced in the 2024 version of the ruleset.

  • Introducing Militia Actions to support base defense in urban rebellion play

    Introducing Militia Actions to support base defense in urban rebellion play

    In my Uprising & Rebellion Campaign Two the players decided to take on the Mayor’s forces in the open, rather than the dead of night or through obfuscation. In response the Mayor and his forces attacked their home base, the Rusty Clam. Dungeons & Dragons doesn’t do great for large battles.

    A few tweaks I made to more represent the fiction of a rebellious militia and their allies defending their most significant resource were;

    • Have the minions represent half of a squad. The idea here was that the lesser trained guards would break morale when they lost half their group.
    • Allow the PCs to set up themselves up where they wanted. This is their territory. They know it best.
    • Added actions to represent the other rebels and commoners who side with the goals of the uprising. These Militia Actions operate similar to Lair Actions. That initial use has been modified here.

    Militia Actions

    For the session these operated as a Lair Action for each PC. They were taken on the initiative count 10 after their own initiative, which worked out as PC1, enemy1, Militia Action1. That part was a success.

    Each Militia Action was tied to a saving throw by the NPCs. These were designed for Tier 2 play as that’s where the PCs in question are at this time, but since I used cantrips as a guideline they are easy to adjust.

    Funnel – the militia and/or commoners in support of your cause build a wall using objects or themselves to block a path. This wall is 5′ long per tier of play. A successful Strength save (DC 10/15/20/25 based on tier) enables the enemy to ignore the wall.

    Falling or Thrown Objects – the militia and/or commoners in support of your cause pick up objects nearby and throw them at the enemy. These objects do 1d8 damage per tier of play in a space that is 5×5/10x/10/15×15/20×20 by tier. A successful Dex save results in half damage (DC 10/15/20/25).

    Overturn Stand or Cart – the militia and/or commoners in support of your cause create an area of difficult terrain by using common objects to clutter the path. Any enemy passing through the area moves must use twice their movement through the 5×5/10x/10/15×15/20×20 space by tier. They may attempt to move at normal speed, and if using the Dash or Disengage actions, must succeed on a Con save (DC 10/15/20/25) or take 1d6 per tier damage and fall Prone.

    (this one needs the most work)

    Harass – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their defenses. This can be done by word or by minor physical altercation. The next attack by that enemy NPC or intelligent monster is at disadvantage. A successful Int save (DC 10/15/20/25) results in no disadvantage.

    Distract – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their attacks. This can be done by word or by minor physical altercation. The next attack against that enemy NPC or intelligent monster is at advantage. A successful Int save (DC 10/15/20/25) results in no advantage.

    Rally – the militia and/or commoners in support of your cause shouts in support of the PCs. The PCs are then granted 1d6 temporary hit points per tier of play. A successful Cha save (DC 10/15/20/25) by the leader of the enemy results in no temporary hit points being granted, this is to represent their ability to speak over or interrupt the rallying calls.

    Changes for the future?

    I may tie these to various skills or tools rather than saving throws. I had the players roll, and asking players to roll under for a success just didn’t make sense.

    Finally, I think I would allow a summoned swarm from the Propagandist use these when the Propagandist commands them via a bonus action. This would help raise the power level of a subclass that lacks in combat, though in many campaigns this wouldn’t be enough.

    Design Goals

    The primary inspirations for these actions were to mimic some of the play of Assassin’s Creed, where the small crowd of neutrals and allies can support your violence. There are also scenes in Black Sails where the common people of Nassau join the fight against the British. The invasion of Tear and other conflicts in the Wheel of Time feature actions by commoners supporting the heroes too. Various Robin Hood tales, the rescue of The Shire, the movie Aladdin, and so many other tales have common peoples helping the heroes by impeding the enemy.

    While highly urbanized campaigns aren’t common in D&D, they should be supported. The literature and other inspirations for the game do have these elements. Our game can include them in ways that are more than just background story.

    What improvements do you see needing attention?

  • “I’m not even supposed to be here today” — add a Clerk background to D&D

    “I’m not even supposed to be here today” — add a Clerk background to D&D

    Since Dungeons & Dragons is anachronistic, most people, and basically every player character, know how to write. But what about those that know how to write and count better? The late middle ages were a time when there was a rapid need for more writers, more accountants. Guilds needed to track the money they were bringing in.

    If your D&D world has many guilds it would have many clerks. Some of those clerks may get bored of quill and ink, or precisely measuring liquids, or whatever mundane task their employer has for them — so they head out on adventures, which is what happened in real life too. Lots of clerks got involved with murdering.

    Backlit by a candle, a hand holds a quill just prior to dipping it into a small jar of ink.
    Photo by cottonbro on Pexels.com

    Clerk

    You are someone who counts fast, keeps precise notes, reads for others, writes for others. You are meticulous and detailed. When

    Skill Proficiencies: Investigation, Insight
    Tool Proficiencies: Calligrapher’s Tools
    Languages: One language
    Equipment: Common clothes, tabard, abacus, merchant’s scale, jar (precisely 1 quart), pouch, signet ring, 10 gp

    Feature: Measure Twice

    You can rapidly and accurately account for large quantities of coins or other staples, assessing their value using just a single action. Clerks are also able to stretch large quantities of staples further than expected. If you need more than 50 of an item a Clerk needs 10% less of that item. For example, 900 ball bearings works just as well for a Clerk as 1000. Or if others would need 50′ of rope the Clerk can make do with 45′.

    Alternate Background: Tax Collector

    You are a representative of the government, collecting fees and taxes for the services they provide. Maybe you work at a toll bridge, a city gate, or you wander to various farms. Some pay in gold, most in silver or even copper. You’ll take barter too. The Barony needs the funds however it can get them.

    A just collector may go easy on a family in years of struggle. An unjust may continually take. Your character’s behavior and history is up to you.

    The Tax collector has the same skills, tools, and languages as the Clerk. The difference is in their Feature and in their role in society.

    Feature: Forgotten Refund

    Knowing the ways of governments you are able to assume the debts of a group that owe. You can also find a way to get a tax refund for yourself or others, or avoid paying the full amount. If normally the government takes 10% you would only pay 5%. If you are short gold, you may visit another tax collector, if one can be found, to get 5 times your proficiency bonus as a refund.

    Design Goals

    Clerks were so common in the late middle ages they killed a lot of people. Which sounds a lot like D&D adventurers, so why not have a Background based on them. Sure, they could be represented by Sages and Acolytes or other thinkers.

    But, I’ve watched too many Clerks movies, and so needed to honor the OG clerks in a special way. Don’t be murdered by clerks, be the clerks that murder.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • Batons and short staves – two new finesse weapons

    Batons and short staves – two new finesse weapons

    In 5th edition D&D I create a lot of rogues. This is a change for me, for in my earlier forays into Dungeons & Dragons, I mostly played clerics, bards and paladins. Part of the appeal of the rogue in 5e, is that it has became the main skill-monkey class. Mostly mundane there are interesting stories to be told via the mastermind, the inquisitive, the scout and the propagandist.

    One thing I find lacking for three of those options is the narrative around using a weapon that knocks opponents unconscious. While the rule set allows any weapon that does enough damage to kill to be declared a non-fatal blow, there’s something about an mastermind smacking a thief upside the head with a baton and knocking them out.

    Three batons
    By Bill Smith from the Metropolitan Police Heritage Centre

    Common within the literatures that inspire our game are also tales about short staves that flip about stabbing with the point and smacking with the side — see various interpretations of Sherlock Holmes. My campaign needed one of these because a player in Uprising and Rebellion Campaign Two is a streetsweeper. Their broom handle makes sense as a weapon for them.

    And so, the baton and the short stave were born.

    Baton

    Type: Simple | Cost: 5 gp | Weight: .5 lbs | Damage: 1d4 | Type: Bludgeoning | Properties: Light, Finesse | Mastery: Nick

    Short stave (broom handle)

    Type: Martial | Cost: 5 cp | Weight: 2 lbs | Damage: 1d8 | Type: Bludgeoning | Properties: Finesse | Mastery: Sap

    The baton is just a refined club so that you can play as Sticks from the Vlad Taltos Saga. The short stave (broom handle) is based on the rapier, the current best weapon for a rogue, but merely bludgeoning and cheap.

    There’s nothing game breaking from these additions. There’s no power creep.

    There is a whole lot more story. And that’s the whole point to Full Moon Storytelling — story creep.

    Masteries were added on Oct. 15, 2025

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  • Twilight Fables – a sourcebook designed for 5e D&D focusing on European folklore

    Twilight Fables – a sourcebook designed for 5e D&D focusing on European folklore

    As an active participant on ENWorld, I watched the Twilight Fables project grow from idea to concept through approach and playtest. As an already funded project, supporting it on Kickstarter means my readers will not be backing a failed project — it’s done. The books have had proofs printed. Rod Waibel has a different approach than typical for this Kickstarter.

    So I invited him to share it with the readers of Full Moon Storytelling, because you might enjoy a few more monsters for your D&D game.


    Twilight Fables is now being shipped to backers.

    If you didn’t get it then, but want it now, head to Izegrim Creations store to purchase a limited run of the same hardcovers backers get. The pdf is also available for 5e D&D and OSR. The DriveThruRPG versions can be purchased here (5e, OSR).

    A montage of art in Twilight Fables

    Note: The original folklore was dark with mature themes and may include triggering subjects.  Think more Brothers Grimm and less modern fairy tales.  Reader discretion is advised.

    From the Twilight Fables Kickstarter.

    What is Twilight Fables

    Twilight Fables is a sourcebook designed for 5e focusing on the original European folklore as it was told generations ago. More Brothers Grimm and much less Disney, if you will. When Dungeons & Dragons was created, most of the monsters were based, albeit loosely, on folklore. However, it was in the vision of those who were creating it, so creatures like drow, kobolds, goblins, etc. don’t resemble anything like the folklore that created them. 5e D&D has been out a while, and there has been a ton of content created for it, but I found this area lacking.

    Wizards of the Coast recently came out with a fey-themed book, and while a great product in its own right, it was nothing like original folklore. I felt that those old stories, approached with the appropriate caution, could lend to exciting and interesting adventures of their own. I say “approach with caution” as no accident. For those unfamiliar, many of those stories were allegories of caution directed toward children. “Stay away from that creek, because there’s a terrible monster there that will eat you!” “Remain pure and chaste or you’ll turn into a terrible creature!” That sort of thing.

    Since much of folklore was created during dark times (literally the Dark Ages), there are several instances of abuse and suffering. For example, the original story of Hansel and Gretel is even darker than most realize when you learn why they kept getting lost in the woods. Ableism, sexism, child abuse, and consent issues show up often in those stories. Therefore, I made it a point to address this right up front in the book, and put a disclaimer on the cover. People can skip right past those sections that deal with these issues easily by a displayed marker if they want to avoid any triggering event.

    [Dave here: Rod and his team put a disclaimer on the individual creatures that are most likely to bring up the worst memories people have.]

    You may be asking yourself, “Why bother creating something that has so many problematic themes?” Fair question. Quite frankly, it’s because outside of those few monsters, the lore is rich with great stories and potential. As long as we approach it with an informed perspective and have the agency to control which portions we use, there’s a ton of value in this book. And it’s good to have the option. I did my very best to minimize those problem areas and advise that such issues should not be included in the typical game. I stress how consent among all the players at your table is recommended before incorporating any potential problem areas.

    Now that that’s out of the way, what exactly does Twilight Fables include?

    An example of the layout in Twilight Fables.
    • There are more than 200 creatures, all with detailed page entries. Reference the included screenshots to see some of the changes that the core books did not have. These include but are not limited to quirks, lore, suggestions on incorporating them into your game, spell lists within the stat block have been removed and replaced with detailed spellcasting abilities, etc. 
    • [Dave here: the expanded lore and quirks are a great addition to the game]
    • Dozen of magical artifacts pulled from mythology and lore
    • Crafting rules
    • Tons of player options, including warlock patrons, cleric and ranger subclasses, races, feats, and spells.
    • Lore of the Otherworld (Fey Realm) as it was explained in folklore, including living in the Fey Realm, the Seelie and Unseelie Courts, and becoming an Archfey yourself!
    • A plug-in-play campaign that can be used in your existing campaign to shake things up a bit.

    Where can I learn more?

    On Kickstarter

    Website: Twilight Fables | Facebook: Izegrim Creations | Twitter: @IzegrimC

    Let’s say I want to get this, what do I get if I back the Kickstarter?

    I’m taking a slightly different approach to running this Kickstarter from other companies. Most companies offer a PDF and a hard or soft copy. That’s great, because that’s what the majority will use. However, when I did Chromatic Dungeons last summer, I learned it’s just as important to listen to the minority, because they deserve to get what they want as well. So for Twilight Fables, the digital package includes a PDF like usual of the main book. But then it also includes a PDF with no background, for ease of reading and printing. And it includes an RTF version for those with visual impairments and for those who want to cut and paste information easily. Also included are tokens and markdown files for those who use VTT gaming. That’s all for LESS than most companies are asking for just a core PDF.

    Beyond that is the actual hard copy option of the book. I’ve had the advance copies in my hand already, and I was pleased with the quality. I’d love to get the $50,000 stretch goal because that allows me to get offset printing with glossy pages, gilded pages, and ribbon bookmark. But if that doesn’t happen, it’s OK because the Print on Demand book is still of very good quality.

    And that’s pretty much it! No crazy stretch goals that put the project at risk for delivery. 

    Let me close in saying how much I appreciate the support from everyone. From the great artists I got to work with, including the legendary Gerald Brom and Darlene the Artist, to all of the backers who support me!