Unpacking D&D's magical backpack.
Can giants use their own doors?
A solution for the interaction between critical fumbles and extra attacks.
Examining the Gunslinger's Misfire mechanic as a cautionary tale for importing character options from other games. Why to never base a class on a "critical fumble" mechanic.
What is a TPK? Why do they happen? And what can we do to prevent them from happening at our table?
Are there skills which should only function as passive skills? How passive-only skills can align player:character knowledge and assist DMs to plan ahead.
Writing the surprised round (and condition) back into D&D 5e to avoid confusion for players with legacy knowledge.
A list of the handiest spells for Wizards looking to defend their tower from intrusion.
There's a lot of cargo cult Session 0 rituals. Let's trim the fat to get players rolling and role-ing the first time they sit down to play D&D.
As a matter of adventure design (or when improvising as a DM), you shouldn't lock mission-critical information behind a skill check. Because if the characters fail the check, the plot line is dead. But, the solution isn't to get rid of skill checks. The solution is progressive skill checks, starting at 0.