D&D Creative Director Mike Mearls recently tweeted about revised Two-Weapon Fighting rules, including a poll about where its damage output should lie: Mechanics Any discussion regarding two-weapon fighting involves these mechanics: Two-Weapon Fighting bonus action Dual Wielder feat Two-Weapon Fighting style Let's explore these mechanics first to identify where we have wiggle room to improve … Continue reading Two-Weapon Fighting
Tag: Feat
The Evil of Mandating Equipment
D&D 5e is great because it allows you the flexibility to build on top of the system. Sometimes we rush to fill gaps that are empty for a reason. Designing good content requires knowing these pitfalls so you can navigate them. Character features mandating equipment are one such case. What can we learn from Mike Mearls about how to design them?
Warforged AC
On July 23, 2018, along with the release of the Eberron setting for 5e, D&D released the Races of Eberron Unearthed Arcana, featuring updated versions of three races (Warforged, Shifter, Changeling) and one new race (Kalashtar). Today's focus is the Warforged. Integrated Protection The thematic highlight of the Warforged is its armored body. Great design … Continue reading Warforged AC
Grappling with Grappling
Grappling is a D&D mechanic that has evolved from many maligned paragraphs of text to a simple skill contest. Let's look at where the current iteration stands, and what can be done to improve grappling in your D&D game.
How Minotaurs Caused the Shield Master Rule Reversal
Dungeons & Dragon’s May 2018 Unearthed Arcana updated the Minotaur race. With three years since the original release, the improvements in the race design can tell us a lot about what lessons the Wizards of the Coast D&D team learned in that time.
Flanking: A Side View
Flanking is an optional rule in the D&D Dungeon Master's Guide that grants players advantage when their characters attack opposite sides of an enemy. This optional rule can enhance tactical aspects of your game. Understanding more about how this affects different characters can help you decide when to use flanking in your campaign. If you're a player who knows your DM employs the flanking rule, this may help you avoid some pitfalls.
Dual Wielder vs. ASI
Since Two-Weapon Fighting (TWF) only allows you to make an off-hand attack if both the weapons you wield are light, many new players are tempted by the allure of upgrading that damage die with the Dual Wielder feat. Often an Ability Score Improvement (ASI) to your attack stat is the more effective and versatile choice. … Continue reading Dual Wielder vs. ASI
How Strong is Elven Accuracy?
Elven Accuracy gives you "super advantage" via a mechanic that lets you select the best of three dice rolls when you have advantage on an attack. This is widely regarded as a very strong, if not broken, feat. The truth is that the "super advantage" part of the feat doesn't do that much, because already having advantage is normally good enough.
How Strong Is Sharpshooter?
In January of 2018, I ran a poll asking D&D players about feat strength. Nearly 60% felt that the Sharpshooter feat is "broken": Are they right? If so, when? Nobody is always right--except the Dungeon Master. To find out, I built a calculator to determine the benchmarks where Sharpshooter is advantageous to use. Introducing "The … Continue reading How Strong Is Sharpshooter?
True (Euclidean) Move Distance
Only Clerics should move like Bishops. 5th Edition Dungeons & Dragons embraces non-Euclidean movement. That means it's agnostic as to lateral vs. diagonal movements in gridded combat. Such a system sacrifices a little realism for the benefit of simplification, with no impact to balance. Some DMs and players don't like to sacrifice realism. Thankfully, I'm … Continue reading True (Euclidean) Move Distance









