I'm inclined to think that giving non-humanoid creatures ability scores is part of the problem. When a typical animal has an Intelligence of, say, 2, it definitely leads to viewing especially low rolls in a more unforgiving light.
Dolmenwood, as a variant of Old-School Essentials - which in turn is a retroclone of B/X D&D - is chock-a-block full of procedures:
The game identifies a "Basic Game Procedure" (Player's Book, pp. 138-139) which resembles what's discussed by Umbran and Willie the Duck. I've included a screen...
Using the 5e SRD as a basis for your own game - or using any RPG 'game engine' that happened to be built for a specific game but is openly available via licensing arrangement - is functionally equivalent to, say, using the Unity engine for a video game, save that a typical RPG 'game engine'...
Apropos of the subthread of discussion, I rather doubt that the painters creating mammoths and horses in caves tens of thousands of years ago, animals that might seem to come alive in flickering firelight, were trying to make their viewers uncomfortable (though I also could not say if their...
I would reckon that if a given map is going to feature in one, maybe two, play sessions, non-linearity is going to play a small part in making it interesting to play through. The larger the map and the more play time it will occupy, the more non-linearity is going to be part of the fun of...
I'd put in a vote for Tyranny of Dragons, because Tiamat would look amazing. Although with all the dragons it might be too much to make it live-action.
I dunno.
On the "control spells wreck boss fights, hence legendary resistance" thread, there were a few good ideas about alternatives to legendary resistance. For instance, if memory serves, one person suggested that action-denial spells (hideous laughter and so on) could prune away legendary...
I don't really read through 2014!5e or 2024!5e optimisation discussions, save on a very casual basis, so I can't really speak to the added value that collegial disagreement or adversarial discourse might provide there.
In discussions outside of char-op, I think it is valuable to have a...
That may be true, but I think players' sense of loss aversion is going to drive them to prioritise "my character survives" over "I had fun in the moment" if the game's design (a) sets up a conflict between those two aspects of play, and (b) rewards player character survival and punishes death...
My condolences to Rob's family and friends, and, since he was a regular writer here, to all the folks on the EN World team. It's hard to lose a friend.
The main problem, by my reckoning, is when your game design ends up not matching the way the majority of your players want to play the game.
I don't think it's a stretch to say that the majority of D&D players want to play D&D as a game of Big Darn Heroes, doing Big Darn Heroic things. To the...