Legends & Lore: Managing Magic & Complexity

Magic is one aspect of Dungeons & Dragons I have never fully enjoyed, so when I hear Mearls make references to “fighting with tools designed for previous wars”, and that they are kind of, but not really changing magic, I just apathetically sigh. The added flexibility is all well and good, but I feel like they […]

Legends & Lore: Combat Superiority

3rd Edition gave us fighters that purported to have lots of flexibility, but ultimately failed at doing what they were supposed to be doing; you had no way of effectively stopping monsters from attacking the more dangerous characters, rangers could do the two-weapon schtick better (and easier), and numerous spellcasting classes could just buff themselves […]

D&D Next Blog: Modularity and Combat Subsystems

In 3rd Edition (and probably older editions) there were combat actions that anyone could try to do; disarm, trip, bull rush (ie, pushing), sunder, grapple, etc. Given that trying any of these things usually let your opponent make a free attack, you did so at a penalty, and the creature’s size, number of legs, Strength, […]