1 gp is roughly 100 USD. Characters can spend money on lifestyle, transportation, toolsets, magic items/services—depending on playstyle—even on training and real estate. Often, adventuring is so lucrative that PCs hoard cool stuff in a way that feels unearned. But it doesn’t have to be so.
One-shots are different from regular D&D sessions. Time constraints force a more linear structure. Increased DM guidance is both necessary and expected. When running one, you need to roll with the punches players throw at you. Be careful not to over prep; one or two pages will do.
The key to running a great evil campaign is knowing that—at its core—it is still about creating a shared, fun experience. This means teamwork, respect, player agency, and flexible DMing. The campaign must be player-directed for the evil to mean anything unless you’re going for cartoon evil.
To avoid killing in 5e, one can use magic, social skills, tactics, cunning, and nonlethal knockouts. There’s a rule for this in the Player’s Handbook (pg 198): when reducing someone to 0 hit points (HP) with a melee attack, you can choose to knock them unconscious—stable—instead of outright murder.
Every time you prep an encounter or storyline, it’s an opportunity to take your players to uncharted territory and engage their sense of wonder—or fear of the unknown. While there’s nothing wrong with using staples, it has an opportunity cost. When done repeatedly, this leads to blandness.
D&D is both a game and narrative experience. We don’t play to make numbers go up; we want to be wowed by engaging stories. The game’s mechanics double as a system of emergent storytelling that combines DM intent and player agency. The broad shape and core themes of these stories are the DM’s domain.
Unofficial D&D content produced in a hobbyist or semi-professional fashion is broadly called homebrew by the game’s community. A lot of homebrew comes from players’ unmet needs by the official content or creators’ desires to explore the possibilities of D&D as a medium/set of mechanics.
Magic shops are a long-standing trope of D&D that often clash with the worldbuilding around it. Their existence, distribution, and stocks inform the player experience with what they imply about magic in your setting and what the players can buy from as mundane a fashion as commerce.
Exploration is one of the three pillars of D&D—and the most misunderstood. Let’s explore what makes it more than just going from point A to B.
Playing support in D&D 5e is hardcore. Built right, it allows you to be a multitool outside combat, and a shaper of combat within it. What’re the best things to consider?