Blog Archives

Resurrection Challenge System

Of all the things you can do in RPG’s, dying is by far the easiest.

In TTRPG’s, bouncing back from death can be little more than a pesky setback. Back in “the day” there were consequences to coming back from the dead. The revived character lost stats, levels, and eventually those penalties just piled up to the point where you had no choice but to let go.

These days, if you’ve got the gold Death can be an inconvenience, depending on the RPG you’re playing. In D&D 5e and Pathfinder, you have to make rolls to avoid dying. But once you die, break out a diamond and cast the spell. BOOM! Back in the action!

I feel like maybe there’s an opportunity to make things interesting when trying to revive a companion. Something that gets the party involved. Something that adds to the stakes.

Matt Mercer, the Dungeon Master for the Critical Role crew, had homebrewed a resurrection system that I thought was interesting. The Dungeon Coach also had thoughts on the matter, and discussed his homebrewed approach to the whole resurrection situation.

Me Likey, so Me Showy. Here’s The Dungeon Coach discussing his Resurrection Challenge System for 5e!

One Round Skill Challenge

Skill challenges have been around since the 4th edition of Dungeons and Dragons. The characters must use innate skills and imagination, rather than relying on brute force alone, to succeed in a given encounter.

Pathfinder has a system for running skill challenges, usually involving grids and charts and limiting the options to one of two skills listed per challenge point.

The Dungeon Coach posted a video involving how he runs skill challenges in 5th edition Dungeons and Dragons. I’m already strongly considering using this for my campaigns in the future.

Check out the video and see how you might use such a mechanic in your gaming sessions!

Efficient DM Screen

born-of-magma

 

The Dungeon Master screen is not just a shield to keep the DM from being showered by the tears and spittle of the players. It also has rules and charts to help run the game better. Many screens come with information, but not all of it is necessary. So what exactly should be on the screen? What should the DM have going on behind the wall of knowledge?

The Dungeon Coach has some tips on what you should add to your own screen. Those tips are here. And by here I mean in the video below. So check it out, why don’tcha?

 

Image by Caio Monteiro at caiommonteiro.artstation.com