A place to share thoughts and ideas about Dungeons and Dragons
January 17, 2021Posted by on
Rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.
This is a re-post. I first posted this in 2015. It has been by far my most downloaded file. My records for downloads doesn’t go back farther than July 2019, but just in 2020 there were over 30,000 downloads. For any of my followers that may have missed it, here is a copy of the original post. For those who have downloaded this and used in your games I am very happy that this has been so well received. So here again is – Nautical Adventures.
You can download a free copy here: 5E_Nautical_Adventures.pdf
This is a complete re-write of the Ship to Ship Combat rules I published before (3.5 version here).
In keeping with the spirit of 5e, this is not about conducting massive sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. Rather this is about what the PCs can do with ships. Ship-to-ship battles do take up the majority of the pages here, but the battles are from the point of view of the player characters on board their ship. Care has been taken to assure each payer has something to contribute each round of ship-to-ship combat. Each player controls one of their ship’s officers. That officer can be his or her PC or it may be an NPC and he has several actions available to him that are specific to that officer.
I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles” (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.)
I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.
December 17, 2020Posted by on
How do I know if I have the first printing on the Monster Manual or a later printing?
If I go to my local game store to buy a new copy of the Monster Manual (or the Player’s Hand book or …) because my copy is worn out, I want to make sure that I get the latest printing so it will contain all of the latest updates and reversions. But when I get there how do I know which printing of the book is on the shelf?
One way that usually works on D&D books, and most others, is to look for the printer’s key, also known as the number line. You can typically find it on the second or third page just under the ISBN number.
The example shown above on the left is a first edition. The printer’s key is:
9 8 7 6 5 4 3 2 1
Numbers are removed with subsequent printings, so if “1” is seen then the book is the first printing of that edition. If it is the second printing then the “1” is removed, meaning that the lowest number seen will be “2”.
In the example images above the one on the right is the 11th printing.
December 14, 2020Posted by on
I found this great tool to answer the question “How far (or how high) can my character jump”.
[Can someone tell me who created this so I can give them credit?]
October 18, 2020Posted by on
Tables for Determining Encounter Size
This is for Dungeon Masters. I created it a few months ago and have found it very useful when creating encounters for my 5th Edition Dungeons and Dragons games. Using guidelines found in the Dungeon Master’s Guide I worked on the math to come up with simple tables that I could reference to make the encounter neither too hard nor too easy for my Player Characters.
There are separate tables for 3, 4, 5, or 6 characters of any level (1 through 20). Just find the table for the number of PCs – their average character level – and if you want it to be an easy, medium, hard or deadly encounter. There is also an “Any Level” encounter table if you want to use that. Then read across the table to find how many monsters you will need based on the monsters challenge rating (CR).
This makes for a lot of tables. Each of these single page PDF files has a separate table for Any Level encounters, Easy encounters, Medium encounters, Hard encounters, and Deadly encounters.
PC Levels 1-5 for 3 characters: Download HERE
PC Levels 1-5 for 4 characters: Download HERE
PC Levels 1-5 for 5 characters: Download HERE
PC Levels 1-5 for 6 characters: Download HERE
PC Levels 6-10 for 3 characters: Download HERE
PC Levels 6-10 for 4 characters: Download HERE
PC Levels 6-10 for 5 characters: Download HERE
PC Levels 6-10 for 6 characters: Download HERE
PC Levels 11-15 for 3 characters: Download HERE
PC Levels 11-15 for 4 characters: Download HERE
PC Levels 11-15 for 5 characters: Download HERE
PC Levels 11-15 for 6 characters: Download HERE
PC Levels 16-20 for 3 characters: Download HERE
PC Levels 16-20 for 4 characters: Download HERE
PC Levels 16-20 for 5 characters: Download HERE
PC Levels 16-20 for 6 characters: Download HERE
There is also a single PDF file that contains all of the above: Download HERE
If you find these useful let me know.
October 7, 2020Posted by on
5E – Dice Rolling Character Sheets
The pandemic has made a change to the way I am running D&D games. Running a virtual game of Dungeons and Dragons made me realize how useful it would be if your Player’s Character Sheet would roll your the dice for you. So I took my Character Sheets (you can find then HERE) and figured a way to to add dice rolling. These are my results..
Download a sheet by clicking on the underlined word.
DICE ROLLING Character Sheets: For each class there is a 4 page character sheet: Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Class Feature Sheets: These are the same feature sheets that are available on my previous Character Sheets post, repeated here for your convenience. Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Simple DICE ROLLING Character Sheet:This is a 2 page character sheet if you don’t need the class information: download it HERE
Multi-class DICE ROLLING Character Sheet:This has 4 general pages plus an additional 12 pages – one for each class in the Player’s Handbook: download it HERE
Magic Item Record Sheet: The character sheets may not provide enough space to track all of your character’s magic items. If your character requires more space than available on this one page simply copy the file under a different name for each page required. You can scroll the text if the magic item description is too long to fit in the box. If you intend to print the page you should abbreviate long descriptions to fit in a single box, or split the description across two or more boxes. download it HERE
Using the Dice Rollers
I tried several free PDF viewers, and the one that works best with these is Adobe Reader. I recommend you download your Character Sheet and use Adobe Reader to fill it out.
Box by box instructions for filling in the Character Sheets can be found HERE. The only difference is that on these sheets clicking on any red text will generate and display a dice roll.
On the upper right corner of each page there is spot that looks like this #____ Previously, this is where you could put a version number if you had multiple versions of the same sheet. This has been re-purposed to display the results of any dice roll you may indicate just below that line. For example if you enter 4d12+6 and then click on the red = sign it will roll four 12 sided dice, add them together and add 6 to the total. Above the line it will display the results of that roll. Above that it will show the result of each die rolled. This same space on page 1 is also used to display the results of an ability check, a saving throw, a skill check, or an initiative check. The results of an initiative check will also be displayed in the initiative box. You can override the number in the initiative box by typing in a different number if need be.
The attack bonus box for each weapon will now roll 1d20 and add the attack bonus to the roll. It displays the result of the roll in the same box. There is also an ADV (advantage) and a DIS (disadvantage) box that you can check to roll 2d20 and pick the highest (for advantage) or lowest (for disadvantage) of the two before adding the attack bonus. If a natural 1 is rolled (for advantage two natural 1s must be rolled) it will display MISS in red letters. If a natural 20 is rolled (for disadvantage two natural 20s must rolled) it will display HIT in green letters and will check the CRIT box.
The damage box for each weapon will now roll the indicated number of dice of the indicated size and add the indicated bonus. It displays the result of the roll in the same box. It also shows the results of each individual die roll. If the CRIT (critiacl hit) box is checked the number of dice rolled will be doubled.
For spellcasting characters, clicking on the spell attack modifier (on page 4) will make a spell attack roll and display the results of that roll on the #____ line at the top of that page.
October 5, 2020Posted by on
This is a form-fallible Magic Item Record Sheet for keeping a list with descriptions of your Dungeons and Dragons player character’s magic items.
This was created for use on your monitor during play; you can scroll the text if the magic item description is too long to fit in the box. If you intend to print the page you should abbreviate long descriptions to fit in a single box, or split the description across two or more boxes.
August 29, 2020Posted by on
What equipment do I start with?
Many that are new to this game find equipping their character to be difficult. Even using an on-line tool such as “D&D Beyond” can be confusing.
It’s really fairly simple. First you must choose a class and a background for your character. Here is an example using the 5E version of the Player’s Hand Book to equip a Cleric with an Acolyte background:
If you want to simply use the standard equipment do this:
1) Go to the “Class Features” section for your chosen class (“Cleric” in this example is on page 57). Look under “Equipment” in this section to find your list of starting equipment.
2) Then go to the section for the background that you have chosen (“Acolyte” in this example is on page 127). Look under “Equipment” in this section to find a list of the rest of your equipment and starting gold pieces.
If you would rather select all of your own equipment you can do this:
1) Go to the “STARTING WEALTH BY CLASS” table (on page 143) to determine your starting gold. For a cleric it reads 5d4 x 10gp. You simply roll five 4 sided dice, add the result together and multiply by 10.
2) Go shopping! Using the tables for “Armor”(p. 145), “Weapons”(p. 149), “Adventuring Gear”(p. 150) and “Tools”(p. 154). You can equip your character using your starting gold to purchase what you like. You will not likely want to buy a mount or other animal, tack, harness, drawn vehicle, or any trade goods – but if you do there are tables with prices listed for those as well.
If if you want me to do it for you:
1) Go to my post HERE
2) Download a Ready-To-Play first level character sheet for whichever race and class you want to play. If you don’t want to use my sheet, you can just reference the equipment on page 2 to use on your preferred character sheet.
Now your character is equipped to start his first adventure!
July 29, 2020Posted by on
5.0-EZ Version 6
Download your free copy here.
This version contains several minor corrections to the previous version.
This is a supplement to fifth edition dungeons and dragons for those who prefer simpler rules or want an easy way to introduce the game to new players.
If you sometimes feel that the fifth edition Dungeons and Dragons rules are too complicated, this is for you. I created this set of house rules to simplify character creation and advancement among other things. It also introduces a whole new way to select and track the casting of magic spells.
One thing I tried very hard to do was keep the characters levels and power as close as possible to the Player’s Handbook characters so that if you play using these rules, you can still use published 5th edition adventures, and the monsters will require little or no modifications