As a Dungeon Master, I’ve always been drawn to the flexibility and imagination-sparking nature of Theater of the Mind (TotM) gameplay. However, at least in grid based systems like D&D 5e, it can be a challenge to account for various elements of the game designed for tactical combat. Additionally, it can be tempting to simply ignore movement when using TotM and miss out on the exciting and dynamic nature of swashbuckling adventures. Today, I want to share a system I’ve developed that keeps TotM combat dynamic and tactical while avoiding the need to track every 5-foot square.
As we eagerly await the release of the updated version of revised 5th Edition Dungeons & Dragons in 2024, it’s an opportune time to re-examine some of the core systems that make our beloved TTRPG tick. One such system that often sparks debate among players and Dungeon Masters alike is the method of character advancement. In light of the recent surge in views on my previous articles discussing the benefits of using experience points (XP) in D&D, I thought it would be valuable to delve deeper into this topic and explore how XP-based advancement can enhance your gaming experience.
Why do some Dungeons & Dragons groups struggle so hard to cooperate and enjoy a game together? Even well-meaning players can have spotty outcomes and TTRPG groups can have a hard time staying together for more than a few sessions. Particularly in an era of safety tools, and assertions of the importance of inclusive play, we seem to be struggling harder now than any other time in the hobby. Many take the position that this is because we are clearing the toxicity of one culture or another from the gaming space, but I would suggest this is wrong-minded. As a community, too many people have given up on the idea that collaboration or real tolerance of different opinions has any value at all. Some may blame an inherent cultural evil for this division but I am not convinced. I suggest the TTRPG community doesn’t have a good set of frameworks or tools to promote collaboration. Yes we have safety tools and, while those can be useful, safety and collaboration are completely different things.
In Dungeons and Dragons 5th edition, the introduction of lasting injuries and effects promises to revitalize the way players approach the game. By infusing combat with the possibility of enduring consequences, this elevates the significance of each skirmish beyond the individual encounter. Health is no longer just hit points to be replenished with the wave of a hand or a nap; it becomes a strategic element of play managed through clever player choices. This shift introduces a layer of tactical depth missing in the vanilla game, requiring players to think critically about their characters actions and their potential long-term impacts on how the adventure plays out.