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Cake day: August 9th, 2023

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  • There is a reason why the D&D 5e creatures have their HP written in dice values (4d6+10).

    It allows for variation within the stat block. But it also gives a maximum and a minimum HP they can have.

    Most of the time you use the average. But if the game is too slow, you can lower it to the minimum HP. And if they are steamrolling an encounter, you can just increase the HP to the maximum.

    This makes encounters more dramatic and fun.




  • What I found in the TTRPG community is that a lot of GM’s like to hear themselves talk. They write these huge paragraphs of sentences stringed together jumping from one topic to the next.

    You can even notice this in the way the D&D books are written. Instead of using easy to navigate bullet points, it is just walls of text one after the other. Trying to find some specific knowledge in that is like trying to find a needle in a haystack.

    As a data nerd, I can’t stand it.


  • Rules are important, but they aren’t the most important thing as a GM.

    The 2 things that are more important are: pacing and fun.

    Not fudging dice is important, but if it is in the way of fun, then I either just not roll or only pretend to roll.

    Same with pacing, if a roll is going to bog down the games pacing, making everything take longer for no reason other than the roll, then that roll does not matter.


  • It would allow for more creativity.

    Like a electricity Wizard who casts lightningball instead.

    They could just add rules that allow you to tweak the spells, just like how they allow for increasing damage with a higher spell slot. But also changing AoE size, changing damage type, range, changing needing to see the target, and other properties, … All which you will have to chose when preparing the spell for the first time, not to overshadow metamagic and keep the game flowing.