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Mike Mearls Games

Mike Mearls Games

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Mike Mearls Games posts

Stepping Back to Step Forward

I love that Shadowdark - a quite good fusion of OSR and 5e that I happily recommend - strips ability modifiers from damage rolls.

Adding your Strength bonus to your attack and damage rolls is...

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Layering Abilities in TTRPG Design

In TTRPGs, the intersection of the action economy and content design yields gameplay. You can think of your action economy as your fuel or energy budget. It tells you how much stuff you can do. You...

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System Design: Where Stuff Goes

In my last post, I shared my house rules for two-weapon fighting in 5e. I mentioned that I preferred that for the rules for dual wielding to appear in the core rules, rather than under the descript...

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Two Weapon Fighting

I'm not crazy about how D&D '24 handles two-weapon fighting. I was never crazy about it in 5e in general, but it feels like it has gotten harder to use. Here is my patch.

Two-Weap...

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Dungeon Exploration

When the characters explore a location, they seek to gain information and uncover secrets against the backdrop of an ongoing threat. In classic dungeon exploration, the characters must weigh the da...

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Exploration in 5e

D&D's three pillars Interaction works well in the game, and I like how the 2024 revision cleans those rules up, and combat is great as long as your encounter design has interesting monsters an...

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Design Revisions

I'm taking a break from monsters to loop back to subclasses for today's post. I thought it would be interesting to look at the process of revising design and how playtesting affects it.

I hav...

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Monster Design Update

Hello everyone!

I've been regularly running three (or more!) games a week, testing out the new approach to monsters and some of the new subclasses. A few notes on things before we get back to...

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Aspects and Monsters

If you haven't at least read the FATE RPG, I highly recommend it. Reading new RPGs is like having a deep conversation with another DM about how they run games. Someone ran RPGs and decided to encod...

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Your Encounter Areas are (Probably) Too Small

If you find that the fights you set up in D&D are dull or grindy, your encounter areas might be too small. It's a common issue in published adventures, so it's not surprising that it also cross...

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Initiative, Dice, and Dramatic Tension

Timing is the best tool in a storyteller's kit. By their very nature, stories are artifacts of time. They unspool in acts, with tension rising and falling over time, before the story ends at its mo...

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Static Initiative

In the comments in one of my recent posts, Swiss Calavera talked about the asymmetry of my design work here. That's very intentional. DMs need a different set of tools than players. A player manage...

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It Came from the Swamp!

In my Wednesday game, the characters tangled with a group of frog humanoids and this fun little champion (champion = a creature worth two characters in a fight). A few things I tried with this desi...

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General TTRPG Musings

Hey all! I've started a newsletter on Substack where I talk about general TTRPG observations, thoughts on specific RPGs, and other random topics. My 5e and adjacent game design will continue here, ...

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Troglodyte Stat Blocks

I'm using images until I figure out a better way to present stat blocks, perhaps as a PDF.

In any case, I'm starting off this week with some troglodyte stat blocks I've created for my home 5e...

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Mistakes are Creative Fertilizer

It's Friday afternoon, which means I've wrapped up my game sessions for the week. Now it's time to take a look at which parts of my design worked, and which didn't.

This week I (re-)learned a...

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Simpler Aboleth

I was asked to try tackling a more complex monster. The first critter in the SRD is the aboleth, so here is my revision of it.

I tried using an aboleth in an encounter years ago and it was de...

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Stat Block Example

Let’s see if this works, since images are not showing up on mobile. Here’s a picture of the complete, reduced stat block.

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What Do We Really Need in a Stat Block?

A D&D stat block needs to find the Goldilocks zone between too much and too little information. I can think of several times in the past few months where I overlooked something during a game, o...

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Designing Monster Groups

In my experience as a designer and DM, the best monsters express a clear identity and a tactical challenge in their design. That goes double for monsters you expect to use in a group. Otherwise, a ...

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The Great Escape!

As I work on monsters, I'm coming around to the idea that the DM needs an action economy that is distinct from what the players use. Counters have worked well in play. Since 5e doesn't give monster...

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Wizard School of Chronomancy

Time is a fundamental building block of the cosmos, yet even the gods seem reluctant to tamper with its mechanisms. Chronomancers seek to unravel time’s mysteries. Few wizards embrace this school...

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Wizard Subclass Design

Wizard subclasses are difficult to design. The 2014 PHB covers all the schools of magic, the lens D&D traditionally uses to describe a wizard’s specialization. There’s a reason why suppleme...

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Creatures and Terrain

I promised the wizard write up this week, but COVID knocked my schedule around a bit. Plus, I've been a bit obsessed with monsters. Did you know that hyenas eat their prey alive? That's creepy and ...

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Avoiding One Shot Boss Fights

My last post gave an example of a monster feature that made it difficult to shut down a creature before reducing it to half hit points. A few commenters pointed out that such a mechanic would make ...

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Monsters and Conditions

Intrepid reader Michael SIxel ran an encounter using the troll (thank you Michael!) and it was overwhelmed by a casting of Tasha's Hideous Laughter (sorry Michael!).

Conditions are an Achille...

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Monsters, Monsters, Monsters!

I’m almost done with the series on subclass design, with only the wizard to go. To let that series wrap up at the end of next week, I’m dropping in a post on monsters to balance out the schedul...

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Warlock Death Pact

Death comes to us all, but some warlocks seek to begin that relationship much earlier in their lives. Warlocks who take on Death are rare. They come to this power only after an encounter with Death...

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Warlock Subclass Design

From its first appearance in 3e’s Complete Arcane, the warlock is one of those rare D&D concepts that graduated from a supplemental book into the core game. Back in 3e the warlock wa...

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Sorcerer Light Bearer

Light bearers are chosen, rather than made. Sometimes, the life-giving energies of the positive plane, the realm from which all life force emerges, reacts to the rise of death, shadow, and doom. Wh...

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