
This review is part of the Game Cryer Holiday Gift Guide.
Running combat in d2o/3.x systems is no task for the faint-hearted. Multiple characters, each with their own initiative, spells, delayed actions, held actions, potions,...
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Every GM has a weak spot — mine is running combats. I can manage all of the die rolling and number crunching and “who’s turn is it”, but I am woefully inadequate when it comes to describing combat so that it moves beyond “he hits you with a sword and does 8 points of damage.” I’m also “tactically-challenged”...
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As a D&D player, I’ve developed a reputation for making combat use of non-combat spells. Sure, dealing out massive amounts of damage with Fireball or Lightening Strike is a lot of fun — there’s no denying...
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Randall, in his blog RetroRollplaying, wrote a post about the idea of doing away with “to hit” rolls. His post was inspired by a post at Eleven Foot Pole titled No Roll to Hit: Rationale. Both Randall’s and Eleven Foot Pole’s posts focus on “to hit” rolls in 4e D&D, but I’m going to comment on dice rolling in gaming...
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