Tag Archives: game mechanics

This article was first broadcast in Episode Twenty-Nine on 20th June 2018. Lennon: Holy mother of Avandra, that stings… Are you nearly done Ostron: Oh will you quit whining?! And hold still otherwise I can’t stitch it properly Lennon: I nearly lost an arm to that allegedly juvenile dragon Ryu: It was so pretty though. The way its scales glistened in the moonlight… Lennon: I’ve lost a *lot* of blood Ostron: Blood, yes. I’d be more concerned with losing Hit Points. Lennon: Yeah, though I don’t have a lot of those left either. But what does it mean to have a lot of hit points? Last time we talked about how Armor Class really only represents a miss chance, though that chance can take different forms.  Hit points represent a character’s ability to survive, say, being stabbed by a sword, so if Person A dies when stabbed through the heart by a sword, does Person B with…

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This article was first broadcast in Episode Twenty-Eight on 13th June 2018. Lennon: Hey guys, can you help me out with something?  I’ve been trying to make some locations in my game a little more exotic, and it got me thinking. I can flavor the buildings, sights, sounds and smells, even the names and local customs, but everyone still has shortswords, longbows and all those mundane types of weaponry. It reminded me of when we went to Ixalan. Ryu: Because your party’s wizard almost got them all killed? Ostron: Okay look- Lennon: Hey, hey, we’re talking about my problem here. Remember those blades the merfolk carried? They looked like pure water forged into a weapon. Well that then got me thinking back to our world, and there’s a lot of weaponry out there not represented in 5th edition. Do you fancy helping me make some more truly exotic weapons? Ostron: Sure. You’re right of course… 5th…

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