Torture Should Not Work in Dungeons & Dragons
PCs love to keep an enemy alive to torture for information. But torture doesn’t work in real life. And it shouldn’t in DND.
PCs love to keep an enemy alive to torture for information. But torture doesn’t work in real life. And it shouldn’t in DND.
Looking to build a true Planewalker PC for a DND game traveling to the Outer Planes? This updated guide to the Horizon Walker subclass offers new Favored Enemy & Terrain options, a new spell, and other upgrades to help this Ranger shine in a Planescape or plane-traveling campaign.
These alternative rules for the Deck of Many things heighten the tension of drawing cards, fix a few inconsistencies, and help the DM create new plot hooks.
The Planescape setting is designed to encourage philosophical discussion, but the philosophies of its 15 Factions read like bad philosophy 101 essays. Let’s make the factions more engaging and believable by adding extreme and moderate subfactions.
A movie star, a professor, a millionaire (and his wife) and a lovable fool band together over a shared goal and go on wacky adventures. Aside from providing the perfect setup to waste a morning binge-watching classic TV, this arrangement of characters also describes every Dungeons and Dragons party ever created. And it reveals a truth about a tricky subject for DND: party formation.
“No plan survives contact with the enemy.” This is certainly true for DMs planning D&D games. While we may anticipate how players react to certain situations, outcomes seldom go according to even the players’ plans, let alone the GM’s.
So why do we plan? And to what degree should we plan?