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@startaquest

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https://t.co/94NX9QVtz6 ttrpg newsletter & webcomic written by @heyitsMattyP illustrated by @perftherat

Joined October 2023
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A good name is 10% of the juice in D&D. Watch the full podcast: https://t.co/pJuLak8DgK
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In D&D, is your CLASS your JOB? Watch the full podcast: https://t.co/pJuLak8DgK
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Here's the BEST name in fiction. Watch the full podcast: https://t.co/pJuLak9b6i
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Why doesn't your D&D game have FAKE magical items? Watch the full podcast: https://t.co/pJuLak9b6i
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Where do your names come from in D&D? Watch the full podcast: https://t.co/pJuLak9b6i
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Pervon deserved to be mocked in Critical Role. Watch the full podcast here: https://t.co/pJuLak8DgK
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12 days
My father's sword is VERY cool. Watch the full podcast here: https://t.co/pJuLak8DgK
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9 months
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9 months
wotc: haha, i'm in danger #dnd #ttrpg
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9 months
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9 months
17/ Draw Steel generally finds its number variance in bonuses rather than dice value, which I think is a great player-experience decision to declutter the table of rarely-used dice.
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9 months
16/ This feels like a brave concession from the game — I think D&D could probably concede the same thing with a D20, but there’s so many granular exceptions of, “Oh, but my dagger throw is a D4, and my Spiritual Weapon is a D8.”
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9 months
15/ Throw out half your dice. As a player, you’re almost exclusively using two D10s, sometimes with a single extra dice type depending on your class. I LOVE THIS!
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@startaquest
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9 months
14/ …some genius c-c-c-combo which would absolutely pants the Director’s bag guys.
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9 months
13/ As a player, you’ll want to communicate your intentions to your allies because abilities push and pull opponents around the battlefield, and mobility and positional volatility seem high among all classes, so there always feel like an objectively correct order of operations…
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9 months
12/ Draw Steel feels like the exact opposite of that extreme, because combat rewards collaboration. Combat initiative bounces back and forth between the players and the Director, and the combatants on each side can take their turn in any order they want.
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9 months
11/ Metagaming is encouraged. I played a game called Gloomhaven which explicitly disallowed metagaming; you can’t EVER tell another player what you intend to do on your turn in game terms.
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9 months
10/ This risk-reward mechanic heightens the session’s momentum makes the question of when to rest a lot more interesting.
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9 months
9/ For my character’s class, the Tactician, the resource powering my abilities was boosted by the number of Victories I had, so as we push further through encounters, I’m more dinged up, but I can deploy more powerful abilities because we haven’t rested.
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9 months
8/ But if you take a rest, you forfeit your Victories for XP.
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