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10 Most Common Mistakes DMs and Players Make in 5e D&D

If you’re like me you’ve been playing D&D a long time and 5e is not your introduction to this wonderful game. And if you’re like me you haven’t read every single page of the PHB and DMG. You’re an experienced player, you know what’s what. You rely on your experience and looks stuff up when you need to (good luck finding it in the PHB index).

However, as I play with more and more new players I find that many of the rules I thought were the same in 5e as they were in previous editions are not exactly the same. Many are quite similar but because I hadn’t taken the time to look them up I was doing things incorrectly. That’s not to say these errors broke the game, but if I’m doing things in a way that is contrary to the actual Rules As Written (RAW) that may cause confusions and lead to arguments in real life. Better to get it right and share that knowledge with others who didn’t know.

So to help all those experienced players like me who haven’t read the rule books cover to cover, I’ve compiled a helpful list of common mistakes I’ve seen or done when running or playing 5e D&D. This isn’t an exhaustive list, but it covers the most gross violations and misconceptions. And to assure you that everything I say in the article below is correct, I’m even going to site page references from the PHB as applicable.

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DM Resources Friday Favourites

Friday Favourite – DMs Are the Worst Players

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 11, 2013, Dungeon’s Master once again presents: DMs Are the Worst Players.

They say that doctors make the worst patients; well I truly believe that DMs make the worst players. After DMing for long stretches DMs get used to having something to do all the time. They’re used to tracking initiative, running all the monsters, adjudicating rule disputes, playing the NPCs, and basically controlling the world. But when they give up the DM’s seat and go back to being one of the players all they have to worry about is running one character. For some DMs it can be a difficult transition. And for the new DMs it can spell disaster.

This is not to say that all DMs are bad players. Some DMs make the transition gracefully. This is especially true with a close-knit group where everyone takes a turn behind the screen. It’s the DMs who run the show for extended periods of time, especially during public-play or games with newer players that the transition from DM to player causes problems.

It’s not that these DMs turned players intentionally cause problems. In fact I believe that these DMs truly believe that they are helping. However, there can only be one DM at a time and if you’re not behind the screen than you’re not the DM. You need to remember what it means to be just a player and clam down. To make the transition easier I’ve compiled a list of tips to help. I strongly encourage any DM who is giving up the reigns soon or has done so recently to review these tips.

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Friday Favourites Humour Player Resources

Friday Favourite: What Your Weapon Says About Your Character

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 21, 2012, Dungeon’s Master once again presents: What Your Weapon Says About Your Character.

“The clothes make the man.” It’s a pretty common expression. It quite literally means that you can draw a conclusion, and usually a fairly accurate conclusion, about a person’s personality just based on what they’re wearing. In D&D, the type of clothes (or armor) a person wears will usually indicate with great accuracy what class he is but it’s less likely to accurately indicate what kind of a man he is – for that you have to look at his weapon.

During character creation most players I’ve gamed with will equip their character before they determine his personality. I know that’s how I usually do it. But I’ve noticed over the years that the personality of a PC is very often directly related to the type of weapon he carries. It’s like the weapon imprints a specific personality type on the characters wielding them.

So I’ve put together a list of my observations. This is simply my first-hand account of how I see things. It’s not based on any scientific method or precise sampling, it’s just what I’ve seen over and over again in the many years that I’ve played D&D. I think that despite my rather loose methodology the results are surprisingly accurate.

If you think I’ve really missed the mark on any of these I encourage you to leave your feedback in the comments section below. I also welcome new additions to the list. After all, there are a lot of weapons in D&D and my list just scratches the surface.

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Friday Favourites

Friday Favourite – What’s a +1 Sword?

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 13, 2009, Dungeon’s Master once again presents: What’s a +1 Sword?

“That’s a beautiful blade,” noted the barkeep as he served the adventurers their ale. “Is it magical?”
“It sure is,” replied Delian the Paladin. “I found this in the ogre’s lair. It’s a +1 sword.”
“What’s a +1 sword?”

How often do you refer to your PC’s gear only in gaming terms? Sure the people sitting at your dining room table playing D&D know what a +1 sword is, but how would you describe the same weapon in character to an NPC? You’d sound pretty stupid if you called it a +1 sword. Not to mention that no one would understand what you mean when you call it a +1 sword.

Magical treasure is the most common reward in D&D. All PCs strive to acquire magic loot be it a magical wand, a suit of magical plate mail or even a magic sword. In most Dungeons & Dragons campaign settings magic items are fairly commonplace. To an experienced gamer owning a magical weapon may not seem like a big deal. In fact most PCs or NPCs worth their salt have one. But just because the magic items are common doesn’t mean that they aren’t special. It’s not like they’re mass produced in a factory and are indistinguishable from one another – quite the opposite in fact. Creating a magic item of any kind requires time, resources and aptitude. Anyone who chooses to create a magic item wants to make it unique. So just because you’ve got a magic sword and I’ve got a magic sword doesn’t mean that they’re the same.

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DM Resources Friday Favourites

Friday Favourite: Speed Up Your Game – Know When to Call the Fight

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 27, 2009, Dungeon’s Master once again presents: Speed Up Your Game – Know When to Call the Fight.

Note: Although this article was written to address 4e most of the tips are just as applicable to 5e or any edition for that matter. – Ameron

One of the biggest criticisms I’ve heard about 4e D&D is that the combat takes too long. Sometimes it’s necessary to stop combat, assume the PCs will emerge victorious and keep things moving. When DMs find themselves in a situation where dragging out a combat encounter is just an exercise in rolling dice then it’s time to call the fight. We’ve already shared some of our methods for speeding up your game and as PCs move into the Paragon and Epic tiers of play DMs will find this latest tip more and more useful.

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DM Resources Friday Favourites

Friday Favourite: When PCs Kill the Final Boss Too Soon

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 10, 2013, Dungeon’s Master once again presents: When PCs Kill the Final Boss Too Soon.

As a player nothing bugs me more than a villain that is protected by the power of plot. No matter what happens, no matter how creative or lucky the PCs get during a direct confrontation early in the adventure, this one particular villain cannot be killed, captured or defeated because the DM needs him during the final showdown. It’s the biggest tease in gaming and it needs to stop.

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DM Resources Friday Favourites

Friday Favourite: The Oil of D&D – Residuum as a Natural Resource

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From March 28, 2012, Dungeon’s Master once again presents: The Oil of D&D – Residuum as a Natural Resource.

Oil. In the real world it is one of the most precious resources on the plant. Those who have it are rich for possessing it. Those who don’t have it are willing to buy it and kill for it. In an industrial world run on oil there’s nothing more valuable. But in D&D oil isn’t important. After all, very few game worlds are mechanized and those with any industry use a more abundant resource: magic.

In fantasy role-playing is there an equivalent to oil? Something so precious and integral to society’s prosperity and advancement as oil is in the real world? Again the most likely answer is magic. But magic isn’t a limited resource. After all, magic is, well, magic. It doesn’t have any real tangibility and certainly doesn’t have to follow any rules or logic. It can be whatever the game needs it to be. But that’s not to say that a campaign world couldn’t be made more interesting if magic was a finite resource.

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Friday Favourites Player Resources

Friday Favourite: Prove Your D&D Superiority

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From December 14, 2010, Dungeon’s Master once again presents: Prove Your D&D Superiority.

When I play games, I play to win. I want to be the best and I want everyone else to know that I’m the best. For most table-top games there is a clearly defined way to identify the winner. In fact many games – including Monopoly, Scrabble and Chess – all have tournaments or championships to crown the best of the best.

When it comes to D&D it’s just not that easy. How do you prove to the guys at your table, and more importantly other gamers, that you are the best at D&D? I’ve given it a lot of thought and I’ve got suggestions for determining the best of the best once and for all.

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DM Resources Editorial Friday Favourites

Friday Favourite: DM Compensation

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 13, 2012, Dungeon’s Master once again presents: DM Compensation.

With another season of D&D Encounters coming to an end this week we’ve been having some discussions at my FLGS about who’s going to take over the reigns as the DM for the next season. I continue to volunteer my services as the primary DM at two FLGS in my community, but in both cases we have sufficient numbers to need additional DMs pretty much every week. During the discussion about who will step up to DM more than one prospective DM asked about compensation. They wanted to know what they got if they agreeing to DM. At first I was a bit surprised that they’d even ask, but as I gave the question more consideration I realized that it’s not an altogether unreasonable question.

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DM Resources Friday Favourites

Friday Favourite: Don’t Fight to the Death

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From January 4, 2012, Dungeon’s Master once again presents: Don’t Fight to the Death.

Doesn’t it seem kind of dumb for monsters – or PCs for that matter – to fight until they reach their very last hit point? Don’t any of the combatants in D&D have any sort of survival instinct? What ever happened to the flight part of fight or flight? In most combat scenarios the PCs beat up on the monsters and the monsters don’t back down until they’re dead. Unless the monster has good reason to fight to the end, why would they? The simple answer is that they shouldn’t.

Eventually all battles should reach a point where one side either surrenders or flees. Fighting to the bitter end is just stupid. Yet this is how D&D works. The PCs fight the monsters until one side (most often the monsters) is decimated. In those very rare occurrences when one or two monsters manage to flee the players will often complain that the DM robbed them of a totally victory (at least that’s been my experience). I think that we need to introduce a little bit more common sense into D&D combat and I know just the way to do it.