The Cow People
Who you are is often as much about who knows you. It’s possible, in Cobrin’Seil, for you to grow up on an archipelago of connected island city-states, with diverse food and music cultures, in a state that respects art for its own good, and ensures the widespread development of parks and proper protection of the seas, which creates great public artworks, and which even has the largest bridge in the King’s Highway running through it, and for you to live your whole life thinking that people must surely know your homeland as the place of elemental magic, physical duels that test the body against the body, and a theatre culture with explicitly fictional gods. What you wouldn’t necessarily expect is for your first dealings with outsiders to end with ‘Oh, the cow people.’
Such is the lot of the people of the sprawling island nations of Kyranou (pronounced kai-ran-ow).
Continue Reading →3e: Finally Talking About Grappling
Alright, sure, let’s finally tear off this bandaid.
When I bring up the rules for 3e D&D, there are some rules I bring up that the rules were bad at, to, you know, bully them. The challenge rating system was pants, for example, and I will never not mention that. There’s also the imbalance of the wizard, the numerous busted prestige classes, all of that stuff — it doesn’t work, it’s build on bad assumptions, it relies on players to create their own balance matrix. Lots of great fun reasons to make fun of things.
One area of the rules I make fun of a lot is the grapple rules.
Continue Reading →4e: Alternate Rewards
If you’re one of the many people who these days primarily interact with 4th edition D&D not through a set of physical books or even legally-acquired and properly indexed PDFs but rather through some kind of searchable javascript database, then you may have had some reason to stumble into browsing the items category. This category, typically, is arranged by alphabetical order, with the subcategories also in alphabetical order, meaning that while you may have popped it open expecting to browse Ankheg Armour and Armbands of Apparel, you instead get smacked first and foremost in the face with the category of Alternate Reward, shriven of any and all context describing what they are or how they work. You may even have read some of them and found yourself reacting to something like ‘oh this is cool, I would want that,’ then ‘how much is it, can I afford it in my character’s budget?’ and then a sudden sharp shock.
Continue Reading →The Szudetken Empires, Part III
This is a continuation of the previous post describing the Szudetken Empires peninsula in Cobrin’Seil.

The Bernean Lodges
Where the forests weave in tight against people and farmland is hard-fought from its ownership, there are the night-time howling stands of the Bernean Lodges. Tall, narrow houses, with tightly angled roofs to slough off the snow and rain, the people of the Bernean Lodges isolate themselves from other communities, because they are keenly aware of the way that Szudetken is full of monsters that look like humans. In response to the threat of werewolves, ghosts, changelings, cultists and other horrors, the Bernean people opt to threaten and endanger almost everyone who moves around in their spaces,
Continue Reading →The Szudetken Empires, Part II
This is a continuation of the previous post describing the Szudetken Empires peninsula in Cobrin’Seil.
Voolfardisworth, The Glimmering Net
Where the land becomes mountainous, the castles of Voolfardisworth start to jut up on various cliffs and high peaks, overseeing inevitably, valleys of small communities beneath them. Sometimes known as the Fard, the Fooly or the Fanged States, Voolfardisworth is an aristocratic nation composed of many different, widely distributed noble houses that would rather you not admit they’re vampires (and may even do something to make it so you can’t).
Continue Reading →The Szudetken Empires, Part I
The largest single nation on the Cobrin’Seil continent of Bidestra is Dal Raeda. That is, at least, for those who measure around the edges of the nation, following its perimeter along each distinct shape, and measuring out the distance there. Of course, this does not accommodate for a measurement where an observer takes the furthest points of the nation, at all of its edges, and maps the space that contains; if one measures by that means, then obviously the largest nation on the continent of Bidestra is the Eresh Protectorates, a set of city-states strung out like beads on a string across the King’s Highway. A box, drawn to contain all of those cities, thanks to their distance between one another, could almost contain the entirety of the continent. A third method of measuring exists, where one looks for the area dictacted within the boundaries of the land mass, and composites together that space, such that deep canyons and tall mountains can exert influence on the scale of the nation.
By this metric, as uncertain a measurement as it can be, then the largest single nation on Bidestra is easily one of the six empires that occupied the peninsula known as Szudetken (pronounced schoo-det-ken).
Continue Reading →3e: The Epic Level Handbook’s Monsters
I’ve spoken about the Epic Level Handbook in the past, as a sort of ‘pull the corpse open and look at its insides,’ sort of way. Y’know, look, here’s where the liver is all weird and this bone connects to that bone and now you can see how all these parts in a broad way relate to one another and also why the patient is stone dead. It’s a good article, I recommend you read it because it’s about big, overarching problems the book had. I also have written about the problems of challenge ratings, the black box of imbalance that 3rd edition D&D has going on, a black box that gets worse and worse over time, all building on the impossible fundamental error of D&D 3e’s design philosophy, in that it’s intentional for players to be able to be bad at it.
But I didn’t come here to talk about that.
That’s not why I busted out the Epic Level Handbook, to drag the ugliest system rolled with worst dice through the streets again. Nor is to delve into the misshapen balance parameters presented by treating a single level of a class as equal across all classes when representing characters built well and characters built badly. A level 21 fighter is meant to be an equal challenge for a party to a level 21 wizard, even though one of those is essentially a tough guy with a sword and the other is a tough guy with a sword and the power to stop time.
Instead, I want to talk about the monsters of the Epic Level Handbook.
Because I think a bunch of them are cool, even if their execution is stupid.
Continue Reading →… The Paladin is Unleashed
Yesterday we broached the topic of what it means to be a Warlock, and yes, I am spending thousands of words arguing with a tweet, don’t at me, dad. But I can’t just leave it at what the Warlock is without talking about the very important characteristics of what the Paladin isn’t.

Because there’s a big fat misconception about what Paladins are, implied by how people relate to flavour text.
Continue Reading →The Warlock is Contracted…
There’s this phrase you’ll hear: “The only difference between paladins and warlocks is that one’s got an employer and the other’s got a sugar daddy.” This is a funny tweet that went around, and like many funny tweets, it’s useful for interrogating an idea, presenting a useful handle and it starts an argument.

What’s the difference between Warlocks and Paladins, it asks? According to this, almost nothing. Except for the way one of them is physically powerful and heavily armoured, and the other smell like cloves, but you know, we’re being needlessly reductive here, right?
Continue Reading →How To Be: Samus Aran (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
Really gotta specify that ‘in 4e D&D’ on this one.
When we talk about How To Be, the point has always been to take characters that are interesting in some particular way then see how we can carry that vibe into the creative space of 4th Edition D&D. What we’ve seen, when we try and make things like a real-world-alike gangster or a robot dinosaur, is that there are some concepts that seem very easy to translate into the play space that really aren’t. Zelgadis is a D&D character and he was very challenging to translate to the game just because he’d already been filtered through another set of different game rules. Minfilia showed us that when a character leaves large parts of their method and ideology as blank slates, there’s a challenge creating something in the space that fulfills that character.
Extremely defined and extremely vague characters, in both directions, are hard.
Anyway, let’s look at Samus Aran.
Continue Reading →The Beastfolk, As People, Part 2
This is part three, effectively, of a long form examination of the political coalition of the Beastfolk of Cobrin’Seil – which is basically ‘how furry can I be in this setting, conveniently?’ The answer, broadly, is ‘pretty furry,’ with things like werewolves and werebears available, but also, this is where you get rats, monkeys, dinosaurs (I made mistakes googling ‘anthro raptors’ for this article) and of course, the vitally important presence of bnuy.
Continue Reading →The Beastfolk, As People, Part 1
I talked about the origin of the term beastfolk in Cobrin’Seil, and how it represented a political coalition of different people whose shared commonality was the origin for the term beast. What I didn’t really talk about there, though, were the actual cultures that made up that grouping, and what kind of options you have presented to you as a player, nor really what those cultures meant in their place in the world. Plus, in the overview of the Beastfolk, I kind of gave a list and that got me thinking about the cultures as a whole.
And well, I like talking about the cultures in the world of Cobrin’Seil. I like talking about their peculiarities, and about ways to encourage players to see their place in the world, and about the spaces they create by what they imply.
So then:
The Beastfolk of Cobrin’Seil, more or less, as worldbuilding entities, with an important detail about how to consider them as a player.
Continue Reading →4e: Dangling Claws
The weapon system in 4e D&D is full of specific keyworded mechanical distinctions for each grouping of weapons in a way that’s designed to add depth to the play experience of any given type of weapon. While in earlier systems, axes and swords and staffs all could be reduced to a mathematical formula representing their damage output over time and therefore, inevitably, the greatsword won, 4e weapons have two different ways they can feel different. The first is just how the weapons work, period, where anyone who picks up a weapon of that type will notice this effect or feats that reference weapons by their category to indicate that the training for that particular weapon enables a different way for that weapon to work. In the first group you have weapon effects like Brutal or Heavy Thrown, and in the second, things like Hammer Rhythm or Axe Expertise. The result is that the weapon system is genuinely interesting to engage with and even though there is a clear hierarchy, the boundaries between the tiers of that hierarchy are not so steep, not so absolute.
There is nonetheless, an area where the weapon system does stagger, though, and that’s natural weapons. The base game features almost nothing with a natural weapon, and the one option you have for it in the starter set is the Gnoll, with a heavily errata’d mess of a feat to get your claws dirty. What’s more, the feat is a bit wonky and weird because, first, you’re spending a whole feat to get the weapon, but you’re also getting a weapon that is only about as good as a short-sword and it interferes with abilities that require you to not be wielding a weapon in your off-hand.
I think that’s dumb; I can treat my fist like a weapon at will, but the game doesn’t then say that I must always have a weapon in my off-hand even when that hand is empty. This indicates to me a simple hole in the way 4e handles natural weapons, and how it makes them available.
So I fixed them.
Continue Reading →3e: Arcane vs Divine
What’s the difference between Arcane magic and Divine magic?
Familiar as I am with 3rd edition, I know there’s definitely a structure that says Arcane magic is the slightly more powerful one, and that Divine magic is easier and more convenient to use out of the box, but that’s the perspective from one extremely bleeding edge level of power that I never really got to play with. My experience of wizards and clerics in 3rd edition were always characters who did that and something else, in order to keep their power level meaningfully contained. Basically, I liked a wizard with a sword or a cleric with a pet rather than just taking my Busted Spellcaster Classes straight.
Until 4th edition approached and rebuilt every power source with a specific holistic vision for the shared traits of powers, Arcane magic and Divine magic existed as parts of a continuum that shaped your vision of the world at large. And the machinery of the game was designed to get people involved at one point and you were meant to grow as a player while you did.
What, then, was the difference?
Continue Reading →Us Beastfolk
I am of the opinion as a designer that D&D settings are more interesting when you consider the diegetic language of the setting, and that language is best served when you do not pre-emptively position players to be racist. It may sound like a lot is loaded into that, but, as I’ve said before, consider the term ‘halfling.’ In the context of a universe, that term is almost certainly a slur, if it’s not a term chosen by the people themselves, since it positions them entirely in their relationship to the other, larger people saying that term. If the term ‘halfling’ is to not be a slur, it needs to be a term the halflings use, and then the question follows: half of what.
I’ve talked about this at length in the article on the halflings, and now we’re moving on to another term that players are going to need that I want to try and make sure isn’t a term that naturally implies every character speaking naturally is a bit racist. That term is beastfolk.
If you’re not familiar, beastfolk is a term used in a lot of D&D settings for ‘furries and near-furries.’ It’s for your anthropomorphic animals, but also for humans with some animalian traits. Often these traits need to be centered around the head; for example, Raptorans are kind of more like elves with wings, but despite having wings and talons, they’re generally not seen as ‘beastfolk.’ In a lot of ways, it’s about the face.
If beastfolk is a term the default observer imposes on the group, then that brings with it ideas of colonialism, the idea that the group doesn’t have a way to centre their own identity, and they didn’t get to choose their own name. That sucks. But on the other hand, I don’t think it’s a great idea to tell the players ‘okay, you know this term that’s in the game books and is in the fiction and is definitely a simple handle for what you, a human, can definitely use to describe these nonhumans? you need to stop using that and now use a more complex term that’s probably not as good.’
No, the solution, in my mind, is to come up with a story.
The story of why the beastfolk call themselves the beastfolk.

How To Be: Link (in 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
With Frame Fatales running, I wanted to talk about a character who has a strong presence in speedrunning, and a character that owns a special place in the heart of the community, and a character who helps people feel connected to something.
I figured what better to do, than look at a Link.
Continue Reading →4e: Group Flirts
Sure, let’s call it that, why not. That’s not going to be completely incomprehensible.
The skill challenge represents one of the many pieces of 4th Edition D&D technology that was underappreciated in its time and misunderstood in hindsight. The Skill Challenge was a tool that let the DM run a non-combat encounter with the same kind of group engagement that the game’s combat system normally demanded; it has a failure state represented by eventual failures, but it also serves to let players platform their own choices and express how they do things. Skill Challenges in the simplest form are ‘the group needs to succeed on X possible checks before they fail N possible checks.’ The system isn’t necessarily all that groundbreaking, but the Dungeon Master’s Guide bothered to explicate a bunch of useful, good ideas about their execution.
There are ideas you might realise are fiction first and fail forward in the 4th edition D&D Dungeon Master’s Guide, but they’re not called that, and people don’t seem to remember what these books were like. What skill challenges let you do was explicitly call for a moment when many people are trying things at the same time, and get to negotiate the fiction of what that means, what kinds of things people are doing, and how their skillsets are expressed. It’s a great system, and I wish more people were familiar with skill challenges, especially in how they do something D&D does well (induce and encourage all players to engage with simple rules tools) and patches something it doesn’t tend to do well (encourage spaces of free creative expression).
Continue Reading →How To Be: Inu-Yasha (in 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
Smooch month has rolled around and that means it’s time to, once again, break out the rulebooks and try to find a way to make another Ranma 1/2 character in 4th edition D&D.

The Glimmering Spires of Visente
Cobrin’Seil is a place with culture, a place with languages, a place where people make books and exchange culture and share popular media just like in the real world. Places have their styles and preferences and they absolutely have their own trash. Trash novels, for example, cheaply made on pulpable paper, are traded around in bulk between different cities, and a surprising number of them, the really cheap ones about sleazy sex and dangerous romance? Chances are they deal in the stereotype of the glitzy and hedonistic lifestyles people imagine is common in one of the glimmering cities of Visente (pronounced vy-zent).

This is going to be a nation write-up! If you want to read the structure, and how it’s to be used, here’s the link to the structure. I did use some resources to help me build this and get over the things I find the most difficult. Particularly, I punched ‘random city name generator’ into duckduckgo and got this link, and the art that informed the concept is from the Streets of New Capenna set from Magic: The Gathering.
Continue Reading →3e: The Beauhort
Back in 3rd edition Dungeons And Dragons there were a lot of problems in character building, but I dedicate special attention to those that pushed players making reasonable, desireable choices into things that made the game strain. It was super easy to make an overpowered cleric or druid if you just looked at what they could do. It was easy to snap the game in half with the Spelldancer, just doing what the class suggested you do. It was easy to buy into a class fantasy that stranded you unable to confront the challenges the game had.
And if you wanted to pick up a boyfriend in-game, there was an obvious and available way that kinda made the game buckle a bit — just take the feat Leadership.
Continue Reading →Game Pile: The Romances of Baldur’s Gate 2
4e: Distributing Abilities
Ability scores in Dungeons & Dragons are one of the game’s many mechanical systems that float atop a liquid surface of questionable justifications. They’re a perfectly serviceable set of dials to use to define a character, they do a job and they create a lot of thematic hooks you can use, but also, under the hood, they are not sensible at all, and part of where they get unsensible is where you try to treat them as strictly representational depictions of a coherent measurable reality.
Which is a problem.
Continue Reading →How To Be: Cyclops (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
I’m always left wondering, month to month if I can come up with an interesting example for How To Be, where I wonder when I’m going to feel like I’m running out of options. For GDQ I was considering a list of ‘speedrunning iconic characters considered, then rejected the entire list because I realised that, once again, I could imagine a way to represent that character, a way to capture the essence. Plus, there’s always different veins of narrative, different types of stories to consider like this.
A long time ago, when I first started playing RPGs, a friend (hi BigAngry) said to me, the thing with RPGs is that once you play in them you’ll notice the way that literally every single piece of fan media presents you a list of toys, things you can always look at, then point to and say ‘I want that.’
And I thought about another friend who doesn’t care about RPGs, and I thought: Yeah. Let’s do Cyclops.

The Circle Highway in Dal Raeda
Okay, hit the ground running fast: In Cobrin’Seil, I had a quandrary to solve. I knew that Dal Raeda (Big Irish-like Empire) has a section of the King’s Highway in it. This presented a problem, because Dal Raeda is a peninsula, and to have the highway in it would require that highway to connect two parts of the Eresh Protectorates. That meant the only options are:
- The Eresh Protectorate don’t build their highways between their cities and might build one into Dal Raeda for convenience, which I didn’t like
- There’s an Eresh Protectorate city inside Dal Raeda, which would be politically surprising

What follows here is the story that flows from addressing that question and thinking in terms of how pieces of infrastructure get built and maintained.
Continue Reading →3e: Haste!
Oh boy you know what’s the most broken spell available in 3rd edition D&D well now you mention it it’s a contentious slot because there are a lot of spells that are really, really broken and third edition had a lot of them flying around but when it got broken you kind of had to start in the core rulebook and see the things that you’d wind up seeing used all the time and nothing was really ever going to wind up being as broken as this one it’s haste it’s haste look it’s obvious I’m talking about haste haste was so very goddamn broken in third edition D&D.

The How To Be Covers of 2022
Once more we make our way to an end of a year, and I take an opportunity to reflect on my monthly How To Be articles. Or really, I show you all the covers again because I’m really proud of them, in part because they’re funny and in part because I worked hard on little details and you will appreciate them.
Continue Reading →How To Be: The Very Best, Like No-one Ever Was (Dun Dun D-Dun) (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
You know, it might just be because I’ve been thinking about pets and subordinate characters, what if the inspiration for your character in a 4e campaign is being someone who has for some reason, a monster that works at their side? What kind of character can produce monsters out of nowhere – like they can just pull them out of their pocket?

Beholders and Asari Reproduce The Same Way
I mean depending on the edition of D&D.
Content Warning: I talk about the reproduction of aliens and monsters!
Continue Reading →4e: Building Organisations
Organisations are one of those things that most editions of D&D have but they all seem to have weird ideas about how to relate to them. In 3rd edition, for example, a lot of organisations had you spending feats to learn specific mechanical options that marked you as a member of that organisation. This led to a lot of killer feats but also meant that if you didn’t have a feat slot to spare, there was no reason to care about these organisations.

I’ve been thinking about organisations, especially in my campaign setting, because I do keep using ‘people choosing to arrange things’ as an important part of the cultural landscape. For this reason I’ve been thinking about ways to represent organisations that people can join at any time without it consuming a limited number of player build slots. Themes and Paragon paths are fine – but what if you want to be a member of the church of Amaunator without being a Morninglord?
Continue Reading →A Giant Paradigm
I’ve talked about the Goblin and Kobold cultures in the context of Cobrin’Seil, and done some fairly deep delves into what I think of as the framing context of the other player character options, but the thing is, when you start looking at these cultures as like, cultures, you kind of run into a problem.

See, like if Goblins and Kobolds and Orcs merit that deeper context, then that kind of brings up the question of what about gnolls? What about grimlocks? What about derros, and tareks and hobgoblins and bugbears and shifters and duergars and bladelings and —
Continue Reading →3.5: The Supermount!
Hey, do you wanna be agile, hostile, and mobile in 3.5 and play a character whose primary and major ability is engaging in melee combat and not casting spells?
Let’s talk about the Supermount!
Continue Reading →