Blog of Holding
DnD Tips & Tricks
How Much Prep Time Do I Need to Run a Game of D&D?
With the right adventure, you can sit down and run a game of D&D with zero preparation. That said, the experience at the table is always a little better with a few minutes of background, and ten minutes is plenty.
Do I need experience to be a Dungeon Master for my kids?
If the idea of being the "Dungeon Master" sounds intimidating, you're not alone. A lot of parents picture thick rulebooks, complicated math, and years of practice. Here's the reassuring truth: none of that is required to give your family a great time at the table
Magical Potions
Magical potions are a common type of dungeoneering equipment. They are a great tool for giving your players a temporary power boost, letting them explore weird and wondrous magical effects, and adding occasional silliness to an encounter. All potions are single-use magic items. That means that an adventurer can use them only once.
What is the best age to start playing Dungeons & Dragons?
The sweet spot for kids to start playing D&D is 8 to 10 years old, when most children can follow a story, take turns, and make choices on their own. But younger kids can absolutely join the fun. With simplified, kid-friendly adventures, children as young as 5 have a blast playing alongside an older sibling or a parent as the Dungeon Master. The only real requirement is imagination.
If your child loves making up stories, pretending, or asking "what happens next?", they're ready to start. And even before they roll their first die, many of our families simply read the adventure books together and invent their own stories, which makes D&D a wonderful gateway into reading.
Roleplaying Charm
One challenging aspect of DnD is roleplaying a magical effect called Charm. Charm refers to a group of magical effects, most commonly encountered by our adventurers as a monster’s special ability or the first-level spell “Charm Person”.
How to Manage the Spooky Stuff
Some people revel in grisly monsters, while others find high-stress imagery a bit too visceral. Neither is wrong! But as the DM, you have to be the thermostat for the room. Here’s how we keep the table safe and fun for everyone!
The Paralyzed Condition
The DnD rules include a wide range of circumstances that will affect a character’s abilities and actions. These are called CONDITIONS.
Ability Checks in Roleplaying
One of the best parts of DnD is interacting with the world, especially its characters
A Long Rest
For adventurers, there are many ways to heal: spells, potions, and magic items. But nothing beats a good night’s sleep.
The Last Place You Looked
The rulebook, the laws of physics, and the text of an adventure can all get tossed out the window if it means that everyone has more fun!
Advantage Doesn’t Stack
Advantage is a simple rule that describes when a player has the upper hand on a roll. Has a fighter positioned themselves perfectly for a swing with their axe? Roll with Advantage! A Wizard has been trying to puzzle out an ancient magical lock, but now they have the instructions? Roll with Advantage!
Managing Non-Player Characters
Managing NPCs is key to running a game that feels rich and alive. It can also be a challenge for Game Masters. Download our NPC tracker!
Attempting Ability and Skill Checks
The text of an adventure will often require players to attempt an Ability Check. It will look like this: ABILITY (Skill) of # or higher
Riding a Horse
Traveling long distances over land can be slow going for adventurers in DnD.
Turning Undead
The ability to “Turn Undead” is a legendary ability of Clerics. At higher levels, Clerics have been known to turn entire armies of Skeletons to dust with a wave of their hand.
Resistance
RESISTANCE is a magical ability to become partially invulnerable to a certain type of damage. Natural abilities, spells, and potions are common causes of Resistance.
Retrying an Ability Check
One of your players has attempted and failed an Ability Check - picking a lock, persuading a shopkeeper, reading an ancient manuscript. “Can’t I just try again?” What’s to stop your player from retrying an Ability Check every turn until they succeed?
Restrained
Once in a while, your players will find themselves stuck. Chained up? Gummed in webs? Tangled in magical briars? They have a condition called “Restrained” and this is what it means for an adventurer:
Silver, Gold, and Platinum
Gleefully looting monsters and pillaging treasure hoards are the primary joys of adventuring life. But before you wade into that swimming pool of Gold coins, it might be worth understanding what everything is worth. And, um, how do I carry all this?