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Advice and guidance to D&D players and Dungeon Masters for more effective, efficient and enjoyable combat.

Become an Expert D&D Player

Being a D&D player is easy. Being a good D&D player takes just a small amount of effort and practice. The only thing required to being a great D&D player is a bit of thought, care, and remembering the lessons of countless players who have gone before you.

In this article, I provide a collection of 44 bits of sage advice based on my many years as a dungeon master and as a player to help you take your D&D game to the next level.

Before I begin, note that some of this advice is a wee bit more applicable to old-school D&D play, but most of it applies regardless of what edition you’re playing.

Also, some of it will depend on the DM running the game and particular table rules with your party. For example, in one piece of advice I talk about keeping an eye on rations and torches, but not all tables worry about those details.

Combat

  1. Not all combat needs to end in the destruction of your foe in order to gain experience points. Especially for low-level characters with few hit points, combat is very risky and even the smallest monster can kill you. Consider other ways around a confrontation, including parley, stealth, and bribes. If combat ensues and you decide to flee, remember that many monsters will halt pursuit for shiny things, such as a few coins dropped on the ground, or food. If you find a clever way to end combat or avoid it altogether, your DM may award partial or full experience points as if you had killed the monster outright.
  2. In combat, tactical positioning and movement matters. Don’t just think about the location of your own character. Think about how your position impacts the effectiveness and limitations of the rest of your party as well as area-of-effect spells and abilities.
  3. Use terrain and obstacles to your advantage, especially during ranged combat. Use cover when possible.
  4. Pick up used arrows after a combat. You may need them later. A rule we use at my table is 80% of all arrows retrieved are re-usable, the others are broken or lost.
  5. Spell casters must remain still and be able to speak in order to cast their spells, at least for spells that require concentration.
  6. When your party encounters a monster, it’s possible for both sides to be surprised. If only one side is surprised, the other side gets a free round to act before initiative is rolled.
  7. Pay attention to the order of combat and think ahead. Be ready when it’s your turn to act to make the overall encounter smooth and efficient. Everyone at the table appreciates players who are organized and paying attention to the action.
  8. The enemy of your enemy may be your friend. Sometimes you can motivate intelligent (or hungry, etc.) monsters to attack each other instead of attacking you.

Experience, Treasure

  1. Jewelry, gems and magic items are worth more and weigh less than coins. Even if your table doesn’t track encumbrance, it’s not feasible for a halfling to carry 200 pounds of coins in their pack.
  2. Every 10 coins weigh one pound regardless of metal type (copper, silver, gold, etc.)
  3. Depending on your table rules, death is usually final. At the very least it’s quite inconvenient. It’s better to pick your battles, conserve your resources (especially hit points) or run away to fight again another day. However, sometimes bold action is what’s called for. Smart players consider the circumstances and know what gives them the best odds to accomplish their goals while surviving the experience. (Dead characters don’t earn experience points.)
  4. Don’t waste time on meaningless or trivial distractions. Ask questions, use what you know, and do your best to discern what matters and what doesn’t.

I talk about this in one of my videos, “5 Ways Players and DMs Sabotage Their D&D Game (and How to Fix It)”, and how it can sabotage your D&D game.

Exploration & Smart Adventuring

  1. You will very rarely find what is hidden if you don’t tell the DM that you are searching for it. Don’t rely solely passive perception checks.
  2. If the DM says you don’t find a trap or secret door, that doesn’t necessarily mean there isn’t a trap or secret door present.
  3. Draw a map as you explore a dungeon. It doesn’t have to be specifically accurate, but must be able to lead you back out to the surface to safety. It can also give clues about unexplored areas that may be hidden behind secret doors.
  4. Over-arguing about things in the dungeon draws the attention of wandering monsters. Wandering monsters sap your resources (hit points, spells, arrows, etc.) and rarely have any treasure.
  5. Being able to creatively and constructively solve problems with efficient solutions is the greatest skill a player can have, and it’s far more valuable than anything carried or specified on a character sheet.
  6. The DM often drops hints about things of value, but not everything they say is significant or a clue. Explore and investigate your surroundings. Put things in context with other bits of information to discern what is important. Think like a detective at a crime scene by gathering evidence and piecing it together to form a plan.
  7. The character with the highest charisma score should conduct all negotiations with NPCs on the party’s behalf.
  8. Most henchmen won’t consider going on an adventure-for-hire with you if you don’t buy them a drink first.
  9. Some difficult physical tasks that require great strength, such as opening a stuck door or lifting a portcullis, can only be accomplished through the combined effort of two (or more) characters.
  10. Mirrors require a light source to work, and darkvision does not apply. In fact, it’s not possible to read in the dark or discern colors using darkvision alone.
  11. A nearby torch or other heat source will prevent darkvision from working.
  12. If you are using a torch or lantern, any creature with darkvision will likely see you long before you see them.
  13. You can become lost (and not realize it) when traveling outdoors unless you are following a known road or trail, or following a skilled guide.

Equipment

  1. Oil can be one of the most versatile items you can carry.
  2. Running out of food or water can kill you. Running out of torches or lantern oil is really inconvenient and makes getting out of a dungeon very dangerous, even if you have party members with darkvision.
  3. Every party should have at least one 50-foot rope among their combined equipment.
  4. Not every character must carry duplicate gear. Consider the gear the party needs as a whole and distribute it in a logical manner.
  5. Iron spikes and a mallet or hammer can be very useful and versatile. They can be used to wedge a door shut (or open), secure a rope, or even to create pegs on a wall or other vertical surface to facilitate scaling up, down or across that surface. (Hint: You can toss a few iron spikes to distract a rust monster.)

Magic items, etc.

  1. Some magic items, especially magic armor and weapons, can be cursed. You won’t discover the cursed nature until you attempt to use the item in actual combat (simply holding it or trying it on won’t reveal the curse). You may potentially be able to pay a high-level magic user or cleric to investigate the item.
  2. Some magic items, such as wands, have a finite number of uses (called charges). You can’t learn how many charges are loaded into the item without paying a high-level magic user or cleric to inspect it.

Monsters

  1. The undead move silently. Think about this when listening at doors, etc.
  2. You are listening at doors before you try to open them, right?
  3. There are many monsters that suffer penalties when fighting in full daylight.
  4. Many spells that affect the mind, such as charm or sleep, do not affect undead. Poison doesn’t, either.
  5. You can often communicate, at least at some level, with many different types of monsters. This can avoid deadly and costly combat and may lead you in beneficial directions you may not have expected.
  6. Monsters, especially those that operate in groups like orcs, goblins, kobolds and hobgoblins, will use tactics, strategy, and lessons learned to improve the effectiveness of their defenses and methods of attack.

Miscellaneous

  1. Making choices and engaging in behavior that is counter to your character’s alignment can have serious consequences, especially for certain classes like clerics, druids, and paladins.
  2. In the end, nobody likes a murder hobo unless everybody around your table likes being murder hobos.
  3. You can give advice or your opinion to other players, but every player has the right to make their own decisions for what their character does or says.
  4. Being a jerk to other players and then claiming “That’s what my character would do” is no excuse.
  5. Take a shower. Gamer funk doesn’t count as value-added ambience.
  6. A good Dungeon Master isn’t your enemy and they aren’t out to kill you, but that doesn’t mean they won’t present difficult challenges to your party or play monsters to their fullest ability. The DM is likely hoping you succeed, but the good ones are impartial referees, and you as a player should see them in that light.

20 Must-have Changes for Players & DMs (+5 Weird Ones)

In this article I’m going to discuss our problems. No, not those, I’m talking about our problems around the D&D table. Players have habits the DM wished they’d break, and DM’s have certain behaviors that players would rather do without.

So, this is a ranked-list article of the top 10 things DM’s wish players would change, and the top 10 things players wished DM’s would change. Plus, be sure to read to the end for a special list of 5 things all of us would rather do without at the D&D table.

Here goes.

PART 1: 10 Things Players wish DMs would change

To begin, here is my list of 10 things Players wish DMs would change.

10. Be Transparent About Homebrew Rules

Players love creativity in their DMs, but don’t let house rules be a surprise mid-combat. Set expectations early so no one feels blindsided. Remember, creativity is good. Random and arbitrary is not.

9. Give Everyone a Spotlight

Most players want at least one moment to shine. Pay attention when you see a player fading into the background or never getting a chance for their character to really do their thang. This is especially important if a character gets a cool magic item or weapon — give them an opportunity to use it.

8. Say “Yes, and…” More Often

When players come up with wild or clever solutions, reward that creativity if you can. The answer doesn’t always have to be “There no squeegees in D&D!” See my video, “There are no squeegees in D&D!” to learn what I mean.

Video: "There are no squeegees in D&D!"

7. Build Around Backstories

Players spend time crafting their characters’ histories. Even small nods to those details go a long way if that’s what the player is into. Again, know your players. And players, remember it’s not a requirement that the DM do this, so don’t get butthurt if they don’t author an entire six-month long campaign around the poem your tiefling sorcerer wrote when they were six.

6. Use Session Zeroes

In your session zero, talk about tone, table rules, themes, and preferences before the campaign starts. It sets the whole group up for success. This is an opportunity for everyone to get to know each other better, player and DM alike. It also helps to run a quick 15-30 combat session at the end so everyone gets used to the process.

5. Be Consistent with Rules

If an enemy can disengage and attack in the same turn, let the rogue do it too. Consistency builds trust. Above all, the DM is a referee and everyone expects referees to be fair. Unless you’re a former Major League Umpire and then all your bets are off — except for when you’ve rigged the game, then all your bets are winners.

4. Be Descriptive, Not Just Functional

Describe the feel of a dungeon, not just its layout. The narrative flavor matters as much as the mechanics. I like to describe not only have a setting looks but how it smells, what the temperature feels like and so on. One of my favorites is, “You open the door to the secret chamber and instantly smell what could only be described as an orc’s loin cloth cooked in garlic and shallots with a hint of capers and paprika.”

3. Ask for Player Feedback

Players want to feel heard, even if you don’t actually listen to anything they say. But seriously, a simple “How’s the pacing feel to you all?” mid-arc can open important dialogue. Again, this goes back to knowing and understanding your players, and that requires dialogue and active listening. Also, don’t be thin-skinned. If players are willing to give you constructive feedback, pay attention. That’s much better than the alternative of them just not showing up.

2. Have Fun at the Table

Players love when their DMs laugh, roleplay NPCs with flair, or say “Yes, and…” with the chaos. When the DM is having fun, the players will, too. Above all, be yourself but don’t be afraid to put yourself out there a bit, too. Be open to the moment.

1. Allow Player Agency

Let players make their impact on the world on their terms. Their choices should matter and they should be allowed to make their choices, for good or bad. Don’t railroad the plot in spite of of their choices and actions. The worst is when the DM says, “I can’t let you do that because that’s not how I planned everything.” I made that mistake once and made a whole video about it. “Railroading Killed My D&D Campaign”

Railroading Killed My D&D Campaign

PART 2: 10 Things DMs wish Players Would Change

Okay, now for part two. Players, this one is for you. Here are the top 10 Things Your DM Wishes You’d Change.

10. Meta-Gaming Like You Have Google Brain

Just because you know the monster’s stat block doesn’t mean your character does. Stay in character. Remember the difference between what you know and what your character knows. I will speak from personal experience that this is not always easy to do, but it really does add more than just garlic and paprika-flavoring to the game if you can pull it off.

9. Playing the Lone Wolf

If your character refuses to cooperate with the rest of the party, ask yourself why they’re traveling with a party at all. D&D is cooperative and somewhat democratic storytelling, so don’t deviate too often from the consensus of the group. If you have a cool idea or a different way of doing something, share it with the other players and get their feedback. They might say yes, but remember that no matter how great of a quarterback Justin Herbert may be, he still needs an offensive line that runs the same plays as him.

8. Treating the DM Like the Enemy

This isn’t PvP. The DM isn’t trying to kill your character. In fact, they want you to succeed. If they present challenges to you, there’s usually a reason and a reward. Don’t take it personally and don’t get antagonistic with the referee unless your DM is Dave, in which case he probably really is out to get you.

7. Fighting Over Loot

Please, we beg you … don’t spend 20 minutes arguing over who gets the +1 long sword. Work it out like adventurers, not greedy little toddlers fighting over a cookie. Otherwise you’ll all get sent to bed without any supper.

6. Acting Like a Rules Nazi

There are a LOT of rules in D&D, and DMs have a ton of things to think about and remember during game-play. If they forget a rule or get one wrong, you can bring it up but don’t grind the game to a complete halt over it, especially once the DM has made a ruling on it. There are already too many nazis in the world as it is.

5. Always Choosing Combat

If you attack the guard instead of talking to him just because it’s “faster,” I promise the game gets flatter. Being assigned the title of “Murder Hobo” is not a compliment. I’ve run games with players like this and trust me, it gets old real quick for everyone at the table, not just the DM.

4. Derailing Serious Scenes

Know when to laugh and when to let a scene breathe. Don’t go off on an unrelated tangent in the middle of intense play, especially about real-life stuff. Read the room. Think of it like a play. You wouldn’t want to go into your best Robin Williams impression in the middle of the Diary of Anne Frank.

3. Min-Maxing Without Flavor

Look, power-gaming has its place, but if your character has zero personality, it’s hard to write a story around them. It’s okay if you treat your character as just a collection of optimized stats and gear, because it’s your character and you can play them how you prefer. Just remember that it’s a character sheet, not a spreadsheet.

2. Creating Distractions During Roleplay

Shopping sprees, long tangents and unrelated exploration into areas that are obviously unrelated to the campaign can be cool sometimes and in moderation, but they can stall the session. Know when to rein it in. To add to what I said before, don’t just read the room, read the DM. If they give you very short, curt descriptions of something and they get this little wrinkly scowl on their face when they say, “There’s nothing of interest in the goblin’s obviously empty cauldron,” move on.

And now for our #1 thing DMs wish players would change:

1. Zoning Out Between Turns

Phones, snacks, side chats… it’s okay to disengage for a second, but try to stay present. A good DM will tell you when your character is on deck during combat, but even if they don’t, keep track of what’s transpiring before it’s your turn. You’re part of the story even when you’re not rolling dice.

PART 3: Five Weird Ones

As promised, here is a special list of 5 do’s and don’ts for both players and DMs alike:

5. If you tell your romantic partner that you’re going to stay up all night watching TV because there’s an MTV’s Liquid Television Marathon and they’re going to play all the original Beavis & Butthead episodes, including the original “Frog Baseball” episode, and then your partner asks “Are you sure?” — I suggest you say, “Never mind, I’ll hang out with you instead. What would you like to watch, dear?” Trust me.

4. If you bring chips or other crunchy snacks to the game, please have some courtesy and chew with your mouth closed. That smacking sound makes the rogue roll with disadvantage on their next stealth check.

3. Take a shower this month, whether you think you need one or not. The others around the table will appreciate it. 40 ounces of Axe body spray is not a valid substitute.

2. Not every goblin wants to be your pet. Just because they might fit in your backpack doesn’t mean you get to take them home with you. Goblins have feelings, too.

Finally, number 1:

1. Don’t clip your toenails at the D&D table. Even the half-orc barbarian with 4 charisma thinks that’s gross.

Fix These 3 Things in 5e D&D!

After playing 5e D&D rules since 2016, I have identified three key areas where 5e lags behind old-school rules. Controversial? Maybe. Accurate? You decide. Plus, I list a bonus topic that you definitely want to hear about how 5e compares to 3rd party rules.

Gaming Guide: Combat

Here is some advice and guidance to D&D players and Dungeon Masters for more effective, efficient and enjoyable combat.

Not all combat must end in the destruction of your foe in order to gain experience points. Especially for low-level characters with few hit points, combat is very risky and even the smallest monster can kill you.

Consider other ways around a confrontation, including parley, stealth, and bribes. If combat ensues and you decide to flee, remember that many monsters will halt pursuit for shiny things, a few coins dropped on the ground, or food. If you find a clever way to end combat or avoid it altogether, you may be awarded partial or full experience points by the DM as if you had killed the monster(s) outright.

In combat, positioning and movement matters. Don’t just think about the location of your own character.

Think about how your position impacts the effectiveness and limitations of the rest of your party.

Use terrain and obstacles to your advantage, especially during ranged combat.

Pick up used arrows after a combat. You may need them later.

Spell casters must remain still and be able to speak in order to cast their spells.

When the party encounters a monster, it is possible for both sides to be surprised. If only one side is surprised, the other side gets a free round to act before initiative is rolled.

Pay attention to the order of combat and think ahead. Be ready when it’s your turn to act to make the overall encounter smooth and efficient.

The enemy of your enemy may be your friend. Sometimes you can motivate intelligent (or hungry, etc.) monsters to attack each other instead of attacking you.