#D&D rules

The Doctor’s Handbook

The Doctor’s Handbook 5333 3000 Feather Mind Tricks

What is it? 

The Doctor’s Handbook is a supplemental rulebook for Dungeons and Dragons, which adds a new class, lore, and a simple wound management system. The intention of the book is to look into some areas of the game that are currently underrepresented and give those areas some love by trying out new and innovative ways to play your character. Lastly, the book is meant to work together with Crit Cards, but can also function as a standalone.

What’s inside the book?

Inside the book you will find lore on all of our new doctor subclasses and the Doctor’s guild, which is the foundation of all certified doctors. The Doctors’ Guild also oversees the Guild Emporium; a place for all doctors to purchase upgrades to their gear and practice. The Guild Emporium often ends up being the doctors primary source for getting upgrades, since their needs are so unique. 

Inside the book you will find lore on all of our new doctor subclasses and the Doctor’s guild, which is the foundation of all certified doctors. The Doctors’ Guild also oversees the Guild Emporium; a place for all doctors to purchase upgrades to their gear and practice. The Guild Emporium often ends up being the doctors primary source for getting upgrades, since their needs are so unique. 

The book will, of course, also include rules for the doctor class as a playable class and a non-playable class. The doctor class has a unique and new playstyle that also has rules for starting a doctor’s practice. Each doctor subclass has their own specialized practice which adds to the roleplaying experience, and gives you other interesting boons. With their Guild provided bag, doctors can bring their practice with them on adventures. This is possible because the doctor’s bag has an extra dimensional space inside the lower compartment that functions as the doctor’s practice. 

The book contains a lot more, such as sample background stories for each subclass, and simple rules on how to manage sickness, diseases, and infections, especially in relation to Crit Cards wounds. Speaking of Crit Cards, the book will also provide interesting and amusing suggestions on how to ameliorate the damage caused by the cards. Lost a hand?!? No worries, the blacksmith can fix you up with something good. Depending on your budget, of course. 

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Doctor’s Handbook, Subclass Reveal and Kickstarter launch 

Doctor’s Handbook, Subclass Reveal and Kickstarter launch  2000 889 Feather Mind Tricks

Kickstarter Launch

It’s been a brief while since our last newsletter, but don’t worry, we’ve been busy! 

Initially, we were aiming for a launch before the holidays, but getting the prototypes in order has proven to be cumbersome and take longer than expected. However, it’s getting colder and the holidays are now just around the corner, and to mimic trained strategists we have decided to postpone the launch till after the holidays. To give a little space for everyone to bounce back after the holiday festivities, and to make sure that we have all of our products exactly as we want them to be, we have decided to launch in late February. A set date will come with our next newsletter. 

Subclass reveal:

The Witch Doctor

The doctor’s handbook is coming along really well, and will in itself feature a whole element currently overlooked in most DnD games. The book will take the outcomes and rules of the Crit Cards and add simple ways to control infection and offer interesting suggestions to ameliorate the damage caused. Most recently, we have been working on a Doctor subclass, the Witch Doctor. Being grounded in the spiritual, the Witch Doctor stands out when compared to other doctors. Nevertheless, this doctor’s methods have proven effective and hold capabilities far beyond the healing of a wound. This awesome doctor is illustrated by Jacob Carson.

Crit Cards

With the cards we are getting to the point where we are ready for launch. We have the first good number of illustrations done and ready for the Kickstarter. We have also completed the final design and style of the cards, check them out below. One goal with the card design has been to avoid using any text to ensure the ability of a versatile use, and, of course, to show off the beautiful illustrations made by Jacob Carson. The cards will come with a pamphlet of rules that refer to each card, and these rules will also be readily available elsewhere on our products. As these words are being written, we are waiting for a prototype of the cards and some other products to be shipped, and we are very excited!

Until next post!

Feather Mind Tricks 

One D&D – NPC Critical Hit Rule Changes

One D&D – NPC Critical Hit Rule Changes 2560 962 Feather Mind Tricks

Changes are coming to D&D with the upcoming version, One D&D.

This blog will be discussing one change in particular, which is the removal of NPC’s (Non Player Character) critical hits from weapon attacks.

The current rule in D&D 5e, is that whenever ANYONE rolls a 20 on a 20 side dice for a weapon attack, the attack is a critical hit. A critical hit means that every dice you roll to do damage, you roll twice and add the amount. Thus delivering substantial more damage than would otherwise be the case.

The new proposed change is that anyone who isn’t PC (Player Character (an actual person)) no longer can deal critical hit damage. This means that any monsters or others controlled by the DM won’t gain any bonus by rolling a 20. Therefore, leaving everyone with a flat feeling when an NPC rolls a 20.

I’m straight up not a fan of this change, I believe it’s a step in the wrong direction where players feel even more safe doing combat, which definitely won’t make combat more exciting.

It has been said by the company Wizards (makers of D&D) reason for this change is to get rid of the random extra damage that will have the potential to kill players, even when the DM did’t mean for it. I do understand the need for the DM to have at least a bit more control when it gets down to those fights that’s really close to a TPK (total party kill). However, I believe that this could be done in a better way.

The company Wizards has also stated that the NPC’s won’t become weaker even though they are removing critical hits from the game, because they will beef up some of the NPC abilities. Instead of just beefing up the damage of NPCs’ to mitigate what they took from them, a solution could be implementation of a system that makes combat more fun and where combat is actually dangerous to your character. Far more than what a simple long rest can heal.

Our solution

In my D&D group we have implemented a system we call Crit Cards. Whenever a player receives a critical hit, he or she draws a Crit Card which depicts what happens to the player. We have enjoyed using these cards so much that we wan’t others to have the opportunity as well!

We are soon launching a Kickstarter where we hope to make this product, as well as a Doctor’s Handbook so that you may create your very own Doctor class. Check out the image link below to find out more!

Cheers!

The Complete Guide to DM Screens and How They Can Help Your D&D Sessions

The Complete Guide to DM Screens and How They Can Help Your D&D Sessions 2560 747 admin

What is a DM Screen and How Does it Actually Work?

A DM Screen is a tabletop gaming accessory that is used to help the Dungeon master, or DM, run the game. It provides a surface for them to place their maps and notes, and also helps them keep track of initiative and other information.

There are many different types of screens available on the market today. The most common type of screen has a fold-out board with an attached tray for holding miniatures and other game pieces. There are also screens that have a flat surface which can be used for drawing maps or as a dry-erase board.

What are the Advantages of Using a DM Screen?

DM screens are helpful for roleplaying games. DM screens are usually a sheet of hard paper that is placed in front of the DM. They provide a space to organize notes, have all information at hand, and help with game mechanics.

DM screens can be used for other purposes as well. They can be used as a cheat sheet for any game that requires a lot of information to be taken into account. Most importantly, they will hide all of the DM’s secret rolls and notes for the players.

Some DM’s prefer not to use a DM screen, I will on the other hand always use one. Mostly it is only so I can keep some hidden notes, tracking monsters HP and stuff. I do like to do most of my DM rolls out on the table for everyone to see, that way there is never any question of whether the DM is fiddling with the dice. If they die, they die..

In my mind the biggest asset of having a DM Screen, is not because I wanna hide something from the players, but rather it is because it brings the right feel to the game I want to play. The feeling of something mysterious is going on. The DM Screen is kind of a hallmark of the role playing games. When people see the screen, they all know what’s about to happen!

What Qualities Should a Good DMs Screen Have?

A DM screen should be large enough to provide a player with the necessary information. It should split up the information into separate panels, so that players can focus on one panel at a time.

Some DM screens have four panels, others only three. Which one best suits your needs, may depend on how much stuff you have to keep out of the players sight, and of course, how big your gaming table is. I do prefer the four panel screens though, and not too tall, I want to be able to look over the screen and see the gaming table of course!

Do you have a go to DM screen? Please let us know which ones below. We are always on the lookout for new DM screens! 

Cheers!