Compilation of Sage Advice Segments on the Dragon Talk Podcast

Compilation of Sage Advice Segments on the Dragon Talk Podcast

I really learn a lot by listening to Jeremy Crawford's Sage Advice segments on the D&D Podcast, Dragon Talk. Unfortunately, he's not on very often, and it can be time consuming and irritating trying to find the relevant episodes on the website.

I finally broke down and compiled all episodes with Sage Advice segments for myself, so I thought I'd share the list with you. I'll try to keep this up-to-date. Please let me know if I've missed any.

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Fifth Edition May Be Deadlier Than You Think

Fifth Edition May Be Deadlier Than You Think

We've probably all seen claims by grognards, and even younger DMs, that 5th edition isn't as deadly as D&D was "back in the day". I think this is a statement that may seem true at first glance, but really begins to break down when you analyze it. If you're a DM, and you think this edition is too easy, or not deadly enough, make sure that you're aware of the following rules and permutations. It may be that it's the way you're running the game that's making it too easy, not the design of the game itself.

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Game Master's Roundtable of Doom #6 - A Real Chance of Failure

Game Master's Roundtable of Doom #6 - A Real Chance of Failure

Many of us probably remember the AD&D days when the DM could roll a black dragon on the random encounter table and end a low-level party’s career. The 3rd and 4th editions of the game led some newer players to believe that every encounter should be defeatable and appropriate to their level and capabilities. However, 5th edition has moved away from this structure. We see this mirrored in other games as well. At one end of the spectrum is the style and belief that the PCs should be able to overcome any challenge that comes their way, that challenges should be “appropriate”. On the other end of the spectrum is the syle and belief that the world should be realistic, that every fight shouldn’t be able to be won, and that one of the requisite skills of the game is knowing when to fight and when to run. Where do you, as a GM, fall on this spectrum, and why? Should the PCs always be able to win?

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