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- š¦You might like D&D even more.
š¦You might like D&D even more.
Take it from a skeptic.
Hail, adventurers!
SaĆŗl the Bard here.
Allow me to break the news to youā¦
Irene isnāt here today; sheās really swamped.
Oh, what a tragedyā¦
But fear not!
If you want her, oh Great Sorceress!, oh Archdeacon of Role-Playing!, to bless you with her presence, you can make it happen.
Tomorrow and the day after, at Japan Weekend in Alicante.
And since sheās not aroundā¦
PARTY!
Alright, Iām going to let loose a little.
Iām going to tell you something sheās not going to be too happy about.
Itāll be our secret, okay?
The truth isā¦
I donāt really like Dungeons & Dragons that much.
Actually, I donāt like it much at all.
(Did I really say that?!)
However, as a player in her game, Irene has managed to make me enjoy it a ton, even though Iām not a big fan of the system.
Want to know how?
Well, by using three tools Iām going to tell you about next. And the last one requires zero effort on your part.
Donāt let rules get in the way of fun

This phrase appears inside all our screens
We love the style of play that Critical Role has popularized. You know, being āmedieval fantasy superheroesā who live out dramatic stories and overcome challenges with flair.
Itās not that plans never go wrong. In fact, sometimes they have disastrous consequences. Itās more that the adventureās focus is centered on drama and exploration rather than survival, which is what happened in the original editions of D&D.
There are some D&D rules that still have that survival-game vibe (physical spell materials, Iām looking at you).
You know what we do at our table?
Screw them.
We donāt let the rules get in the way of our fun.
In the end, everyone plays homebrew in some way. But āhomebrewā is just a cool word for: Iām making up the rules so I like them better.
Since we really love narrative experiences, we have sessions where we barely roll dice, resolving everything through conversation and exploration. Thatās what helps us immerse ourselves in the world.
In your group, it might be the opposite, and you might not enjoy anything as much as a good fight. Donāt hesitate to adapt the rules to fit your playstyle.
And speaking of combatā¦
Combats are too long
One of the most common complaints you hear when people talk about D&D is that battles drag on too long. Too many turns, too many enemies, players who donāt know what to do when itās their turn or canāt remember the rulesā¦
Set a timer.
I mean, I donāt want you to grab that little egg-shaped timer you have in the kitchen.

We had this eggplant, but it broke during the move.
What I mean is, if you want to make combat more interesting, there needs to be something at stake. Something that, after X turns or rounds, will be lost or have consequences.
For example: A person they have to protect, an enemy they have to stop from escaping while he hounds them with his minions, a ritual that requires specific actions during combat to stop itā¦
This completely changes the gameplay experience, shifting from āletās see when we can finish off this horde of enemiesā to āIām going to go all out to steal the Crown of Chaos and get the heck out of here.ā
Combat where the goal is simply to kill all the enemies tends to be the least interesting⦠and the hardest to balance.
Okay, but weāre left with a problem. Those players who donāt know what to do on their turn, who donāt remember the rulesā¦
Make the rules accessible
I'm the typical guy who says, āI'm going to plan my turn,ā gets overwhelmed by all the options, and then, when I finally try to put it into practice, realize I've miscalculated my move and have to start all over.
So I start flipping through the rulebook: What does it mean to be āproneā? How do I use āgrappleā? How much does it cost to move through difficult terrain? Can I pass a potion to you with my bonus action, or is it with my main action?
Iāve been flipping through the book for five minutes straight and still havenāt found all the answers.
So yeah, letās be honest: Iām one of the main reasons Irene created her DM Sheets.

She has a copy for herself inside the screen, but she places another one in the center of the table, accessible to everyone.
I only have to look at four pages, and thereās everything I need. My brain and my nerves are grateful, and so is the pace of the game.
If you want to save yourself from having to explain to your players what their spellās AC is for the umpteenth time, you can get the printable PDF below.
Successful quests and better rolls!
š¦Irene the Wizard
š¦SaĆŗl the Bard
P.S.: If you're more into that survival-based D&D with vulnerable characters, I recommend checking out the Old School Renaissance (OSR).
P.P.S.: I think six euros is well worth it to save yourself from having to explain how reactions work again. Here.