Practical DM & player strategy for D&D and fantasy RPGs. Join veteran storytellers Ang and Jared as these friends explore GM craft, worldbuilding, and how to run your best game.
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Practical DM & player strategy for D&D and fantasy RPGs. Join veteran storytellers Ang and Jared as these friends explore GM craft, worldbuilding, and how to run your best game.
Welcome to THAC0 . . . with Advantage! We’re two friends that have been playing D&D a long time. While we both love lots of other RPGs, D&D cast Guards and Wards and it makes it really hard to leave.
Now that we’ve talked about what living in a dungeon is like, this time around we’re going to look at how to design a dungeon that doesn’t eat up your life for months at a time. We’re going to look at five room dungeons, and how to use them in your games. Make those rooms count.
Saving Throw categories have changed a bit over time in D&D. Instead of saves based on ability scores, the saving throw categories were obviously logical Death Rays and Poison, Wands, Turn to Stone, Dragon’s Breath, and Spells and Staffs. This certainly didn’t lead to long discussions at the table about what happens if a wand casts a spell, or a spell creates a death ray, or a dragon’s breath causes petrification. Thank goodness we never get confused of what saves are logical now.
THAC0 with Advantage
Practical DM & player strategy for D&D and fantasy RPGs. Join veteran storytellers Ang and Jared as these friends explore GM craft, worldbuilding, and how to run your best game.