5e is wrong about Charisma, part 2

This post is (obviously) a follow-up to 5e is wrong about Charisma. If you haven’t read that post, this post is going to confuse you. If you aren’t familiar with Dungeons & Dragons, or what a roleplaying game is, or what saving throws are, this might be a bit of a stretch.

I haven’t dug deeper into the abilities of various monsters here. I have gone through every spell in the 2014 Player Handbook (PHB) which targets a mental saving throw. That means any spell that requires an Intelligence (INT), Wisdom (WIS), or Charisma (CHA) save. I’ve laid out a table with the spell names (sorted by level, alphabetized), what the original / current saving throw is, and what saving throw I suggest. Where further expansion on my thinking seems necessary, I’ve added notes below the table.

I’ve also laid out my thinking about what the mental attributes represent in their respective saving throws. Strangely the 2014 PHB doesn’t lay out much guidance on this front. The relevant pages are p179 and p205 PHB, and both entries are quite short. The pages preceding p179 are useful for descriptions of attributes, but they run afoul of my gripes aired in my previous post. The 2014 Dungeon Master Guide (DMG) has better guidance in a table on p238, but it seems clear (from comparing that table to the required saving throws of many 5e spells) that many of 5e’s spells from the 2014 PHB only loosely follow the guidance on that page.

So… what are the underlying principles that I’m trying to follow?

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Grumping about DungeonWorld, 9/17/26

I have a problem. I grumble nearly every time I think about DungeonWorld. It’s gotten worse, and I’m at risk of full blown curmudgeon-itis.

I have to talk about D&D first. For better AND for worse, D&D remains most people’s touchstone for roleplaying games. DungeonWorld isn’t D&D, but obviously looks and sounds like it should be similar. Based on my recent conversations with newer explorers of the hobby, DungeonWorld is the not-D&D game that they are most likely to have tried. Those who aren’t exploring lots of different RPG systems will try out D&D, look at DungeonWorld… and then often go back to D&D. Whenever I hear that, I feel disappointed—not with them, but with how much better DW could have been.

Maybe my sample group is weird. That’s totally possible.

DungeonWorld (DW) is the Powered-by-the-Apocalypse (PbtA) game that I like the least. That has been true for a long while. This opinion pre-existed and is totally distinct from my thoughts about Adam Koebel (here’s some now-old news on that front). Maybe I’ll talk about that drama some other day, but probably not.

I’ve had fun playing DW. I’ve had fun running it. Heck, I ran it during its playtest and had a delight with my friends. Back then D&D’s 4th edition was still au courant, with its Daily, Encounter, and At-Will powers for every character class and its clearly MMO-inspired design. In retrospect I do like how D&D 4e worked as a tactical puzzle game, but DungeonWorld felt like a much-needed alternative. It was a game that felt D&D-ish and which didn’t assume everyone needed a tactical map to play their tabletop RPG.

I still really like the ways in which DungeonWorld encouraged the GM and players to all collaborate on the narrative and the setting. This wasn’t unique to DW: PbtA games regularly played around with more-collaborative systems. But DW had explicit mechanics by which players could contribute. That plus a great set of players led to The Underwatch, one of my favorite campaigns that I’ve run.

No, my problem with DungeonWorld is a personal gripe that I don’t expect others to share—and which I fervently want to convince you is correct:

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No more bland-aids: make your Clerics interesting

Hot take: clerics in D&D 5e feel like the blandest superheroes. Without a clear relationship with a greater power or a faith, it’s easy for them to float in the narrative void like a cornucopia of bandaids. The solution lies in placing more expectations on them, constraining them, and giving them a deeper connection with the story’s world and whatever they serve.

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