Sunday, May 17, 2026

How to Beat (Classic) Dungeons and Dragons

 


Now I know what you are thinking. Surely you cannot “Win” at D&D.
It is an explicitly open-ended game, a sandbox where your character can
accomplish anything within the realms of fiction.

Allow me to enlighten you (or deceive you, gotta watch out for false prophets.)

Classic D&D* is a game about System Mastery, developing your Capabilities and Improvisation.

As a new player, you must first learn the Rules by which the game works. Hit points, Armor, making attacks, spell slots etc. This lets you play the game.

But then you begin to learn the diegetic rules of the game’s fictional world.

Getting ganged up on by Kobolds is bad news, treasure may be cursed, carry a 10ft pole so that pressure plates and other traps don’t ruin your day.

I believe that originally, before the days of Metagaming, players were expected to use their own knowledge to help their characters survive. Perhaps your Level 5 Fighter has never met a Ghost before. But you know what will happen if you go up against one unprepared. So you do the smart thing and run instead of fighting.

To fight a Ghost, your character needs to develop their Capabilities. This enables them to face and defeat in-game challenges and obstacles. To defeat a Werewolf, you need silvered weapons. To beat a Rust Monster, you will need a plan better than “I hit it with my sword.”

Fighters find magical weapons and armor. Magic-Users learn more powerful spells. Thieves become ever more skillful cut-purses and assassins.

The Monsters of D&D attack more than your Hit Points. Wights drain your experience levels, Ghosts age you, Disenchanters ruin your magic items.

The scope of D&D means that you will never have all the capabilities you need for every challenge. You may encounter a Vampire and find yourself without any garlic, mirrors or magical weapons. Perhaps you find a locked door that your Thief cannot open. Or a deep pool of water full of treasure when you cannot Breath Water.

This is where Improvisation comes into play. Fleeing or hiding from the Vampire, forcing the door with crowbars and mechanical advantage and fishing for treasure with a rope and magnet are all solutions which may work. Tactical Infinity means that you will always have an opportunity to change the situation in your favor, however slim the chance.

In conclusion, a player with deep and rich earned Knowledge of the game’s systems and monsters, along with the earned Wisdom of knowing what solutions do and do not work, has essentially “Beaten” Dungeons and Dragons.


And yet, the game is like an ever-opening onion, with layer upon layer. After mastering dungeon-delving, Domain level play awaits, and the player must learn alongside their character how to lead armies and rule a nation. And beyond that, the Immortal level, where they may change to very fabric of reality.

*(By which I mean generally TSR era D&D, AD&D and some OSR offshoots)

Sunday, May 3, 2026

100 Magical Potions

 

100 magical Potions

Lasts 10 minutes unless otherwise stated.

Can be thrown on creatures to affect them.


1. Turn to Glass

2. Burning Head

3. Breath Fire

4. Grow fragile butterfly wings (can hover)

5. Leaping (x3 jump)

6. Anti-Gravity

(unaffected by gravity)

7. Giant’s Strength

8. Luck (Pass next Check automatically)

9. Stamina (+3D6 Dodge)

10. Must Laugh Loudly

11. Turns into a Random Monster,

Being or Beast

12. Grows powerful rabbit ears

13. Insomnia (24 hours)

14. Immortality (Permanent)

15. Sleep (Strength Check or fall asleep)

16. Formless

(Can stretch like gum, attacks are Impaired)

17. Immune to Fire and Smoke

18. Fear of The Sun

19. Fear of Fingers

20. Compulsive Lying

21. Temporary Amnesia

22. Wall Crawling

23. Speak With Animals

24. Animal Hatred (Towards you)

25. Become Invisible

26. Must speak the Truth

27. Blindness

28. Deafness

29. Shrink (1/12 size)

30. Grow (Triple Size)

31. Become Werewolf (Strength 18, immune to everything except silver)

32. Rusting

(Everything you touch rusts)

33. Regeneration

(+1 Strength every on your turn)

34. Animal Friendship

35. Speak with Plants

36. Extra Arm (Permanent)

37. Extremely Gullible

38. Read Languages

39. Become your character’s favorite animal

40. True Sight

41. Breathe Water

42. Telepathy

43. Telekinesis

44. Pyrokinesis (2D6 Armor Piercing damage)

45. Detect Thoughts

46. Healing (+2D3 Strength)

47. Restoration (Regain all Statistics, cures poison and disease)

48. Paralysis (Strength Check to resist)

49. Invulnerability

50. Summon Random Monster, Being or Beast

51. Intangibility (Passes through everything)

52. Poison (Lose 3D6 Strength)

53. Flying

54. Web Spinning

55. Light (You glow like a torch)

56. Haste (Take two turns in combat)

57. Hair Growth (1ft on your turn)

58. Breath Spores (1D6 Armor Piercing damage)

59. Shattering Shout

6 0. Become 10x as heavy

6 1. Enlightenment (Permanent +1 Maximum Will/Int)

62. Empowerment (Permanent +1 Maximum Strength)

63. Nimbleness (Permanent +1 Maximum Dexterity)

64. Stink (Like any smell you choose)

65. Fangs (Magical 1D6+1 Natural Weapon)

66. Eagle Splendor (+2 to Will/Charisma)

67. Protection from Missiles

68. Astral Projection

69. Ironskin (+2 to Armor/AC)

70. Fog Form (Can fit through cracks, blown by the wind)

71. Voice Mimicry

72. Lose Voice

73. Can only speak an animal language (Player chooses which)

74. Animal Senses (Player chooses animal)

75. Obedience (To first creature you see)

76. Delusion
(Roll again to determine which potion you believe you drank)

77. Feeblemind (Will/Int becomes 1)

78. Hallucinations

79. Vampirism (Heal 1D6 from drinking fresh blood. 
Drink some or lose 1D6 Strength)

80. Levitation

81. Slipperiness (Cannot be grabbed or bound. 2/6 chance of dropping something under stress.)

82. Focus (Your next attack deals maximum damage automatically)

83. You become two-dimensional for one scene.
Take only 1 damage from piercing attacks.

84. Stuttering/Lisping

(Cannot cast spells)

85. Disguise Self

(As someone you have seen)

86. Chameleon Camouflage

87. Aging (2D10 years, if over 70, Strength Check or lose -4 Strength Permanently)

88. Immunity to Poisons
(Cures all poisons)

89. Purify Water
(Enough to fill a castle moat)

90. Ancient/Youthful Appearance

91. Cat’s Reflexes (Re-roll failed Dexterity Checks)

92. Infrared Vision

93. Burrowing (3ft on each of your turns, through loose stone, soil
and sand)

94. Grow Eyes (1D20+5 anywhere you choose. 1D6 of them are permanent)

95. Magnetism (You pull everything magnetic towards you)

96. Reverse Magnetism

97. Triple Weight (Slows you to ½ Speed, attacks against you are Enhanced)

98. Immovability

99. Time Skip (Vanish from existence for 1D6+1 Rounds)

100. Glow in the Dark

How to Beat (Classic) Dungeons and Dragons

  Now I know what you are thinking. Surely you cannot “Win” at D&D. It is an explicitly open-ended game, a sandbox where your character ...