Great D&D Tricks That Arent Technically Cheating

Great D&D Tricks That Aren’t Technically Cheating

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Dungeons & Dragons has a large number of rules to help guide gameplay, but many of these rules can be creatively bent to solve tricky problems.

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Great D&D Tricks That Arent Technically Cheating

Creativity and ingenuity are key aspects of playing Dungeons & Dragons. While it is important to read a character’s class carefully in order to correctly utilize their skills in battle or during narrative puzzles, there are numerous ways to creatively use a character’s abilities without actually breaking any rules. Trying tricks and creative interpretations can create unique situations, or resolve problems in unexpected ways, adding flavor and excitement to a D&D campaign.

All Dungeons & Dragons classes and races have rules and restrictions in place to help guide players and DMs, as well as keep players from accidentally breaking the game. Spell slots keep Wizards from using magic for every problem, and encounter initiative prevents Barbarians and Warriors from taking over a battle before other D&D classes can jump in for a hit. However, many spells can be used outside of combat with interesting effects, and a Warrior’s sword is a useful tool in more situations than just cleaving enemies apart during combat. Players also have access to a number of tools like lockpicking kits, disguise sets, and various potions with different effects.

Finding a safe place for a short rest in D&D can be difficult when the Party is between towns or stuck in a dungeon. However, a Wizard with the 2nd level spell “Rope Trick” may have a solution for that. Rope Trick creates a 60 ft long rope that leads up into an extradimensional space that can’t be seen by enemies outside it. The space can hold up to eight medium-sized creatures, and the rope itself can be pulled up inside to be completely hidden from view. The spell lasts exactly one hour, which is just long enough for a short rest. This trick, while technically not an inn or a campsite, can provide characters a chance to restore spell slots, patch injuries, or discuss gameplay before approaching the challenge ahead of them.

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Dungeons & Dragons’ Bardic Spell Charm Person Can Reveal Information

Sometimes the most valuable thing in a Dungeons & Dragons campaign is information. Whether the party is attempting to discover the entrance to a dungeon, or the location of a hidden castle, prying information from locals can be a difficult challenge. However, the 2nd level spell “Charm Person” is a good solution. Charm Person, when cast successfully, charms a willing intelligent creature to the caster, making them believe they are a trustworthy acquaintance. The spell, mixed with a high Charisma score, may allow players to gather information from the charmed person for the hour-long duration. While potentially frustrating for a DM who may have put together a series of fetch quests for the party to solve to get the needed information, the creative solution can speed up gameplay. However, charmed NPCs will know they’ve been tricked when the spell ends, so a quick get-away may be needed to prevent an accidental combat encounter.

There are also tricks that don’t require spell casting. For instance, a locked wood door could be destroyed with the use of an axe if the party doesn’t have a lock-picking capable character. Players can also kill an NPC instead of reasoning with them if they need a set of keys, a map, or another tangible item the character possesses. Though this does risk the party becoming D&D murder hobos, which can make puzzles less interesting. Dungeons & Dragons offer players numerous ways to solve problems and tackle challenges without the need to break out a rulebook or stick specifically to the uses meant for certain items and spells, making gameplay the perfect place for creative problem-solving.

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