D&D 5E Official D&D Basic Discussion Thread

Keldryn

Adventurer
Thunderwave creates a horizontal line (or wall) of force, 15' long (and 15' high), which then travels 15' away from you, hitting and pushing any creatures it strikes. Note that you're not at the centre of the cube, you're at the edge. The force doesn't radiate from the centre of the cube.

Cheers!
Oops. Didn't go back and read it carefully...
 

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illithian

Explorer
Please, no. Let's not errata every questionable line of text this edition. Let's keep errata to a minimum and only use it when it's actually important. The endless errata train is a highly negative thing, and for something where the dm can simply rule how it works in his game, I really think errata is... excessive.

To repeat: Please, no errata except to fix things that badly need fixing.

I agree.
Also i dont really see the problem.

1: A short rest takes at least 1 hour.
2: in a short rest you can spend hit dice to regain hit points. You can even spend additional hit dice if you didn't get enough HP back at first.
3: anything you get back after a short rest you get back after your first short rest.
4: you only regain hit dice after a long rest and then only half your maximum.

What is the additional benefit of stringing 2 or more short rest together?

The way i always played and DM'ed ( since AD&D) the game itself actually discourages taking long rests when dungeon crawling or active adventuring.

Illithian
 


Raith5

Adventurer
The classes look really interesting, but I have a question about the Wizard (which also relates to the Cleric): what does an spell casting/arcane focus actually do? I cant work it out. Is it just cosmetic? Or does it just relate to magic items? I quite like the idea of wands +2 etc down the track!
 

illithian

Explorer
The classes look really interesting, but I have a question about the Wizard (which also relates to the Cleric): what does an spell casting/arcane focus actually do? I cant work it out. Is it just cosmetic? Or does it just relate to magic items? I quite like the idea of wands +2 etc down the track!

You can use a focus instead of material components without a GP cost.
Illithian
 


illithian

Explorer
I was hoping there was more to them than that. Thanks for the quick reply.

Me to, but we havent seen any magic items yet so its still a possibility that there will be focus items + 2 that allow you to add the bonus to attacks or maybe dc of spells cast with it.

Illithian
 


Nagol

Unimportant
I agree.
Also i dont really see the problem.

1: A short rest takes at least 1 hour.
2: in a short rest you can spend hit dice to regain hit points. You can even spend additional hit dice if you didn't get enough HP back at first.
3: anything you get back after a short rest you get back after your first short rest.
4: you only regain hit dice after a long rest and then only half your maximum.

What is the additional benefit of stringing 2 or more short rest together?

The way i always played and DM'ed ( since AD&D) the game itself actually discourages taking long rests when dungeon crawling or active adventuring.

Illithian

The problem some see isn't with hit dice -- it's with other things that recover after a short rest and can be immediately used for benefit and then there should be nothing preventing characters from taking another short rest. The poster child is the Fighter healing ability Second Wind.

5e Basic Rules said:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your
fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

So Fighters can recover all hit points without resorting to using hit dice using (multiple) short rests.
 


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