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  1. Juriel

    D&D 5E On Falling

    So, the rules say that 'falling from a great height is one of the most common hazards facing an adventurer', yet then don't touch the subject at all, beyond 'you take 1d6 damage for every 10 feet you fell, and land prone unless you avoid taking damage from the fall'. And that is the entirety of...
  2. Juriel

    D&D 5E [Guidance] What, +1d4 to every check ever?

    Okay, Cleric/Druid cantrip, Guidance, gives you +1d4 to use on any ability check, after you've seen the roll. It only stays on you for a minute, but there is no limit to reapplying it. So, as long as the Cleric/Druid keeps rubbing one of his mates (or touching himself), anything that doesn't...
  3. Juriel

    D&D 5E Wait, what IS the point of Acrobatics?

    Acrobatics seems to only get used for balance. In 3e, Tumbling could prevent opportunity attacks from moving past enemies, while in 4e you could reduce falling damage with Acrobatics, which are concrete listed mechanical benefits. But Basic Acrobatics just lists 'balance on stuff. Oh yeah, DM...
  4. Juriel

    D&D 5E No cover rules, just dis/adv, what breaks?

    So, we started playing with Starter Set + Basic rules, and the interaction of concealment and cover is just ugly, with this being the one place where you have modifiers all of a sudden. What issues arise if we just ignore cover rules completely, and just give dis/advantage as appropriate...
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