I still just call it "bloodied". There aren't any in-game effects, but it's a handy term.
Yeah, same here.
I still just call it "bloodied". There aren't any in-game effects, but it's a handy term.
Monsters not as NPCs. Monster traits in the statblock.
Yeah, the Monsters-not-as-NPCs was a pretty big one.
Wild Magic was a thing from at least 2nd Edition AD&D, if not older.
That's more of a 3e-ism, you could break up your Full Attack, taking that 5' step at any point and mix different attacks, including quick-drawing a different weapon, making both ranged & melee attacks in the same full attack, or using various attack-equivalent maneuvers.If you remember that you can break up movement between attacks on an Attack action, and that you can substitute an attack with a shove attempt,
Not so much, no.you can replicate much of the action of melee types from 4e.
They just scale with slot level, instead. And, it clearly isn't big enough a part, as there's no such parity in 5e. The neo-Vancian casters are still Tier 1, the fighter only migrated from Tier 5 to 4, being genuinely good at it's one thing, now.5e follows 4e in its spells having fixed effects, rather than duration an
d/or damage by level. This is a big part of achieving parity of mechanical effectiveness across classes.
Much of XGtE seems to be stolen from 4th edition, it seems they wanted to wait till people forgot about 4e then add things back. I liked 4th and I like 5th btw. Read the optional magic item distribution rules in XGtE seems alot like 4e.