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The Hitcher

Explorer
Yes. This along with Bounded Accuracy and Advantage/Disadvantage are my top three reasons for using 5e.

Yep, and bounded accuracy is the biggest mechanical innovation. I wasn't sold on advantage/disadvantage when I first saw the rule, but I sure see the advantages now (ha).
 

occam

Adventurer
And.... 1st House Rule: Detect Magic becomes a cantrip.

If you want casters to have unlimited use of detect magic, you don't need to make it a cantrip. In the playtest at least, and hopefully in the final rules, detect magic can be cast as a ritual, so it doesn't need to be prepared. That means you don't need to spend a precious cantrip slot just to cast detect magic as much as you want (given time to perform the ritual).
 

Thaumaturge

Wandering. Not lost. (He/they)
If you want casters to have unlimited use of detect magic, you don't need to make it a cantrip. In the playtest at least, and hopefully in the final rules, detect magic can be cast as a ritual, so it doesn't need to be prepared. That means you don't need to spend a precious cantrip slot just to cast detect magic as much as you want (given time to perform the ritual).

Agreed. The wizard in my playtest group uses detect magic all of the time. And I can judge how serious the players think the situation is based upon whether he uses a ritual or not. :)

Thaumaturge.
 

Yep, and bounded accuracy is the biggest mechanical innovation. I wasn't sold on advantage/disadvantage when I first saw the rule, but I sure see the advantages now (ha).

It's interesting how advantage/disadvantage is one of those rules that I didn't give enough attention upon reading, but turned out to be awesome in play. It's certainly one of the hidden gems of this edition, in my opinion.
 

Nebulous

Legend
It's interesting how advantage/disadvantage is one of those rules that I didn't give enough attention upon reading, but turned out to be awesome in play. It's certainly one of the hidden gems of this edition, in my opinion.

I have not tried it in play yet, but i'm very curious. My concern superficially was that the mechanic is drab and too many elements give you one of the conditions. But i hope it's actually a fun thing to use and makes the game feel fresh and innovative. The best new mechanic i've seen isthe escalation die in 13th Age, and i would actually steal that idea for 5e in certain situations.
 

Thaumaturge

Wandering. Not lost. (He/they)
The first time a player rolled high enough to hit and I asked, "did you remember disadvantage?", there was a magical moment. The sudden tension of a new roll was great. And when he missed because of the second roll, it was even better. :]

Edit: especially comparing this to my experience in previous editions. "Did you remember [-2 modifier]?" "I think so..."

Thaumaturge.
 

Nebulous

Legend
The first time a player rolled high enough to hit and I asked, "did you remember disadvantage?", there was a magical moment. The sudden tension of a new roll was great. And when he missed because of the second roll, it was even better. :]

Thaumaturge.


Here's what i would LOVE to see some house rules for: what happens when you roll a double ONES or double 20s??? Super failure or super success and how to rule it....
 

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