• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Little rules changes that still trip you up


log in or register to remove this ad

Rune

Once A Fool
Just found out you need to take the attack action to dual-wield, which seems odd, as I think you should be able to say, unlock a door and fight with your off-hand.

This is not accurate. First, you get one free object interaction. Second, there is no such thing as an off-hand in 5e, until you use two-weapon fighting to trigger a bonus action attack. And, then, you choose which attack is off-hand at the time of the attacks. So, in your scenario, free hand uses object interaction to unlock the door while the other makes a regular attack (or more, with extra attacks). Of course, you would need a free hand, so two-weapon fighting isn't relevant, anyway.
 

Olrox17

Hero
It took me a while to realize that there's no way to delay your turn in 5e. Sure, there are readied actions, but they're not quite the same. I added it back in for my game
 

I am surprised at the Natural 20/Natural 1 confusion. A lot of people must have been house-ruling that because a natural 20 or 1 have not been an auto success or fail on anything other than attack rolls since before 3rd edition.
 

pukunui

Legend
I am surprised at the Natural 20/Natural 1 confusion. A lot of people must have been house-ruling that because a natural 20 or 1 have not been an auto success or fail on anything other than attack rolls since before 3rd edition.
That's right. I recall some heated discussions about auto-fail skill checks leading to things like characters tripping over their own two feet and stuff. In 5e, while there's nothing special about a natural 20 or a natural 1 with ability checks, there often is some kind of added effect if you pass or fail by 5 or more.
 

I'm A Banana

Potassium-Rich
It doesn't get to do anything on its turn because it was surprised. The only difference is that it can now take reactions.

As far as the assassin is concerned nothing has changed. The assassin will still attack as normal. The assassin doesn't know that the Bugbear won initiative.

The difference here is that the Bugbear will move at the last second, preventing the auto-critical. This is a very common trope in assassin/ninja stories. So much so that it would be weird if it weren't part of the game.
I think that's reasonable, but relies on the assassin not knowing that the Bugbear is not surprised anymore (despite the Bugbear not being aware of the assassin). Fair interpretation, but DMs are going to have different calls on that (mine would generally be that the Assassin DOES know the Bugbear isn't surprised).

The idea that you could not be surprised by an attack that hasn't happened yet from a threat you aren't aware of is super wonky, but appears to be RAW and RAI.
 

pkt77242

Explorer
I am surprised at the Natural 20/Natural 1 confusion. A lot of people must have been house-ruling that because a natural 20 or 1 have not been an auto success or fail on anything other than attack rolls since before 3rd edition.

I haven't played since 2nd edition, so that probably explains my issue with it.
 

I'm A Banana

Potassium-Rich
Just found out you need to take the attack action to dual-wield, which seems odd, as I think you should be able to say, unlock a door and fight with your off-hand.
Depending on DM ruling, that's still possible - your one free "interact with an object" that you get can be to unlock a door, freeing you to attack with your off-hand (or your off-hand and your main hand, or whatnot). If the DM rules it's your entire action to unlock a door, though, yeah, no bonus attack for you. :)

The charmed condition, oh wow, it is almost useless as all it does is give advantage on social skills.... which means charmed gives advantage to intimidation as well...
IMXP, "charmed" has been a gateway to other conditions, mostly (see, forex, Hypnotic Pattern). That lets the designers make a creature immune to the Charmed condition, and thus immune to a wide swathe of effects via that immunity. Charmed by itself doesn't do much (though if you're a spellcaster with a good Cha, it's useful!), but a lot of other effects pass through the "charm barrier" first.

Rogues can't use whips, which means you can't make a thief rogue indiana jones without taking weapon master feat.
Clearly, Indy is a Dex-based fighter with the Sage background? :)
 

pukunui

Legend
The charmed condition, oh wow, it is almost useless as all it does is give advantage on social skills.... which means charmed gives advantage to intimidation as well...
The charmed target also can't attack the person who charmed them, which can be quite useful.
 


Voidrunner's Codex

Remove ads

Top