Just to verify, all of the various things that don't get applied until after you see the roll, or specificall know if the results were a success or failure still happen, correct?Rolling Completes the Action
Once you roll the dice, it's too late for the Help action, the Guidance cantrip, Inspiration, or anything else along those lines unless the spell, action, or ability explicitly says otherwise. No retcons, no arguments, no exceptions, not even for the Dungeon Master. Once we roll, we're done.
How does this interact with Resistances to non-magic weapons? Does +1 and +2 weapons bypass them, or do some creatures get a lot more fearsome to weapon wielders while not for casters (and 6th level monks)?Mythic Materials
Items with a simple numerical enchantment, like a +1 longsword or a +2 shield, aren't "magical" in the traditional sense. They get their enhancement bonus from the materials they are made from. Since they are not considered "magic items," they do not detect as magical and they can be destroyed by certain spells and effects, but they are not deactivated by an anti-magic field. They can be purchased in certain places, but they are considered luxury items or works of art (and are priced accordingly).
A +1 item is an item made frommithriltitanite, darkwood, or chitin. A +2 item is an item that was made from adamantine, ironwood, or moonstone. And so forth. Keep your eyes peeled for rare materials while you are exploring the deeper caves and forests of the world, and make friends with NPCs who have the skill to work with them.
A DM in one of the games I am playing allows us to drink a potion of healing as a bonus action and you roll the 2d4+2 as normal. But if you take a full action to drink it (or drink it out of combat), you get the full 10 hit points back. His explanation being that quickly drinking a potion is going to be tricky and you may spill/dribble and not get the full benefit. I think he took this (in whole or in part) from Critical Role.I like having healing potions heal 10points or max. It may make it a better option to take one if you give up your action to do something else. I have changed my take on potions as counting as using an action to having them be a bonus action. Few in my game were using them and they kept piling up, or saved until after the encounter.
Love this idea and using it now, well Wednesday night at the game. What would be a good option for the other potions like giant strength, flying, or heroism. I was thinking 10-15 minutes? Either would work since at that point it may be more of a single encounter potion. Rolling a d6x10minutes could be ok, but I would want something simpler.A DM in one of the games I am playing allows us to drink a potion of healing as a bonus action and you roll the 2d4+2 as normal. But if you take a full action to drink it (or drink it out of combat), you get the full 10 hit points back. His explanation being that quickly drinking a potion is going to be tricky and you may spill/dribble and not get the full benefit. I think he took this (in whole or in part) from Critical Role.
No, it doesn't bypass magical resistance (since they aren't magical, they are just really high-quality.) Powerful/mythical creatures would require more than just something you can buy in a shop.How does this interact with Resistances to non-magic weapons? Does +1 and +2 weapons bypass them, or do some creatures get a lot more fearsome to weapon wielders while not for casters (and 6th level monks)?
Yeah, that's the intent of the "Dice Etiquette" section. Call the complete action, then roll. Certain specific game mechanics will let you add to the dice roll after it's rolled, and that's fine (and I forgot that Bardic Inspiration is one of them...we don't have a bard, so I tend to forget about them).Just to verify, all of the various things that don't get applied until after you see the roll, or specificall know if the results were a success or failure still happen, correct?
For example, Bardic Inspiration you can add after you see the roll. Shield spell trigger is on a Hit, so it can not be used until after the roll and then may retroactively modify the success of the result.
I'm taking this as it's the cut-off for things that need to be done before the action, like everything your list, not for things that are supposed to happen after the roll.