D&D (2024) D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)

And why is it a bad rule, when all the other melee abilities also assume a default 5 ft reach?
Because grappling is not melee as the game defines it. Melee as the game defines it involves hitting things with weapons (including fists), an action which usually requires the combatants to be separated enough that those weapons can be brought to bear.

Grappling (in reality) requires the combatants to not be separated, which is what makes it materially different from melee and abstracting that is why it has its own rules subsystem. Problem is, they're married to this silly idea that two people can't both be in a 5x5' square at the same time (hint: they can, with ease!), which makes nonsense of the grappling rules.
 

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Because grappling is not melee as the game defines it. Melee as the game defines it involves hitting things with weapons (including fists), an action which usually requires the combatants to be separated enough that those weapons can be brought to bear.

Grappling (in reality) requires the combatants to not be separated, which is what makes it materially different from melee and abstracting that is why it has its own rules subsystem. Problem is, they're married to this silly idea that two people can't both be in a 5x5' square at the same time (hint: they can, with ease!), which makes nonsense of the grappling rules.
Grapple (in game) should be called Grabbed.

Because the only thing it did in 2014 was stop you from moving.

2024 adds disadvantage when attacking other, but both still allow you to swing a Glaive at them without any problems.
 

To avoid the swing-iness of the d20 on opposed checks in 5e2014, I tend to houserule grapples as an opposed unarmed attack: everybody is proficient in it, you cant Expertise it, your monks are still good at grappling even with low str.
 

Which, though still far from perfect, wasn't too awful in 0e-1e when character hit points - even for Fighters - tended to top out in the 80s or maybe 90s; but PC hit points have inflated considerably since then and 20d6 is for some just a minor inconvenience now even if every one of those dice comes up 6.

If nothing else, the cap should come off. Fall 1000 feet? That's 100 d6; or to average it out, 350 points o' hurt.
It shouldn't be dice-based damage for falling long distances at all, it's a nonsense to use dice for that, because that's simply not how falling works, and the more extreme examples we go with, the more obvious it becomes.

It should make it a saving throw that's harder based on how far you fell, probably with Advantage/Disadvantage depending on hitting water/loose snow/etc. vs. solid rock/stone (this is fantasy, it doesn't need to be super-realistic, just make sense in the fiction, which the current approach definitely does not).

If you fail the save you're reduced to 0 HP, and are having to make Death Saves etc, pass you're prone and stunned but miraculously don't take damage. I could see something more generous for falls of less than 50ft (maybe extend it to 100ft for the sake of heroism, like 50% of current HP and prone + stunned on a fail, lose 10 HP on a pass). The trouble is with D&D's combat - this would make dropping someone far enough into a save-or-die, which would mean fighting most big monsters or serious opponents, you'd really want to drop them - obviously Legendary Resistance would work on this save though so I'm not sure that would be a huge problem. But I do think if falling was reworked this way you'd probably want some class/subclass and monster abilities to make the save easier and/or negate damage/increase distances. Which is probably why they haven't done it - it would take actually considering quite a few rules.

Terminal velocity means infinite damage scaling isn't reasonable, and people have survived falls of any height on to a variety of surfaces (always more due to luck than judgement), and just having low-level people always die if they fall like, 50ft is also not great.
 

It shouldn't be dice-based damage for falling long distances at all, it's a nonsense to use dice for that, because that's simply not how falling works, and the more extreme examples we go with, the more obvious it becomes.

It should make it a saving throw that's harder based on how far you fell, probably with Advantage/Disadvantage depending on hitting water/loose snow/etc. vs. solid rock/stone (this is fantasy, it doesn't need to be super-realistic, just make sense in the fiction, which the current approach definitely does not).

If you fail the save you're reduced to 0 HP, and are having to make Death Saves etc, pass you're prone and stunned but miraculously don't take damage. I could see something more generous for falls of less than 50ft (maybe extend it to 100ft for the sake of heroism, like 50% of current HP and prone + stunned on a fail, lose 10 HP on a pass). The trouble is with D&D's combat - this would make dropping someone far enough into a save-or-die, which would mean fighting most big monsters or serious opponents, you'd really want to drop them - obviously Legendary Resistance would work on this save though so I'm not sure that would be a huge problem. But I do think if falling was reworked this way you'd probably want some class/subclass and monster abilities to make the save easier and/or negate damage/increase distances. Which is probably why they haven't done it - it would take actually considering quite a few rules.

Terminal velocity means infinite damage scaling isn't reasonable, and people have survived falls of any height on to a variety of surfaces (always more due to luck than judgement), and just having low-level people always die if they fall like, 50ft is also not great.
Falling's a weird beast in real life. You can fall out of an airplane and be fine, if you're lucky enough, or you can slip in your bathtub and die.

Falling in D&D is, as we've noted, kinda bunk. I remember in 2e, at a certain level, jumping off a mountain and falling a mile, because we knew we could survive 20d6 damage, and it was the quickest way to get down. (This was before we started having our DMs make sensible rulings).
 

Falling's a weird beast in real life. You can fall out of an airplane and be fine, if you're lucky enough, or you can slip in your bathtub and die.

Falling in D&D is, as we've noted, kinda bunk. I remember in 2e, at a certain level, jumping off a mountain and falling a mile, because we knew we could survive 20d6 damage. (This was before we started having our DMs make sensible rulings).
Yeah falling IRL and even in fantasy fiction is so random that I think I'd be happy with a little table with a save DC (probably statless like a Death save) and pass/fail results based on height. It'd take a bit of tweaking to get right but the main issue is going to be finding a way to do it so as to avoid making causing falling too optimal in combat (it's easy to make it fairly risky outside combat).
 

If a player had their PC willingly fall from a significant height I might give them a 1% chance of surviving. But since I warn people that I don't use the max 20d6 damage rule without going into details, it's been enough to stop people from doing stupid PC tricks.

Just a note - you reach terminal velocity after falling around 1,500 feet so if you can survive 150 D6's worth of damage feel free to go for it. :)
 

If a player had their PC willingly fall from a significant height I might give them a 1% chance of surviving. But since I warn people that I don't use the max 20d6 damage rule without going into details, it's been enough to stop people from doing stupid PC tricks.

Just a note - you reach terminal velocity after falling around 1,500 feet so if you can survive 150 D6's worth of damage feel free to go for it. :)
Funnily enough, a max level raging barbarian has somewhat decent chances of making it.
 

Funnily enough, a max level raging barbarian has somewhat decent chances of making it.

Only if you're a totem with bear, right so you only take 1/4 damage (damage halved for rage, halved for reistance)? In that case they survive because the earth is afraid of being punched by them.

Problem is that it would take 3 rounds to fall that far and you can't maintain your rage in 5E unless you attack. ;)

Of course after a certain point I'm just going to go back to that 1% chance of survival.
 

Problem is that it would take 3 rounds to fall that far and you can't maintain your rage in 5E unless you attack.

The answer here could be self-harm. I don't believe there is any rule stopping you from punching yourself in the face to maintain rage.
 

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