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

Remathilis

Legend
Death saves are saving throws and are modified by things that modify saves, like paladin aura, bless, cloaks of resistance, luck stones, etc.
 

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Shiroiken

Legend
The Death Save IS a Saving Throw. It has no Ability Score tied to it, but you get to add modifiers from other effects (such as the Paladin in our party).

Edit: Got Ninja'd while I was posting elsewhere :)
 
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For some reason a table I play at has a problem with dual wielding.

Rules state anyone can dual wield by using a BA to attack with the offhand so long as both weapons are light (assuming no Dual Wielder Feat).

The trident and whip combo one player dreamed up was 'corrected' out of game by DM and player, to have instead a Glaive and a Hand axe.

doh.
 



GMMichael

Guide of Modos
Small change: leaving reach provokes the OpAttack.

I'm still reluctant to drink potions near bad guys. Or to stand up.

The rule's been whittled down to: you're not allowed to walk up to an opponent, strike, and then walk away, without allowing your opponent to strike back. But I'm pretty sure the Ready action already solves this problem.

The major difference in design to me is that 3.x is simulationist whereas 5e is narrative in comparison.
Corrected.

Rules state anyone can dual wield by using a BA to attack with the offhand so long as both weapons are light (assuming no Dual Wielder Feat).

The trident and whip combo one player dreamed up was 'corrected' out of game by DM and player, to have instead a Glaive and a Hand axe.
BA doesn't need any weapons.
B-A-Baracus-the-a-team-37372814-120-80.jpg
Sounds like that DM was missing more than just the minor differences between game versions. Or it's possible he also sees 5e as narrative.
 

flametitan

Explorer
One I still see people having trouble with all the time is "If you cast a Bonus Action spell, you can only cast a cantrip with your Action that turn."

And then it gets more confusing because if you have two actions, you can cast two fireballs, but as soon as you cast something as a bonus action all spells you cast that round that take an action must be cantrips.
 

Chaosmancer

Legend
We've recently found a few odd little things.

Sorcerers and Wizards are the only classes not proficient in unarmed attacks.

Crits on skills don't matter (which caused some heated discussing when a DM ruled between two groups of players, one critted for a 22 the other rolled a 24)

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.

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...

Rogues can't use whips, which means you can't make a thief rogue indiana jones without taking weapon master feat.

That's all I can think of that tripped me up in recent memory.
 

KahlessNestor

Adventurer
Pretty sure everyone is proficient in unarmed attacks. Thought it said that in the section on unarmed attacks.

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