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  1. M

    D&D 5E (2014) The free online crunch: I don't think it's going to be as much as we think it is.

    Looks like the free downloads are going to be alpha testing.
  2. M

    D&D 5E (2014) Counterspell check ?

    I think it's too late then. But that's just my reading of followed with
  3. M

    D&D 5E (2014) Counterspell check ?

    Oh and is there anywhere where it is stated opposed casters get to know what you are casting?
  4. M

    D&D 5E (2014) Counterspell check ?

    I thought you had a worthwhile point.
  5. M

    D&D 5E (2014) Counterspell check ?

    I think I'd rule with what Perkins thinks is an explicit rule, you don't get to cast 2 spells at once, so no countering a while you are casting the spell getting countered. It will keep folks from burning spell stacks too fast, which benefits the game overall.
  6. M

    Princes of the Apocalypse, the four prophets (Spoiler Alert)

    Look a bit too much like MTG planeswalkers IMHO.
  7. M

    D&D 5E (2014) Princes of the Apocalypse, the four prophets (Spoilers)

    Look a bit too much like MTG planeswalkers IMHO.
  8. M

    D&D 5E (2014) Questions very complex about SPELLS !! HELP !!!!

    Turn ≠ Round Round begins: Someone else's turn begins Someone else's turn ends: your turn begins & your Actions Refresh Bonus action Spell=Can't cast any spell higher than a cantrip on that (your) turn. Turn ends: Someone else's turn begins All turns taken: Round ends
  9. M

    D&D 5E (2014) Mounted Combat Question

    I say no way. The mount takes the Dodge action. The other two actions benefit the rider by happenstance. Dash benefits the rider because they are on the mount. As said abouve, Disengage doesn't 'apply' to the rider; the wording of the OA rules prevents the rider from drawing OAs in the first...
  10. M

    D&D 5E (2014) What is Over-Powered?

    I think the issue of concern the poster had was the taking -5 / +10 with the minor action attacks. TBH I think ruling that feats don't combine would solve several issues. Take the AoO from Polearm Master, fine, but then you are not getting the AoOs stop movement of Sentinel.
  11. M

    D&D 5E (2014) Common rules mistakes

    Then the caster is shot before the spell is cast and then casts the spell. Oh and the section on longer casting times even calls out that if the act of casting is broken the spell stays unused and available.
  12. M

    D&D 5E (2014) Common rules mistakes

    It's one of the main reasons justifying the Save at the end of each turn effects. Used to be if magic shut you down you STAYED shut down until more magic was used to get you active. That created a imperative to "kill the wizard". Now while a caster can still devastate lots of foes, but at least...
  13. M

    D&D 5E (2014) Common rules mistakes

    Uhm, sounds like you are using a Everyone Declares, then Everyone Acts system, which is pretty far rules wise from 5E's default of each character takes a separate and distinct turn.
  14. M

    D&D 5E (2014) Common rules mistakes

    It is a party based game, what is wrong with the players trying to act as a team? If the whole of the party wants to act after the cleric or wizard, why is that so wrong?
  15. M

    D&D 5E (2014) Common rules mistakes

    I kinda suspect the concentration requirement is more just a logical thing from being focused on the spell. At least the casters still gets their full damage output.
  16. M

    D&D 5E (2014) Wind Walk

    Also dependning on now common vampires are, being gassy might be stymied in a lot of areas. Underdark checkpoints can be kept sealed as a default.
  17. M

    D&D 5E (2014) Wind Walk

    If you think the spell will be a problem, simply remove it from your game. You are running it. Just tell the player that they will have to pick a different spell as now that you understand what the spell does, you are not going to be allowing such a bypass everything type spell into your...
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