der_kluge
Adventurer
I needed something like this. I want community feedback here. Something like a 1-2 page guide that is intended for GMs who are familiar with d20/Pathfinder/3.5 and are converting to 5th edition. One of the frustrating things (for me) in 5th edition is that it seems like most of the really relevant game-changing significant rules are literally buried in some obscure place somewhere, that they seem to come out of left field. Having all the "gotcha" rules and significant flavor changes in a guide would have been super helpful.
I'll start. Feel free to chime in with whatever you found to be the "omg, I wish I'd known that sooner" kind of thing.
BASICS
RACES
CLASSES
SPELLS
MAGIC ITEMS
COMBAT
MONSTERS
.. that's all I got for now. What else should I add?
I'll start. Feel free to chime in with whatever you found to be the "omg, I wish I'd known that sooner" kind of thing.
BASICS
- Read the section on "Proficiency Bonus" on page 12 in the PHB. This is a flat bonus (based on the chart on pg. 15) that applies to all the listed things - basically things the character is proficient with.
- Chapter 4 covers "Personality and Background". This might seem superfluous, especially for experienced players, but be aware that these choices grant additional skill, tool, language, and equipment proficiencies. So, while you can ignore the personality aspects of these (or just make your own), don't disregard the additional benefits.
- Instead of feats every 4th level, classes get an ability score increase (ASI). As per chapter 6, you can opt to take a feat in lieu of this benefit, as an optional rule.
- As in 3.5, d20 is the king of dice, but 5e adds an "advantage/disadvantage" mechanic. An advantage means that you roll 2d20, and take the best result. A disadvantage means you take the worst result. See also this section on pg. 173
- Read "Actions in Combat" on pgs. 192-193. Your players should understand these as well.
- Read "Critical Hits" on pg. 196.
- Read page 197. Death and dying works differently in 5th edition. Also, take special note of the "Damage Resistance and Vulnerability" section.
RACES
- Be aware that rock gnomes are all basically tinkers, and get interesting abilities due to that fact.
- Most races have a subrace, which grant slightly different things.
- 5th edition includes Dragonborn as a standard race, though considers it "uncommon" (pg. 33)
CLASSES
- Most of the classes have more hit dice. Casters have d6, and specialists get d8.
- Your class provides proficiency with certain skills. To these, you add the proficiency bonus.
- Wizards no longer prepare spells. They know a certain number of spells, and can cast a certain number of spells per day. This means your wizard could cast multiple magic missile spells per day if they want to.
- Read "Preparing and Casting Spells" for clerics, on pg. 58.
- Know that "Circle of the Moon" Druids can wildshape into bears, and are total badasses.
- A 2nd level rogue gets bonus actions during combat. This is normal.
SPELLS
- Cantrips are actually kind of powerful, and can be cast at will!
- Read "Cantrips" and "Rituals" on pgs. 201-202.
- Certain spells require Concentration. Read "Concentration" on pg. 203.
- There is no "Cure Light Wounds" spell. It is just "Cure Wounds" that now scales with the level of the spell slot it is being cast in. Be aware that quite a few spells work like this now. This is a good thing.
MAGIC ITEMS
- 5th edition seems to imply magic items a bit more rare, and magic swords and armor only go to +3.
- Magic items require "attunement" and you can only wear 3 attuned items at a time. Read "Attunement" in the DMG on pgs. 136-138
COMBAT
- Ranged weapons use the characters Dexterity for to-hit AND damage. They buried this rule on pg. 176. Read "Attack Rolls and Damage" on this page.
- Some weapons are "finessable" and you can use either Dex or Str with them. This is a property of the item. Pg. 149
MONSTERS
.. that's all I got for now. What else should I add?