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D&D 5E Is there any resource like this?

doseyclwn

First Post
Is there a resource anywhere that would tell you what abilities characters gain and what levels? For purposes of planning/building adventures.
 

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Satyrn

First Post
Is there a resource anywhere that would tell you what abilities characters gain and what levels? For purposes of planning/building adventures.

Do ypu mean, generally? Like when flying , mindreading, planehopping, raising the dead, and all that sort of thing becomes readily available?
 


CapnZapp

Legend
No.

When you first start out as a Dungeons & Dragons Dungeon Master it's all fairly overwhelming. It's very easy to be surprised when the players pull an ace out their collective sleeve and use a feature that circumvents or trivializes something you have set up for them.

Resisting this is futile. The point of D&D is pretty much using your abilities at the right time.

There is no shortcut to system mastery as a DM, I'm afraid.

All I can say is, you're lucky you're running 5e! It's significantly easier and with way fewer gotchas than any other non-obscure edition (I.e 3rd onwards)

Good luck!

Sent from my C6603 using EN World mobile app
 

Oofta

Title? I don't need no stinkin' title.
I wouldn't be too concerned about it; it's just part of the game that PCs will get new stuff and use it to curb-stomp your carefully planned encounter now and then. In the words of a certain animated character, you need to let it go. Accept that it's going to happen now and then and adjust future fights accordingly.

When someone pulls a rabbit out of their hat I will sometimes ask what it is and look it up (preferably after the game) so I understand it and ensure I agree with how it should work in the future. But there are so many different paths and options even with the relatively limited size of 5E that it's impossible.

If you're really concerned about it, discuss it offline with your players. When they get close to leveling up, ask them what cool new stuff their character is going to get at next level. That way you have a chance to read up on the spell/power before they use it. Another option is that since it sounds like you're all learning the game, it may not be a bad idea to do a "rules" review when you sit down before you play. Let the players explain their new summon bunny power and you can all have a minute to read the rules together.

The advantage of that is that there will always be some things you need to make a ruling on - for example does a shield stack with barkskin*?

*The answer is no, barkskin sets your AC to a minimum of 16 according to Sage Advice.
 

ccs

41st lv DM
No.

When you first start out as a Dungeons & Dragons Dungeon Master it's all fairly overwhelming. It's very easy to be surprised when the players pull an ace out their collective sleeve and use a feature that circumvents or trivializes something you have set up for them.

Resisting this is futile. The point of D&D is pretty much using your abilities at the right time.

There is no shortcut to system mastery as a DM, I'm afraid.

All I can say is, you're lucky you're running 5e! It's significantly easier and with way fewer gotchas than any other non-obscure edition (I.e 3rd onwards)

Good luck!

Sent from my C6603 using EN World mobile app

What are you trying to imply here? That the 1e DM's guide was ever anything but helpfull?
 

Satyrn

First Post
I don't know of such a resource, but you can get a sort of guage by looking at the tiers of play as described . . . somewhere. The one that splits the XP into (I think) four groups.

But one thing I can say for sure is this: expect a big leap in capability when your players hit 5th level. The spells they get then are varied and powerful, and extra attacks are coming online, nearly doubling the damage output of your fighter types.

Expect to be surprised by your players at this point.

Also, listen to [MENTION=6801845]Oofta[/MENTION]'s advice above. It's good stuff
 



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