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messy's 5e newbie questions thread
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<blockquote data-quote="Dausuul" data-source="post: 7617985" data-attributes="member: 58197"><p>Because drow are more popular and space is limited. Those races do get stat writeups in other books, they just didn't make the cut for the PHB.</p><p></p><p></p><p>I can only speculate on the designers' motivations, but my guess is they didn't want to make Constitution even more of a must-have stat than it already is.</p><p></p><p></p><p>No weapons get a 1.5 Strength bonus in 5E, regardless of how many hands you put on them. That's strictly a 3E thing.</p><p></p><p></p><p>It got moved to 6th level and renamed "Aura of Protection." And it affects all allies within 10 feet of you as well as you yourself. It's one of the paladin's most powerful class features.</p><p></p><p></p><p>Yep, that is exactly why. Each class has some kind of "capstone" ability at level 20, so they took the ASI for that level and moved it down one.</p><p></p><p></p><p>It lets them get more feats, which makes them more versatile/customizable. Most classes do that with spells instead.</p><p></p><p></p><p>Lots of players really did not like having to track what spell was in each individual spell slot. At the same time, they didn't want to get rid of Vancian spell preparation altogether, since it is a long-standing tradition. So we got this sort of half-Vancian, half-spontaneous system. It actually works pretty well once you get used to it.</p><p></p><p></p><p>Pretty much everything boils down to "X uses, recovered on long rest," "X uses, recovered on short rest," or "use at will." This is a direct import from 4E's system of at-wills, encounter powers, and daily powers, which was designed to encourage using a variety of abilities in combat rather than spamming the same thing every round. </p><p></p><p></p><p>The only time there is a benefit from using a one-handed weapon in two hands is if the weapon is Versatile. Since there are no versatile finesse weapons, there is never a benefit from using two hands on a finesse weapon. If you really want to do it anyway, even though it won't provide any benefit... ask your DM, I guess.</p><p></p><p></p><p>Not quite. He can roll up to 8 "hit dice," where a hit die is 1d10+Con. He regains 4 hit dice on each long rest. It's kinda fiddly and more complicated than it needs to be, but they were trying to find a balance between 4E and 3E, and nonmagical healing was one of the big points of disagreement between those editions.</p><p></p><p></p><p>Generally, you can think of advantage as being worth +4 to +5, and disadvantage as being worth -4 to -5. It is a good deal more complicated if you really want to sit down and crunch the numbers, but in the range where most of your d20 rolls take place (where the base chance of success is around 50-65%), that's about what it comes to.</p><p></p><p>Do note, however, that advantage nearly doubles your chance to land a crit, and disadvantage makes crits almost impossible.</p><p></p><p></p><p>5E has three "major saves" and three "minor saves." The major saves map directly onto the classic Fort/Ref/Will of 3E: Constitution save = Fort, Dexterity save = Ref, Wisdom save = Will. In most cases, anything which was a Will save in 3E is going to be a Wisdom save in 5E. Charisma saves are generally used when someone is trying to teleport you or send you to another plane.</p><p></p><p></p><p>It was indeed dropped. The crit confirmation roll is another thing that exists only in 3E.</p><p></p><p></p><p>A number of spells got merged or renamed. For instance, there is now only one <em>Bigby's hand</em> spell. Each round, you decide whether it should be a Clenched Fist, Interposing Hand, or whatever. <em>Prismatic sphere</em> was folded into <em>prismatic wall</em> - when you cast <em>prismatic wall</em>, you can choose whether to make it a flat pane or a sphere.</p><p></p><p></p><p>Not sure what you mean by this. Are you looking for the <a href="https://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf" target="_blank">PHB errata</a>?</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7617985, member: 58197"] Because drow are more popular and space is limited. Those races do get stat writeups in other books, they just didn't make the cut for the PHB. I can only speculate on the designers' motivations, but my guess is they didn't want to make Constitution even more of a must-have stat than it already is. No weapons get a 1.5 Strength bonus in 5E, regardless of how many hands you put on them. That's strictly a 3E thing. It got moved to 6th level and renamed "Aura of Protection." And it affects all allies within 10 feet of you as well as you yourself. It's one of the paladin's most powerful class features. Yep, that is exactly why. Each class has some kind of "capstone" ability at level 20, so they took the ASI for that level and moved it down one. It lets them get more feats, which makes them more versatile/customizable. Most classes do that with spells instead. Lots of players really did not like having to track what spell was in each individual spell slot. At the same time, they didn't want to get rid of Vancian spell preparation altogether, since it is a long-standing tradition. So we got this sort of half-Vancian, half-spontaneous system. It actually works pretty well once you get used to it. Pretty much everything boils down to "X uses, recovered on long rest," "X uses, recovered on short rest," or "use at will." This is a direct import from 4E's system of at-wills, encounter powers, and daily powers, which was designed to encourage using a variety of abilities in combat rather than spamming the same thing every round. The only time there is a benefit from using a one-handed weapon in two hands is if the weapon is Versatile. Since there are no versatile finesse weapons, there is never a benefit from using two hands on a finesse weapon. If you really want to do it anyway, even though it won't provide any benefit... ask your DM, I guess. Not quite. He can roll up to 8 "hit dice," where a hit die is 1d10+Con. He regains 4 hit dice on each long rest. It's kinda fiddly and more complicated than it needs to be, but they were trying to find a balance between 4E and 3E, and nonmagical healing was one of the big points of disagreement between those editions. Generally, you can think of advantage as being worth +4 to +5, and disadvantage as being worth -4 to -5. It is a good deal more complicated if you really want to sit down and crunch the numbers, but in the range where most of your d20 rolls take place (where the base chance of success is around 50-65%), that's about what it comes to. Do note, however, that advantage nearly doubles your chance to land a crit, and disadvantage makes crits almost impossible. 5E has three "major saves" and three "minor saves." The major saves map directly onto the classic Fort/Ref/Will of 3E: Constitution save = Fort, Dexterity save = Ref, Wisdom save = Will. In most cases, anything which was a Will save in 3E is going to be a Wisdom save in 5E. Charisma saves are generally used when someone is trying to teleport you or send you to another plane. It was indeed dropped. The crit confirmation roll is another thing that exists only in 3E. A number of spells got merged or renamed. For instance, there is now only one [I]Bigby's hand[/I] spell. Each round, you decide whether it should be a Clenched Fist, Interposing Hand, or whatever. [I]Prismatic sphere[/I] was folded into [I]prismatic wall[/I] - when you cast [I]prismatic wall[/I], you can choose whether to make it a flat pane or a sphere. Not sure what you mean by this. Are you looking for the [URL="https://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf"]PHB errata[/URL]? [/QUOTE]
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