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messy's 5e newbie questions thread
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<blockquote data-quote="Harzel" data-source="post: 7618018" data-attributes="member: 6857506"><p>I've never seen a definite explanation from the authors. For fighters, I guess I've always figured they just couldn't think of anything better (which sounds a bit lame when you admit it explicitly). For rogues I guess it sort of goes along with their characterization as skill monkeys.</p><p></p><p></p><p></p><p>So everything isn't samey, samey? Sorry, that is probably a little rude. I certainly remember a time when I preferred <em>everything</em> to be as regularized and as amenable to analysis as possible. I still feel that way about many things, such as dealings with business and government. For instance, I deeply resent insurance companies and many financial instruments. However, in a game, I now definitely love me some idiosyncrasy. I would much rather a game system be so irregular, situational, and full of different mechanisms as to defy analysis. As with everything, of course, it is possible to go overboard and wind up with something that is just too hard to learn and use. But for my taste, 5e is in a pretty good place on this continuum.</p><p></p><p></p><p></p><p>Just to reiterate what others have said in slightly different words - each weapon has a list of properties. A weapon that has the <strong>two-handed</strong> property <em>must</em> be used with two hands; all others can be used with one hand. A weapon that has the <strong>versatile</strong> property can be used one-handed, but does more damage if used two-handed. Weapons that have neither of these properties could be used two-handed in the sense that there is no rules reason to forbid it, but RAW it would confer no benefit.</p><p></p><p></p><p></p><p>Again, just to restate what others have said - "hit dice" that can rolled for healing at the end of a short rest are a pool resource. You start out with a number of these hit dice equal to your level and deplete your supply as you roll them to heal. At the end of a long rest, you get back a number of hit dice equal to your level divided by 2 rounded down, but with a minimum of 1.</p><p></p><p>So if Bob starts out fully recharged with 8 hit dice and then uses, say, 2 on one short rest and 4 on his next short rest (before a long rest), then he will have 2 hit dice remaining. If Bob then takes a long rest, at the end of the long rest he will regain 4 hit dice, bringing the number he has to use to 6. If he had only used 2 before the long rest, then at the end of the long rest he would have been back up to his full complement of 8.</p><p></p><p>And I really wish they had picked a term more evocative of their use, such as "recovery dice".</p><p></p><p></p><p></p><p>Here I will diverge from some other commenters. It <em>is </em>more complicated. The "equivalent" +/- benefit (for some definition of equivalent) depends on the target roll you need to achieve. It varies from +1/-1 when the target roll is very high or very low to +5/-5 when the target roll is 11. So I usually think of it as sorta, kinda +4/-4.</p><p></p><p>However, I really don't think about what the equivalence is all that often and you won't need to either. RAW never gives you a choice between a +/- and advantage/disadvantage. If as DM I want to confer a minor bonus/deficit I use +/- 1 or 2; if major, then I use advantage/disadvantage and I just don't worry about whether it is in some sense equivalent to 3, 4, or 5.</p><p></p><p></p><p></p><p>I don't know of anything from WoTC; there's lots of 3rd party stuff on DMsGuild.</p><p></p><p></p><p></p><p>YW.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7618018, member: 6857506"] I've never seen a definite explanation from the authors. For fighters, I guess I've always figured they just couldn't think of anything better (which sounds a bit lame when you admit it explicitly). For rogues I guess it sort of goes along with their characterization as skill monkeys. So everything isn't samey, samey? Sorry, that is probably a little rude. I certainly remember a time when I preferred [I]everything[/I] to be as regularized and as amenable to analysis as possible. I still feel that way about many things, such as dealings with business and government. For instance, I deeply resent insurance companies and many financial instruments. However, in a game, I now definitely love me some idiosyncrasy. I would much rather a game system be so irregular, situational, and full of different mechanisms as to defy analysis. As with everything, of course, it is possible to go overboard and wind up with something that is just too hard to learn and use. But for my taste, 5e is in a pretty good place on this continuum. Just to reiterate what others have said in slightly different words - each weapon has a list of properties. A weapon that has the [B]two-handed[/B] property [I]must[/I] be used with two hands; all others can be used with one hand. A weapon that has the [B]versatile[/B] property can be used one-handed, but does more damage if used two-handed. Weapons that have neither of these properties could be used two-handed in the sense that there is no rules reason to forbid it, but RAW it would confer no benefit. Again, just to restate what others have said - "hit dice" that can rolled for healing at the end of a short rest are a pool resource. You start out with a number of these hit dice equal to your level and deplete your supply as you roll them to heal. At the end of a long rest, you get back a number of hit dice equal to your level divided by 2 rounded down, but with a minimum of 1. So if Bob starts out fully recharged with 8 hit dice and then uses, say, 2 on one short rest and 4 on his next short rest (before a long rest), then he will have 2 hit dice remaining. If Bob then takes a long rest, at the end of the long rest he will regain 4 hit dice, bringing the number he has to use to 6. If he had only used 2 before the long rest, then at the end of the long rest he would have been back up to his full complement of 8. And I really wish they had picked a term more evocative of their use, such as "recovery dice". Here I will diverge from some other commenters. It [I]is [/I]more complicated. The "equivalent" +/- benefit (for some definition of equivalent) depends on the target roll you need to achieve. It varies from +1/-1 when the target roll is very high or very low to +5/-5 when the target roll is 11. So I usually think of it as sorta, kinda +4/-4. However, I really don't think about what the equivalence is all that often and you won't need to either. RAW never gives you a choice between a +/- and advantage/disadvantage. If as DM I want to confer a minor bonus/deficit I use +/- 1 or 2; if major, then I use advantage/disadvantage and I just don't worry about whether it is in some sense equivalent to 3, 4, or 5. I don't know of anything from WoTC; there's lots of 3rd party stuff on DMsGuild. YW. [/QUOTE]
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