D&D 5E Rules are go!


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Don't worry, we'll find something else to ragequit over!

:)

Thaumaturge.

Here's one for you: The grid combat sidebar has 4e-style 1-square diagonals as the default for movement. Of course it does mention a more realistic option in the DMG...
 


Here's one for you: The grid combat sidebar has 4e-style 1-square diagonals as the default for movement. Of course it does mention a more realistic option in the DMG...
Money sidebar in the combat chapter:

Dungeon Masters describe hit point loss in different ways.
When your current hit point total is half or more of your hit
point maximum, you typically show no signs of injury. When
you drop below half your hit point maximum, you show signs
of wear, such as cuts and bruises. An attack that reduces you
to 0 hit points strikes you directly, leaving a bleeding injury or
other trauma, or it simply knocks you unconscious.
 

Is there any reason NOT to? Six saving throws is an awful mechanic to start with.

It was a nice idea to 'simplify' the system - saving throws would just be a variety of skill or ability check. Generally though, more saving throw types mean more power to spellcasters to pick your worst. If they do reduce it again, then I would suggest Fort = Str+Con, Ref=Dex+Int and Will=Wis+Cha, and restore saving throws to 10+modifiers.
 

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