D&D (2024) Rules that annoy you


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Basically, that which does not kill you, did not do meat point damage.
Exactly this. I could not have formulated it better myself!

You get knocked down to 0 and get a healing word next turn? You were just momentarily stunned.

You get knocked down to zero, receive no healing and fail your death saves? The foe’s attack must have nicked an artery that the other characters did not see because you are all in the middle of a battle.
 

Yes, because all of your examples are supernatural phenomenon, and the ability to physically drink something isn't.
I always imagined the healers kit to be the same ingredients as a healing potion.

Potions are just boiled down, distilled, and put in an easier to use bottle.


Though now that I think of it. Where do all the empty bottles go?
 

I think this is more a perception problem than an actual problem. The actual mathematical effect of a proficiency die is to reduce the swinginess of the d20. And the larger the proficiency die (so the more proficient you are), the larger the reduction in swinginess.
No, this is completely backwards. Yes, two dice are less swingy than one (e.g. 2d6 vs d12) but this requires the range of results to remain roughly the same. This is not the case with the proficiency die. Range of results for d20+5 is 6-25, for d20+d10 it is 2-30. It becomes really obvious if you think of even bigger dice. Like which you think is swingier d20+d100 or d20+50?

To me, this makes sense. If you are very skilled in something, luck are confounding variables are less likely to impact your work.
Yes, which is why you want a static bonus instead of a die to actually achieve this effect.
 

It annoys me that the only drawback to casting spells in melee is if they are a ranged spell using a spell attack roll in which case you get disadvantage like other ranged attacks. If you are casting a ranged saving throw spell there is no impediment.

I am used to basic when no casting in melee, or AD&D in which you get disrupted and lose the spell if you take damage during the non-instantaneous casting (and provoke every segment of casting in 1e), and 3e where you provoke in melee without a concentration check, and 4e where ranged spells provoke but certain types are designed not to.
 

Like which you think is swingier d20+d100 or d20+50?
Kinda.
But remember it's binary output. (Unless your talking damage).

Multiple dice give a bell curve. Where you are more likely to pass easy check, and less likely to pass hard ones.

I.e. 1d2+49 has the same chance to beat a DC 50 as a 1d100.
And it will always pass a DC 48 check
And it will never pass a DC 53 check.
 


No, this is completely backwards. Yes, two dice are less swingy than one (e.g. 2d6 vs d12) but this requires the range of results to remain roughly the same. This is not the case with the proficiency die. Range of results for d20+5 is 6-25, for d20+d10 it is 2-30. It becomes really obvious if you think of even bigger dice. Like which you think is swingier d20+d100 or d20+50?


Yes, which is why you want a static bonus instead of a die to actually achieve this effect.
I never took statistics but with just adding one die or a flat bonus I think it is less swingy to add the flat bonus. The more dice you add though the more of a bell curve you get which is less swingy.

I could not say when it switches over to make the bell curve of a lot of dice less swingy than a single die with a flat average bonus but I could see that being the result with enough dice.
 

I never took statistics but with just adding one die or a flat bonus I think it is less swingy to add the flat bonus.
of course it is, the d20 stays as swingy as it always was, the flat bonus does not change that and the d6 adds its own swinginess on top, so the flat bonus is less swingy

The more dice you add though the more of a bell curve you get which is less swingy.
might be a matter of what you consider swinginess to be, 1d6 has a lower variability than 2d6 or 3d6, but some numbers become more probable for the latter while all numbers are equally likely for 1d6
 


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