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Those of you who have actually PLAYED 5e...
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<blockquote data-quote="ccooke" data-source="post: 6367016" data-attributes="member: 6695890"><p>Specific to 5e: </p><ul> <li data-xf-list-type="ul"> Remember that there is a difference between taking the Attack action and making an attack. The Attack action allows you to make one or more weapon attacks (depending on the Extra Attack feature) and may tie in to the use of Bonus actions. </li> <li data-xf-list-type="ul"> Get a good feel for the new Grapple and Shove rules. They've changed a lot, and at level 6, you'll probably have PCs with multiple attacks in your group. They thankfully have identical mechanics (sacrifice one of your weapon attacks when you take the Attack action to contest your Strength[Athletics] against the target's Strength[Athletics] or Dexterity[Acrobatics]. Given that you can shove someone Prone, I can see a <strong>huge</strong> amount of use of it.</li> <li data-xf-list-type="ul"> If any of your players came from 4e, remind them that cantrips and spells are not weapon attacks. I had an interesting misunderstanding about that last night with one player.</li> <li data-xf-list-type="ul"> Moving isn't part of the action economy; you don't have "a Move". You can just move up to your Speed, split however you like. </li> <li data-xf-list-type="ul"> Something you can do once per turn is different than something you can do once per round. This is a subtle distinction that not everyone catches - but it means (for instance) that a Rogue can Sneak Attack during their turn and <strong>also</strong> during someone else's turn, when making an opportunity attack</li> <li data-xf-list-type="ul"> The rules explicitly support using skills with any attribute you think is relevant to the situation, if you want to</li> <li data-xf-list-type="ul"> If one player takes an action to set something up, obtain a better position, support someone else, distract someone or anything equivalent, that can be automatically translated into the Help or Hinder actions. Which means that one action spent is equivalent to one application of Advantage or Disadvantage.</li> <li data-xf-list-type="ul"> Therefore if a player does something tactically clever that requires an action and an attribute check to succeed, the reward of success should be at least somewhat more than a single Advantage (or Disadvantage) roll applied against a single target. Allowing someone else an attack of opportunity (with advantage), applying the Advantage or Disadvantage to two targets or allowing the player to make a single weapon attack might be reasonable (and not too generous) rewards.</li> <li data-xf-list-type="ul"> If you're converting from 3e or 4e, there will probably be a lot more magic items. When converting my games, I've done the following:<ul> <li data-xf-list-type="ul"> Any magic items that are the "expected" power level I've stripped the +X magic from</li> <li data-xf-list-type="ul"> Magic items that are beyond the "expected" power level become +1 items</li> <li data-xf-list-type="ul"> Major plot items/artifacts/etc become +1/+3 with attunement. Well, they would if I'd ever used any.</li> <li data-xf-list-type="ul"> I ran through the random traits from the playtest to add some detail to all the items, selecting properies that matched the player and/or item</li> <li data-xf-list-type="ul"> Magic items in shops and markets become utility items - they don't have +X bonuses, but they all have at least one trait from the playtest (plus a few utility effects I've added - earrings that let you use the Message cantrip once per short rest, for instance)</li> </ul></li> </ul><p></p><p>That's as much as I have brain for right now.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6367016, member: 6695890"] Specific to 5e: [list] [*] Remember that there is a difference between taking the Attack action and making an attack. The Attack action allows you to make one or more weapon attacks (depending on the Extra Attack feature) and may tie in to the use of Bonus actions. [*] Get a good feel for the new Grapple and Shove rules. They've changed a lot, and at level 6, you'll probably have PCs with multiple attacks in your group. They thankfully have identical mechanics (sacrifice one of your weapon attacks when you take the Attack action to contest your Strength[Athletics] against the target's Strength[Athletics] or Dexterity[Acrobatics]. Given that you can shove someone Prone, I can see a [B]huge[/B] amount of use of it. [*] If any of your players came from 4e, remind them that cantrips and spells are not weapon attacks. I had an interesting misunderstanding about that last night with one player. [*] Moving isn't part of the action economy; you don't have "a Move". You can just move up to your Speed, split however you like. [*] Something you can do once per turn is different than something you can do once per round. This is a subtle distinction that not everyone catches - but it means (for instance) that a Rogue can Sneak Attack during their turn and [B]also[/B] during someone else's turn, when making an opportunity attack [*] The rules explicitly support using skills with any attribute you think is relevant to the situation, if you want to [*] If one player takes an action to set something up, obtain a better position, support someone else, distract someone or anything equivalent, that can be automatically translated into the Help or Hinder actions. Which means that one action spent is equivalent to one application of Advantage or Disadvantage. [*] Therefore if a player does something tactically clever that requires an action and an attribute check to succeed, the reward of success should be at least somewhat more than a single Advantage (or Disadvantage) roll applied against a single target. Allowing someone else an attack of opportunity (with advantage), applying the Advantage or Disadvantage to two targets or allowing the player to make a single weapon attack might be reasonable (and not too generous) rewards. [*] If you're converting from 3e or 4e, there will probably be a lot more magic items. When converting my games, I've done the following: [list] [*] Any magic items that are the "expected" power level I've stripped the +X magic from [*] Magic items that are beyond the "expected" power level become +1 items [*] Major plot items/artifacts/etc become +1/+3 with attunement. Well, they would if I'd ever used any. [*] I ran through the random traits from the playtest to add some detail to all the items, selecting properies that matched the player and/or item [*] Magic items in shops and markets become utility items - they don't have +X bonuses, but they all have at least one trait from the playtest (plus a few utility effects I've added - earrings that let you use the Message cantrip once per short rest, for instance) [/list] [/list] That's as much as I have brain for right now. [/QUOTE]
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