D&D 5E (2014) What Are Your Favorite Parts of the New DMG?


log in or register to remove this ad

Random tables, random tables, and more random tables! Few things get the old creative juices flowing like a bunch of random tables can. And, as others have said, lots of advice rather than rules. (Although there are areas where more examples would be helpful, especially for newer DMs.)
 


I'd love to see some adventure support with a mix of rules from part 3 of the book for example this campaign uses x y and z and how that affects the design of the adventure/plot.

On subject I love virtually all of the book but especially the tables so far, really triggers creative juice with just a few rolls.
 

As I understand from first skim, if you reduce an enemy from max hit points to 0 in a single shot, you can carry over any excess damage to another creature in range, if your initial roll was high enough to hit them as well.

It gores further than that - you can carry on doing it until you run out of damage, even. Which would allow a fighter to really wade through an army of goblins

Edited to add some detail:

It applies only when a melee attack takes an undamaged creature to zero hit points. The remaining damage may be applied to any other target the attack could have hit (so creatures within reach that have the same AC or less). The process may be repeated until you run out of damage to spill over or valid targets.
 

Ok. I believe I understand this.

If your DM allows the crafting of magic items, you can craft a legendary item only if it is a new item, and not a legendary item that already exists.

Which would make perfect sense.

Nef

The DM can give you permission to make any item. It's their call. There's no defaults for how you'd make legendaries, doesn't mean you can't, just that it's a DM call how it would work.
 

The proliferation of random tables. I've already used them in prep and at the table. The DMG has a table for just about anything you want to do.
 




Remove ads

Top