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D&D (2024) What have you seen new players confused by/mistakes they make?

3. Surprise attacks/the "surprised" condition.
Looks like this may be changed to advantage / disadvantage on initiative.

Surprise.If you are Hidden/Invisible when you roll Initiative, you have Advantage on the roll.

Surprised.If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.
 

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- Some spells requiring a save while other are attack rolls are a big pain at my table.

I'd make them all saving throws, IMO.

- Item juggling/components

Just forget it. Require a spell focus in hand. You can throw as many dagger as you have attacks in a turn. Done.

- Attack of Opportunity

Why are the fighter's AoO weaker than a rogue's, barbarian's or paladin's who get to use their features on them, while the fighter's stuck with a meager single basic attack.

- Conditions

They should have clear effects and not reference another Condition.
 

This is a great question! The things that confuse newbies are super useful to pay attention to because they often expose elements of the system that are clunky that the rest of us have either just gotten used to, or are familiar with because of legacy/previous editions.
  • Ability score vs ability modifier. So my strength is 16 but my modifier is +3? What is the 16 for?
    • This is a legacy confusion. We really don't need the scores of 3-18 anymore but most of us (myself included) can't think of getting rid of them
  • Saving throws vs ability checks. Why is there a difference between a "dex save", a "dex check" and, say, a "dex based acrobatics check"?
  • What even is a "save"? Do we even need them anymore? Could this not easily be replaced with skill checks?
  • Spells.
    • Spells known vs spells prepared vs spells in the spellbook and when there is and there isn't a difference between these. Honestly I don't even think I even understand this.
    • Too. Many. Spells. Over complicated spells. Trap choices.
    • How many you can cast a turn. This should not be complicated. Do we really need to limit it so you can't cast a leveled spell as an action and one as a bonus? If the issue is Sorcerer's quickened spell, then just put a restriction on quickened spell.
  • Proficiency bonus. The phrase doesn't mean anything. Can we think of a better term for this? (I can't think of anything)
  • Sneak attack. This is weirdly complicated and non-intuitive. Could be cleaned up. Personally I think it would help if you didn't automatically get sneak attack against targets that allies are engaged with. Give rogues a separate, extra special ability called 'feint' or 'dirty fighting' or something that allows them to do sneak attack against opponents that an ally are engaged with, or whenever they have advantage on the attack roll. That way they get sneak attack if the target does not know they are there (this is intuitive), or they can do 'dirty fighting' when the opportunity arises. I don't know. Maybe. Worth testing.
  • Equipment. What do I need? Whey does it seem like I don't need any of it? Do I? <confusion>
  • What are "hit dice"? If the only time I ever need to know about these are during short rests then call them "short rest healing dice" or something more creative. "Hit dice" as a term makes no sense.
  • Not adding ability modifier to offhand attack. This is weird, doesn't appear anywhere else in the game, and frequently forgotten. Just make it off hand attack does half damage.
  • Bonus actions are weird. People always feel like they should be using one, and are not using all of their turn if they are not. I get the idea of a bonus action (people only have 2 actions to keep things fast moving, but some things can be done in addition to them as a 'bonus'), but I don't think it works as intended in execution
That's all I got off the top of my head :)
 



The biggest issue I've seen so far is the difference between Perception and Investigation. I have to constantly remind my players that Perception is basically scanning around to see if you notice something out of the ordinary or listing intently for sounds, while Investigation is more about walking around and picking up/moving objects to look in or under them. At least that's how I interpret the two, but I could also be wrong.
Oooh this is a big one. Perception and insight too.
 

  • Proficiency bonus. The phrase doesn't mean anything. Can we think of a better term for this? (I can't think of anything)
I use Heroic Bonus.

  • What are "hit dice"? If the only time I ever need to know about these are during short rests then call them "short rest healing dice" or something more creative. "Hit dice" as a term makes no sense.

I go with Recovery Dice or Healing Dice, depending.

I agree with the rest of the list!
 




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