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12

There are 2 definitions of "round" in 5e. There is the definition of "round" that you quote, which is from initiative position intMax to initiative position 0 (or negative if you manage that some how). Then there is the definition used here for readied actions. This is the same definition used in "once per round" effects such as certain powers. This ...


12

Power Attack applies to all or no attacks that round (and until right before your next turn), as described in the feat (though you can "turn on" the ability before making any attack roll, so you could make some attacks without it and then turn it on for later attacks, if you really wanted to, but you can't turn it off again till your next turn). If you have ...


10

'Attacks' or 'attack roll' both refer to the attack roll only, not damage. If damage should be included, it is explicitly mentioned. So fighting defensively gives a -4 penalty to attack rolls only. Damage is unchanged. If you look at it thematically, it would make sense for the character's swing to be less precise while fighting defensively (and thus give ...


8

This is the general case. Chapter 9 gives rules that tell what you need to do when a encounter requires the characters to resolve their actions within combat. There is nothing that forbids a referee to apply any or all of the combat rules while the characters are exploring a dungeon or moving around. But there is nothing specific either so the referee has ...


6

If you are talking about the unarmed strike mentioned on page 195 of the PHB the answer is no unless the wild shaped form is a humanoid like a Ape (CR 1/2). Even then the Ape has a superior attack with his Fist. The exact wording of unarmed strike is When you are unarmed, you can fight in melee by making unarmed strike, as shown in the weapon table ...


5

First, I want to point out that flying characters already had this option at the cost of a single feat, Flyby Attack. Flyby Attack is different from Spring Attack in that it allows any standard action during movement, which is massively more valuable. So this would eliminate the point of a few feats, like Flyby Attack and Spring Attack. But I have played in ...


4

There are 6 combat states in 5e when you don't consider cover coming into play (and cover adds modifiers rather than affecting the advantage state, though full cover prevents targeting entirely): Able to target no adv/disadv Able to target adv Able to target disadv Guess no adv/disadv Guess adv Guess disadv The question is how total concealment (such as ...


3

The rules use round more than one way. The ruling was incorrect. Most actions are clearer about how long they last, relative to your turn (basic rules, p. 72). Disengage: If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. Dodge: When you take the Dodge action, you focus entirely on ...


3

If the Storyteller believes the attack would genuinely surprise the opponent, then the target should roll Wits + Composure, perhaps with a penalty related to the distraction (maybe a Manipulation + Expression or some such roll from the attacker or an ally?). Only if the Wits + Composure roll succeeds, the target rolls Initiative, otherwise handle it as a ...


3

The out-of-print Twilight: 2013 handles modern combat remarkably well, with an excellent focus on the psychological aspects of it. There is even an underappreciated mechanic of push vs hold every turn: If both sides push, combat continues. If only one side pushes, they gain surprise/advantage. If both sides hold, then combat hits a lull. The pace then ...


2

Run & Gun adds several interrupt actions and one Edge action that are applicable to defending yourself against grenades. Right back at ya! This is an interrupt action that deducts 10 from initiative. You have to pass an Agility (2) test to quickly pick up or intercept the incoming grenade, followed by a Throwing Weapons attack at a -2 penalty to return ...


2

mxyzplk's answer is mostly correct. It can apply to all, none, or just the attacks following turning Power Attack on. To add to his answer, you can turn Power Attack on between iterative attacks. The language "You must choose to use this feat before making an attack roll" is worded so that you can't look at the die result and then determine if you want to ...


2

Not normally. Activating a wand is either a standard action (core) or the same action it takes to cast the spell the wand holds (Rules Compendium). Even under Rules Compendium, I do not know of any spell that can be cast in place of an attack.1 That said, some touch-attack spells last for multiple touches; chill touch is the classic case of that. So you can ...


2

My players ready actions outside of combat often, and I don't think that it ever occurred to us that it would work any other way than what I have written below. I think this is a straightforward RAW interpretation, and it has worked out quite well for us in the past. The players only ready actions when they honestly expect enemies, and most of the time the ...


1

Making an attack requires the ability to see the target The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. (Player's Handbook, p183) You can make an opportunity attack when a hostile creature ...



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