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34

The rule about all of its heads dying is an exception particular to the hydra. It is not immune to the effects of being defeated when reduced to 0 hp. If the hydra were immune to defeat at 0 hp, its description would have to say so.


26

There are two issues here: The ranged characters can shoot past any number of other creatures - they just have +2 or +5 to their AC depending on if you rule they have half or three-quarters cover. Of course, many spells do not care about cover at all. Your players were unimaginative in their choice of tactical options. There are any number of ways to deal ...


18

Help only provides advantage for a single ally and only for a single attack Everything in the text of Help uses the singular for who you're helping "...a friendly creature..." "...ally's..." "...your ally" So it only provides advantage for a single ally. Also note the last sentence which further limits Help to only providing advantage for the first ...


17

Your Turn On your turn, you can move and perform an action. The ready action is, as you point out, an action like any other. This means that on your turn you can move and take the ready action. The Ready Action The ready action allows you to react to a specific, "perceivable circumstance." "To do so, you can take the Ready action on your turn so that you ...


13

Do you have advantage on the attack roll? Vow of Enmity gives you advantage on attacks for a minute. This assumes there are no effects giving the character disadvantage, balancing everything out to nil. Is the Weapon Finesse? Scimitars are finesse. You do an extra d6 of damage.


11

Normally, you would be correct; if a level 2 Rogue (or level 3 rogue of any other Archetype except Assassin) catches an enemy by surprise or takes their turn before the start of the targets initiative count, they would also need Advantage on the attack for it to apply Sneak Attack. A level 3 Rogue with the Assassin Archetype get's the Assassinate feature, ...


9

The simplest answer here is to stop using so many 5 foot corridors. They might have their uses realistically, and indeed you may want to force your players into this kind of situation where they are vulnerable from time to time, but if this is really a problem for your party, stop subjecting them to it. There's almost no reason you need to use so many and ...


9

The two-weapon fighting sections says: When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. With that in mind, the only restriction is that one attack must be with each weapon. The extra attack ...


8

Make Attack Rolls Advantage on saving throws have no impact whatsoever on spells that have attack rolls—or spells that don't require a roll at all (like magic missile). Scorching ray, fire bolt, shocking grasp, spiritual weapon, and so many more spells don't require a save and are unaffected by any modifier/bonus to a saving throw. Additionally, weapon ...


7

Effectiveness of such an action should be resolved by an Ability Check. While you are right that kicking a small object is a Free Action in combat, that doesn't mean you always succeed automatically. Sure, simple, trained actions like drawing a sword are not rolled for, but if you want to achieve a specific advantage with such action, you have plenty of ...


7

It's not "lost" as such. But you can't magically turn it into something else because circumstances changed. If your ally attacks the target before your next turn, the first attack roll is made with advantage. That's all the Help action (when used to Help an attack) does. If your ally doesn't attack, it doesn't change the fact that you used the Help ...


6

I run D&D 5E combats describing distance in multiples of 30 feet, calling these "moves". Most spell/weapon ranges are in multiples of 30 feet. I made throwing weapons (normally a range of 20/60) have a range of 30/60 for simplicity. Since 5E doesn't have concepts like "5 foot step", the approximation is OK. "The archers are two moves away." - means PCs ...


6

If you have advantage you get sneak attack damage. If you also have disadvantage as well then you no longer have advantage and you don't. However, this is the hard way to get sneak attack. The easy way is to have any ally stand next to your target: the fighter, the mage's familiar, the ranger's animal companion etc. A rogue should get sneak attack ...


5

On its turn the undine makes a melee attack then uses hydraulic push The undine weaponshaft says As a full-round action, an undine can make a single melee attack with the weapon and use her hydraulic push spell-like ability against the target of that melee attack. The weapon otherwise functions like a standard weapon of its type.... Although the ...


4

Other than the interaction of "kicking a small stone" in the free interactions section, the system is fairly quiet about the distances of kicking objects. In keeping with the simplicity mandate of the rules, a good rule of thumb would be half the throwing distance of a thrown similar object, which is usually 20/60. So if someone wanted to kick away a ...


3

So 4e has this problem with combats devolving into long slogs of whittling away at colossal HP totals. There are a number of commonly-suggested improvements, but ultimately as a highly-tactical, rules-heavy game, combat is the emphasis of 4e and it tends to take quite a bit of time even when you do everything you can to limit that. In addition to these ...


3

Damage is lethal unless indicated otherwise Nothing about the feat Bleeding Attack (né Belier's Bite from Cheliax, Empire of Devils 26) indicates that the feat's benefit interacts at all with nonlethal damage. The benefit of the feat Bleeding Attack simply says, "When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage." That ...


3

To get a Sneak Attack, you require either advantage on the attack roll or an ally within 5 feet of the target. An Assassin Rogue gets advantage when attacking a foe who has not yet had a turn in this combat (Assassinate feature) so you can choose to use Sneak Attack if you hit. If an Assassin Rogue scores a hit on a surprised foe then the hit is ...


2

Sneak Attack (Usually) Requires Advantage You can add sneak attack damage, "…if you have advantage on the attack roll…" or "…if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll," (PH96). Surprised Doesn't Grant Advantage When you're surprised, "you can't move or take an ...


2

Yes, that is what the weapon special quality grapple does: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are ...


2

There's too many variables to make a simple rule. A long sword will move much further on the polished marble floor of the throne room that it will when kicked with the same force in a muddy forest clearing. So it falls under rule 1.


1

"Always" is a pretty strong word, but yes, you have a point. Picture a situation where the party wants to retreat to a small room - for example, they're horribly outnumbered and prefer to engage the enemies in a confined space. This'll likely create an encounter where the party is in no immediate danger of being defeated during a single "roomful" of ...


1

General Advice: Use a system with simple rules. The more rules the players have available to them, the more they tend to rely on them. When all you have is a hammer, everything looks like a nail. The less game mechanics the players have to use as tools to "solve" an encounter, the more incentived they are to come up with creative and more narrative ideas. ...



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