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48

Short answer: whatever makes sense. When in battle, you generally don't just strike at random foes. Depending on the combatant's training and role they will choose different targets. Each creature you decide to send into battle should have some preferred tactic to utilize and as the DM, you get to decide what tactic makes the most sense. Some examples: A ...


17

No. You don't need a board for 5e. 5e is intended to be played however you'd like. Some groups (like the ones I GM), prefer to use a battle mat and minis to represent the play space. However, other groups have success either running the game entirely in their mind, or by tracking things much more loosely using pencils and graph paper, or just any kind of ...


16

Remember that the Matrix is layered over the real world. If he can physically see the gun, finding which icon belongs to it is super-simple; it's the one that's physically located in the same place. The only benefit they might get from running silent is making him waste an action to locate a handful of their weapons; that's if they're allowed to run ...


16

Yes, the familiar can grant advantage with the Help action, and its presence adjacent to an enemy can allow sneak attacks. Bear in mind, though, that most familiars have extremely low health and AC, and will likely die in a single hit, requiring 10g and at least 1 hour to resummon.


15

No. Your monster has 4 options for his action: Multi-Attack (Attack 2x with claws) Claws (1 attack) Rotting Gaze Weird Insight Thus, on his turn he can choose to use his action any of these 4 ways. He cannot freely mix and match his action using different abilities, he much choose 1 from this list (or an improvised action, though generally you don't ...


14

I've seen this question before and wondered if a good house rule would be to treat the target as helpless. A helpless character is not defending, and in the case of a willing ally, in a similar fashion, they are not defending either. There is no bonus to the attack roll for a ranged attack, but the defender loses any Dexterity bonus to AC and, their ...


12

There are no hard rules about this. An "encounter" in D&D 3.5 is a loosely defined and artificial concept that we use to separate an in-universe period of time and area of space where combat rules like initiative, positioning, and movement speed are important to keep track of. Unlike in some other editions, it doesn't really have much mechanical effect ...


11

In the specific case of your example, the "two battles" should be one Considering most player races have a 30 foot base speed, and can run 4x that, the two "battles" are barely over 1 round's move apart. When you consider various spells and items that can increase your movement speed, it is possible to move from one melee to the other in 1 round. That's ...


10

I don't think I ever saw a rule about this, and I'd be happy of being proven wrong. If there's really no rule, it's all in the GM's hands, and this is how I'd rule it: Some of those bonuses - dexterity, dodge, insight - represent the character actively dodging incoming attacks. It makes sense that the character is not using them against your attack, if ...


10

No, there is no non-damage, non-spellcaster build that will be as useful as a normal character. First and foremost, there is a support ability every character can use: The Help action. This takes your action to give an ally advantage on one attack. It can be useful, but it's not even close to being the equal of another character. Going through the classes, ...


8

This is entirely up to the DM. You can use a random system as you describe, or use a criteria based on the personality of this enemy. If they're cowardly, they may target the smallest or weakest looking PC. If it's a rust monster, it'll go for the one with the most metal. Intelligent enemies may try to take out the party leader, if one is obvious, or the ...


7

There is no "right way," except that you as the DM are trying to create a realistic world for your PCs to participate in. Different foes would approach target selection in different ways. Unintelligent and/or chaotic foes might pick one at random. Others might pick a target based on their perceptions and culture - do they prey on the weak first, or prove ...


7

Nope. A Cleric can not Turn Undead in place of performing an Attack of Opportunity. Take note of what an AoO actually allows: Making an Attack of Opportunity An attack of opportunity is a single melee attack Particularly, note that no where in the AoO description does it allow the character to take a standard action, which is what is needed to ...


6

You get one action per turn. Rotting Gaze is an action. Weird Insight is an action. Multiattack (or single attack) is an action. You cannot use both as that would be 2 actions.


6

Rules as written, a familiar grants sneak attack damage just by being within 5 feet of the target. Even though it cannot attack, the rules simply require that the familiar be the target's enemy, and that the familiar is not incapacitated. Thus, simply sitting on the rogue's shoulder or standing next to the target, a rogue receives sneak attack damage. ...


5

Even without battle maps and miniatures you can have an organization of the party. I've always handled it by having the party define what their usual arrangement will be, if nobody specifies they're doing something else I assume that's how they are arranged. Monsters will normally attack what they consider to be the best target amongst those available to ...


4

Players familiar with recent editions of D&D, tactical wargames, or most computer games are often used to combat systems where it is very important to know exactly where every participant in a fight is located at all times. This enables some very clever, tactical play from players who study their characters' combat abilities and can think quickly during ...


4

Yes Yes, the rules say familiars can do everything but attack, so that would include Help. It also says nothing about their “enemy” status – that is purely about who opposes whom. Your familiar is acting, in combat, to aid you in defeating this foe. That foe can attack the familiar, and might decide to do so if there’s a good opportunity and it’s helping ...


4

Yes, even during the spell time stop an effect that ends at the conclusion of the casting creature's turn still ends at the conclusion the casting creature's turn The 9th-level Sor/Wiz spell time stop says In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to ...


4

No. Each of the entries under "actions" in the nothic's stat block is a standard action, of which the creature can only choose to use one each turn. The Multiattack action specifically allows the nothic to use two claw attacks as part of that action, but this says nothing about Rotting Gaze or Weird Insight. Using either of those two actions would use the ...


4

No, a Nothic cannot Rotting Gaze on the same turn it attacks. Rotting Gaze is an action and cannot be used on the same turn as a multiattack unless it somehow gains another action.


3

Yes, you can (and, most of the time, should) split your potential that way. One of the major benefits that Psychics get is that they may use as many powers in a turn as they like without incurring multiple action penalties, which is pretty sweet. From page 192 of the CRB: Characters wanting to use more than one Power per turn divide their psychic ...


3

It has been a while since I played Anima, but my last character was full of Psychic Powers, so lets try to answer the question as in-depth as possible. Short answer: yes you can. Long answer: You can split your potential into groups of whatever amount you like, subject to a minimum of +10 for any one group; it does not have to be equal parts, so you can go ...


3

You perform an attack (attack roll, dodge/parry roll) & resolution (damage roll, soak roll, apply damage) successively for each character. Once there are more than two or three total characters in a combat, this is the only flow of play that lets you keep track of the narrative. Detailed example: The way the stages of a round are presented in the book ...


3

It's actually a little more simple than you think. If you're running with the same group more than once you can say in the downtime you log your runners' equipment into a filter so that they don't even register when you ping for strange weapons. That way when your rig says that there's a gun nearby there's a serious issue. Also, with programs at your ...


3

Under the RAW for "Throw Splash Weapon": A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. The RAW makes no distiction between a ranged touch or a melee touch: [T]he attacker ...


2

In older campaigns, I had some of the more sentient opponents target based on race or class depending on the situation. For example, I had a criminal hiding out from elves he stole from. He naturally would attack the elves of the party, thinking that they were part of the group he stole from. In most cases though, I use either who's closest or who attacked ...


2

Space Combat is still a combat encounter using Characteristic and Skill Tests -- just on a different playing field. The initiative is different and the question "what action do I take?" is brought to the foreground, but the core rules of how they are performed remains the same. During this combat, the character's personal characteristics are still being ...


2

Thesis: All support roles in Dungeons and Dragons 5th edition rely on either attacks or magic. There are 12 classes in 5e right now, and they all fall into one of two groups: Magic Martial These are not well defined distinct groups, many if not most classes overlap them sufficiently. However, there is no class that can provide adequate combat support ...


2

Disinformation is listed as one of the extended actions as part of Ship Combat. The rule book explicitly states that the modifiers for extended actions may be modified at the GM's discretion. (pg 215 Core Rulebook) The Disinformation action can be taken once per strategic round by a character that has not participated in any other action that round(which is ...



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