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21

From page 74 of the 5e Basic Rules: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Or in the PHB p.195: When you move, you can drag or carry the grapplee with you, but your speed is halved, unless the creature is two or more sizes smaller ...


13

Resource Management during the Adventuring Day As a class, the Paladin isn't overpowered. The Paladin does have a nice mix of weapon and spell skills to offer any party. Discussion: On page 84 of the DMG the adventuring day around which the game is balanced calls for 6-8 encounters of medium to hard difficulty, and 2 short rests. If your DM isn't ...


12

The DM's mistaken about how the fire damage works... The DM's correct that damage reduction doesn't reduce damage from non-weapon attacks (e.g. energy damage, falls, poisons), so a creature with damage reduction takes full damage from, for example, fire. (To take less fire damage, the creature needs the special ability resistance to energy.) But a weapon ...


11

Yeah, there's a rule that prevents this from being a problem. From Movement, Position, and Distance: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover. (There's no movement restrictions to this: it's not ...


11

No. Extra Attack can only be used when taking the Attack Action. Spellcasting doesn't use the attack action so you can't use Extra Attack to cast spells.


6

During the playtest, there was a Charge action that all characters could use. What it allowed was that as an action, you could move up to half your speed, and attack any adjacent creature when you finished moving. This effectivley allowed you to have a movement of 1.5 times your normal movement rate, in exchange for losing extra attack etc. Besides trying ...


5

There is no flanking rule as a default, there are however a couple of optional rules proposed in the DM's handbook. It should also be noted that these are part of a general set of rules dedicated to playing using miniatures and tactical maps and even then they are marked as optional. The flanking rule states: Flanking on Squares. When a creature and at ...


5

Disclaimer: For unusual situations that aren't specifically covered; however, of which existing rules can be applied, read below. Two-Fisted Abe If Two-Fisted Abe is simply trying to touch him, then yes of course, roll a touch attack. This would be no different from a spell caster rolling a touch attack. The only difference is, nothing happens after the ...


5

Here are some examples of the areas affected by a 15-foot cone cast at different angles. The point of origin is shown at an intersection between squares (as recommended in the DMG), and also centered on the side of the square for attacks in a cardinal direction (which is more intuitive). Here are all the squares that are touched by the cone: Here are ...


4

Why would you Shove without a follow-up? Knocking someone down is not really a good strategy in any fight (real or imagined) if you don't have a follow-up. When was the last time you saw a UFC/MMA fighter push someone to the ground and then just let them get up? When somebody in a gang does a shove, they're doing so to let their friends jump on the fallen. ...


4

A cone in 5e is defined such that A cone's width at a given point along its length is equal to that point's distance from the point of origin. That is a 53-degree cone, not a 90-degree cone as 3.5e used. Thus the diagrams given from the Pathfinder SRD are not applicable. If you don't want to just eyeball it you have 2 choices: (requires ...


3

The rules don't specify any bonuses for moving at those speeds in combat, or using Wind Walk at all in combat. It wouldn't be unreasonable for a GM to give you an AC bonus for being so hard to hit, however. The real problem with using Wind Walk in combat is this section from Gaseous Form: It can't attack or cast spells with verbal, somatic, material, or ...


3

I'd like to point the fact, that the actions are happening simultaneously, and that complicates matters quite a bit. But it makes more plausible - the barbarian is not dragging life-less body that used all its move, the whole thing is dynamic: they both run, barbarian overtakes the wizard and picks him up on his way. Assuming that barbarian is further from ...


3

Here is what I personally use in my game that I am running currently. To stand up from prone you have two options. First, you can just stand up and it costs your entire movement and then you can attack. The standing up provokes an attack of opportunity by anything and everything that is threatening the creature standing up. Second, you can stand up at ...


2

In terms of usefulness regarding initiative, a possible solution could be houseruling in the possibility of intentionally delaying your initiative to move down in the turn order. This could potentially allow you to control where your turn falls in relation to the person you are knocking prone, but also offers the said person a chance to get away before hand. ...


2

[I wish the down-voter would comment so I can improve my answer.Answering at PurpleVermont's request, although I feel I don't have a lot more to say.] In my house rules, as a cherished holdover from a 2nd edition AD&D variant, any character in combat can color their melee attack using a maneuver. Maneuvers are akin to grapple or shove in 5th edition, in ...


2

Thanks for the suggestions. I think I'm going to go with something based on the playtest's Charge action, as suggested by GMNoob. Charge: Move up to half your move speed, then make a single melee attack (this is not an Attack Action). If you moved at least 20 feet in an unobstructed straight line prior to making this attack, and you made a ...


1

As already mentioned, the Paladin will be overpowered if given too many opportunities for adequate rest without enough chances to to burn all of his Smites in between. But there's also a lot of stuff the Paladin won't be able to handle. The Paladin excels at single big obvious targets that he can hit in melee, so why not mix it up and throw a horde of ...


1

Another way to stop some one from blocking the entrance is to make 15ft/3 squares wide and make the tunnels 15ft/3 squares wide as well. Also make sure the monsters are away from the door again 15ft/3 squares away.


1

I believe creatures with multiple primary attacks can use all their attacks in a round as a full-attack action. Otherwise if they make an attack as a standard action, they only get one of their attack types. This is a difficult question and I had to do some searching and comparing. But I found another question on Stack Exchange where an answer read as such: ...


1

Can monsters with only Primary Natural Weapons do multiple attacks? Yes. If they use the full attack action If you get more than one attack per round [...], you must use a full-round action to get your additional attacks. This is all included in the OFFENSE section in a monster entry in pathfinder. The fields Melee or Ranged or both will include ...


1

AFMBE (All flesh must be eaten) fullfills most of the points you listed. Even though at first glance it is a game about zombies and non zombies set in modern days there is more to it than that. First of all it works quite fine even without zombies getting involved (only thing I myself had to get used to is a skill....persuasion as such is not a skill....it ...



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