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77

A good and solid answer was given already: Modern firearms and grenades appear on page 268 of the Dungeon Master's Guide. Please upvote that answer if you find it useful, I'm just copying it to comply with the guideline that every answer should stand on it's own even if the others get changed or removed. However, a paragraph like this has been in all ...


51

0. Do your players want this, too? If you haven't discussed a different playstyle I think they're reasonable to still expect the "sporty" style you were previously playing. That's why I think--even one session in--a change like this would be equivalent to starting a new campaign: same setting and same characters, but different game. If you have not had ...


44

Yes, you must apply all the damage--but you can still leave your target alive. Except in the case of instant death: "when damage reduces [one] to 0 hit points and there is damage remaining, [one dies] if the remaining damage equals or exceeds [one's] hit point maximum." (PHB p.197) Monsters and Death Most DMs have a monster die the instant it drops ...


39

The action you described not really a readied action. It's more like a "colorful" Dodge Action. Either dodge or a readied action will cost one action - they are equivalent in game mechanics. If the player wants this to be a readied action, there's no reason to correct them on the term. Disguising the Dodge action as a readied action You can indulge the ...


38

Modern firearms and grenades appear on page 268 of the Dungeon Master's Guide.


37

There are no facing rules in 5e by default. Thus one provokes an OA leaving an opponent's reach no matter how you imagine the characters are faced. The reasoning behind this is that the round represents six seconds of movement: thrusts, parrying, bobbing-and-weaving, &c.* In your example, the answer is: yes, Atone would provoke an OA from Dip. If you ...


36

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.


34

Possible exceptions: The player already has advantage; granting them advantage again does nothing, but imposing disadvantage on the monster does. The 'Lucky' feat allows the underdog with disadvantage to go from "roll two, choose the worst" to effectively "roll three, choose the best". Asymmetry: Stopping the bad guy from doing something might be more ...


34

You are correct Game Over is something that depends on the game. Outside of RPG you would think of Game Over either as the fact that you can't continue with the game as a player (some card or board games), you lose some of your progress but can try again (Video games with saves) or have to start over from scratch (saveless video games). The social contract, ...


32

You are correct; movement may be resumed after an Attack of Opportunity. Movement is "spent" by the foot; as in, if a creature has a movement speed of "30ft", then they can spend that much speed during a move action. If they are interrupted by an opportunity attack after 10ft, then they still have 20ft left to spend. To further support this, look at the ...


32

Yes, the creature is dead when it reaches 0 hit points. Basic Rules (p. 75) When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Basic Rules, DM (p. 3) A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the player’s D&D basic rules ...


31

Yes, you can tell DMG p.26 When running a combat, make sure that you describe nonlethal and lethal damage differently. The distinction should be clear—both in the players’ imaginations and on their character sheets. Does this only apply to damage the characters receive? Personally I am happy to take what the rulebooks say at face value: "make ...


31

Yes, Prayer of Healing would take 100 combat rounds to cast, if you tried to cast it during combat. Additionally, the cleric would also have to avoid being attacked to maintain Concentration: getting hit would initiate a Constitution Check against DC 10 or the damage taken, whichever is higher. For this reason, spells that take more than an Action for ...


29

If they aren't scared of death, make them scared of negative modifiers. DMG pg. 272, Lingering Injuries Nothing is stopping you from having a monster tear a guys arm off in battle with a particularly vicious strike. The kind of magics needed to reconstruct a limb are a lot harder to come by. Other things you can run into are things that can cause real ...


27

No, the monk need not see the incoming missile. ...you can use your reaction to deflect or catch the missile when you are hit by a ranged attack. (PHB p.78, emphasis mine) As you say, nothing to indicate the monk must see the incoming missile. Call it spidey-sense, or hearing it whistle through the last intervening foot, the monk can at the moment of ...


27

You don't need to decide on all of your movement in advance. There is no "movement phase" in 5e. You can move, see what's around the corner, decide if you want to move further, and so on. You can attack, cast a spell, hide, or whatever else you selected as your action at any point during your turn, and you can move further afterwards. If your action ...


26

Recently in my campaign the party wanted to wipe out a large, established, group of gnolls which took us int combat-as-war. How I handled it was: Step 1: Discuss Combat-As-War with the party When the party was beginning to plan their attack I had an out of character conversation with them about the differences between combat as sport and combat as war. I ...


25

Correct, critical hits do not have to be confirmed. Any 20 on an attack die is a critical hit. (Fighters of the Champion archetype eventually score critical hits on rolls of 19, and then 18, also.) Rolling a 1 or 20 ...If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. In addition, the attack is a ...


25

I have experience playing the low levels. I can briefly summarise the impact as follows: It will make encounters much harder. With many characters dying in combat, and possibly a few total party kills as well. This can be demoralising, but some players might be up for it. But something perhaps easily overlooked is that it removes a wonderful suspense ...


25

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 ...


24

If ramping up tactics/strategy is what you're after I've got to suggest you take a look at "The Angry Guide to ... Combats", parts 1, 2, and 3. Some takeaways: Two of one monster and two of another is much more interesting--for all involved--than four of the first. Even if the CRs are the same any variation in abilities, ranges, &c. lead to strategic ...


22

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 ...


22

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 ...


22

Enemies get to say which one of you they want to attack. Usually the mount is easier to hit, but killing it doesn't stop the rider from attacking on foot. Attacking the rider is harder, but more effective if successful (especially if the mount decides not to fight on its own). The monster is making a tactically sound decision by attacking you, since you are ...


21

[Note to those who have up-voted this answer: I've posted an alternate theory, prompted by @Escoce, which I ask you to consider. Perhaps you find that compelling and wish to retract your vote here.... -nitsua60] What you call a "non-damage attack" I'd call a contest To be clear: it's not obvious to me that all non-damaging hostile actions must necessarily ...


20

There Is No Difference When [you have advantage], you roll a second d20 when you make the roll. Use the higher of the two rolls… (PH 173). Even though you're rolling two dice, you are only using one of them, and thus it's a normal, everyday, vanilla critical hit.


19

Apparently, you cannot. At least not any more. Jeremy Crawford, the official rules sage of Wizards of the Coast, was asked in December 2015: @JeremyECrawford Can I cancel a "Natural 20 Critical Hit" using Cutting Words? 9:26 PM - 2 Dec 2015 He responded at that time: @LeonardoNocchi Yes, you can. 6:48 PM - 3 Dec 2015 My reasoning at that time ...


19

Yes, combat is supposed to be this quick. Caveat: Since you are at low levels, and both monsters/party have low hit points, you may find that this changes. That will be determined by the complexity of the challenge you present to the party, how smart the enemy is, as well as how many minions are there. The difference between a running battle or a static ...


19

It would look like being a 3rd-level Monk (PHB p. 78): Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack… It's just not something that's reasonable or feasible for someone to do without specific training — even top-performing baseball batters can't reliably react usefully to a ...


19

Stephen King wrote about terror. The 3 types of terror: The Gross-out: the sight of a severed head tumbling own a flight of stairs, it's when the lights go out and something green and slimy splatters against your arm. The Horror: the unnatural, spiders the size of bears, the dead waking up and walking around, it's when the lights go out and something ...



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