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65

It's nearly impossible to put a modern world value on 1 GP ...because things don't have the same relative values in our world as they do in a typical medieval-style adventuring world that is pre-industrial, but has magic. As you've already noted, 1 GP is worth about 1 goat or about 1 whip. It's also good for 2 nights' stay in a modest inn, or 5 gallons ...


61

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 ...


51

It all comes down to agency. What choices are the players making? If you are spoon-feeding them encounters, which they have no options but to engage, then yes, it's on you to make sure those encounters are survivable. If they are choosing what to do and what to engage, then the responsibility lies on their heads, not yours. Let's look at two possible ...


35

1gp is 1gp is 1gp. 1 gp is worth 10 sp, 50 ep or 100 cp. That's it. Gold is defined to be worth that amount, and that's all there is to the economy in D&D. Though the specific items that you can purchase differ widely, the prices are set by the designers. So an item that costs 1gp has the same worth in the economy as another item that costs 1gp. ...


34

While the 3.0/3.5 era reassigned curative spells to Conjuration temporarily, in D&D tradition they've always been Necromancy. Necromancy is magic that directly manipulates the energies of life and death - positive energy (cure spells) and negative energy (animation of undead) are like the opposite ends of a magnet - if you're holding the magnet, you ...


32

In an "anything is possible" game, this is fair. In this kind of game, it is necessary for players to actually, truly believe that they can get themselves into so much trouble that they will not have a "final warning" that their PC is about to die, and Death is the most (and often only) effective teacher in this regard.* And fortunately, players always get ...


30

I think there's two reasons why it would make sense for magic item creation costs to be as high or higher than purchase cost, that fit with the idea of D&D and the stories portrayed: Most of the permanent stuff for sale is ancient For most of it, it doesn't matter how much gp a caster once spent for it. The magic item for sale in the Bazaar of the ...


29

Undefined The closest we get to a description is: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. which tells us nothing about the appearance of this protective magical force. Ask your DM for a ruling. Feel free to argue that it would be cooler if it were/were not visible, or ...


26

Embrace it I play a human cleric in a party full of characters with darkvision. Granted, we don't find ourselves in pitch darkness all that often, but it happens enough. Rather than find a way to level the playing field, I find that embracing this difference makes for some interesting narration and adventuring. Roleplaying I have to trust at least one ...


24

Friends is good for problems that can't be solved by killing people. For example, if you need to get through a gate, and the guard knows the password, killing him won't get you that password. Casting Friends on him, persuading him to tell you the password, and then killing him is a much better plan. "But you could just force him to tell you the password!" ...


23

Casting Spells as part of a Wild Surge does not use a spell slot I have to admit this answer is light on "proof" but I don't believe the Wild Surge is intended to require the sorcerer to burn a spell slot, and in any game I run I would not have it do so. Reason #1: it's a "surge" The Wild Surge class feature states: your spellcasting can unleash ...


22

Tracking is mentioned only briefly, in/around the pages you mentioned, in both the PHB and the DMG. And as you pointed out, in the PHB and in the DMG it doesn't specify tracking as having any maximum speed. On PHB page 181, under Travel Pace: A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search ...


21

It isn't entirely accurate to focus on "one source" in your second bullet point. Having both advantage and disadvantage on your roll from any number of sources always means you have neither. (Even if you have a dozen sources of advantage, and just one source of disadvantage.) From the Basic Rules section on advantage: If circumstances cause a roll to ...


21

Skill descriptions can be found starting on page 175 of the PHB under the heading Using Each Ability.


21

As the GM, you have the burden of considering the game, not just the moment. Believing you don't have a choice, as indicated by saying: "...I only did what any city guard would have done given the situation." smacks of "My Guy" syndrome, and is something you need to watch out for, since you're responsible for a lot of "guys". As GM's, we all develop ...


21

D&D doesn't use a functioning economy - prices are instead set for game balance. Why does a whip cost as much as a goat? Because the designers figured that was a good cost for both. You can carry a pile of swords into town, only get 50% of their value, but the price to buy a sword doesn't change - because the designers don't want you playing merchant. ...


20

Your assumption is correct. Unlike, for example, Spiritual Weapon, Mage Hand doesn't say anything about a free use on the turn you cast it, so it requires your action to cast it followed by your action on a subsequent turn to use it. Minor caveat: An Arcane Trickster can control a Mage Hand with a bonus action, so they could create with their action then ...


20

Yes Shatter's area of effect is a 10-foot radius sphere. The description of a sphere's area of effect (PHB p. 205) explicitly states: A sphere's point of origin is included in the sphere's area of effect. Similarly a cylinder's point of origin is included in the cylinder's area of effect. By contrast: a cone's [or a cube's, or a line's] point of ...


20

Your options sorted by how much DM approval they need, sorted from least to most: Rules As Written: Warlock RAW, the only way for you to get yourself a pixie companion is to be a level 3 warlock and select Pact of the Chain specialization. (Technically it's a sprite and not a pixie but I assume "flying tiny fairy" is what you're looking for). So you could ...


19

No, sunlight-sensitive gear is a Drow-specific thing, not a general property of adamantine (OOC -- what do Drow make their gear from? PVC with no UV-resistance modifiers? :P) The applicable entries are p. 142 of the DMG for Drow-made gear: Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It ...


19

The scenario you've provided is correct. Flanking grants advantage to melee attack rolls and Sneak Attack can be applied if the rogue makes an attack roll with advantage. However there seems to be one slight thing you're overlooking. A rogue can choose to apply Sneak Attack if they have advantage or if an enemy of the target is within 5 feet of the target ...


18

The games are completely different and it would only mislead you. At most, you could get some flavour from the old 2e set, but enough has changed that even for flavour it would hinder as much as it would help. The new Starter Set is a very good introduction to 5e though, so there's no additional benefit you could extract from the old set anyway. Stick with ...


18

I would treat this as if the sorcerer had cast True Polymorph (another 9th level spell) and concentrated for the entire duration to make the transformation permanent. Since you subjected the sorcerer to great additional risk to use Wish to become a dragon (and the sorcerer really wished to be a dragon) you should treat this as a change in reality rather than ...


18

No, they're not the same. The wizard's fine inks are cheaper! the material components you expended as you experiment with the spell to master it, as well as fine inks you need to record it The 50 gp the wizard spends covers piles of duplicate material components, and also some good-quality ink. Even cheap material components add up when you're using ...


18

I have a number of points to make: You are the DM - you can change the rules to suit how you want to play. You can do this provisionally, tell your players that you are going to try this for a while and see if it makes things more fun, if it does, keep it, else dump it. Weapons do not increase in damage as levels go up (exception: magical pluses) so one of ...


18

PHB 201: When a character casts a spell, he or she expends a slot of that spell’s level or higher... You cannot cast a level 3 spell using a level 1 slot. PHB 164: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to ...


18

There is no RAW reason to suggest it doesn't work. Despite the flavor being used "use your wit to distract, confuse, or otherwise sap confidence", the only restrictions placed on this spell are : The creature is immune if it can’t hear you or if it’s immune to being charmed." Furthermore, the Bard's abilities are generally described as hiding magic beneath ...


18

In the style of game you're playing, it behooves no one to pull any punches. Kill the characters, make sure that it makes sense in game, but kill them, without mercy and without heed to who or what they are in the game. That's how Martin writes. That said, based on what you've said here, I'm concerned that the style of game you're playing doesn't match the ...


17

Yes, the user must maintain concentration. The DMG says this about items that cast spells (on page 141): The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration.


17

Yes, you read the rules correctly. Please note that in D&D some powers are very powerful in some levels, but even out at later levels. Sneak attack is pretty powerful in the first few levels, but later on, when people get more attacks and special attacks and spells, it is not as powerful as it seems at level 1 or 2.



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