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1

No, paladins take spells from the paladin spell list not from the wizard spell list. If a paladin wants a familiar it will have to take a level of wizard, or find another way to get a spell from the wizard spell list, such as the arcane initiate feat, or being an elf with a cantrip. Even though there might be a spell on both lists, that doesn't count as a ...


3

Only very small issues–hit points and hardness should be okay. The relative scale of hit points (that is, how many hit points represent a given amount of damage) is pretty much unchanged from 3.5 to 5e, so in terms of the raw hit points of materials, those should be pretty accurate. In addition, the damage output of characters, at least at low levels, has ...


4

Yes, fundamentally the problem still exists is 5th edition Dungeons & Dragons, but with some changes. At low levels, especially level 1, the wizard does not have the previous disadvantage of being able to cast just one or two spells and then being useless for the day. He now has "cantrips" that work like 4E at-will spells and deal up to 1d10 damage, ...


8

Three suggestions! People as threats You can keep monsters as monsters, but also include people as threats. People can be "talked to" but that doesn't mean they're reasonable. But what is fun and interesting about people is they can be cunning - they can adapt, and they open up a LOT of possibilities other than "fight to the death". I have a Big List ...


-2

Have you thought of maybe adding puzzle/traps elements? Why fight the monsters below if a Wizard can just make the ceiling collapse on them, or a Barbarian can use his strength to topple the pillar, or maybe the wall can be brought down so that the cavern gets flooded with water, making the monsters drown. Or why not poison the river so that the monsters ...


4

No! The shield is not a weapon, this is designed to be a sword and board feature. Shield is definitely not a weapon (no weapon stats), and there are currently no enchantments to make it a weapon. This is a feature designed for a brawler style (hand free for grappling) or a sword and board fighter.


3

There's an interesting game design choice 5E does different than previous editions as far as spellcasting goes. There's three significant gameplay effects that come from what they've done compared to previous Vancian magic systems: Low Level Spell Power In older editions, there were some low level spells that would grow in power - Magic Missle, for ...


12

In these three Legend Lore articles Mike Mearls talks about the fact a major design goal of D&D 5e is to Unite the editions.Specifically allowing the core game to be modified to play similarly to one of the past editions of D&D. Uniting the Editions Part 1 Part 2 Part 3 While not all mechanics were carried forward from past editions, vancian ...


3

4e's spellcasting system DID have levels: abilities were only available at certain character-levels. I.e. the list of abilities you could choose from as a level-1 wizard was way less powerful than the list at level-10 wizard. I'd imagine most of the change to 5e was intended to make the system more compatible with older versions - one of the goals of 5e.


1

As you mention, there are a couple of ways to handle this. What's most important is that you chat with your group and they agree. The rest of this answer is largely opinion and personal experience. Leveling Up If your character doesn't level up, that puts you in a worse position than the other players when you rejoin the game. This doesn't exactly make ...


14

No OGL/GSL for 5e yet. Plan is an announcement @ 2014 fall. To be released in 2015 At this stage before all core rules are out, there does not exist a public license that grants you the right to create contents based on D&D 5e, whether commercial or not. Here is an official post about it: We want to ensure that the quality of anything D&D fans ...


4

No information has been revealed about this yet. News about such plans are only planned to be revealed for a release in 2015


2

Wotc, (wizards of the coast) the makers of d&d would like you to do the following. If you finish the starter set between now and when the player handbook comes out in mid August they would prefer that you either convert some old module/adventure or create your own. However if you finish the starter set after the release of the player handbook , WoTC is ...


3

In terms of how to handle your character's advancement: Your character has XP equal to the lowest xp of the other players. This way you are not advanced beyond your peers in the group, and also not penalized for being the GM when your character is returned to active play.


0

I've done this both ways. In the early 3e days we decided we were going to rotate GMs throughout the entire group, and I bought the first batch of adventures available (Death in Freeport, that WotC twigblight thing, various forgettable third party adventures) and we rotated. In that game, the GM's PC didn't just disappear, he/she took on a background role ...


0

As you are new to RPGs then I'd suggest trying some others as well. There are many freebie games or past editions that could be purchased inexpensively to give you a wider taste for RPGs. Perhaps pick a genre which is different from DnD's high fantasy style, such as a sci-fi setting, or Supers/Heroes, or perhaps even a setting styled on a TV show or other ...


6

Welcome to the wide world of D&D and RPGs in general. This is a common question from new GMs - where do the adventures come from and do I write my own or use pre-written ones? Glossary Quick terminology check - "an adventure" is a single story arc that may last several "game sessions." A "campaign" is a longer arc that usually encompasses one set of ...


11

Yes To cast one of these spells, you must expend a slot of the spell’s level or higher. (Chapter 3: Classes, paragraph Preparing and Casting Spells, in the Class descriptions for both Cleric & Wizard.) This is expanded upon in Chapter 10: Spellcasting, under Spell Slots, p78 When a character casts a spell, he or she expends a slot of that ...


9

Mostly yes. There are a few things you should take into account though besides what you wrote about in your question. Bonus actions: Bonus actions did not exist in the playtest but are an important "balancer" in the D&D 5e rules. You are going to have to look at abilities that grant extra actions and turn those into bonus actions. Saving throws ...


6

To players, mechanically, Inspiration is a token you spend to gain advantage on a roll, and that’s all it is. You can only ever have one of these tokens in your possession, which is incentive to use Inspiration up quick and not hoard it. You can also pass that token to others, so you might do that if you’re about to get a second one. The true reason ...


5

Woodwind musical instruments are a tool (page 50 of the Basic D&D Rules (v.01)), and thus are not assigned to any specific Ability to use. Page 49 of Basic rules (v.01) Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a ...


2

I would highly recommend that if the game comes with a module, that whomever is the DM at the start should stay the DM throughout. If you wish to rotate in an episodic fashion for each quest, then that is a perfectly fine way to do things. I have seen this done two ways: The person who is DMing levels normally, but they can't just sit around and do ...


7

The things listed under each ability are just examples, not a complete and exhaustive list of the only things possible with ability checks. They're listed to give an idea of what generally falls under each ability, and provide exemplars that DMs can extrapolate from to unlisted situations encountered during play. Based on the things listed under each ...


1

Saving throws are in no way limited to spells or poison. According to the definition, any threat that is not an attack (because that targets AC) could call for a saving throw. For instance: let's say the thief fell into a pit trap and the fighter is grabbing his hand and trying to pull him up. If a tentacle brutally grabs the thief and try to pull down, I ...


-1

There's basically no mechanics reason for the "light" flag. I would houserule a player being able to dual-wield them, but allow only one shot with them. They don't have a free-hand to reload. Alternately, they could have a weapon in one hand and a light crossbow in another, to get that one shot off. If for some reason you have cartridge-loaded light ...


-1

How can I make the adventure fun, tell both stories, and make the cleric's story relevant, without the rest of the party boring themselves in the time I play with the cleric? I don't understand why you think the party is split or why is there a separate story. Or should I play alone with him before the session? Or even make it in a way I tell both ...


2

My key advice is: over-describe. Anticipate player questions, and always give them options in your answers. For example: "Can I cross the cave and reach the kobold with one move?" Bad answer: "No." Acceptable answer: "Only if you run, which will mean some penalties." Best answer: "Only if you run, but the wrecked altar would be a good place to duck for ...


6

The Basic rules call out two situations where a Concentration check is required to cast a spell: The spell is Readied but not yet cast (p.72) The spell has a cast time longer than one action (p.79) There is no specific rule that I have seen for interrupting spells which can be cast in a single Action, and this seems to be deliberate. I would be ...


13

Six saving throws instead of three is by design, intended to emphasize the ability scores, and new usages are likely to come up in future expansions. Why Associating saving throws with ability scores makes the scores more relevant, or at least come up a lot more often. It has been six saving throws since the first playtest rules. Quoting the transcript of ...


3

I'm currently running a mostly-sandbox game in the post-Apocalyptic midwestern United States, although I don't intend to restrict the players should they decide to up and drive to Los Angeles or something. So, I've had to address this issue very recently. Here's how I did it. Plan for where they are The players were new to the world, which is a bit of a ...


1

There is no way to prepare for only and exactly what the players will explore in a sandbox. Two major ways of solving this have emerged over the decades: Prepare Everything The first and most obvious method is to solve the problem with brute force: prepare everything in advance. This is extremely time-consuming, and is a project that few GMs ever actually ...


12

This isn't an oversight. Spells aren't the only thing that could possibly cause a saving throw. Saving throws are written to be generally applicable, so that they can cover every possible situation and future rule. This provided a solid foundation upon which both official rules and home rulings can build, as it provides for making saving throws against any ...


5

It would seem logical that the spell affects the creatures in view of their current hit points. The first quote you've used even seems to say so: in ascending order of their current hit points -- and this is further supported by the addition of ignoring unconscious creatures, because why would the spell ignore them if it was their maximum hit points that ...


13

It's current hit points. It says so in the last sentence. Creatures within 20 feet of a point you choose wthin range are affect in ascending order of their current hit points (ignoring unconscious creatures). I added that emphasis. So if you roll a 5 (a very unlikely roll), you affect a creature or group of creatures with 5 current hit points or less, ...


5

In OD&D high level characters had more hit points, a improved to-hit chance, and due to acquisition of magic items, a superior armor class. Wizards and clerics had increased damage due to higher levels spell but all the other classes had flat damage curve. If it increased it was solely due to having a magic item. The difference between the highest and ...


5

The difference is still there, but not as huge as before. The progression of Wizards was smoothed out quite a lot, and Fighters were upgraded. Wizards They became more flexible, but weaker in damage at the same time. Tier 4 on levels 1-4 Tier 3 on levels 5-10 Tier 1 above In 3.5 and earlier if you memorized Magic Missile and Burning Hands, you could ...


3

Nope. The bounded accuracy rules allow for "meaningful interaction" of PCs from disparate levels with the same, or similar, threats. The hit points and damage scaling system almost completely locks out a low level PC from defeating a high-threat monster, or they do so at tremendous personal risk. However, a team of low-level PCs now have a better chance ...


16

Short Answer: Basic Evocation Wizards are now the equivalent of Tier 3 at lower levels. Basic Champion Fighters are now the equivalent of Tier 3 at lower levels. The Usefulness of Tiers will have to change for 5e, as tiers 1, 5, and 6 at this time don't exist, and likely won't exist as the overall power of 5e is much flatter. For overall power however, ...


1

In my opinion, there are a bunch of possibilities : The cleric will stay for a long IG time, but short talking time (injured, and will return with the group soon after resting). The cleric will stay a short IG time, but a long talking time (healed fast, but discovers a bunch of things and PNJs before going back with the group) The cleric will stay for a ...


1

The expected tiers of play are laid out clearly in the Basic Rules, page 10. There are four tiers of play: (Tier names are my own) (levels 1- 4) Apprentice tier, facing threats against farmsteads or villages, as someone learning to become an adventurer. (levels 5-10) Expert tier, facing threats against cities and kingdoms, as an adventurer. (levels 11-16) ...


4

RAW, it says that Concentration is (possibly) broken when you take damage. This will interrupt sustained Concentration spells or readied spells. It is reasonable to assume that concentration is required to cast any spell. While not specified by RAW, a trigger of "I attack the Wizard when he starts casting a spell" should work. You attack "right after" ...


2

A level 20 rogue gets a +17 to certain skill checks. Other classsed also can sometimes double their profieciency bonus. Also, while the max DC for a level 1 char is 26, the max DC for level 20 is 37 thus making activities that are literally impossible for a level 1 char to be possible even ifnot always probable at level 20. Lastly I'd like to point out ...


13

Yes. This is, of course, intentional. One of the problems that D&D has always faced is that characters often have wildly different skill values, which can cause issues where some players get sidelined during skill-heavy sessions, because their characters don't have any of the right skills. 4e tried to rectify the problem of disparate skills in two ...


2

In our campaign, my character always seems to be running off on her own, either because she's not interested in what the other party members are doing or she has something else she needs to take care of. The GM will spend the majority of his time working with the other party members and their actions, and then on occasion he will switch back to my character ...


14

Bounded Accuracy is the culprit behind your observations. Rodney Thompson describes Bounded Accuracy and the why behind it. These are the reasons behind bounded accuracy. Getting better at something means actually getting better at something. Nonspecialized characters can more easily participate in many scenes. The DM's monster roster expands, never ...


1

Well you left out the part about having the option to throw a light weapon instead of using it as a melee weapon if it has the thrown tag. I would assume that if you are allowed to throw a second weapon as a bonus action that the same exception would apply to firing the hand crossbow.


18

Yup. So you've pretty much got it in one, there. The leveling system itself is a holdover from OD&D and power level diversity present in Chainmail, which is much better explained here. But really, basing your assumptions of how things should work in any edition on the previous editions is a Bad Idea. I really thought we'd learned that one after 4e. ...


18

According to the Basic PDF (page 74) A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. So no, negative hit points do not exist in 5e. The archived development-poll blog post "A Close Call with Negative Hit Points" explains the history of negative hit points and part of ...


5

D&D 5th edition doesn't have the concept of negative hit points. When you run out of hit points you have zero left; at that point dying is modelled by death saving throws and the instant death from damage rule.


20

Support characters We do this all the time. When one or more characters are separated from the group for a long time, the GM gives the other players characters to play with. The players must acknowledge they are playing secondary characters and most protagonism must be with the main character. In your case, give each player except the cleric a goblin. Give ...



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