Please feel free to add.
- The basic rules don't mention how to gain Experience points (XP) so unless you know something about how the older editions worked you're a bit stumped on how to achieve extra levels.
- Inspiration is very cool but there is little to say how it is awarded. If it is based on your background, most notable the 5 parts of your personality then surely the DM needs to know this or you are going to have to remind him/her every time - 'Please sir can I have Inspiration because ....'
- At 5th level Fighters gain an Extra Attack whenever they choose the Attack Action. But if you are a dual wielder you don't get 4 attacks,as the off hand is a Bonus Action - and you only get one of them per Turn.
- Domain Spells for the Cleric are memorized all the time, but still use up casting slots.
- The rules mention all alignments but the Backgrounds only have a few Evil personality traits.
- The Criminal background seems to ignore Assassin type rogues.
- If your race gives you a Proficiency and your Class or Backgrounds give you the same, you can choose an alternative.
- Charge is a Feat (Mike Merls published a list).
- Without the Charge Feat would it be sensible to allow Charge as an action say an Athletics check to give Advantage to an Attack.
- How can you use Athletics, Acrobatics, Sneak, Slight of Hand etc to change combat?
- Each caster prepares a number of spells at the beginning of the day. The number of spells prepared is equal to their Level plus their Spellcasting Ability Modifier. A caster also has a number of spell slots, determined by their class and level.
- When a character casts a spell, they expend one slot to power one spell of its level or lower. The list of prepared spells does not change – if you had prepared magic missile, it is still prepared. However, the number of slots you have to cast spells in has been reduced for today.
- If the slot you used was of a higher level than the spell you cast, your spell may have additional effects. For instance, magic missile creates 3 missiles. However, if you were to use a 3rd level slot, it would produce 5 missiles.
- If you use a spell with a ranged attack roll when next to an opponent, you have Disadvantage on that attack roll, the same as if you were using a bow.
- Saving throws, in theory, could draw on any of the six attributes, but most likely link to Constitution, Wisdom or Dexterity.
- At first level, a character will likely have saving throw modifiers of -1 to +6, whilst at twentieth level, the modifiers will be -1 to +11.
- In general a spell a player is going to be casting will have a DC from between 13 and 19.
- Spell concentration can be broken by you taking damage, although you get a Constitution saving throw based on half the damage to avoid losing Concentration. It is also broken by you being incapacitated or if you die.
- You can only concentrate on one thing at a time. Spending more time than 1 action casting spells requires concentration. When you ready a spell, it takes longer than an action, so concentration applies.
- Clerics get to prepare any spells on the cleric spell list.
- Wizards can only prepare spells that are in their spellbook, At first level, they select 6 first level wizard spells to put in their spellbook, and they gain two extra spells (of any level they can cast) for each level they gain. It is also possible for them to find spells in the game and copy them into their spellbook.
- Wizards may cast any spell they have in their spellbook as a ritual; they do not need them prepared. Clerics may only cast spells they have prepared as rituals.
- Tools are not tied to a particular ability modifier, whereas Skills normally are.
- DM will need to be careful when setting DCs. A DC of 10-15 would be adequate for most uses, with 20 and above being reserved for exceptional use. The Basic D&D pdf does not give sample DCs for tasks and just relies on a generic table.
- A passive check assumes the character or monster rolled a 10. This is most commonly used with Wisdom (Perception). No roll required but the DM needs a list of the characters Passive check score.
- Marching order. Although characters in back ranks can cast spells or fire missile weapons, they will normally be penalised for the opponents having cover (from the other members of the character’s party.
- You can happily move through allied characters without penalty.
- Reach weapons can be used from the second rank, but again may have a penalty.
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