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| #1Thank_DogAug 06, 2014 5:26:57 | This is a thread for the little things. The things that you've noticed or realised but didn't think were worthy of an entire thread devoted to them.
I'll start.
Have you noticed that with the way weapon proficiencies, bounded accuracy and low magical item bonuses and with magical weapons being unecessary for balance, that almost every class can pick up a random, commonly found weapon, and immediately use it with a decent amount of skill? This allows for a lot more dynamic situations to eventuate naturally in game. Stripped of your weapon when meeting the vice evil of Evildom? No worries! Grab the one off the wall when he inevitably betrays you and strike! Stripped of all your posessions and thrown into jail? No worries! Mug the first guard after picking the lock and you're ready and raring to go!
For dwarves and elves this is an especially nice system to have a set of racial weapon proficiencies, no matter what your class, no matter how dire your situation, there'll almost always be a weapon you can grab somewhere from someone and use it effectively rather than be entirely gimped by it not being your super-uber-specialised-magical-whosiwhatsit-plus-5-mega-awesome-sword.
What are other small things about 5e that you've noticed? |
| #2Plaguescarred1Aug 06, 2014 6:28:02 | MOVEMENT: The fact that you can break up a move move, take an action and then resume moving makes the game more fluid than ever! The fact that other movement such as crawling doesn't require a seperate move action than walk also enables you to more easily displace yourself. Also the fact that leaving a space wirhtin a creature's reach doesn't provoke opportunity attacks also help makes the game more fluid.
EXHAUSTION: A streamlined codified condition that can result from a number of symptoms (hunger, thirst, lack of sleep, high altitude, extreme temperature etc...) whicht can be easily adapted for other things i.e drugged, intoxicated, system shock, trauma, nervous breakdown, mental illness, curses, poisons, diseases, etc.... |
| #3Mephi1234Aug 06, 2014 6:52:21 | Lots of races come with darkvision by default now, which has actually made the lightfoot halfling actually a bit worse as a rogue than expected when compared to the elf. Their natural abilities allow them to be better at spotting traps and moving in darkness. Wood elves can usually hide just as well as a lightfoot, and high elf cantrip magic is very good at causing distractions. Halflings may be more agile in combat, but out of combat seems to be favoring other races. Meanwhile, I know a few players who've shown interest in lightfoot halfling wild sorcerers for their Charisma and the racial Lucky effect.
It seems curious to me that, with the local players, a race not known for its magic seems to have more interest in being magical classes than the races that are! |
| #4animea90Aug 06, 2014 8:16:11 |
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| #5KarnosAug 06, 2014 8:25:24 |
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| #6animea90Aug 06, 2014 8:28:39 |
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| #7autolycusAug 06, 2014 8:36:20 |
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| #8animea90Aug 06, 2014 8:48:41 |
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| #9KarnosAug 06, 2014 8:58:16 |
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| #10tallric_kruushAug 06, 2014 9:20:54 |
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| #11Plaguescarred1Aug 06, 2014 9:25:07 |
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| #12masterfat78Aug 06, 2014 9:26:01 | There is a charge action in the playershandbook that will allow the creature to attack you. Also it sounds like you guys are saying creatures dont get a OA if you retreat from them without disengaging. Yes you can move attack maove but it will draw an attack unless you kill the creature then move. |
| #13tallric_kruushAug 06, 2014 9:38:42 | I was misreading page 74. It clearly says reach, but my brain said adjacent. That's years of d20 D&D experience at work. It probably won't be the last time I use an old understanding instead of an updated rule.
Your PC can dance around an opponent all you wish, as long as you don't try to exit the opponents reach with disengaging. Makes perfect sense. That was likely how I'd have played it, as well, but I'm glad I'm clear, now.
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