New and Easily missed rules for a old D&D3e DM

Post/Author/DateTimePost
#1

EdTheMad

Aug 22, 2014 11:39:05

Hey!

 

I'm a DM that wants to master the Lost Mines of Phandelver, tomorrow I will DM to a bunch of people that never played D&D5e, but did 3e, like me.

 

The did a quick pass over the rules, but im afraid to have missed lots of things, cos I already now 3e too much, so I roll over a lot of rules.

 

Can you guys list me the easily missed rules and new rules that changed from 3e?

 

Thanks for everyone that helps!

#2

Centauri

Aug 22, 2014 11:53:45

EdTheMad wrote:
#3

Thoughts_My_Aim

Aug 22, 2014 11:56:51

I've not played 3.X in a *very* long time, but just off the top of my head, some things I've seen people forgetting/being surprised by are:

 

Sneak Attack no longer requires flanking (which is no longer a thing), it just requires a conscious ally within 5' of the target.

 

Spellcasting is very different: Slots are now independent of known/prepared spells, and you choose what slot to cast a spell in (so you can cast Magic Missile in a 5th level slot if you want to). Only Wizards and (I think) Clerics/Druids have to prep spells, and you never have to prep multiple copies of the same spell (this effectively replaces spontaneous conversion for divine casters).

 

You get a single, flat proficiency bonus that adds to attacks, skills, and saves that you are proficient with. This makes your attacks more likely to hit at low level, less likely to hit at high levels (because it goes up relatively slowly). Similarly skill "ranks" are no longer a thing, you're proficient or not.

 

Cantrips are cast-at-will.

 

A *lot* of bonuses and penalties have been bundled up into the new advantage/disadvantage system. Basically "advantage" means roll twice and take the best roll. "Disadvantage" means roll twice and take the worst roll. So for example heavy armour now simply applies "disadvantage" on stealth checks instead of having an ACP.

 

There's now a background/personality mechanic which is more important than it might seem, because it has game-mechanical implications (particularly for starting gear and skill/tool proficiencies).

 

The weapons list is slimmed down and there seems to be an assumption that weapons will be reskinned/count as other sorts of weapons from quite a short list. So katanas are just longswords, nunchucks are just clubs and so on.

 

That's all I can think of off the top of my head. That isn't to say there aren't other differences, just that I've not played 3.X in a decade.

(Reply to #2)

Overpromises

Centauri wrote:
#5

iserith

Aug 22, 2014 12:01:29

There's not much to review, I think other than the adventure itself (which includes rules for DMs in the text as you go), then maybe read Actions in Combat (page 71) and review the conditions (page 106). Advantage/Disadvantage for the core +/- mechanic (page 57). Using Each Ability, including the skills, might be good as well (page 59). You'll probably find the basic conversation of the game and dice interactions are very similar to what you're used to. Page numbers are for the most up-to-date Basic Rules. 

 

Check my signature for "Re-Imagining Phandelver" for ideas on how to rework some of the scenes, if you want.

#6

Centauri

Aug 22, 2014 12:00:39

Overpromises wrote:
#7

bawylie

Aug 22, 2014 12:15:33

Only one opportunity attack per round. 

 

Not every action requires an ability check. 

 

Your movement speed is a budget - not an action. So you can move, attack, move as you like. 

 

Incidental actions are all free. (Drawing a weapon or potion, stowing a shield, opening a door, talk). You can generally do one of these per round for free. 

 

At zero HP you're dying and need to make death saves. 3 cumulative fails = death. 3 cumulative successes = stabilize. Death is automatic at negative HP = to half your HP. (If you have 100 HP, death is automatic at -50 hp). 

 

Spell slots are fungible. Like a bard or Sorceror from 3rd. 

 

DM grants Inspiration (free re-roll) for good RP. Inspiration expires at the end of that scene and goes away if unused. 

 

Advantage = roll 2d20 and keep high roll. 

Disadvantage = roll 2d20 and keep low roll. 

 

Advantage and Disadvantage do not stack. Also, they cancel each other out if both apply. 

 

Casters may "concentrate" on one spell at a time only and lose concentration if damaged or otherwise forced to (Roll a Save to maintain concentration). 

 

 

 

 

 

#8

DemoMonkey

Aug 22, 2014 12:17:09

Changes from 3.5 that may trip you up or make you scratch your head looking for them:

 

Opportunity attacks only happen when an enemy moves away from you without taking the disengage action, not if they just move around you. On a grid an enemy can move from one adjacent square to a different adjacent square and not provoke an OA.

 

Making a ranged attack or casting a spell does not provoke an OA, though if it uses an attack roll that attack is made at Disadvantage if adjacent to an opponent.

 

There is no Charge action.

 

Finesse weapons add Dex OR Srength to both attack and damage.

 

There is no such thing as a Bastard sword, just a long sword used two handed.

 

The "Full Attack" action and the "5 foot step" are both no longer needed. You can use your full move before, after, or split between forward and after, your attacks.

 

#9

Thoughts_My_Aim

Aug 22, 2014 12:18:34

bawylie wrote:
#10

flamepheonix182

Aug 22, 2014 12:52:36

Thoughts_My_Aim wrote:
(Reply to #10)

bawylie

flamepheonix182 wrote:
(Reply to #7)

Keen_Man

bawylie wrote:
(Reply to #12)

bawylie

Keen_Man wrote:
(Reply to #13)

Keen_Man

bawylie wrote:
#15

Zyph

Aug 22, 2014 13:42:52

You only need a nat 20 to crit, there's no threat/crit mechanic. When you crit you roll twice as much dice as opposed to all damage. This means the +3 from you 16 strength doesn't double, but your 2d6 from sneak attack becomes 4d6.

(Reply to #14)

bawylie

Keen_Man wrote:
#17

Veleria

Aug 22, 2014 13:50:49

Also on death saves rool of 1 is 2 failures and 20 is 2 successes. at 3 of either you stop tracking as either you are stable or dead. 

 

(Reply to #14)

VanRicter

Keen_Man wrote:
#19

ChrisCarlson

Aug 22, 2014 14:24:26

Keen_Man wrote:
#20

ChrisCarlson

Aug 22, 2014 14:30:47

Yeah, the whole not having to track negative HPs anymore is a great change.

 

Advantage/Disadvantage is also an important thing to familiarize yourself with.

 

 

#21

Corwyn77

Aug 22, 2014 14:33:44

VanRicter wrote:
#22

Fallen_Star_02

Aug 22, 2014 14:38:53

Here is some stuff i posted in a nother forum, copy-pasted here.

 


Classes

  • Of the 12 classes in the PHB, 8 are spellcasters: Bard, Cleric, Druid, Sorcerer,and wizard are full spellcaters. Paladin, and Ranger are half-spellcasters. Paladins and Rangers also cannot cast cantrips. The Warlock is a specilized spellcaster that has fewer spells, but they're all of maximum level.
  • The Fighter has a subclass called eldritch knight that can cast spells. The rogue has a subclass called arcane trickster that can cast spells. These are both half casters as well, but they do get cantrips.
  • Bards, rangers, sorcerers, warlocks, and the eldrich knight and arcane trickster do not prepare spells to cast. They cast any spell they know at any time, but are limited in the number of spells they can know.
  • Clerics, Druids, and Paladins have to prepare spells to cast, but they pick from any spell on their class spell list.
  • The warlock is only allowed to know a single 6th level spell. Same with 7th 8th and 9th level.
  • The warlock learns “invocations” which are free to cast spells or permanent spell effects.
  • The Sorcerer gets points to use  to enhance their spells, like extending the duration. They can swap points for extra spell slots, and vice versa.

 

General rules

  • Spells have verbal, somatic, and material components. Somatic components require only a single free hand.
  • Using a spell focus, such as a wand, replaces material components that don't have a listed cost (500gp diamond for raise dead.)
  • Lightly obscured now only gives disadvantage on sight based perception checks.
  • Dim light is the same as lightly obscured.
  • Chain mail, splint and plate armor now have minimum strength requirements to wear.
  • DM can call for a Group Check for things like survivial, deception, or stealth. If at least half of group succeeds, the whole group succeeds. So even fighters in plate mail can sneak around, with help.


Combat

  • coup de grace, delay, and charge actions are removed. There is a feat called charger, which allows you to take a double move and still attack.
  • If you take damage while concentrating on a spell, you have to make a Constitution saving throw to maintain the spells. The DC is 10 or half the damage taken, whichever is higher.
  • Spellcasters can only contentrate on maintaining one spell at a time. Readying a spell (to cast later in the round) requires concentration. Means you can't do it if you're concentrating on another spell.
  • A character that is surprised can take reactions after his first turn.
  • Death saves are now a straight d20, not a CON check. A natural 1 is a double failure, while a natural 20 heals 1 hit point. Taking damage while dying counts as one automatic failed death save.  In addition, attacks against you have advantage and are automatic crits if attacker is within 5 feet.
  • You can use your action to stabilize a dying creature with a wisdom check. You can also use a healing kit to stabilize a dying creature, no check required.
  • Crossbows can be fired once per round. Loading the crossbow is part of the attack action. Crossbows do not benefit from extra attacks.
  • Half cover gives +2 to AC and Dex saves. Three-quarters cover gives +5 to AC and Dex saves. This is noteworthy because nearly everything grants advantage or disadvantage on attacks, but cover doesnt.
  • A spellcaster can cast two spells on your turn if one is a cantrip and the other is a bonus action spell. You can also cast a spell as a reaction, so the max is three per round.
  • You can interact with one object or environmental feature per round for free, such as drawing a weapon or opening a door. Any interaction beyond that costs your action.
  • When two-weapon fighting, your off-hand weapon attack uses a bonus action - which means that it isn't multiplied by a fighter's Extra Attack or Action Surge.  This also makes two-weapon fighting less optimal for rogues, since rogue's Cunning Action is also a bonus action and you only get one per round.
  • moving through any creature's space is difficult terrain. A hostile creature's space is outright impassible unless it is two size categories larger or smaller than you.
  • On a grid, diagonal movement costs one square of Speed, not 3 per 2.
  • ranged attacks while in melee range do not provoke opportunity attacks, but the attack suffers disadvantage
  • Grapple is a Strength (athletics) check against the defenders athletics or acrobatics check.
  • Right now, there's no explicit way to move your initiative later into the round, or to the top of the next round - Readying an  Action makes your action into a reaction instead, and doesn't change your initiative.
  • When you score a critical hit roll all dice twice. This means things that add dice to your attack, such as a paladin's smite, are also doubled but things that add a number, like the +10 from great weapon master feat, are not.
#23

masterfat78

Aug 22, 2014 14:37:34

ChrisCarlson wrote: