New to game, some clarifications requested

Post/Author/DateTimePost
#1

Daydreamer80

Nov 29, 2014 10:20:02

Hello.  I will be posting alot because i am interested alot in this edition of D&D and am curious about alot of the aspects of the game.  I will be Dming for a party of five in a few weeks time.  I have already been playing for some weeks now in a more informal game where i am not dming.   We have been collecting the Dungeons and dragons books as they came out and now with the release of the dungeon masters guide we feel ready to begin a more formal and proper campaign.

 

The main issue is we like to play a game that follows the RAW as closely as possible.  (We only divert from the Raw if following it proves so problematic that the group simply has to ).  Which is part of the reason we waited for the release of all three books.   We want to get it 'right' the first time out.

 

I just have a quick few questions so that we get the rules right the first time around.  

 

1 . Ranged attacks in melee: spells that have attack roles cast in melee similar to ranged weapons get disadvantage.  But spells that have a save dc are not effected, this seems to be the raw, am i correct?

 

2.  Fighting style(s) - dueling.  when wielding a melee weapon in one hand and nothing else you get a +2 bonus to damage rolls with that weapon.   Does that mean one can have a shield in the off hand and still get this bonus?   Additionally, if one gets a second fighting style, and learns protection.  They could have dueling, and still use protection to impose disadvantage on others.  

 

3.  While not a specific question per se, are there any major pitfalls in this addition new players should look out for?    ONe the that immediately comes to mind is damage seems to outpace hitpoints very fast.    And armor classes are basically meaningless past a certain level since AC doesnt really rise much with monster level, but too hit does ( prof bonus, higher stat bonus's, magic item bonus's).   Even strong 'boss' monster types are unlikely to last more than a round or two against the damage out put that pcs can muster.

 

I will post other questions as reading through the book makes them pop up.

 

THANKS,

 

 

 

 

#2

Avross

Nov 29, 2014 11:09:01

1) Yes, you are reading that correctly.   The penalty is put on the spellcaster when they are casting a spell that has a ranged attack roll *and* they are within 5 feet of an enemy.    (Other penalties can be imposed by specific conditions, such as standing within 5 ft of someone with the Mage Slayer feat, but you have the general rule correct)

 

2) Yes, Dueling works with sword and shield.   As well, the two benefits will stack.   As a general rule, if you can read the *full* text of two powers, and they don't seem to conflict, you can use them in conjunction.   

 

3) I've noticed the following:

 - As you mentioned, lower level characters can go down fast.   I've had a first level fighter go down after two hits.

 - If you've played a lot of 4e, there can be a bit of culture shock regarding bonuses to hit, and AC.   Your 20th level character*might* have a +12 to hit, if they maxed their attack stat and found a +1 weapon.    (As compared to 4e where the same character could have as high as +22 to hit)    It took us a while to accept that that's okay, the system is designed that way.

 - The rules for multiclassing spellcasters are frequently misunderstood.   If someone is thinking of doing that, they should make sure that they and the DM are completely on the same page.

#3

Daydreamer80

Nov 29, 2014 12:01:54

I mean more in the sense that Npcs dont seem to hold up well under PC attack.

 

Pcs seem to have a way higher damage output than monsters.   And armor classes would seem a mute point past level 12. 

 

Its not unreasonable for a level 12 figther to have +10 or more bonus to attack, when you factor in stat bonus's, prof and magic bonus.   Looking at the monster manuel, even with high level monsters armor classes above 20 are rare.   It seems that armor class becomes nearly a mute point past a certain level, when all but extremely low rolls will miss.

 

#4

iserith

Nov 29, 2014 18:49:59

Daydreamer80 wrote:
(Reply to #4)

bonethug0108

iserith wrote:
#6

Nevvur

Nov 29, 2014 21:10:03

3) Don't ignore Inspiration and personality traits, and don't let your players forget about them either. All the other mechanics are pretty standard fare, so if you've been DMing/playing for awhile, I don't think 5e will toss you many curveballs. 

(Reply to #5)

Daydreamer80

bonethug0108 wrote:
#8

bonethug0108

Nov 30, 2014 14:17:27

From what I've seen actual "RAW" is pretty solid, but just know that some things are vague or outright not said and are left to the DM to adjucate(stealth rules being a big example of that). Some of that is intentional, while other parts are a case of one book not being able to hold literally every corner case people can come up with.

 

So I don't think you'd guys will have a problem with "RAW", and as long as you are fine with DM judgement calls you should have fun.

(Reply to #8)

Daydreamer80

bonethug0108 wrote:
#10

bonethug0108

Nov 30, 2014 17:23:10

The stealth rules are vague on purpose. They want the DM to rule that on case by case, and honestly it should be that way.

 

You shoot an arrow out of cover and hit an enemy. It's midnight and the enemy has normal vision. He knows where the attack came from. Does he see you? Sure he might know your location but that doesn't mean he saw you. Maybe he was looking the other way. Maybe he has poor perception.

 

That's why it's better for a DM to be able to rule on a case by case instead of making a blanket rule.

#11

red_scare87

Nov 30, 2014 21:27:18

It definitely seems like they left a lot of wiggle room for DMs to interpret the rules as they see fit.  I understand how this could upset people.  Personally, I love having the freedom as both a player and a DM to interpret things the way I like.  I do have a suggestion for those who don't:  While your playing, if one of these iffy situations come up, write down specifically what the rule is for your group.  Then, in the future, your group can still refer to "RAW"(By you) and everything will eventually start adjudicating itself.

#12

Nevvur

Nov 30, 2014 21:51:15

Here's a test. 

 

Level 6 Druid, Circle of the Land, Land's Stride (PHB p.69): Does this allow you to walk through trees?

(Reply to #12)

Daydreamer80

Nevvur wrote:
#14

Novacat

Nov 30, 2014 22:19:06

The OP reminded me of this, and it made me smile.

#15

Daydreamer80

Nov 30, 2014 22:33:00

I know 'alot' isnt a proper word.

 

I guess i just dont care alot. =)

 

Also 'u' instead of you isnt right either, but imma do it. 

At any rate, glad i gave you a smile. 

(Reply to #12)

Coredump00

Nevvur wrote:
(Reply to #16)

Nevvur

Coredump00 wrote:
#18

bonethug0108

Dec 01, 2014 11:26:38
It's poorly worded to be sure. Pretty clear the intention was to not slow your movement through natural difficult terrain. It should read that your movement isn't slowed by nonmagical plants, not that you literally phase through them.
#19

Daydreamer80

Dec 01, 2014 11:32:23

This does really seem to be a case where the RAI might differ from the RAW.    Still there is a spell that allows such movement through plants, its not all that unreasonable that a semi magical creature like a druid can do so as a class feature. 


I would say neither intrepretation is unreasonable.   Though if i had to take a stab at the RAI from wotc, it means no movement reduction from difficult terrain of the listed types.