a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
I'll take this opportunity to share the DM screen with some of the revised rules (found on EN World):
Good point about not counterspelling a counterspell.
I might assume that Influence and Study may have been treated as free actions - you could talk as part of your turn, so people probably tried to intimidate or calm as part of that. And asking the DM if your character knows something seemed like a free action. This codifies these effects as actions. Anyway, just a guess on my part - I'm not 100% sure what the existing rules were.
Do jumping distances no longer count as part of your movement and no longer require the movement to be horizontal?
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
I'll take this opportunity to share the DM screen with some of the revised rules (found on EN World):
Re: b), Search has been added, for various Wisdom-based checks.
I’m interested by the addition of administering first aid as part of the Help action: is that just formalising doing a Medicine check to stabilise a dying creature, or does it include uses of a Healer’s Kit?
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
I'll take this opportunity to share the DM screen with some of the revised rules (found on EN World):
It just occured to me that.
Prone: Melee character with a reach weapon will have disadvantage. It's just that in our group we've understood it that ranged attacks are the only ones at disadvatage. We missed this detail.
Stunned: CAN MOVE, lmao. You can't disengage, and that OA will have advantage. Stunned and Paralyzed just felt so interchangively
Unconscious: You don't automatically fail other saves like INT WIS. idk, I think it just feels like it should also be affected xD
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Pricked by a needle - 1d10 STRUCK by lightning - 2d10
Nerfing Stunned by allowing movement is just one more middle finger to anyone who wanted anything except brainless facemashing from Monks.
Bro! Even in real life you can move while stunned. As someone that has taken a baseball to the head during a batting practice, I can attest to that. Go punch someone in the head and tell me if they can't move while stunned. Stunned doesn't mean Unconscious.
Pricked by a needle - 1d10 STRUCK by lightning - 2d10
This. I literally burst out laughing when I saw that struck by lightning was the same suggested damage as stumbling into a firepit. Now, admittedly I've never stumbled into a firepit, but I'm 100% certain that in a game of "would you rather" I'm taking firepit stumble over lightning strike.
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
Good - you want your counterspell wars, you'll need allies to help you. And counterspell was nerfed anyway, so you won't need to defend against it to this degree regardless.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
As others have noted, the action cost for these wasn't clear before since they involved talking and looking at things, both being seen as free actions in the past.
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
Good - you want your counterspell wars, you'll need allies to help you. And counterspell was nerfed anyway, so you won't need to defend against it to this degree regardless.
I really like the change, but I wanted to highlight it anyway. :) I also like the part about not consuming the slot if you fail the save.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
As others have noted, the action cost for these wasn't clear before since they involved talking and looking at things, both being seen as free actions in the past.
Pricked by a needle - 1d10 STRUCK by lightning - 2d10
This. I literally burst out laughing when I saw that struck by lightning was the same suggested damage as stumbling into a firepit. Now, admittedly I've never stumbled into a firepit, but I'm 100% certain that in a game of "would you rather" I'm taking firepit stumble over lightning strike.
Just pointing out that it’s “pricked by a POISONED needle”, in case anyone was worrying about injuries while using their Tailor’s Tools.
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
a) Unless you cast the spell via a feature or item.
b) 2014 5e did have a Search action that did as the Study action does. It also established improvising actions and the DM adjudicating such.
5.24 still has Search, as seen on the DM’s screen above. Study is more for Intelligence checks to recall information (History, Arcana, etc). 5.24 had just formalised these checks more and clarified that they require an action, which is helpful, as that was always a point of confusion for us.
[...] Do jumping distances no longer count as part of your movement and no longer require the movement to be horizontal?
Isn't the information on the screen, summarized, the same as in the PHB 2014? I guess the cost for the movement remains.
Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
Good point about not counterspelling a counterspell.
I might assume that Influence and Study may have been treated as free actions - you could talk as part of your turn, so people probably tried to intimidate or calm as part of that. And asking the DM if your character knows something seemed like a free action. This codifies these effects as actions. Anyway, just a guess on my part - I'm not 100% sure what the existing rules were.
Do jumping distances no longer count as part of your movement and no longer require the movement to be horizontal?
Re: b), Search has been added, for various Wisdom-based checks.
I’m interested by the addition of administering first aid as part of the Help action: is that just formalising doing a Medicine check to stabilise a dying creature, or does it include uses of a Healer’s Kit?
It just occured to me that.
Prone: Melee character with a reach weapon will have disadvantage. It's just that in our group we've understood it that ranged attacks are the only ones at disadvatage. We missed this detail.
Stunned: CAN MOVE, lmao. You can't disengage, and that OA will have advantage. Stunned and Paralyzed just felt so interchangively
Unconscious: You don't automatically fail other saves like INT WIS. idk, I think it just feels like it should also be affected xD
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Pricked by a needle - 1d10
STRUCK by lightning - 2d10
Bro! Even in real life you can move while stunned. As someone that has taken a baseball to the head during a batting practice, I can attest to that. Go punch someone in the head and tell me if they can't move while stunned. Stunned doesn't mean Unconscious.
I don't see any problems with allowing movement when stunned. As @Dr_Selastraga said, it could be a normal situation in the real world.
In fact, it is even stranger to allow movement when you are incapacitated, but it was already like this with the rules of the 2014 PHB.
yep. just make the movement erratic to signify being stunned
This. I literally burst out laughing when I saw that struck by lightning was the same suggested damage as stumbling into a firepit. Now, admittedly I've never stumbled into a firepit, but I'm 100% certain that in a game of "would you rather" I'm taking firepit stumble over lightning strike.
Good - you want your counterspell wars, you'll need allies to help you. And counterspell was nerfed anyway, so you won't need to defend against it to this degree regardless.
As others have noted, the action cost for these wasn't clear before since they involved talking and looking at things, both being seen as free actions in the past.
I really like the change, but I wanted to highlight it anyway. :) I also like the part about not consuming the slot if you fail the save.
Yeah, I see, thanks guys for your answers!
Just pointing out that it’s “pricked by a POISONED needle”, in case anyone was worrying about injuries while using their Tailor’s Tools.
5.24 still has Search, as seen on the DM’s screen above. Study is more for Intelligence checks to recall information (History, Arcana, etc). 5.24 had just formalised these checks more and clarified that they require an action, which is helpful, as that was always a point of confusion for us.
I am sad that the Clockwork Soul sorcerer can no longer switch out a spell for Armor of Agathys. There goes my punching bag sorcerer build, sadface.
Isn't the information on the screen, summarized, the same as in the PHB 2014? I guess the cost for the movement remains.