Hey, got a question for the veteran players and DMs out there.
I've been playing 3.5 and PF for about ten years now, and I'm planning to make the leap to 5e for my next adventure path.
My question is this: What changes to the rules are hardest to get used to, and if there are any quirks in the mechanics that aren't immediately apparent with a cursory glance at the books.
My group has some frighteningly skilled power gamers, so I'd like to be prepared.
Your power-gaming friends will find little to break. Since the "hard-balance" of the 4th Ed years influenced the design of 5th Ed a little bit, there's a lot less that can be broken in this most recent version.
Here's some highlights of things to get used to:
AC maxes out in the low 20s for pretty much everything. As the players level, there will be a lot less missing as a result of a lower die role.
Stats also cap around 20 so players who feel the need to specialize in certain stats find themselves hitting a ceiling early.
There is far far less dependence on magical gear. In fact, magical gear in general is more of a flavor component with some uses instead of a must-have thing.
Combat is more simplified. Less crap about shooting into combat, flanking and opportunity attacks are simpler, etc.
Get used to the Advantage and Disadvantage mechanic. It's nice and simple (and taken from the 4th Ed Avenger). Roll 2d20 and choose the highest/lowest depending.
There's a shorter, more simplified skill list (not as small as 4th Ed's though) that mostly just grants a flat bonus for proficiency.
There's other stuff too, but those are the main things that come to mind.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Base Attack Bonus, Base Save Bonus and Skill ranks have been replaced with Proficiency Bonus. This number increases slowly (starts at +2 and stays the same 4 levels at a time, reaching +6 at level 17).
These changes (along the martial/spellcasting and magic item changes below) means that the range of values for bonuses is much more narrow in 5e. In fact, AC for monsters maxes out at 20 with very few exceptions, and you can run your game with only 3 DCs most of the time (10, 15, 20).
Martial class buffs:
Full-round actions are gone, and iterative attacks all use the same attack bonus as your first attack.
You don't add your ability modifier to the additional attack from two-weapon fighting, but Fighters and Rangers get a class feature at level 1 or 2 that lets them specialize in a fighting style. The two-weapon fighting style lets them add their full ability modifier. (Rogues don't care since most of their damage comes from Sneak Attack).
Everyone has Weapon Finesse automatically.
Sneak Attack works on every creature, and as long as the Rogue doesn't have disadvantage, they only need to have an ally within 5 feet of the enemy (i.e. no more flanking requirement, or being within 30 feet.)
Grappling and tripping (now called shoving prone) are much simpler (opposed Athletics vs Athletics or Acrobatics check) and don't provoke opportunity attacks. (In fact, only leaving an opponent's reach provokes now). A prone creature can't stand up while its speed is 0, which means it can't stand up while grappled.
Spellcasting nerfs:
Spellcasters have fewer spell slots past character level 5, and level 6+ spell slots are severely restricted (1 of each until 19-20, and features/magic items that can recover spell slots never recover these).
Most non-instantaneous combat spells require concentration. You can only concentrate on one spell at a time, and you have to make a constitution save every time you take damage to avoid losing the spell.
Save-or-suck/die spells are mostly gone. Besides requiring concentration, most allow a new save at the end of every turn. Unless the enemy's saving throw is terrible (less than 1/3 chance of succeeding) on average they'll only fail two saves in a row and thus will only be affected for two turns.
Spells that used to trivialize skills have been revised: Silence can only be cast on a point in space, and Knock creates a loud noise making it very un-stealthy.
There's no creature-summoning spells below 3rd level, and pretty much all of them other than Conjure Animals require at least 1 minute to cast. (And of course they all require concentration).
If you cast a spell as a bonus action (think swift action), all your other spells that turn must be cantrips with a casting time of 1 action.
Eschew Materials is gone and only Sorcerers get Metamagic, so it's possible to capture/neutralize spellcasters using only mundane means (manacles, blindfolds and mouth gags).
That's not to say it's been all nerfs for spellcasters:
All casters are spontaneous casters now.
Cantrips are strong enough to serve as your main attack (and go up in power at the same levels that Fighters get extra attacks).
Most redundant spells have been consolidated into one (e.g. Cure X Wounds is now just Cure Wounds which scales with the spell slot you use; Enlarge and Reduce have been rolled into one spell, as have Bull's Strength/Cat's Grace/etc.)
Many situational/utility spells (e.g. Alarm) have been converted into rituals. Bards, Clerics, Druids, Wizards, and some Warlocks can cast these without using a spell slot by taking 10 extra minutes to cast it. Wizards don't even have to have them prepared; just having them in their spellbook is enough.
Arcane Spell Failure is gone (If you're proficient with your armor, you can cast spells; otherwise you can't).
Spell Resistance is gone (though some monsters have advantage on saving throws from spells).
Spellcasters that have a limited number of spells known can exchange an old spell for a new one every level.
Magic Items have also been severely limited:
The assumption is that magic items are hard to come by, and even harder to sell.
Most magic items require attunement to use. You can only attune to 3 at a time.
Bonuses on magic weapons are smaller now (+0 to +3).
In general, it's much harder to acquire extremely high bonuses, perform a large number of actions or stack a large number of spells, and the classes are better balanced against each other. That's not to say there aren't some duds (Fighter's Champion archetype is borderline useless compared to the other two) or that it's not possible to optimize; it's just that the rules do a much better job of avoiding extreme results.
To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.
Step 2
Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
Step 3
Hold. Make an opposed grapple check as a free action.
If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.
Step 4
Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.
Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while grappling.
No Dexterity Bonus
You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check to move while grappling.
If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item
You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell
You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.
Exception:Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple
You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component
You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
Pin Your Opponent
You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin
If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon
If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).
You don’t gain possession of the weapon by performing this action.
If You’re Pinning an Opponent
You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.
You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt.
You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).
You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.
If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.
Joining a Grapple
If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
5th Edition:
GRAPPLING When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Atlack action, this atlack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Most UA material is fine (i would only except the lore master) the real trick is to make sure not to allow multiclassing on any of it- they havent even touched any of it for that purpose yet.
Most UA material is fine (i would only except the lore master) the real trick is to make sure not to allow multiclassing on any of it- they havent even touched any of it for that purpose yet.
100% agreed. Revised Ranger is a great example: much better than the original in every way (especially for Beast Masters) except the new Natural Explorer is too good for a 2 level dip. Ignoring ALL difficult terrain and having permanent advantage on initiative is already super good, but you're also getting advantage on attacks against creatures that haven't acted yet and - oh yeah - completely trivialize travel (as opposed to trivializing it only in your favored terrain.)
Background: Playing since 1977, although I skipped 4E. Pleayed 3 & 3.5 a lot, and familiar with PF.
Agree with simpler to play and run at the table. This was absolutely done well, and we still have too many options to actually play, but they are wrapped in a system that is much easier to DM and play.
Big changes (IMHO) I needed to understand fully to DM 5E:
1) Caps and flattened abilities. AC flattening mentioned above. Weapons and Armor never go above +3. So, having a 16 strength v. a 14 (+1 to hit and damage) is more important than any previous version. Coupled with the magic tables, a +1 sword or +1 shield are now something that can be used for many levels. The net effect is, a goblin can hit an Ancient dragon. And the dragon can miss the kobold. Goblin will never win, but there has never been a 5e high level warrior with a -5 AC that waded into a goblin army and laughed as he slaughtered them. In 1e, the goblin could never hit, in 5e, 3 out of 20 will hit each round v. the 5e Fighter AC 22 (and 1 will be a crit).
2) Attunement -- Max of 3 "big" magic items. Very hard to layer items. That is why you cannot, even with unlimited resources, layer magic armor, magic shield, ring protection, cloak of protection, etc. So, at higher levels, 18-20 is common AC for melee fighters, and casters still are in the 10-15 range. Besides the AC flattening, you no longer have the mage with the bandoleer of wands, quiver of Ehlonna full of magical staffs, rings that she is constantly switching out, pocket full of pearls of power, necklaces, along with robes, cloaks, belts, and boots. This restricts both PC's and NPC's.
3) Resistances have a major effect on combat. From barbarian rage to all the monsters with resistances, that is probably the most important factor in many combats.
4) No longer useless spells. Read Sleep High level mages prepare it, Mage Armor, etc. In old versions, they wasted space in the spellbook after about 5th level. And magic weapon is actually used because of Attunement and Resistances.
5) Combat system is more designed for melee. Most of the monsters are melee based, bows no longer fire two arrows per round, etc. Especially in the published resources, there are not a lot of outdoor movement and range encounters. I still design them, but honestly, most of the characters brought to the table are horrible because the players create within the system. I am playing in a Curse of Strahd campaign in which we have a party with no member even carrying a bow. The halfling with 25' movement is somewhat of a leader, and the big melee fighters (Fighter & 2 barbarians) swing big weapons, but also use grappling to keep opponents in one space and under the areas of effects (silence, spirit guardians, etc.).
6) System is very consistent in rules wordings thanks to playtesting. Best example is Fireball. No longer expands if the space too small for a full 20'r sphere (in the old days, it would fill a LONG section of 10x10x10' passage. Wording tells if spell will or will not damage objects. Objects "worn or carried" are exempted from the effects of many spells. Can no longer cast some spells (Silence) on a stone and throw it, it now is fixed spot, etc. It does change strategies. But fortunately, once you understand the "code words" used for how WotC defines RAW (rules as written), it is a much better system to understand, play, and DM.
7) Be sure to find the latest erratas for PHB, DMG, and MM.
Rollback Post to RevisionRollBack
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Background: Playing since 1977, although I skipped 4E. Pleayed 3 & 3.5 a lot, and familiar with PF.
Agree with simpler to play and run at the table. This was absolutely done well, and we still have too many options to actually play, but they are wrapped in a system that is much easier to DM and play.
Big changes (IMHO) I needed to understand fully to DM 5E:
1) Caps and flattened abilities. AC flattening mentioned above. Weapons and Armor never go above +3. So, having a 16 strength v. a 14 (+1 to hit and damage) is more important than any previous version. Coupled with the magic tables, a +1 sword or +1 shield are now something that can be used for many levels. The net effect is, a goblin can hit an Ancient dragon. And the dragon can miss the kobold. Goblin will never win, but there has never been a 5e high level warrior with a -5 AC that waded into a goblin army and laughed as he slaughtered them. In 1e, the goblin could never hit, in 5e, 3 out of 20 will hit each round v. the 5e Fighter AC 22 (and 1 will be a crit).
2) Attunement -- Max of 3 "big" magic items. Very hard to layer items. That is why you cannot, even with unlimited resources, layer magic armor, magic shield, ring protection, cloak of protection, etc. So, at higher levels, 18-20 is common AC for melee fighters, and casters still are in the 10-15 range. Besides the AC flattening, you no longer have the mage with the bandoleer of wands, quiver of Ehlonna full of magical staffs, rings that she is constantly switching out, pocket full of pearls of power, necklaces, along with robes, cloaks, belts, and boots. This restricts both PC's and NPC's.
3) Resistances have a major effect on combat. From barbarian rage to all the monsters with resistances, that is probably the most important factor in many combats.
4) No longer useless spells. Read Sleep High level mages prepare it, Mage Armor, etc. In old versions, they wasted space in the spellbook after about 5th level. And magic weapon is actually used because of Attunement and Resistances.
5) Combat system is more designed for melee. Most of the monsters are melee based, bows no longer fire two arrows per round, etc. Especially in the published resources, there are not a lot of outdoor movement and range encounters. I still design them, but honestly, most of the characters brought to the table are horrible because the players create within the system. I am playing in a Curse of Strahd campaign in which we have a party with no member even carrying a bow. The halfling with 25' movement is somewhat of a leader, and the big melee fighters (Fighter & 2 barbarians) swing big weapons, but also use grappling to keep opponents in one space and under the areas of effects (silence, spirit guardians, etc.).
6) System is very consistent in rules wordings thanks to playtesting. Best example is Fireball. No longer expands if the space too small for a full 20'r sphere (in the old days, it would fill a LONG section of 10x10x10' passage. Wording tells if spell will or will not damage objects. Objects "worn or carried" are exempted from the effects of many spells. Can no longer cast some spells (Silence) on a stone and throw it, it now is fixed spot, etc. It does change strategies. But fortunately, once you understand the "code words" used for how WotC defines RAW (rules as written), it is a much better system to understand, play, and DM.
7) Be sure to find the latest erratas for PHB, DMG, and MM.
Most of this is true, with the exception of the magical gear. You can still have a +3 weapon, armor, and shield and have full access to all three of your attunement slots (or if you are an archer, you can have +3 weapon and ammo to give yourself a +6 bonus to attack and damage).
For the most part, the good rings and wands are attunement based, but there are a few of each that aren't.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
5) Combat system is more designed for melee. Most of the monsters are melee based, bows no longer fire two arrows per round, etc. Especially in the published resources, there are not a lot of outdoor movement and range encounters. I still design them, but honestly, most of the characters brought to the table are horrible because the players create within the system. I am playing in a Curse of Strahd campaign in which we have a party with no member even carrying a bow. The halfling with 25' movement is somewhat of a leader, and the big melee fighters (Fighter & 2 barbarians) swing big weapons, but also use grappling to keep opponents in one space and under the areas of effects (silence, spirit guardians, etc.).
That's debatable. Only crossbows are limited to 1 shot per action (and the Crossbow Expert fat removes that limitation). Bows can attack as many times as any other weapon.
1d12 and 2d6 weapons do 2 more damage on average than a 1d8 longbow, but a ranged attacker is much safer; if all enemies are engaged in melee they have to disengage to move next to the archer or risk an opportunity attack. Likewise, they make ranged attacks with disadvantage unless they move away from the archer's friends. Many monsters have abilities with 30 or 60 feet range that the archer is never in range for.
Also, out of all the offensive Fighting Styles, Great Weapon Fighting is the weakest, increasing your damage per attack by about 1 point. Meanwhile Dueling adds 2, Two-Weapon Fighting adds your ability bonus (probably 3-4) to your bonus action attack, and Archery adds 2 to attack rolls (which translates to 10-20% more damage, depending on how high the enemy's AC is).
On top of that, Dexterity is generally more useful than Strength outside of attacking, since it increases AC, initiative, Dexterity Saves (far more common and important than Strength Saves) and makes you harder to grapple or shove prone.
Even spellcasters can benefit from ranged attacks in the early levels, since cantrips usually don't add your ability modifier to damage, and you might run into an enemy that's resistant to your cantrip's damage type.
The choice of melee or range depends heavily on class. Barbarians, Paladins and Monks are almost exclusive melee-based (because their class features don't mix with ranged weapons) while Rogues and Rangers are better with ranged attacks; the former can hide more easily and the latter has an easier time keeping concentration up. Fighters can do either one just as well (Battle Master maneuvers usually work with any weapon). Naturally in a party with 2 barbarians and a Great Weapon Fighting Fighter, you're not going to see ranged attacks much.
Hey, got a question for the veteran players and DMs out there.
I've been playing 3.5 and PF for about ten years now, and I'm planning to make the leap to 5e for my next adventure path.
My question is this: What changes to the rules are hardest to get used to, and if there are any quirks in the mechanics that aren't immediately apparent with a cursory glance at the books.
My group has some frighteningly skilled power gamers, so I'd like to be prepared.
Futuaris nisi irrisius ridebus.
Your power-gaming friends will find little to break. Since the "hard-balance" of the 4th Ed years influenced the design of 5th Ed a little bit, there's a lot less that can be broken in this most recent version.
Here's some highlights of things to get used to:
There's other stuff too, but those are the main things that come to mind.
General system changes that affect powergaming:
These changes (along the martial/spellcasting and magic item changes below) means that the range of values for bonuses is much more narrow in 5e. In fact, AC for monsters maxes out at 20 with very few exceptions, and you can run your game with only 3 DCs most of the time (10, 15, 20).
Martial class buffs:
Spellcasting nerfs:
That's not to say it's been all nerfs for spellcasters:
Magic Items have also been severely limited:
In general, it's much harder to acquire extremely high bonuses, perform a large number of actions or stack a large number of spells, and the classes are better balanced against each other. That's not to say there aren't some duds (Fighter's Champion archetype is borderline useless compared to the other two) or that it's not possible to optimize; it's just that the rules do a much better job of avoiding extreme results.
Everything is easier to do.
For example: Grappling
3rd Edition:
Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.
Step 2
Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
Step 3
Hold. Make an opposed grapple check as a free action.
If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.
Step 4
Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.
Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while grappling.
No Dexterity Bonus
You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check to move while grappling.
If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item
You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell
You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple
You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component
You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
Pin Your Opponent
You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin
If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon
If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).
You don’t gain possession of the weapon by performing this action.
If You’re Pinning an Opponent
You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.
You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt.
You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).
You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.
If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.
Joining a Grapple
If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
5th Edition:
GRAPPLING
When you want to grab a creature or wrestle with it,
you can use the Attack action to make a special melee
attack, a grapple. If you're able to make multiple attacks
with the Atlack action, this atlack replaces one of them.
The target of your grapple must be no more than one
size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target
by making a grapple check, a Strength (Athletics)
check contested by the target's Strength (Athletics) or
Dexterity (Acrobatics) check (the target chooses the
ability to use). If you succeed, you subject the target to
the grappled condition (see appendix A). The condition
specifies the things that end it, and you can release the
target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its
action to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check contested by
your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you
can drag or carry the grappled creature with you, but
your speed is halved, unless the creature
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
The main thing you need to be aware of is Unearthed Arcana.
WotC has produced several issues of UA, each of which has a number of new subclasses for play test.
The thing is - they are exactly that - PLAYTEST and some of them are underwhelming and others turned out to be overpowered.
If you have skilled power gamers, then be wary of allowing any UA content in your game.
Other than that, the whole of 5e is nicely balanced. :)
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Most UA material is fine (i would only except the lore master) the real trick is to make sure not to allow multiclassing on any of it- they havent even touched any of it for that purpose yet.
Background: Playing since 1977, although I skipped 4E. Pleayed 3 & 3.5 a lot, and familiar with PF.
Agree with simpler to play and run at the table. This was absolutely done well, and we still have too many options to actually play, but they are wrapped in a system that is much easier to DM and play.
Big changes (IMHO) I needed to understand fully to DM 5E:
1) Caps and flattened abilities. AC flattening mentioned above. Weapons and Armor never go above +3. So, having a 16 strength v. a 14 (+1 to hit and damage) is more important than any previous version. Coupled with the magic tables, a +1 sword or +1 shield are now something that can be used for many levels. The net effect is, a goblin can hit an Ancient dragon. And the dragon can miss the kobold. Goblin will never win, but there has never been a 5e high level warrior with a -5 AC that waded into a goblin army and laughed as he slaughtered them. In 1e, the goblin could never hit, in 5e, 3 out of 20 will hit each round v. the 5e Fighter AC 22 (and 1 will be a crit).
2) Attunement -- Max of 3 "big" magic items. Very hard to layer items. That is why you cannot, even with unlimited resources, layer magic armor, magic shield, ring protection, cloak of protection, etc. So, at higher levels, 18-20 is common AC for melee fighters, and casters still are in the 10-15 range. Besides the AC flattening, you no longer have the mage with the bandoleer of wands, quiver of Ehlonna full of magical staffs, rings that she is constantly switching out, pocket full of pearls of power, necklaces, along with robes, cloaks, belts, and boots. This restricts both PC's and NPC's.
3) Resistances have a major effect on combat. From barbarian rage to all the monsters with resistances, that is probably the most important factor in many combats.
4) No longer useless spells. Read Sleep High level mages prepare it, Mage Armor, etc. In old versions, they wasted space in the spellbook after about 5th level. And magic weapon is actually used because of Attunement and Resistances.
5) Combat system is more designed for melee. Most of the monsters are melee based, bows no longer fire two arrows per round, etc. Especially in the published resources, there are not a lot of outdoor movement and range encounters. I still design them, but honestly, most of the characters brought to the table are horrible because the players create within the system. I am playing in a Curse of Strahd campaign in which we have a party with no member even carrying a bow. The halfling with 25' movement is somewhat of a leader, and the big melee fighters (Fighter & 2 barbarians) swing big weapons, but also use grappling to keep opponents in one space and under the areas of effects (silence, spirit guardians, etc.).
6) System is very consistent in rules wordings thanks to playtesting. Best example is Fireball. No longer expands if the space too small for a full 20'r sphere (in the old days, it would fill a LONG section of 10x10x10' passage. Wording tells if spell will or will not damage objects. Objects "worn or carried" are exempted from the effects of many spells. Can no longer cast some spells (Silence) on a stone and throw it, it now is fixed spot, etc. It does change strategies. But fortunately, once you understand the "code words" used for how WotC defines RAW (rules as written), it is a much better system to understand, play, and DM.
7) Be sure to find the latest erratas for PHB, DMG, and MM.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.