As far as I can tell it isn’t specified whether you make the save during the swift action but before benefiting from the Chakra(s), during the swift action but after benefiting, or at the end of your turn. Mainly I’d like to know if the Crown Chakra’s "roll twice on all d20’s and take the higher result" boon would apply to the Fortitude & Will saves on the turn it gets opened.
I have been GMing DnD5e for almost two years now and have two consistent groups ongoing. As a Christmas gift, I will be running a game using the Star Trek Adventures game system for someone.
I have the rulebook, have begun reading it, and suspect that this question will be closed for being too broad: what notable differences from DnD5e should I pay attention to so I can most effectively learn and teach this new system? For your information, only one of my potential players has played a roleplaying game in the last 25 years, as she is in one of my 5e groups.
This question is less about the success/failure system inherent to the roles, but more specifically about how the ‘scenes’ are set up, how the characters are intended to act, and the types of challenges that ought to be presented, but all answers providing important details that I must adapt to are relevant.
At my public library, I have ready access to resource books from older editions of D&D (only 5e are in heavy demand). Most of the books at the library are 4e. I am interested in converting some of the adventures and/or campaign settings for use with the 5e group I DM.
How can I convert these 4e adventures to 5e?
My background is a few years playing and DMing AD&D back in the 80s, then nothing for 35 years. I fiddled with the 4e beginner’s set and now play 5e.
I have no experience converting. Currently my group is playing HotDQ. They enjoy it, but I find it a little railroad-y and want to expand the world.
I will be running Strahd Must Die Tonight! for 5e and in previous games of it, due to the real and in-game time constraints and lack of short rests, I have handwaved attunement and allowed attunement to magic items just before the climax.
Are there any rules that speed up attunement that should be considered? Are there any mechanics of attunement to take into account for one-shots? Are there any compelling reasons not to allow players attune to items pivotal to the game?
I have a high knowledge of 5e rules, and would like to play some solo adventures, are there any solo adventures that use 5e rules? like subclass, spells,ect…
A wizard can copy a spell they find into their spellbook. This is described in the "Your Spellbook" section of the Wizard’s class features:
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Notably, it does not say "when you find a wizard spell in a spellbook". Are there any instances in published adventures where a wizard can copy a spell from something other than a spellbook?
I’m obviously not concerned about spell scrolls here. I’m looking for something like a spell written on a wall or stone tablet, or other surface that does not require a check like a spell scroll does.
This Q&A firmly establishes that the wizard can copy their spells from any written source, but I am not aware of any published examples of this outside of found spellbooks.
Using the specific example of Attack Bonus v Effect Ranks, the rules state that when added together your attack bonus and the effect ranks of your attack cannot exceed twice the series power level. And for the sake of this question lets assume the power level is 10 for easier math, so the attack bonus+effect ranks = 20.
Now, let’s consider a character who has an 11 Strength AND 11 Fighting, who goes to punch an enemy. The attack bonus’s base would be 11 (close combat skill is based on fighting) and the damage from a punch is also 11 as it’s strength based damage. However, the effect+attack bonus is 22, and this isn’t even considering everything else that could raise either number.
How then do you calculate the numbers for the actual attack as you cannot have a +11 to the attack roll and have a rank 11 damage effect? Do you choose which stat isn’t used to its full potential and would it be a choice for the player to make, or the DM? Or is there a sentence I am forgetting in the rules that state what to do in this case? Nothing prevents you from having 11 STR and 11 FGT in a PL10 game, yet you cannot make a Damage 11 attack with an attack bonus of +11. So which stat isn’t utilized fully?
As a related question: would an attack with 10 ranks of damage and 10 ranks of affliction be considered a 10 or 20 effect rank power? I’m assuming it’s 20, and therefore in a PL10 game would not be able to have an attack bonus (or effectively a +0 to the d20 roll).
I would prefer an answer based on RAW, with citations. Failing RAW, I’d like the community’s take on Rules As Intended – as an educated guess as to what the creators of the game intend you to infer from any vaguely worded passages. An explanation of why/how you came to your conclusions would be appreciated as well.
The current list of published D&D 5e adventures is:
- Starter Set – Lost Mines of Phandelver | 1-4 | July 15, 2014
- Tyranny of Dragons – Hoard of the Dragon Queen | 1-7 | August 19, 2014
- Tyranny of Dragons – The Rise of Tiamat | 8-15 | November 4, 2014
- Elemental Evil – Princes of the Apocalypse | 1-15 | April 7, 2015
- Rage of Demons – Out of the Abyss | 1-14 | September 15, 2015
- Curse of Strahd – Curse of Strahd | 1-10 | March 15, 2016
- Storm King’s Thunder – Storm King’s Thunder | 1-11 | September 6, 2016
- Tales from the Yawning Portal – Tales from the Yawning Portal | Anthology/Varies | March 24, 2017
I know that both Tyranny of Dragons campaigns are related. Are there any other relations between adventures? Is there a particular order in which they should be played, or are the adventures independent from one another?
Oriental Adventures on the class monk says
[T]he monk starts with proficiency in one style of unarmed combat and two of that style’s special maneuvers. The monk also has five other proficiency slots. Of these, one must be used for religion and another calligraphy. The remaining slots can be filled as the player sees fit within the restrictions of the class.” “All monks have the martial arts special maneuver Missile Deflection in addition to the other special maneuvers thay may have or gain. This is not considered part of any martial style and so does not use one of the special maneuver slots for the monk’s chosen martial art. (18)
And on the yakuza it says
Yakuza begin play with three proficiency slots available. In addition, they automatically have the gaming proficiency. (26)
Table 56 (Oriental Adventures 51) shows the proficiencies character classes gain when they advance levels except that the table omits the monk and the yakuza (51). What are these missing values?
The Player’s Handbook Weapon Proficiency Table and Unearthed Arcana show the following monk proficiences:
Class of Character | Initial # of Prof | Add Proficiency per Level | Non-proficiency Weapon Penalty Monk | 1 | 1/2 levels | -3
The Dungeoneer’s Survival Guide on Table 10 (23) and Wilderness Survival Guide on Table 1 (12) have the same proficiency entries for the monk:
Class of Character | Initial # of Proficiencies Weapon/Nonweapon | Add Proficiency per Level Weapon/Nonweapon Monk | 1/1 | 1/1 per 2 levels
However, using Oriental Adventures, it seems like for the monk and yakuza this information is as follows:
Class of Character | Initial # of Prof | Add Proficiency per Level | Non-proficiency Weapon Penalty Monk | 5 | missing (possibly 1/1 per 2 levels?) | -3 from PHB and UA Yakuza | 3 | missing | missing
…And I’d like to fill in the missing information.
I teach English to a Japanese couple. I discovered they like Star Wars 4: A New Hope. I imagine there are a million RPG adventures for it but I want one for the Fate-based Awesome Adventures system (as I bought the book in Australia for myself and I don’t get reimbursed for expenses).
I want a adventure for two players with pre-generated characters — preferably a man and a woman — any necessary Star Wars setting info, a rather railroady plot so they can just play and get used to the system and the totally new experience of RPG roleplaying, while also learning English. I only have 1½ hours for the lesson but it can obviously be split over several lessons.