Can a player split up attacks like they can movement?

I didn’t think so, but I’ve read a couple postings elsewhere that make me think otherwise.

Ex. A fighter with ‘Extra Attack’ from the PHB:

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

To me, both attacks would be during the same attack action, so the fighter could move 10′, attack twice, then keep moving, since you can split up movement.

But, could they move, attack once, let’s say the opponent goes down, then move to another opponent and use their second attack?

How do I manage a player with autism who is at times disruptive? [on hold]

I recently gained a new player who has autism and he is making it harder for me to make my campaign. I have never dealt with any like this and I don’t know what I should do regarding his disability. He sometimes has breakdowns when the other players do something like make a loud noise and no one really knows what what else will set him off. I’d feel like a terrible person if I got rd of him and when he does contribute the campaign moves along nicely. I don’t know whether to make rules for the group to follow or not.

In RAW for 5e, can a player use a monster as a spell component?

One of the D&D legends stories that floated around my campus involved a poorly balanced boss fight in a 3.5 game. The players were facing a Giant Spider Wizard, and it was wiping the floor with them. A few rounds away from a TPK, the wizard in the party had an epiphany. He gathered several spell ingredients from fallen party members, then cast climb. The DM was confused and asked what the player did regarding the giant spider wizard. The player pointed out that casting climb consumed 1 spider, and declared that they’d used the boss as the spider.

Everyone agreed that it was too absurd and fun not to allow it, but that it probably violated the rules. (But hey– half the fun of D&D is tweaking the rules to your preferences, right?) That being said, if someone tried that trick in 5e, per the RAW, would this work?

What should be done if I suspect a player is using weighted dice?

I have a player who I am pretty sure is using weighted dice. He has an entire dice set that almost always gets the best possible roll. He claims it’s just insanely good luck but everyone agrees with me. I don’t know if he knows he has a weighted dice set or not, but he does not want to test his dice in order to find out. I would feel bad if I kicked him from the group but if he does not know the dice are weighted it would not be fair to get rid of him.

Can you use your action to interrupt another player action that was played in the same round?

I think the title is pretty straight forward, I’ll just add some context.

I play in a game when everyone play the way we want at our own turn : saying to another player what he should do is forbidden. Your turn = your action.

I think this is pretty fun and it add a lot of stress in difficult fights since we can’t coordinate ourselve on runtime but, sometime, someone make a mistake that could be avoided in a roleplay way.

So, is it possible to use our own action to interrupt another player action that was played earlier in the same round ?

Thanks.

What decisions can a player make when performing a compelled attack?

Say a character is under the influence of the confusion spell and they roll a 7 or an 8 to determine their action. So they try to attack an adjacent character. Now say the character has at least 2 levels of barbarian so their have the option to perform a reckless attack. Do they have that option available to them under those circumstances? What if the character is wielding a finesse weapon, do they have the option of choosing between strength and dexterity for the attack and damage rolls? What if the character is wielding a two-handed weapon and has the great weapon fighting class feature? Can they choose whether they reroll any damage dice if they hit?

How can I know what type of fun is my player looking for?

Recently I’ve been reading some articles about the eight types of fun and how these are applied to tabletop roleplaying games.

Even if I have been playing with the same people for quite a long time, I can’t really grasp what some of them want. In the other hand, some others are really easy.

For example, Alistair likes repetitive micromanaging tasks and straightforward simple combat, he’s into challenge and submission. Becky likes to enact dramas around tragic events that happen to her character and npcs she created, she’s clearly into fantasy and expression. There’s Cecilia who doesn’t even count her own dice, and doesn’t care about the story but will jump off her seat excited if you ask her to do something for you, she’s there for fellowship.

On the other hand, Dustin’s only constant trait is to hoard aimlessly (items, power, info, everything he can get to himself and not share with others is fair game), and I don’t really know what to make out of that. He does have very strong opinions of things he doesn’t like, but he’s not as open about what he likes and he’s unpredictable and hard to read.

There are a couple others who also have me guessing, albeit not as hard as Dustin, thing is, how can I read my players better so I can give them a better gaming experience?

How to deal with a min/max player that prioritizes combat over roleplay in a roleplay heavy campaign?

How can I deal with a min/max player that prioritizes combat over roleplay in a roleplay heavy campaign? They all knew what they were getting into and agreed during the session 0.

He tends to try and rush other players through roleplay and investigation and only focus on combat. He would interrupt another player while they were asking good questions to try and get to the point quicker. I can’t really say it’s part of his character because his roleplay for the character changes every week (inconsistent). There were a few occasions where he would ‘Leroy Jenkins’ during discussion (he would stop discussion and run into the dungeon alone).

This is counterproductive as the combat is often lethal and the investigation is crucial to lowering the difficulty. I’m worried that I will have to either make the combat easier or remove more roleplay to avoid player deaths or loss of interest. This would reduce the over all quality (and gimmick) of the campaign.

It’s only 1 out of the 3 players that is like this, but he tends to pressure the others, and the other players brought this up to me.

How do you help a new player evaluate complex multiclassing options without driving them and yourself crazy?

I have people trying to choose between all manners of combinations. From brand new options like adding in artificer. To hexsorcadins.

I have already calculated DPS(damage per second)/HPs/etc. Showed them what features they would gain or lose. But then I run into situations like battle smith vs hexadin where questions like do you want to a be a tanky off-support doesn’t cut it.

Everyone already knows the rules for multiclassing and the downsides. I just don’t want to scare them or myself off the whole prospect because of the complexity. Especially because many have already decided they want to multiclass, they just don’t know which direction to go.