D&D Players, What’s a common rule/mechanic that people forget?

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  • čas přidán 25. 02. 2024
  • D&D Players, What’s a common rule/mechanic that people forget?
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Komentáře • 127

  • @LocalMaple
    @LocalMaple Před 4 měsíci +60

    Darkness and invisibility. They don’t completely obscure the target, you still have to take the Hide Action. It’s after the Hidden trait is applied that sight prevents the target from finding you.

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci +3

      Yeah, learned this when some twat was playing a gloomstalker and insisted that he could just 1v10 with no consequences because "they don't know I'm here" even though he did obvious shit like biting a guy on the neck (as a dhampir) or dropping his invisibility while saying "over here!" to lead a guard over to where he was. We pointed him to what it actually said in the rules and he quit the game bc we were 'ruining his fun.' 🤷

    • @shhinysilver1720
      @shhinysilver1720 Před 4 měsíci +2

      You have to hide for invisibility to count?

    • @skylark7921
      @skylark7921 Před 4 měsíci +5

      @@shhinysilver1720they can’t see you, but can hear you, smell you, see footprints, etc. to know generally where you are. Which is why you can still hit things that are invisible, just with disadvantage. But in order for them to not know where you are, you have to actively try to hide (albeit with advantage) to be quiet and careful

    • @shhinysilver1720
      @shhinysilver1720 Před 4 měsíci +1

      @@skylark7921 good point. They could probably see footprints in carpet, hear you being not sneaky, and just have that “hair standing up” feeling that someone is watching.

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci +3

      @skylark7921 and don't forget when you're blatantly attacking them. Like I can't see you but the punch to my stomach says you're in front of me lol

  • @SSJ3Mewtwo
    @SSJ3Mewtwo Před 4 měsíci +66

    Lycanthropy is not a disease.
    It's a curse.
    Which means your party's massive tank of a tank Warforged can still become an out of control werewolf.

    • @zackOOO-nz9rh
      @zackOOO-nz9rh Před 4 měsíci +14

      thats sounds horrifying. sleeping in the middle of the night only to hear the transformers sound effect behind you

    • @SSJ3Mewtwo
      @SSJ3Mewtwo Před 4 měsíci +10

      @@zackOOO-nz9rh Along with the Warforged growing bones and flesh and hearing them crunching wetly into place.
      And then them roaring in bloodlust they've never experienced before.
      And then their glowing red eyes settling on you.

    • @SSJ3Mewtwo
      @SSJ3Mewtwo Před 4 měsíci +1

      That said, you can totally use this to add nuance to a Warforged character.
      Like if the Warforged has yearned to experience the world with the same senses and urges the rest of the party does.
      Well, that's one way they could.
      Just gotta make sure there's precautions and warning about the whole blood lust thing. A 1-ton tank of a Warforged being hungry for fresh liver is...not a good time for the town guards.
      And the whole mating urge, of course.
      Or:
      Wererats are even weirder, but in ways that you use to seriously game the system or create fun mechanics.
      They're immune to most actual diseases...but they are ridiculously effective carriers. And each wererat has a different weakness.
      If your party is investigating a plague infected region, you can prep for that by having the party's Warforged become a wererat, and scout the location while shifted.
      They get all the bonuses of the wererats curse. The plague in the area is of no concern to them, they keep a lot of their own buffs, and the wererats weakness is random, so there's less of a chance of an enemy in the plague-zone being able to really one-shot them or trap them.
      They can return to the party when the shift is coming to an end, tank a fire spell to sterilize their regular form, and viola. Easy intel for an advantage and lots of chance for a DM to throw interesting traps or scenarios at the player(s).
      Cons:
      Wererats are super communal. If the Warforged caves to fear, or the urge to return to their friends, the party is fucking hosed. It's a tragedy scenario caused by a mechanical being getting exposed to the organic urge for companionship and closeness getting the entire party infected with a deadly disease.

    • @dakotaharmon2825
      @dakotaharmon2825 Před 4 měsíci

      Same for the paladin

    • @shhinysilver1720
      @shhinysilver1720 Před 4 měsíci

      @@zackOOO-nz9rhthat’s the best thing i have read all week

  • @MisterDiceGuy
    @MisterDiceGuy Před 4 měsíci +10

    To Ready a spell to be cast as a reaction pending a triggering event, it requires you to not only expend your spell slot at the ready, but it also requires your concentration even on a non concentration spell while you are waiting.

  • @Godzillawolf1
    @Godzillawolf1 Před 4 měsíci +24

    The fact you don't need to have a free hand available to use Unarmed Strike. You have two things called feet, a thing called a head, and depending on species, you might have a thing called a tail. You also have two things called elbows and two more things called knees.
    If you're a race with wings, I would also allow them to use their wings for an unarmed strike, because it's cool.
    But the Player's Handbook explicitly states “Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons)." The only time it actually matters is if you have a feature making your hands specifically deal a specific type of damage. Even then, as a DM, I would permit an Aarakocra or Tabaxi to use their talons and claws on their feet (unless they're wearing shoes, but why would you? You're a freaking bird and/or cat person).

  • @davyt0247
    @davyt0247 Před 4 měsíci +21

    You don’t need an athletic check to climb a ladder

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci +5

      Ugh, this one x100! It's literally the example given in the DMG for things you don't make players roll for.

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci

      ​@@d1nodrayIt's literally the example given in the DMG for things you don't make players roll for.

    • @d1nodray
      @d1nodray Před 4 měsíci

      @@TheMightyBattleSquid bro I was joking

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci

      ​@@d1nodraypoe's law

    • @d1nodray
      @d1nodray Před 4 měsíci

      @htyBattleSquid fair enough

  • @gruvarbetare0838
    @gruvarbetare0838 Před 4 měsíci +8

    Every time he says “back at again” I’m immediately reminded of the “back at it again at Krispy Kreme” meme.

  • @peterpanther23
    @peterpanther23 Před 4 měsíci +11

    3:15 funnily enought even this is *a little bit* inaccurate. It's "If you cast/will cast a spell using your bonus action, the only other spell you can cast ON YOUR TURN is a 1-action cantrip."
    The difference? Rituals and Reactions. Want to create an 80-foot ball of fire and counterspell the enemy's response? Sure go ahead champ. Need to cast Shield while already focusing on casting a Tiny Hut? No problem, king. BUT Shellelagh and Feather Fall on your turn? What the hell dude no way! buttt if you need to cast FF after or before your turn comes/passes then sure, no problem.
    The fact that a thread about rules correction got it wrong probably says something about how convoluted this rule is.

  • @bonedude756
    @bonedude756 Před 4 měsíci +7

    A swarm of bats has a strength of 5. Carrying Capacity is strength score x 15. Which is 75. This applies to flying creatures too.
    3 swarms of bats can carry Strahd, and 2 swarms can carry him with some struggle which is the minimum he can summon.
    They act on their own which means that Strahd has a swarm of tiny escape minions and the ability to fly at any time he wants. He can also hide among them as a bat.
    his bat swarms, at least from my experience, are wildly under used because they are "weak" monsters. But they actually make him hell to fight.

  • @alinkinthechain
    @alinkinthechain Před 4 měsíci +4

    Ooooo I have a good one that wasn't covered!
    All skills have passive scores, not just Investigation, Perception, and Insight. They are all calculated the same way (10+relevant mods and bonuses) and are very useful for roleplaying and succeeding at tasks.
    Have a naturally charismatic bard? Intimidating paladin? Naturally gifted in survival skills? Passive checks can make a lot of the "slog" of gameplay easier
    Bonus: all situations where you have advantage to a relevant check gains +5 to their passive check; all situations where you have disadvantage grant -5. This really comes in handy for skill monkeys who have the support caster use something like Enhance Ability on them.

  • @lordmars2387
    @lordmars2387 Před 4 měsíci +4

    Dim light restrictions are built into the skulker feat for them to take advantage of.

  • @shaggyrebel8737
    @shaggyrebel8737 Před 4 měsíci +4

    I see Ian Pepe, I click. "Hi guys, and welcome to another episode of forgotten mechanics, today we'll be having a look at the dragon kin rogue's character sheet." 😂

  • @virgovertigo8076
    @virgovertigo8076 Před 4 měsíci +5

    Doubling up on the alternative ability/proficencies guy with skills+tools
    Xanathar’s has entire list of alternative checks for tools, some of them wouldn’t even require the tools themselves
    Like thieves+investigation being used to find a place to fence stolen items, or crafting tools+history being used to identify lore about objects. Alchemists’+investigation to identify if something is poisoned, poisoners in the same situation to identify the poison itself
    an artificer with enough tool proficiencies and these rules in place will accurately reflect what it means to be a tradesperson of that many trades. Smart as fuck.

    • @williamgordon5443
      @williamgordon5443 Před 4 měsíci

      The Rune Knight's fire rune also gives double proficiencies for tools at level 3

  • @luciferandassociates9255
    @luciferandassociates9255 Před 4 měsíci +10

    Back once again with my bullshit. It's a free action to go prone, so if You're a mage in the back line or bow user, go prone at the end of you turn to take cover if you're near death and really want to live.

    • @grammarmaid
      @grammarmaid Před 4 měsíci

      This is a good one. So many people don't know that being prone is only bad *situationally*.
      Attackers have advantage on you when being struck by melee within 5 feet, but *disadvantage* if it's a ranged attack!

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci

      Makes sense, it's generally a free action to stop doing something and standing falls within that scope.

    • @luciferandassociates9255
      @luciferandassociates9255 Před 4 měsíci

      @@TheMightyBattleSquid Actually, standing cost half your movement without the feat. But if you're in the backline... Teleport?

    • @user-ky1vd5xj5y
      @user-ky1vd5xj5y Před 4 měsíci

      Sorry, as a DM I would say it is only logical when there is some sort of a cover between you and the attacker. Of course laying prone would give disadvantage on a ranged attack either way, but it's literally metagaming and I wouldn't allow it unless the player specifically told me why his character would want to lay prone.

    • @ragegamer123
      @ragegamer123 Před 4 měsíci +4

      @@user-ky1vd5xj5y 'they want to go prone because its a common sense tactic to make sure its harder to hit them' like its an adventurer or similar, they would know becoming a smaller target would make it more likely they wont get shot

  • @TheCaptNoname
    @TheCaptNoname Před 4 měsíci +2

    This Ian as Pepe meme on the thumbnail is surprisingly appropriate, considering he's really into the French rifles.

  • @LucRio448
    @LucRio448 Před 4 měsíci +2

    The funny thing about the fall damage cap is that while the NUMBERS make it ridicoulus (as in you can survive shit you should NEVER be able to survive without any magi intervention or something), the mechanic itself makes total sense. Basically, it's a way of saying in-game "terminal velocity is a thing". The issue that causes characters to survive if that rule is applied when they definitely shouldn't survive is not the mechanic or the EXISTENCe of the cap - it's the fact that the number are not high enough - for example, sky divers reach their terminal velocity after almost 1500 feet, RAW you'd reach terminal velocity after 200 feet already in-game.
    That means, if we'd use reallife estimations, we'd end up with a maximum of 150d6 fall damage. Which means the fighter in that example - the one that could under even worst circumstances survive the RAW max damage - would simply die even in best case scenario of all-1s. On average, that makes 525 max fall damage, and THAT sounds like someone very few characters would survive without other means of intervention/protection etc, now the terminal velocity cap doesn't interfere with the sheer amount making sense ^^

  • @Chartreuse_Colors
    @Chartreuse_Colors Před 4 měsíci +1

    The fall damage rule(or at least the way op worded it) made me rethink my rule of thumb for quickly estimating dice averages.
    It used to be half the max roll plus the number of dice, however, after a bit of experimentation, caused by the above post, has made me rethink it to be half the maximum dice roll plus half the dice rolled rounded up.

  • @golett0331
    @golett0331 Před 4 měsíci +1

    Contested ability checks: On a tie, the situation doesn't change. Trying to grapple? You don't grapple. Holding a door shut whilst people are trying to open it? Doesn't open. Falling and try to grab something? Ka-splat.
    When your con mod goes up one, so does does your HP by an amount equal to your level.
    When using a two-handed weapon, you can still do stuff that requires 1 hand, without dropping the weapon. However, you do need to use two hands to attack with the weapon. Using a greatsword and want to cast shield? Go ahead. Going sword and board and want to cast shield? Nope, your hands are full.

  • @theFMTlab
    @theFMTlab Před 4 měsíci +1

    One thing that I recently learned is that when using artisan tools you are proficient with, you gain proficiency to an ability check that you wouldn't have proficiency in normally.
    Example: Masonry tools could give you a proficiency bonus to investigating stonework for secrets (d20 + invest mod + prof mod)

  • @justsomejerseydevilwithint4606
    @justsomejerseydevilwithint4606 Před 4 měsíci +1

    Both guns and Dinosaurs canonically exist in DnD. This means that if your late-game party hasn't mounted cannons to the Druid's T-Rex form, you aren't having enough fun.

  • @blindcedrick5544
    @blindcedrick5544 Před 4 měsíci +2

    Related to the last comment of the vid:
    ITS A GAME
    Rules can be ignored. The DM exists to make the game happen and if it means skipping or adjusting something so be it.
    You are not your character / your character isn't you. That the character does things or receives things in game does not automatically connect them to the player. Relatedly, the player is still playing and that will come out in the character so the prior fact is not a shield against being a ________*

  • @mikewithington4755
    @mikewithington4755 Před 4 měsíci +1

    The precise mechanics of WILD MAGIC for sorcerer.
    Points which players get right.
    After a spell of 1st lv or higher is cast, you roll a d20 and if a 1 is the result you roll on the WILD MAGIC table.
    If tides of chaos has been used, this table automatically happens.
    Now the part that people get wrong.
    Both scenarios can result if the dm asks for you to roll. Not when you want or all the time (unless the dm plays it like that)
    Theoretical, a wild sorcerer with a stingy dm could potentially not even use the table.
    Additionally, if tides of chaos had been used, the dm can have you roll still, just that they can force the WILD MAGIC to kick off if they want to, the "downside" is you get an advantage which cascades the chaos.

  • @StateBlaze1989
    @StateBlaze1989 Před 4 měsíci +4

    To be fair, I think the fall damage one is less a case of it being forgotten and more so being ignored, because the RAW is fucking stupid.

    • @grammarmaid
      @grammarmaid Před 4 měsíci

      Is it, though? I'm not disagreeing with you. I'm genuinely interested to know why you think so, as I haven't encountered someone who hates the fall damage rules. (Most people are ambivalent about it.)

    • @JWonn
      @JWonn Před 4 měsíci +2

      @@grammarmaid It's kind of realistic, because physics says force=mass x acceleration, therefore how far you've fallen doesn't matter strictly speaking, only how fast you are falling (acceleration), thus once you've reached terminal velocity any additional fall height is irrelevant. The max damage can be seen as an approximation of that. For 98% of humans a fall at terminal velocity is fatal

    • @jameshowlett1797
      @jameshowlett1797 Před 4 měsíci

      Some of these characters are epic heroes far tougher than an average human. Even most humans.

    • @luciferandassociates9255
      @luciferandassociates9255 Před 4 měsíci

      @@grammarmaid The reason I think it's stupid is because you Instantly fall 500 a round and doesn't give you time to do much besides reaction Slow Fall. Like I can teleport but not as a reaction so I just die? Yeah we rule differently, allowing a lot more rule of cool to happen when falling which happens alot as some people in my group really likes windows.

    • @grammarmaid
      @grammarmaid Před 4 měsíci

      @@luciferandassociates9255 That is fair, and you can definitely run things however everyone at the table feels works best. In your specific example, however, I would argue that spellcasting requires a certain degree of uninterrupted concentration to pull off. And it's quite difficult to perform verbal and somatic gestures while plummeting free-fall in the air.

  • @danadnauseam
    @danadnauseam Před 4 měsíci +11

    But applying the fall damage limit would have meant that Keyleth wouldn't have had to turn into a goldfish.

    • @alinkinthechain
      @alinkinthechain Před 4 měsíci +1

      "this is too many dice for me to roll" is a scene burned into my memory

  • @hades91245
    @hades91245 Před 4 měsíci

    Oh my days, the accent for the Stephen bit....😂😂😂😂

  • @greatazuredragon
    @greatazuredragon Před 4 měsíci

    Nice episode.

  • @graveyardshift2100
    @graveyardshift2100 Před 4 měsíci +18

    That flanking, multiclassing, and feats are OPTIONAL.

    • @golett0331
      @golett0331 Před 4 měsíci +2

      Feats should not be optional, though. It was stupid that they were made so.

    • @graveyardshift2100
      @graveyardshift2100 Před 4 měsíci +1

      @@golett0331 oh get over it! I'm sick and tired of people whining about their characters not being strong enough play any other way than stupid. 5e wasn't designed to actually use feats, and they completely unbalance the game as a result.
      "But muh fighter is weaker than the wizard!" all of you cry after insisting that casters be buffed at lower levels. And it's always the same combination of feats EVERY FREAKING TIME!
      Here's an idea, actually play the base game as it's written. Make use of those short rests, keep track of consumable items and carry weight, and actually follow the rules for how quickly hit dice return because they officially only come back at half per long rest. So many problems that groups encounter can actually be solved by just following the actual rules.

    • @golett0331
      @golett0331 Před 4 měsíci +6

      @@graveyardshift2100 and what about what I said made you think I was calling martials weak? Have you seen how customisable a spell caster can be, just by choosing a different combination of spells? Full martials get practically no customisability, outside of certain subclasses. Literally every single samurai fighter will feel like another in combat.

    • @graveyardshift2100
      @graveyardshift2100 Před 4 měsíci

      @@golett0331 ffs you know you can mention something related to a conversation even when the other person didn't say anything about it right?
      People kept complaining that martials sucked at high levels and caster sucked at low levels, so TSR started "balancing" them. Now both suck at all levels cause nobody can seem to play the game without power building every aspect of their characters. I can't even hear a conversation about someone's game anymore without half of it being about how over powered the characters are, and it's always the most boring shit imaginable!
      "I've got this class/race/feat combo that lets me do 50 damage a round, act three times, heal for free, and set things on fire, all in one round! 🤓 So anyway we killed the ogre."
      Fighters used to make an attack per level in mass combat and nearly never miss at high levels because they'd automatically hit on like a 5! No feats, no power builds, no boring explanation of how you found the one best leveling path. Just your character and how you played good enough for them to get there. ....but then people started whining, and now the systems themselves but mainly the players can't exist without the most unnecessary crap to make an unbeatable demigod as soon as possible.
      Have a spine, and play 5e without all the bullshit. And learn to make your character unique without extras telling you how.

    • @shadowrose8907
      @shadowrose8907 Před 4 měsíci

      Show us on the doll where the optional features touched you@@graveyardshift2100

  • @stephenfiore5995
    @stephenfiore5995 Před 4 měsíci +2

    I DID READ THE PLAYERS HANDBOOK, IT'S JUST A LOT TO REMEMBER, OKAY?! I'm not a friggin' encyclopedia...

  • @jonathancarlson6127
    @jonathancarlson6127 Před 4 měsíci +2

    Spells often require ingredients to be performed.

  • @TheMightyBattleSquid
    @TheMightyBattleSquid Před 4 měsíci +1

    "You don't constantly have your entire inventory ready in separate hands"
    Actually you do. The rules say you can pull out a weapon from inventory to wield, for free, as part of your attack action once a turn. This is further expanded upon as a general "one free item interaction per turn" rule. Therefore, your inventory's your oyster.

    • @gratuitouslurking8610
      @gratuitouslurking8610 Před 4 měsíci +2

      This could get dependant on how anal-retentive your DM can get I suppose. Having your stuff inside containers in other stuff I can see taking multiple Object Interactions to reach for example, though perhaps an edge case.

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 měsíci +1

      @gratuitouslurking8610 but that wouldn't be RAW, which is what we're talking about. In fact, the rules say rule number 1 is change the rules to fit your table so everyone has the most fun so "punishing realism" blatantly isn't the goal.

  • @bmyers7078
    @bmyers7078 Před 4 měsíci

    8:00; the Help Action…
    I once was yelled at by a DM for “not being engaged enough” in the campaign.
    I was Helping almost as much as I was doing everything else combined.

  • @postapocalypticnewsradio
    @postapocalypticnewsradio Před 4 měsíci +1

    PANR has tuned in.

  • @schwarzerritter5724
    @schwarzerritter5724 Před 4 měsíci +7

    Grapple/Shove.
    It is not that people forget it is a thing, but nobody seems to know how it works, as I have to explain it every single time I do it.

  • @frankyquilavafireblast895
    @frankyquilavafireblast895 Před 4 měsíci +1

    Jesus, I don’t know who Stephen is but that poor OP

  • @blackhole5353.
    @blackhole5353. Před 4 měsíci +4

    That you don’t need to follow the rules like it’s a religion. Adjust them to fit your game and how you DM.

    • @Hambalsaus
      @Hambalsaus Před 4 měsíci

      This. Been planning my first ever DnD campaign for some time now and a lot of these ‘rules’ just sound silly to me. I’ll definitely be ignoring a lot of these for me and my player’s enjoyment. + it’s way easier to keep track of things if you just don’t include them at all😂

    • @blackhole5353.
      @blackhole5353. Před 4 měsíci

      @@Hambalsaus ya I’ve been pretty loose with the rules. I do whatever works in the moment lol

  • @GamerOfFate
    @GamerOfFate Před 4 měsíci +1

    10:13 THANK YOU.
    10:59 THANK YOU (AGAIN).

  • @TheDuelManiacs
    @TheDuelManiacs Před 4 měsíci

    Weirdly enough, the Help action works on initiative. Meaning that the entire party can use Help if they anticipate a fight soon, and everyone gets advantage.

  • @user-ky1vd5xj5y
    @user-ky1vd5xj5y Před 4 měsíci

    About verbal and somatic components.
    Sometimes, yes, they are highly noticeable, in other times - not so much. For example, we take "Command". It only requires a verbal component, which consists of a single word (the actual command). I would say it's more than possible to cast in a stealthy kind of way, sort of "Oh wow, bruh, it's a very sharp sword, please don't *ATTACK* me"

    • @dreamcream3738
      @dreamcream3738 Před 4 měsíci +1

      Verbal components aren't *just* the words being spoken. You need to say it at the right pitch and resonance. So to use, say, Suggestion, your speech is going to be pretty obvious to a magic user, and would sound unusual to a muggle.
      To stealth a verbal component spell, you need Subtle Spell meta magic, giving you the ability to speak normally while using Suggestion, thus masking the fact you are using the spell.

  • @Some_Really_Random_Dude.
    @Some_Really_Random_Dude. Před měsícem

    There is a reason I have lobbied incredibly hard to make it so counterspell cannot be counterspelled. Because there have been times in the beginning, where this went back and forth 4-5 times and we all forgot if the initial spell went through or not.

  • @infurnalrecords2784
    @infurnalrecords2784 Před 4 měsíci +1

    So a thieves tool check is actually just a dex check plus proficiency if you are proficient with thieves tools which would be virtually the same as rolling sleight of hand unless you had expertise but you can also get that with thieves tools lol

  • @ShannonRedhand
    @ShannonRedhand Před 4 měsíci

    Had a situation mentioned. Counterspell got counterspelled that was counterspelled by counterspell THAT WAS counterspell. Yep, they faced 3 mages while had only 2. Fireball should've just disappear from character sheet at this point.

  • @planexshifter
    @planexshifter Před 4 měsíci

    It doesn’t matter what you rolled- the DM has final say.

  • @shhinysilver1720
    @shhinysilver1720 Před 4 měsíci

    The the DM’s ruling is always final

  • @sidecharacter7165
    @sidecharacter7165 Před 4 měsíci

    Passive Perception is an always active floor

  • @offnet6934
    @offnet6934 Před 4 měsíci

    That you don't see with dark vision as if it was a day in complete darkness.
    Dim light rules, monochrome, something like night vision goggles irl.

  • @paul-georgjordan2650
    @paul-georgjordan2650 Před 4 měsíci

    I let my player roll for standart athletic/acrobatic as a "how many success"-role [every 5 is a success], to make them do the task easyer or faster. For exsample a barbarian with a Str of 29 (belt of strength) was jumping up a 20 feet wall, he rolled 4 sucesses and landed theirfore standing up right

  • @MalloonTarka
    @MalloonTarka Před 4 měsíci

    Being hidden. I doesn't matter is you are invisible or heavily obscured, you still need to take the Hide action in order to become hidden. The default assumption is that everyone knows where everyone is.
    Since this is silly, I've homebrewed an alternate stealth system.

  • @captainrail88
    @captainrail88 Před 4 měsíci +1

    Bards make music. Music is sound. Sound is NOT STEALTHY!!!!!!!!! Stealth checks should be harder and or fail when they're casting or playing their instruments, well in stealth situations.

  • @ObliviousNaga
    @ObliviousNaga Před 4 měsíci

    In regards to tools, its explained in Xanathars guide that tools can be used in a variety af different things and certain checks, like medicine, investigation, slight of hand can be used with those tools and if you have proficiency in those tools, you get proficiency on the check if you dont have it. Baldurs gate 3 isnt wrong

  • @cilantoranone5933
    @cilantoranone5933 Před 4 měsíci

    3:26 Yeahhh, I'm in a campaign that normally has 6-8+ players per session and around 10 PCs along with an artificer with around 4 followers, almost all of these PCs being melee classes or melee-focused artificers
    So fuck that! :D

  • @penguinmaster7
    @penguinmaster7 Před 4 měsíci

    i feel like some of these rules are intentionally forgotten for the sake of enjoyment

  • @AssumedPseudonym
    @AssumedPseudonym Před 4 měsíci

    The whole nat 20 or nat 1 thing not applying to skill checks is something I have had extensive arguments about before, both as a player and as a DM. If you want to house rule it that way, that’s fine as long as everyone’s on board with it, but it ain’t RAW.

  • @camelx162
    @camelx162 Před 4 měsíci

    I have two people I've been playing with for about 3 years now. They still don't know what to roll when they want to hit

  • @thundertwonk1090
    @thundertwonk1090 Před 4 měsíci

    Memorized/Known spells and Prepared spells. It's such an annoying thing to keep track of that even DMs don't seem to care, and honestly I see it as a plus. Only case it does matter is some Half-Casters, who have a set maximum of known spells.

  • @stormshot119
    @stormshot119 Před 4 měsíci

    Watching for blessed Ian pepe

  • @alexwaddington9808
    @alexwaddington9808 Před 4 měsíci +3

    Do I get bonus points for forgeting everything listed?

    • @grammarmaid
      @grammarmaid Před 4 měsíci +1

      You receive Inspiration. Have fun forgetting to use it next session.

  • @darkmetalscorpian
    @darkmetalscorpian Před 4 měsíci +2

    *ahem* Wish has downsides and restrictions

    • @Malkuth-Gaming
      @Malkuth-Gaming Před 4 měsíci +1

      Better yet. the DM can just say "Nothing happens" if someone wishes for something incredibly dumb xD

  • @robinmohamedally7587
    @robinmohamedally7587 Před 4 měsíci

    Judging by rpg horror stories, they seem to forget a lot that charmed isn't mind controlled

  • @williamgordon5443
    @williamgordon5443 Před 4 měsíci +4

    Technically, you have passive abilities for everything, athletics, acrobatics, history, you name it.

  • @yoface2537
    @yoface2537 Před 4 měsíci +1

    Why is Ian McCollum the thumbnail

    • @TheCaptNoname
      @TheCaptNoname Před 4 měsíci +1

      Because _"Hey, guys! Thanks for tuning in to another episode of 'Forgotten Mechanics'."_

  • @doughmcn
    @doughmcn Před 4 měsíci

    8:26 Okay, I will get it out in the comments:
    Average of 20d6 is *70*!

  • @WhizzerdSupreme
    @WhizzerdSupreme Před měsícem

    SAY IT WITH ME!!
    NAT 👏 20'S 👏 ONLY 👏 AUTO 👏 SUCCEED 👏 ON 👏 ATTACK 👏 ROLLS 👏

  • @dizzydial8081
    @dizzydial8081 Před 4 měsíci +2

    I'm sure everyone knows about it but just disregard it. Magic spell components. Let's say d&d was real, it makes sense, but gameplay wise, a lot of the components are practically inaccessible unless you go on a whole adventure just for that component.

  • @annoyanceking
    @annoyanceking Před 4 měsíci +3

    The real question on fall damage is do you do a custom ruling for squirrels? It's actually been scientifically proven that a squirrel is so light that it can survive its own terminal velocity, which is slow enough that it only takes 3 seconds to reach. A squirrel could be thrown from the top of the empire state building and survive landing on the sidewalk.

  • @lochthefox6397
    @lochthefox6397 Před 4 měsíci

    As a DM of almost 34 years. Yeah, no D&D is better than bad D&D.

  • @DBArtsCreators
    @DBArtsCreators Před 4 měsíci +2

    Guidance affects skill/tool checks, not general ability checks (otherwise you could also use it on attack rolls). Initiative is its own special type of check.

    • @williamgordon5443
      @williamgordon5443 Před 4 měsíci +2

      I'm 90% sure that an attack roll is not an ability check and guidance specifically says that it affects "ability checks"

    • @soldaeternidade
      @soldaeternidade Před 4 měsíci +1

      Guidance affects anything that could be considered an ability check.
      - Initiative is a Dexterity Check, if you don't think so, guess why the Rogue with 16-18 Dex has a +3 or +4 mod on initiative and why the Dex-Dumped Paladin has a 0 or -1 modifier.
      - Same goes for Counterspell and Dispel Magic checks on a spell of higher level, if you have a friend who casts this on you, you get to add the d4 to the check since it's a check using your spellcasting mod. (Meaning Int, Wis or Cha check.)
      Similarly, Jack of all Trades also affects the things I just mentioned.

    • @DBArtsCreators
      @DBArtsCreators Před 4 měsíci

      @mgordon5443
      Guidance is specific about affecting "Ability Checks", yes, which refers to checks made using Skills & Tools.
      Initiative is specifically called out as *not* an ability check (it isn't affected by a Bard's "Jack of All Trades" nor a Rogue's "Reliable Talent", nor any other feature that applies to 'Ability Checks', RAI). It is in the same area as Attack Rolls (checks that use ability score modifiers but are not saving throws nor ability checks).

    • @DBArtsCreators
      @DBArtsCreators Před 4 měsíci

      @segura7931
      Wrong - Guidance does not affect *anything* that could be considered an 'ability check' (see how the Bard's "Jack of All Trades", the Rogue's "Reliable Talent", and all other 'Ability Check' features do not apply to Initiative); it is only able to affect checks made using skills & tools (the only two things that fall under the classification of 'ability check').
      RAI, initiative is in the same area as Attack Rolls (IE, it uses the mod of a ability score but is not consider an ability check).
      > "if you don't think so, guess why the Rogue with 16-18 Dex has a +3 or +4 mod on initiative and why the Dex-Dumped Paladin has a 0 or -1 modifier..."
      Again, is an attack roll suddenly an ability check now? That Rogue is also going to have a +3 or +4 on their attack rolls with finesse & ranged weapons. The Paladin is also making said rolls with a +3 or +4 from their Strength mod.
      No, it isn't. Initiative rolls are their own special type of roll (called an Initiative Roll), just like Attack Rolls. They are *not* Ability checks.

    • @williamgordon5443
      @williamgordon5443 Před 4 měsíci

      @@DBArtsCreators Where in the rules does it say that initiative rolls are not ability checks? I can't find that.