Category Archives: D&D fifth edition

Improved fifth-edition dungeon master screen and initiative tents

When the first set of fifth-edition Dungeons & Dragons basic rules arrived, I created dungeon master screen inserts. I put these pages in my mini screen from Hammerdog Games. Others have attached them to screens of their own creation. As I have used my screen, I noticed that I never reference some panels, and that some questions still often lead me to the books. Based on experience, I revised my screen inserts.

Download the updated dungeon master screen inserts.

The new PDF includes all the pages in the old set, but adds some new pages, and tweaks the old pages. Choose which pages to use.

Mini dungeon master's screen on table

I never looked at my screen’s list of skills and tool proficiencies, so I replaced this panel. Instead, I added an insert for encounter building. When I improvise an encounter, I typically reference the Experience Thresholds by Character Level table. This table helps me avoid creating an easier or harder fight than I want. Also, the table offers a handy guide for awarding experience for non-combat encounters.

My screen will also lose the insert for movement types. I don’t need a whole page to tell me that slower forms of movement cost an extra foot for each foot moved.

I still wanted the table of typical difficulty classes and the jump distances, so I copied those items to a new panel. This replacement adds the effects of cover and the DCs for tracking and concentration checks.

Everyone knows you can use an action to cast or attack, right? In place of these obvious entries, the table of Actions in Combat adds rules for grappling and shoving .

Finally, my existing screen had no rules facing the players, only pictures. I yanked one of the pictures and added the table that shows experience points needed to level. I hope players stop asking me how many points they need to level up.

Initiative tents

Initiative tents

I also updated my initiative tents for fifth edition. The player tent loses the insight score and adds a place for armor class. The monster tent replaces the various defenses with the three most common saving throws. On the player-facing side, I added a big box for armor class. Sometimes, I speed combat by marking the AC where everyone can see. You can set these tents on the table or hang them atop your DM screen. For more on using the tents, see “Everything I know about tracking initiative.”

Download the initiative tents.

How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

In my last post, I described the how Dungeons & Dragons tended to break once players gathered too many magic items or certain combinations of items. Earlier editions included several rules that worked to prevent the problem, but fifth edition’s attunement rule and rarity system provide the best measures yet.

Of course not all game-breaking magic comes from magic items. Spells can create problems too. Gary Gygax invented virtually all of D&D’s familiar spells when folks played in a much narrower style: Player characters kept to the dungeon. Non-player characters attacked on sight. Plots never developed. Characters died or retired (mostly died) before they could cast spells above sixth level. As the game blossomed, many spells that seemed fun, or that only appeared on scrolls, started spoiling games.

In “Spells that ruin adventures,” I wrote about individual spells that tended to disrupt play. In “Scry and fry,” I explained how a climactic battle can become a quick ambush. And in “Designing for spells that spoil adventures,” I told D&D Next’s designers how to design around problem spells. In a future post, I will look back at my advice.

Spell combos

Not every problem comes from an individual spell, play can suffer when players stack spells. In third edition, higher-level parties might enter a fight blanketed with spells like Haste, Invisibility, Fly, Blur, Polymorph Self, Resist Elements, and on and on. These parties would fly to the dungeon’s treasure vault, invisible and in ghostform. Parties traveled optimized by maximized ability buffs. Players needed spreadsheets to track their bonuses, while the DM struggled to create any challenge.

Combined spells did more than allow character to float past adventures, spell combos could also buy a cheap victory. Just lock down a battlefield with Evard’s Black Tentacles, and the clear it with Cloudkill. Used in one fight, this strategy makes a memorable story; repeated, the other players wonder why they showed up.

Of course, third edition could remain playable at high levels, but only when players chose not to use strategies that strained the system’s limits.

Doctor Strange, Sorcerer Supreme Annual Vol 1 2Some players argue that a dungeon master can counter these measures by pitting players against villains able to use dispel magic and a suite of magical countermeasures. While true, this approach suffers drawbacks:

  • DMs can no longer challenge parties with published adventures, or really any monsters other than spellcasters.
  • DMs will know the players’ magical tricks, so the villains’ countermeasures will invite the players to suspect that the DM used privileged information to thwart them.
  • Mainly though, D&D stops feeling like D&D and starts to resemble a superhero game, with characters flying around, ignoring walls, untouched by mundane threats. Most folks who want the feel of a superhero game, play a superhero game.

To avoid the problem, fourth edition either rewrote or dropped the spells that caused problems. This worked. Even at epic levels, the game never mutates into a chess match between the Sinister Spellcasters and the Legion of Fantasy Heroes. However, 4E’s lack of familiar spells fueled the accusations that 4E no longer resembled D&D.

When fifth edition’s designers faced the problem of overlapping magical effects, they knew that earlier solutions had proven flawed. They returned familiar spells and they adopted an ingenious new fix: concentration.

Concentration

Many spells now require their caster to maintain concentration to keep their magic going. Critically, a spellcaster can only concentrate on one spell at a time. Now rather than layering Haste, Invisibility, Fly, Blur, Resistance, and a few others, a caster must pick one. Wizards who really want to be blurry and invisible, need a second spellcaster’s help. To combine black tentacles and a poison cloud, parties need two spellcasters, and neither will cast while flying invisible over the battle. To the design team, this counts as teamwork rather than, “I beat another encounter for you. You’re welcome!”

Concentration limits the power of high-level spellcasters. In earlier editions of the game, the Vancian magic system awarded advancing wizards far more power than characters in other classes. They gained more spells per day, of greater power, plus even their lower-level spells increased in power. Concentration stands as one way fifth edition keeps wizards in line with their peers.

Five new or different rules in the fifth-edition Dungeons & Dragons game

With the launch of the fifth edition of Dungeons & Dragons, the designers hosted panels at Gen Con 2014 introducing the game to new and returning players. You can listen to designers Rodney Thompson and Greg Bilsland at one of these sessions recorded by the Tome Show Podcast.

During the discussions, the designers listed 5 new or different things in the new edition. This post recaps that list.

First though, the designers explained the game’s core: Whenever a character’s action has an uncertain outcome, you roll a twenty-sided die (d20), add a bonus, and try to reach a target number. If your roll plus your bonus equals or exceeds the number, you succeed. In the game, players make three types of d20 rolls following this mechanic.

  • When your character tries to strike an enemy in combat, an attack roll determines whether the attack hits. To succeed, an attack roll must equal or exceed a foe’s armor class.
  • When your character attempts a task with a chance of failure, an ability check determines success. To succeed, an ability check must equal or exceed a difficulty class.
  • When your character resists a spell, trap, poison, disease, or similar danger, a saving throw determines whether the character succumbs. To succeed, a saving throw must equal or exceed a difficulty class.

As players make these d20 rolls on behalf of their characters, the dungeon master makes these rolls for the monsters.

These mechanics existed in earlier editions, but the fifth edition makes five, key additions:

1. Advantage and Disadvantage

When something in the game world improves your chance of hitting, succeeding at a task, or avoiding a threat, you gain advantage on your d20 roll. When you have advantage, you roll two twenty-sided dice and use the highest of the two die rolls. For example, when your foe cannot see you and properly defend, you might gain advantage on an attack . Similarly, when circumstances hurt your chance of success, you suffer disadvantage. When you have disadvantage, you roll two d20 and use the lowest of the two rolls.

Advantage and disadvantage don’t multiply. Even if you gain advantage from more than one source, you never roll more than two d20 dice. You cannot stack advantages. Likewise, If you suffer disadvantage from two sources, you still just roll two d20 and take the lowest. If you both gain advantage and suffer disadvantage on the same roll, they cancel and you roll one d20. Any number of sources of advantage and disadvantage cancel each other out, leading to rolling one d20. This spares players from having to count advantages and disadvantages.

Advantage and disadvantage replace most of the pluses and minuses that appeared in earlier editions, but the mechanic does not apply to cover. A target with half cover gains a +2 bonus to AC and dexterity saving throws. A target with three-quarters cover gains a +5 bonus to AC and dexterity saving throws. For more on this design choice, see “How cover and tool proficiency reveal choices in fifth-edition design.”

Reason for change. Third-edition D&D featured long lists of pluses and minuses that applied when the situation affected an attack or check. While these modifiers added realism, they slowed play, seldom made a difference, and were often overlooked. Fifth edition drops all the fussy calculation for advantage and disadvantage. While less of a simulation than a tally of pluses, the new mechanic plays quickly and eliminates math and memory demands.

“I just invented a new D&D term: Sadvantage. That’s when you have advantage and still can’t hit.” – Greg Bilsland.

2. Spellcasting and spell slots

Except for Rangers and Paladins, every spellcaster knows a number of cantrips. Cantrips can be cast at will, as often as desired. More powerful spells cost spell slots to cast.

Every spellcaster has a number of spell slots they spend to cast spells. As Rodney Thompson explains, slots are the fuel characters burn to cast spells. Spell slots have a level and you can spend them to cast a spell of equal level or lower. For example, you can spend a second-level slot to cast either a first or second level spell.

Many spells become more powerful when cast with a higher-level spell slot. For example, the first-level Magic Missile spell shoots another missile when cast with a second-level slot. Unlike in third edition, spells never grow more powerful simply because a higher-level caster throws them. Only spending a higher-level slot boosts their power.

Characters regain spell slots after a long rest.

Preparing spells. Characters in most classes must prepare spells before they can cast them. When you cast a spell, you spend a spell slot, but the spell remains prepared. Unlike in earlier editions, you can cast a prepared spell more than once, as long as you still have slots to spend. After a long rest, you can change the spells you have prepared.

Bards, Sorcerers, and Warlocks don’t prepare spells. They know spells that they can cast whenever they have slots to spend. You choose which spells your character knows as you gain levels.

Reason for change. This system grants casters an extra measure of flexibility. It spares players the risk of preparing spells that prove useless, resulting in a bad day of adventure.

3. Concentration

Many spells require their caster to maintain concentration to keep their magic going. These spells list durations such as “Concentration, up to 1 minute,” meaning that if the caster concentrates, the spell lasts a minute.

Losing concentration. A spellcaster can concentrate on just one spell at a time. You can cast other spells that do not require concentration without breaking concentration. You can end concentration on a spell at any time, without an action. This ends the spell’s effects, but lets you cast a new spell that demands concentration.

When casters maintaining concentration take damage, they must make a Constitution saving throw to keep their spell going. The DC equals 10 or half the damage suffered, whichever is higher.

Combining magical effects. When different spells’ overlap, the effects add together. The effects of the same spell cast multiple times don’t combine. Only apply the one spell with the most potent effect, such as the highest bonus. If that spell ends, then less potent spells may show their effects.

Reason for change. In earlier editions, higher-level parties might enter a fight blanketed with spells like Haste, Invisible, Fly, Blur, Polymorph Self, Resist Elements, and on and on. Players needed spreadsheets to track their bonuses, while the DM struggled to create any challenge. Then when the evil mage casts dispel magic, buffs disappear and all the numbers need recalculation. Concentration simplifies the game by limiting the magical effects in play.

Concentration forces the min-maxers to search harder for broken combinations of spell effects. Multiple spell casters can still combine effects, but the designers see this as teamwork, not as a single character dominating the game.

Concentration also opens tactical options. Casters become targets for foes aiming to break concentration and stop spells. For more, see “Fifth-edition D&D strategy for fourth-edition players: Kill the wizard.”

Not all spells with durations require concentration. A few spells such as Mage Armor, Mirror Image, and Fire Shield offer protection without concentration.

4. Proficiency

Characters have proficiency in the things they do well. A character can be proficient in armor, skills, saving throws, weapons, and tools.

Proficiency grants a bonus to the d20 rolls you make for attacks, saving throws, and checks. The proficiency bonus starts at +2 at level 1 and rises to +6 at level 19. Proficiency appears throughout the system.

  • When characters are proficient with a weapon, they add their proficiency bonus to the attack roll. When characters lack proficiency, they do not gain this bonus.
  • When characters cast a spell that requires an attack roll, they add their proficiency bonus to the roll. Spellcasters always gain proficiency with spells they can cast.
  • When characters make an ability check covered by one of their skills, they add their proficiency bonus to the check.
  • When characters are proficient with tools used to make an ability check, they add their proficiency bonus to the check. You never add a proficiency bonus for both a skill and a tool to the same check.
  • When characters are proficient with a type of saving throw, they add their proficiency bonus to those saves.

Proficiency with armor works differently from proficiency with everything else. Rather than granting a proficiency bonus, armor proficiency grants the ability to wear armor without disadvantage. This difference may confuse new players, but earlier editions handled armor proficiency in a similar manner.

Reason for change. Earlier editions of D&D featured countless tables showing bonuses for attack rolls and saving throws, and added additional bonuses for skills and proficiencies. The fifth-edition proficiency bonus simplifies by sweeping all these tables and rules into a single rising bonus. For more, see “How D&D Next moves toward a simpler core game” and “Proficiency and bounded accuracy in D&D Next.”

5. Bonus actions

Characters take just one action on their turn. Some class features, spells, and other abilities let you take an additional action called a bonus action. Three key limitations apply to bonus actions.

  • To gain a bonus action, something like a special ability or spell must state that you get a bonus action to do something. Otherwise, you get no bonus action. For example, when you take an attack action to attack with a light melee weapon in one hand, you can use a bonus action to attack with a second light melee weapon in your other hand.
  • You can only take one bonus action. For example, at second level, the Rogue’s Cunning Action class feature grants a bonus action to Dash, Disengage, or Hide. If your rogue also wields two weapons, then you must choose between using your one bonus for your Cunning Action or for a second weapon strike.
  • You can only take bonus actions on your turn. For example, your rogue cannot interrupt another turn to take the bonus action granted by Cunning Action.

Reason for change. Fourth-edition characters could gain numerous extra actions, which helped the game earn a reputation for long turns. Bonus actions speed play by limiting the number of extra things someone can do during a turn.

How knowing the difference between a setting book and an adventure helps craft better adventures

What makes an adventure different from a setting book? Both start with maps, locations, and characters, but what extra ingredients turn a source book into an adventure? You might name story or plot as that essential extra bit, but early adventures lacked anything like a story. Many players favor adventures without plots, where you can enjoy as much freedom to play as a sandbox.

Not an adventure

Not an adventure

The fifth edition Dungeons & Dragons Dungeon Master’s Guide says, “An adventure typically hinges on the successful completion of a quest.” The word “quest” adds some gravity to what could just be a search for loot, so I say “goal.”

Adventures start with a goal that leads to obstacles. The first dungeon adventures presents characters with the simple goal of retrieving treasure from the dungeon, and obstacles like monsters and traps that stand in the way. Forty years later, characters may chase other goals—they may never enter a dungeon, but the essential ingredients of goals and obstacles remain.

Even the most primitive D&D adventures assume the game’s default goal of gaining treasure to enhance your character’s power. The early game made this goal explicit by awarding characters experience points for treasure.

Setting books can include maps to explore, non-player characters to interact with, and perhaps even a monster lair, but without goals and obstacles, they fail to qualify as adventures.

The designers of fifth edition Dungeons and Dragons focused their design on supporting three pillars of play: combat, exploration, and interaction. Adventure creators rarely struggle to create goals and obstacles for the combat and exploration pillars, but they often fail to properly support the interaction pillar.

A combat encounter features a built in goal—to survive—and ready obstacles, the monsters. Great combat encounters may feature more interesting goals, hazards, and traps, but no one ever built a combat encounter by pitting characters against butterflies and rainbows.

To support exploration, adventures pair maps with number keys. Adventure designers create maps for locations that players have a reason to explore and that presents obstacles. If the players decide buy horses, you do not need a map of the stables keyed with a description of what’s on the floor of each stall. Sometimes adventures include maps and keys for ordinary buildings with mundane contents, but most authors know better.

When adventure authors try to support interaction, they often falter. They devise non-player characters who the players have no reason to interact with—NPCs who do not fit a goal. See “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.” They create NPCs who present no obstacle to the PCs’ progress. (Certainly a few NPCs can simply provide flavor or exposition, but most NPCs should do more.) NPCs best fit into an adventure when players encounter them in pursuit of a goal, and when they present some obstacle. By obstacle, I do not mean that NPCs must serve as creatures to fight. NPCs can act as obstacles in countless other ways.

But many adventures see print larded with NPCs that fail to support interaction. The authors devise rosters of colorful characters, but stop short of devising ways to put them in the paths of the PCs’ goals. Authors lavish text on some shopkeeper’s aspirations and home life just so he can sell rope.

For example, Hoard of the Dragon Queen describes 22 NPCs who join the PCs on a two-month journey, but few of these NPCs entice the players to interact, and none act as obstacles. If I want to use any to “spice up the journey, or bring the trip to life,” I need to find ways to put them in scenes with the players. When I ran Hoard, I did this work. But designers Steve Winter and Wolfgang Baur claimed a bit of my money while working as RPG designers—a dream job. I paid them to do the work for me. Instead they dumped a load of parts, and then left the work to me. Ironically, the dragon cultists on the same journey, who may serve as obstacles, get no description at all.

Not enough for interaction

Not enough for interaction

Adventure designers fail when they suppose that character descriptions alone provide enough basis for interaction. Like maps and monster stats, NPC descriptions cannot stand alone in an adventure. Scenes provide the true basis for interaction.

Scenes require at least one of these three elements: a goal, an obstacle, and a lead. The best have all three elements.

The goal for a scene stems from what the players think they can accomplish by meeting a non-player character. Convince the fearful witness to name the assassin. Strike a deal with the troll to let you pass. Discover why the beggar keeps staring at the party. Whenever the players must persuade an NPC to provide help or information, they have a goal.

Scenes without goals begin when NPCs approach the PCs. These scenes can provide flavor or exposition. For example, the players may help a merchant who speaks of the ghost ship raiding the coast, or a beggar who explains how the wizard looks just like a legendary tyrant. Most scenes without a goal establish one when an NPC explains what they offer, and then what obstacles the PCs must overcome to gain cooperation.

If an NPC only provides flavor without advancing the PCs’ goals, the players may enjoy a brief interaction, but soon they will wonder why you judged the NPC worth bringing on stage. “Who is this guy? Did we miss something that should make us care?”

A scene’s simplest obstacle comes when players must devise the right questions to get information they need from a willing source. Greater obstacles appear whenever an NPC in a scene proves unwilling or unable to help. For more, see “22 Reasons why a non-player character won’t cooperate.” Scenes without obstacles tend to play short. Once players get the bit of information or assistance they need, they tend to grow impatient, ready for the next challenge.

Even if an NPC helps the players, when a scene presents no obstacles, players will lose interest. If you devote too much time to colorful shopkeepers when the players just want gear, they will gripe. Perhaps not to you, but to me. I’ve heard them. A lack of obstacles means that an adventure’s denouement, where the PC’s patron grants treasure and ties up loose ends, never seems very compelling.

Most scenes end with at least one lead, some clue or item that directs the players to their next step. For example, a lead could be the identity of the burglar who stole the Casket of Wrath, or the key to the vault. The best scenes end with a choice of leads to follow.

Fourth edition Living Forgotten Realms adventures often supported interaction with scenes rather than just characters. The fifth-edition adventures I’ve seen lapse back to just listing NPCs. Why? I suspect the 5E designers associate scenes with railroading. They wish to break from the tight-plotting of 4E adventures, where players moved between encounter numbers 1-2-3, in order. Instead, they list characters, and so force me to give players a reason to meet them in scenes.

ELTU3-1 Good Intentions with my added blue labels

Scenes in the Living Forgotten Realms Adventure ELTU3-1 Good Intentions

The plots and NPCs in recent adventures like Hoard of the Dragon Queen and especially Murder in Baldur’s Gate show true ambition. I suspect the designers aimed for the role-playing equivalent of the n-body problem with the players and NPCs scheming, acting, and reacting in ways too dynamic for the constraints of scenes and encounters. So the authors delegate keeping track of all the threads to the dungeon master. We must become George R. R. Martin, except instead of getting years to hash out the details, we must improvise. To add to the challenge, these adventures still expect dungeon masters to adhere to an overall story, so I find myself choosing whether to use DM mind tricks to nudge the players back on course or to allow them to stray completely off text.  For me, the ambition of these adventures works better in scenarios I create, when I have a complete understanding of moving parts that I created. Published adventures work best when the DM can operate without mastery of entire storyline and its many, moving parts. They work best when they hold to encounters, locations, and scenes—with ample, meaningful choices for the players to choose a course from scene to scene.

Scenes do not contribute to railroading any more than dungeon walls. Railroading comes when adventures fail to offer players choices. If every scene ends with exactly one lead, then you have a railroad. If each scene ends with a few leads that offer interesting, meaningful choices, then you have adventure.

Related: For an example of my struggle to injecting more interaction into an adventure, see “What Murder In Baldur’s gate taught me about engaging players in role playing.”

My recommendations for fifth-edition D&D spellcasters and components

In my last post, I looked for an official way to make the fifth-edition Dungeons & Dragons rules for for spell components and free hands match the way players operated at the table—with little attention to what characters have in hand.

This may soon become obsolete, and that makes me happy. Alphastream, who has earned a much greater stature in the Dungeons & Dragons community than I have, gave my gripes a boost that garnered the attention of designer Jeremy Crawford.

alphastream-jeremy_crawfordIf needed, I am prepared to take 100% of the credit for spurring Jeremy to act, although he probably had the article planned before I posted.

As I wrote my original post, I created the following suggestions for rulings and house rules, so you, dear reader, get them despite their brief relevance.

Doomvault Golem FoundryFirst, I suggest allowing the characters with the War Caster feat to use a weapon as a spellcasting focus. This small change offers a path that lets most martial-spellcasters to operate without headaches.

For many classes, I have a suggested rulings and additional house rules. The rulings steer close to the rules as written, while the house rules introduce small changes that makes classes work as players expect.

Class Suggested Ruling House rule
Bard Bards need a free hand for components or their musical instrument. For El Kabong, the instrument doubles as a weapon. Bards in the College of Valor may use a melee weapon as a bard spellcasting focus.
Cleric For clerics, brandishing a worn holy symbol or one on a shield satisfies the need for both somatic and material components.
Druid Druids who wish to carry a shield can opt to use staff as a spellcasting focus in the other hand. The staff doubles as a weapon. Druids may use visibly worn mistletoe, holly or totemic objects as a focus that satisfies the need for both somatic and material components.
Fighter – Eldritch Knight Eldritch knights may cast while holding a two-handed weapon in one hand. Those who wish to carry a shield should plan on taking the War Caster feat. Eldritch knights may use their bonded weapon as a spellcasting focus.
Paladin For paladins, brandishing a worn holy symbol or one on a shield satisfies the need for both somatic and material components.
Ranger Rangers who opt for the two-weapon fighting style should plan on taking the War Caster feat. Rangers who choose the two-weapon fighting style may use a melee weapon as a ranger spellcasting focus.

 

Lawful DM and Chaotic DM answer questions about spellcasting and free hands

When I saw the fifth-edition basic Dungeons & Dragons rules, I concluded that the designers wanted to make the rules match the way players obviously want to play—with little concern for time spent swapping weapons and spell components. For example, the rules allow clerics and paladins to cast with a holy symbol worn or emblazoned on a shield. The text never connects the dots and says that a cleric or paladin can cast with a weapon in one hand and a shield in the other, but we should know they can because clerics and paladins always have.

But the Player’s Handbook made me doubt the designers had given much thought to the matter. The full rules prompted more questions on hands and spellcasting than any other topic. Then the  designers’ answers made the game convoluted. For exhibit A, see this September 5 tweet from Jeremy Crawford.

Exhibit A

Exhibit A

To follow Jeremy’s suggestion, players of clerics and paladins must sheath their weapon, cast the spell, and then wait until next turn to draw their weapon, but only for spells that just require somatic components. For the first time, players must account for components during ordinary play.

The rules seem just as awkward for dual-wielding rangers, shield-bearing druids in the College of Valor, and eldritch knights. These characters must sheath their weapon, cast the spell, and then wait until next turn to draw their weapon.  In the past, similar character types never forced players to endure such friction. Even players careful enough to spend actions to switch gear would rather not play that game.

An ideal D&D game would allow characters that combine martial prowess with spellcasting to operate as they always have—without a worrying about stowing weapons to free a hand to cast.

Some dungeon masters will simply adapt and interpret the rules to suit a vision like mine, but those of us running games at conventions and stores lack that option. We must stick to the official rules. When players sit at my table, I want their dual-wielding ranger to play the way their intuition and past experience suggests.

Drizzt Do'Urden statueThe War Caster (p.170) feat could have let that dual-wielding ranger operate more freely, but it just adds complexity.  The feat lets someone cast without a hand free for somatic components, but not material components.  So dual-wielding rangers, shield-bearing druids, and eldritch knights now need to keep track of which spells require material components, and to swap gear to cast these spells. Good grief.

How should the game work? For answers, I scoured the rules and the advice of sages, but I failed to find any definitive answers that I can pass on. So I turned to my two imaginary fiends, Lawful DM and Chaotic DM, for answers. I will support their answers with responses tweeted by the designers. You can reference the tweets among many others on thesageadvice.wordpress.com. Although the tweets come from the designers, they represent unofficial, off-the-cuff guidance.

Question Lawful DM Chaotic DM
Can you cast a spell that uses somatic components if you wield a two-handed weapon? No. (Mike Mearls, August 2) Allowing this  favors martial-spellcasters with a two-handed weapon over those with a shield. The game should not encourage more greatsword-wielding, spellcasting, chaotic Elric wannabes. Yes. A two-handed weapon needs two hands to be used, but not  two to be carried. (Mike Mearls and Jeremy Crawford, September 28)
Can the arcane or druidic focus staff double as a quarterstaff? Yes. (Mike Mearls September 9)
Can a cleric or paladin cast a spell while wielding a weapon and brandishing a holy symbol worn or emblazoned on their shield? Yes. Thankfully Jeremy Crawford’s answer does not represent an official ruling that players must follow. Instead, defer to 40 years of tradition. Yes. (Mike Mearls September 9 and the entire history of the game from 1974 on.)
Can a Druid,  Ranger, Eldritch Knight, or a Bard with shield proficiency cast spells while bearing a shield and wielding a weapon. No. The character must take the War Caster feat (p.170) to gain some of this ability. Druids and Eldritch Knights may opt to use a staff that doubles as a weapon and focus, but Knights wielding staffs risk having Barbarians make fun of them. Yes. Just stow that weapon in the shield hand for a moment. (Mike Mearls, August 28)
Can a character cast spells while wielding two weapons? No. The character must take the War Caster feat (p.170) to gain some of this ability. Wizards have never dual-wielded daggers, and they should not start now. Yes, because Rangers have cast spells while wielding two weapons since second edition in 1989. (But not since Drizzt first appeared in The Crystal Shard in 1988, because Drizzt doesn’t cast. He has a DM who respects the rules. – Lawful DM)
What if my dual-dagger-wielding wizard carries a lot of daggers and drops them when he needs a free hand to cast? Okay, but your parents did not spend all that money on wizarding school so you could walk around with bandoliers of daggers like a common thief.

While Lawful DM and Chaotic DM may not help much, in my next post, I have some recommendations for your game.

Fifth-edition D&D strategy for fourth-edition players: Kill the wizard

In fourth edition Dungeons & Dragons, enemy spellcasters brought the same mix of encounter and recharging powers as every other monster of the same level. They posed the same threat, but with spell-flavored powers.

In fifth-edition Dungeons & Dragons, spellcasters have spells powerful enough to turn an combat into a quick victory. To balance this offensive power, PCs must make limited spell slots last through an adventuring day. But enemy spellcasters suffer no reason to pace themselves. As long as they remain in the fight, they can blast away.

In fifth edition, I have pitted a lot of evil spellcasters against groups of players, and I often see the PCs fail to give special attention to the casters. Big mistake.

In combat, in any edition, your party should focus attacks on one enemy at a time. By concentrating damage and eliminating enemies, you reduce the number of counterattacks your foes can mount. The fourth-edition Player’s Strategy Guide included a figure that showed the benefits of this tactic.

The advantages of focused fire

All this still holds, but the target with the most offensive power deserves special attention. That’s the guy raising a staff and speaking eldritch oaths. Find a way past the goons and hit the wizard with everything you have. Take him out fast. And stay out Lighting Bolt formation.

Protect the wizard

Smart monsters may use the same tactics against the party, so parties must work to protect their vulnerable wizards from attack. Is I explained in “Revisiting three corners of the new D&D rules,” the new rules for opportunity attacks rules can enable monsters to circle your front line and strike at the wizard in the middle. When possible, your wizard should stand three squares behind your melee characters.

Reaching the wizard without provoking a single attack

Reaching the wizard without provoking a single attack

If you play a wizard, then you must begin your adventuring day by casting Mage Armor on yourself. The spell lasts 8 hours and does not require concentration. Other defensive spells that do not require concentration include Mirror Image and Fire Shield.

Fifth-edition D&D strategy for fourth-edition players: Do not horde your spell slots

From behind my dungeon masters screen, I keep seeing players hording their spell slots. Even as the wizard’s allies fall dying, even as the monsters bunch in a cluster ripe for a burning hands, he or she opts for another icy blast. Why?

Some of the reluctance comes from unfamiliarity with the spells. Fourth-edition character sheets listed powers and their effects right on the sheet; fifth-edition sheets offer no such descriptions. Many fifth-edition spells trace back to 1974, but to fourth-edition players, they all seem new. So instead of puzzling over Spiritual Weapon, the cleric chooses Sacred Flame again. None of this applies to you, because if you read D&D blog posts, you read your spell descriptions.

Defiance in Phlan at Gen Con 2014

Defiance in Phlan at Gen Con 2014

Even when players know the spells, fifth edition changes Dungeons & Dragons’ resource-management game, and so players struggle to decide when to spend a spell slot.

Fourth-edition characters had 3 types of resources: (1) encounter powers and other resources that renewed after every battle, (2) healing surges that characters virtually never exhausted, and (3) daily powers. In an easy fight, or even in a typical encounter, PCs rarely needed to reach past their renewable or barely-limited resources to tap daily powers. (For more on the changes to the frequency and scale of encounters, see “Converting Scourge of the Sword Coast from D&D Next to fourth edition.”)

In general, long-time 4E players used daily powers when either (1) a string of bad luck turned the odds to the monsters, or (2) the boss appeared for the adventure’s climax. In other words, you only use a daily to swing a fight that turns bad, or because your day ends with the current fight. If you spent daily powers early, you risked trading something you could not recover today for hit points and encounter powers that you would get back in five minutes.

To a player coming to fifth edition from fourth, a spell slot looks a lot like a daily power. These players learned to save their dailies for the boss. Meanwhile, the horde of creatures flooding the battlefield seems no more threatening than a group of minions. But fifth-edition adventures include fewer final bosses and no minions—that horde may kill you.

In a fifth-edition battle, feel free to spend your spell slots early, whenever you see a chance to get maximum effect. Cast them when you spot a way to target a multiple enemies with an area effect or to lock down the most dangerous foe early. Don’t worry about squandering a spell on a fight that you could have won anyway. Unlike in 4E, even easy fights tax your party’s resources. If your spell wins a quick victory, then your party emerges fresher for the next battle.

Obviously, don’t just fire at will, because you may need something for the next fight. Still, fifth-edition battles can go sour much faster than before. In 4E, even low-level parties brought ample hit points and healing. If the rogue got surrounded, the wizard locked in melee, and the cleric dropped, you still had extra time to change strategy, use daily powers, and turn the tide. That margin is gone. Use your spells now to keep your party from ever reaching such a perilous situation.

Fifth-edition D&D strategy for fourth-edition players: Look at things

Fourth edition Dungeons & Dragons emphasized combat encounters at the expense of role playing and exploration. The Dungeon Master’s Guide encouraged, “Move the PCs quickly from encounter to encounter and on to the fun!” (p.105) Not-fun aspects of the 4E game included overlooking treasure the PCs needed to keep pace with the game’s math, and failing to spot clues leading to the next encounter. In 4E, no one needed to find the fun because adventures put everything in plain sight, or at least within reach of a group perception check. As I wrote in “Is it noticed? How to run alertness,” if everyone can attempt a perception check, someone invariably succeeds.

magnifying glassThis approach trained players to chase obvious leads without examining anything. Meanwhile, DMs wind up hinting that someone might want to check the bodies because apparently the loot doesn’t just drop from your kills video-game style.

The fifth edition designers recognized that exploration makes as big a part of D&D as combat. Clues and treasure may be hidden. You have to look for them, and you must tell the DM where you look. The basic rules say, “In most cases, you need describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.” Do not step into a room, make a great perception roll, and assume you found everything. Instead, look for interesting features, and tell the DM that you want to examine them.

Hidden traps make a return too.

Back in “Fourth edition gives traps a new design,” I described how 4E attempted to replace old-school traps with battlefield traps that worked like monsters—immobile, indiscriminate monsters. Although a few hidden traps slipped into the 4E game, they dealt inconsequential damage. As you move from fourth to fifth, you may be surprised, and killed, by the deadly snares hidden in fifth-edition adventures. Forget about blundering from room to room until the dungeon master launches a skill challenge or drops a battlemap. Start by checking for traps in obvious places such as doors, chests, and the jewel eyes of demon idols. Hint: In adventures published so far, kobolds and goblins favor trapped passageways and stairs.

Fifth-edition D&D strategy for fourth-edition players: Choose your battles

Over the last few months, I have introduced fifth-edition Dungeons & Dragons to lot of folks who have only ever played fourth edition. In the new game, these players tend to make assumptions likely to get their characters killed. For players whose D&D experience starts with 4E, and those who picked up some dangerous habits, I have some advice that will help your character survive.

Choose your battles

Most public-play adventures open with a scene where a patron asks the characters to undertake some mission. The players may talk money, but whatever the terms, they always take the job. The scene is a formality. The characters took the job as soon as their players sat to play D&D. Sometimes I think fourth edition turned the combat encounters into the same sort of obligation. If an adventure budgets 1½ hours for a combat encounter, you may as well roll initiative, because you already chose to play. Certainly my D&D Encounters players tended to that outlook. More than once, I heard someone say, “Why are we talking to these guys? You know we will just have to fight them.” In public play, combat encounters so dominated game time that adding or skipping one upended a session’s pacing.

Hoard of the Dragon Queen - Dragon HatcheryFourth edition’s published adventures funneled characters from one encounter to the next, each presented with a little map that showed monster starting positions and a start area for the players. Sometimes my players broke this careful staging by sneaking, or talking, or simply walking around a wilderness encounter. In every case, the adventure’s designer completely overlooked the possibility that someone might choose to skip a fight. The game encouraged dungeon masters to craft encounters too precious to skip.

Fifth edition adventures encourage players to avoid some fights.

Fifth edition jettisons all this. A 5E encounter description consists of a monster name in bold. Adding or skipping a 20-minute fight won’t undermine the session.

You’re free. Avoid a fight by sneaking, or talking, or simply walking around it. Avoiding fights qualifies as smart play. Don’t worry about skipping past the adventure; plenty of monsters remain to fight, and your characters will reach them fresher.

As for the PC start areas, fifth edition drops those too. If you choose to enter a fight, try to start at an advantage. Set fire to the tents. Turn the tables. Hit and run. Surprise the DM. (I know you could do all that in 4E, but most of us just took a place in the start area.)

Despite this freedom, the new game offers new challenges.

Fourth edition proscribed strict recipes for building an encounter. Every combat encounter delivered just enough enemies for an lively fight, but never so many that a character might die. The next room never housed more monsters ready to storm in and tip the odds in favor of a total party kill where everyone dies. (Those of us who started playing before 4E, when such a thing could happen, sometimes abbreviate to TPK.)

Fifth edition encourages you to be wary.

None of this remains true in fifth edition. My Encounters group has started Horde of the Dragon Queen, I find myself starting every session with a warning that the adventure offers fights that the characters cannot win. I do this to discourage the players from, say, making a frontal assault on the raider camp based on faulty assumptions learned in 4E. All the 5E adventures I’ve seen include situations that invite reckless players to a TPK. Do not storm the feast hall of a hill giant steading.

Fifth edition monsters no longer have starting positions keyed on a map. The adventures return to presenting dungeons as dynamic places with creatures that move about. When monsters hear a clash of swords, they can join a battle. You may face enemies prepared to raise an alarm, or to retreat to join allies. Do not let the orcs sound their warhorn. Do not tease the drakes until their enraged roars summon a swarm of kobolds, then retreat into a cavern full of stirges. I do not want a repeat of last Wednesday night.

If you find yourself over your head, you can run away. The withdraw action and the limit on opportunity attacks makes fleeing much less risky than in fourth edition.

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