Tag Archives: concentration

Ten Insights into the One D&D Playtest of Expert Classes

The Dungeons & Dragons team released the second One D&D playtest document, which focuses on the Bard, Ranger, and Rogue classes. Like the first packet, the changes in this release convince me that the update remains in good hands. Nonetheless, many changes deserve attention. This post avoids repeating things lead designer Jeremy Crawford mentioned during his video commentaries on the release.

1. Hubris and power level. The D&D team runs public playtests to measure players’ enthusiasm for rules and game elements, rather than to measure power levels. So each packet begins with friendly reassurance that power levels may change. “Don’t worry about broken features,” the note seems to suggest. “Count on us to set the power levels ourselves.” But from Sharpshooter, to healing spirit, to twilight domain clerics, the team keeps releasing features with busted power levels, so I feel unconvinced. Still, during his video, Jeremy Crawford says that future playtest packets will revisit the successful elements, enabling fine tuning.

2. Rules that give the Sage some rest. Even though the D&D team hasn’t shown an unerring sense of power levels, I’m certain the team boasts a hard-won understanding of the rules that raise questions and cause confusion. Jeremy logs D&D’s common misunderstandings and pain points. Exhibit A: The playtest changes Armor Proficiency to Armor Training, so folks learning the game can stop wondering where to put the proficiency bonus when they wear armor. I’ve seen proficiency bonuses mistakenly added to AC, creating bulletproof characters.

I suspect Jeremy never wants to explain how jumping fits with movement either. How else can we explain the playtest separating jump into an action? At that price, no one will ever jump again.

Credit—or blame—the playtest’s careful rules for hiding, influence, and searching on a matching drive to add rigor to certain common tasks. During the fifth edition design, the team opted to favor a dungeon master’s judgement to handle such actions. Rodney Thompson described the goal. “We want a system that makes it easy to be the DM, and at the same time trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

The 2014 rules for Stealth and Perception, for example, left room for a lengthy Sage Advice discussion. The playtest rules work to pave over the DM’s judgment and the monsters’ passive perception in favor of a roll against a close-enough DC of 15.

Apparently the D&D team also listens to complaints about a lack of social interaction rules. The playtest moves some social interaction guidelines from the Dungeon Master’s Guide to a place where the table’s rules lawyer can more easily cite them at the table as the reason Vecna must cooperate based on a strong persuasion check. I’m all for helping tables handle social interaction, but leave DMs room to work.

3. Class groups. The playtest recalls the Warrior, Mage, Priest, and Rogue class groups introduced in 2nd edition by putting classes into similar sets. “A Class Group has no rules in itself, but prerequisites and other rules can refer to these groups.”

I imagine a design meeting where the team matched classes to groups, and then faced a jumble of leftovers like Bard, Ranger, and Rogue that defied an obvious group name. What did these classes share in common? They all rate as the most knowledgeable and skilled in their province, whether a tavern, a back alley, or the wild. Designing each class around Expertise and calling the group Experts builds on that trait.

The Expertise feature doubles a character’s proficiency bonus, so at higher levels an expert can succeed at nearly impossible tasks and routinely accomplish merely difficult ones. D&D tests use a d20 roll, and the 1-20 random swing can overwhelm the relatively small bonus delivered by proficiency and ability scores. Even the most talented and skilled characters often fail, creating a system that often fails to reward competence. Expertise delivers enough of a bonus to reward masters of a skill with a reliable chance of success.

Meanwhile, the playtest’s jump rule seems designed to enable a gross range of possible outcomes. An average, untrained person making a running jump for maximum distance can leap between 5 and 20 feet. If this rule had reached print in the 80s, Space Gamer magazine’s Murphy’s Rules cartoon would skewer it for laughs. Basketball games in D&D worlds must be something to see.

4. Inspiration works the way most players think it works. In the last playtest, Jeremy Crawford championed some changes that matched the game rules to the way players incorrectly assumed the game worked. That goal makes this playtest’s change to inspiration inevitable. Players can use inspiration to re-roll after rolling a d20 test. This makes inspiration more valuable, but under the old inspiration rules, few DMs awarded much inspiration, so the house rule’s bigger benefit hardly mattered. My earlier post discussed the merits of giving inspiration for 5% of d20 tests, and how that generosity tilts a game already stacked in the players’ favor. Won’t someone think of the monsters?

5. Bards stay busy every moment. The playtest class descriptions feature numerous small changes that improve play. For example, the Bardic Inspiration and the Cutting Words features include changes that improve the Bard’s agency and remove a source of friction. Now instead of giving another player a Bardic Inspiration die to control and often forget, bards can use their Reaction to add an inspiration roll to a failed d20 Test.

The new design eliminates the requirement that players choose to use a Bardic Inspiration die after they make their rolls, but before the DM determines whether the attack roll or ability check succeeds or fails. That requirement interrupted than natural flow of the game. For Bardic Inspiration, the requirement also blocked the DM’s option to reveal DCs and ACs despite the advantages of transparency. Now in the game fiction, the bard sees a companion falter and gives a magic boost that might win success.

6. Hunters mark gets a fix. The 2104 ranger class suffered from an need to concentrate on the hunter’s mark spell, which underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so 2014 rangers who cast another concentration spell lose their mark and what feels like a key feature. Also, 2014 rangers who aimed to enter melee suffered an outsized risk of losing their mark. The playtest version of the ranger no longer needs to concentrate on hunter’s mark. In the last 8 years, would that errata have proved too much?

6. Playing a spellcaster becomes less daunting. Jeremy Crawford says the need to pick spells means that “sometimes playing a spellcaster can be a little daunting.” So the playtest classes add recommended spells to prepare. Good idea. I created a list of recommended spells for wizards, but 2014 spellcasters can prepare different numbers of spells based on an ability score, and that variable added complication to my lists. The playtest rules cut the formulas for number of spells prepared in favor of letting characters prepare spells equal to their spell slots. I’m happy to never again search the class descriptions for the formulas that I never remember.

7. Free hands and spellcasting. D&D’s rules for spellcasting components aim to reinforce the classic flavor of the game’s classes while adding the dash of balance that comes from, say, not letting Wizards equip shields. The simplest measure of these rules’ success comes from 4 tests.

  • Do the rules encourage Wizards to carry an arcane focus in one hand while leaving the other hand free?
  • Do the rules prevent exploits like letting you equip a shield between turns to maximize AC, and then stow a shield on your turn to cast spells? (DMs can say no, but we like the rules to back us up.)
  • Do the rules enable Clerics to equip a shield, carry a weapon, and still cast spells?
  • Do the rules enable Rangers to have two weapons or just a sword and shield, and to cast spells without any juggling?

Rules as written, fifth edition passes the first 2 tests, complicates the third test by requiring a cleric to free a hand to cast cure wounds (see the first question answered on page 16 of the Sage Advice Compendium), and botches the fourth test. Sure, a dual-wielding ranger can use their free, manipulate-an-object action on one turn to sheath a sword, and then on next turn use another free action to get out their components, and players can keep track from turn to turn, but few players see that as a fun enhancement to the heroic action. Ranger players could take War Caster, but the rules shouldn’t impose a feat tax just to allow the things we expect of rangers. Also, letting rangers do their thing hardly overpowers the class.

To be fair, the playtest makes a change that eases some of the friction. Now the attack action allows characters to “equip or unequip one Weapon before or after any attack you make as part of this Action.” I like how this enables characters to switch weapons in a single turn without dropping one, but the measure fails to let rangers be rangers without a juggling act.

8. Class capstone abilities come sooner so they get used. The 2014 classes rewarded players who reached level 20 with capstone features that often seemed almost too good. But level 20 represents the end of a character’s career, so players seldom flaunted those wahoo abilities for more than a session. The playtest classes move the capstone features to level 18, so players gain more time to savor them. Levels 19 and 20 now gain more ordinary-feeling rewards. For some players, this change makes the capstones feel less like an aspirational target to seek as the crowning achievement of a character. I say level 18 rates as enough of an achievement to reap these rewards.

9. Why would anyone take the Ability Score Improvement feat? The designers of the 2014 version of fifth edition made feats an optional system that groups could skip in favor of a simpler game. So the 2014 team tried to design feats that matched the power of a +2 ability score increase. Clearly, the One D&D team sees little point to keeping feats optional. Who can blame the team for this conclusion? I never saw a table choose not to use feats.

When Jeremy Crawford touts the playtest’s feats, he boasts that nearly all increase the power of the older versions. They achieved this using the highly technical design technique of packaging every 4th-level feat with an extra +1 ability score boost. Many feats nearly match the 2014 versions that the designers judged as powerful as a +2 ability score bonus, except now boosted by an extra +1, making them as good as a +3. Someone please check my math.

With One D&D awarding feats at level 1, and offering boosted feats at level 4, characters keep getting candy. I hope the monsters get some help keeping up. Won’t someone think of the monsters?

Does anyone else consider feats that bundle a +1 ability score bonus a nuisance? Odd numbered ability scores deliver no bonuses, so without planning, those +1 increases can feel wasted. For new players, the wasted +1 feels like a gotcha. For lazy players like me who rarely plan a character’s career, same.

The monsters and I applaud one change: The designers fixed the worst thing in D&D, the Sharpshooter feat, by removing the +10 damage option. I have just one note: Find a different benefit than bypassing cover.

Erasing the effect of cover means ranged characters can mostly ignore tactics, making combat less interesting for their players. Meanwhile, as a DM, I can counter sharpshooters by having monsters move out of total cover to attack before moving back to total cover. If sharpshooters cope by readying attacks, they lose their extra attacks and bonus action attacks. Unless you relish tactical crunch, none of this tit-for-tat brings much fun, so I would rather just play monsters benefiting from partial cover.

10. Can guidance be saved? The 2014 version of guidance rates as the game’s most useful cantrip and its biggest nuisance. Simply by interjecting “I cast guidance” before every single skill check, the cleric gets to improve d20 rolls by an average of 2.5. This proves both useful and tiresome. Frequently in play, someone blows a check, the cleric remembers forgetting the guidance mantra, and the game halts while players plead to add retroactive guidance. Forgetting guidance creates a feel-bad, gotcha moment. I’ve seen some tables bypass the I-cast-guidance spam by just adding a d4 to every skill check. I assume the DM secretly raises every DC by 3. Should we drop guidance from D&D and call it a win? In the cantrip’s favor, priests praying for divine guidance reinforces these classes’ flavor.

The playtest includes a new version of guidance that makes the spell less spammy. Plus the new version’s limit that characters can only benefit once per day might weaken the spell to extinction. I’m okay with that.

3 Posts that Need Updates Thanks to Tasha’s Cauldron of Everything

The latest Dungeons & Dragons release, Tasha’s Cauldron of Everything, brings a host of additions to D&D’s fifth edition. These extensions prompt updates to at least 3 posts on this site.

1. Fast, Unkillable, Deadly: The 7 Supreme D&D Character Builds for One Thing

Just two weeks before this post, I delivered a list of 7 supreme D&D builds, including best healer. Tasha’s Cauldron enables a new build to take that crown.

The older best-healer build combined of life domain cleric with enough bard levels to gain the paladin spell aura of vitality via the bard’s Magical Secrets feature. Tasha’s Cauldron paves a short cut by simply adding aura of vitality to the cleric’s spell list. Forget multiclassing; just play a life cleric. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp.

Now, to claim the crown as best healer in D&D, take the Metamagic Adept feat, also in Tasha’s Cauldron. “You learn two Metamagic options of your choice from the sorcerer class.” Select the Extended Spell option. “When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.” When you cast aura of vitality, spend 1 of your 2 sorcery points to double the duration and the healing. One third-level spell heals an average of 240 hp. At just level 5, you can perform the trick twice. Remember when folks fretted about pairing the life domain with goodberry for 40 points of healing?

2. Concentration Frustrates D&D’s Rangers More than Paladins and Hexblades, but Unearthed Arcana Helps

In a post on concentration, I explained the trouble concentration brings rangers. “The hunter’s mark spell underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so rangers who need another spell lose their mark and what feels like a key feature. Also, rangers who aim to enter melee with say, a sword in each hand, suffer an outsized risk of losing their mark.”

Unearthed Arcana trialed a new Favored Foe feature that erased the problem of concentration and hunter’s mark. Unfortunately, the final version in Tasha’s Guide brings back the pain. “When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”

The offhand mention of concentration confused me, but a ruling on another feature sharing the wording clears up the intent. The trickery domain cleric’s Invoke Duplicity feature also works “until you lose your concentration (as if you were concentrating on a spell).” Lead rules designer Jeremey Crawford explained that this wording means that you must concentrate on the feature to maintain it, just like a spell.

The new Favored Foe skips the need to spend a bonus action, but otherwise it weakens the version tested in Unearthed Arcana in every way. In addition to requiring concentration, the new feature does less damage, only damages once per turn, just lasts a minute, and can’t be moved. Why do the D&D designers hate rangers?

3. D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character

My post on choosing the right pet for your character continues to rank near the top of my daily page views, proving the appeal of animal companions.

The post began with the easiest route to a pet or companion. “Through roleplaying and ability checks (most likely Animal Handling or Persuasion), you can have a buddy,” Jeremy Crawford explained, “As long as your DM is OK adding a creature to the group.”

But this simple approach posed one problem: After the party befriended a creature, the party leveled up to meet greater threats while the friend remained the same fragile creature. At just level 5, most characters survive a flameskull’s fireball, but an 11 hp wolf needs extraordinary luck to live, and a 5 hp tressym goes to meet Sharess, goddess of cats.

My favorite part of Tasha’s Guide offers a remedy: The sidekick rules offer an easy way to add a special companion to a group of adventurers. “A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower.” This means that sidekicks could range from that wolf or tressym, to a bullywug rescued from a monster who enjoys frog legs, to the kobold Meepo, future dragonlord.

Whenever a group’s average level goes up, the companion gains a level in a sidekick class of warrior, expert, or spellcaster. They gain the additional abilities and hit points required to survive and contribute without ever overshadowing the rest of the party.

My post on pets ends with advice for beast master rangers. This archetype’s animal companions earn a reputation for weakness, partly because the Player’s Handbook offers poor direction. The beast master’s description suggests taking a hawk or mastiff as an animal companion. D&D designer Dan Dillon says that such choices set players up for failure. Beast masters should not take beasts with a challenge rating below 1/4.

To enhance the beast master archetype, Tasha’s Guide presents three primal companions typed for land, sea, and sky. Beastmasters can summon these primal beasts as a companion instead of befriending the creatures in D&D’s monster books. You can choose to describe your creature as a hawk or mastiff or anything that fits a type, without the risk of selecting a creature too weak to prove effective.

Rangers can spend a bonus action to  command the primal beasts to attack or to take an action other than the dodging they do on their own. This marks a big improvement from archtype’s original companions, which typically required an action to command.

The primal beasts offer effective companions that can feel warm, fuzzy, and charismatic. The primal companions tend offer more hit points than real creatures. Plus, if these spirt beasts drop to 0 hit points, you can revive them for the price of a spell slot. As spirit creatures, you can summon new and different beasts after a long rest.

Concentration Frustrates D&D’s Rangers More than Paladins and Hexblades, but Unearthed Arcana Helps

Concentration rates as one of the best additions to the fifth-edition Dungeons & Dragons rules. In earlier editions, higher-level parties might enter a fight layered with spells like haste, invisibility, fly, blur, protection from energy, and on. Players needed spreadsheets to track their bonuses, while dungeon masters struggled to create any challenge. Concentration simplifies the game by limiting the magical effects in play.

In earlier editions, the same caster behind the buffs could also immobilize foes with Evard’s black tentacles, and then smother them with cloudkill. Now, the need for concentration limits the power of spellcasters, helping to eliminate D&D’s old problem of wizards who surged in power with every level until they overshadowed other classes. (See How fifth edition keeps familiar spells and a Vancian feel without breaking D&D.)

Plus, concentration enriches the game by adding a fresh, tactical element. Combatants can end spell effects by targeting casters and breaking their concentration.

While concentration improved D&D and put wizards in their place, the innovation proved mixed for class archetypes that cross swords and spells.

For exhibit A, see the paladin. In my last game, the party’s smite-happy paladin relished the chance to lock down a monster with compelled duel. This 1st-level spell boosts the paladin’s flavor of champion and protector. But compelled duel requires concentration, so while the paladin trades blows, every hit threatens to end the duel. Paladins want to bear the brunt of attacks, and they lack proficiency with Constitution saves, so their concentration is fragile. Why would a paladin ever cast shield of faith?

Worse, the paladin’s smite spells also require concentration, so even momentary attention to a smite spell ends the compelled duel. With smites serving as a cornerstone of the paladin’s offense, the need for concentration brings some frustration. Spells like magic weapon, heroism, and bless seem perfect for paladins, but all demand concentration.

In the D&D Next playtest, the paladins smite spells skipped the concentration requirement, but spells like banishing smite and blinding smite impose ongoing effects that merit concentration. The designers added concentration to add the tactical element where foes can break concentration to end punishing effects.

The same tension between concentration and a melee archetype hinders warlock hexblades and pact of the blade warlocks who aim to use their pact blade for more than posing. Hexblades gain smite spells that require concentration, yet the class also features spells like hex that demand attention.

Surely rangers suffer the most friction between concentration and the class’s featured abilities. The hunter’s mark spell underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so rangers who need another spell lose their mark and what feels like a key feature. Also, rangers who aim to enter melee with say, a sword in each hand, suffer an outsized risk of losing their mark. (This exposes another spot where fifth edition punishes melee archetypes, but I’ve written about that already.)

The D&D design team uses their Unearthed Arcana series to test player reaction to potential game additions. A collection of class feature variants reveals one feature intended to smooth the rough spots from hunter’s mark. Read my annotated description.

Favored Foe
1st-level ranger feature (replaces Favored Enemy)¹
You can call on your bond with nature² to mark a creature as your favored enemy for a time: You know the hunter’s mark spell, and Wisdom is your spellcasting ability for it.³ You can use4 it a certain number of of times without expending a spell slot5 and without requiring concentration6—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know7.

1. Instead of changing the base ranger class by adding a new feature missing from the Player’s Handbook, this variant adds an option that replaces a weak class feature. Most players would opt for Favored Foe, but rangers built from the core book keep a unique feature. The D&D design team has chosen not to make changes to the game that supplant anything in the published books. New players should never join a game and then learn that their Player’s Handbook character fails to match the latest rules.

2. The hunter’s mark spell implements a 4th-edition power called Hunter’s Quarry, a non-magical exploit that seemed to behave in some magical ways because the rules said so. Now, the replacement works like magic because it is.

3. First-level rangers can’t normally cast spells, but this feature needs the hunter’s mark spell. This line adds the one spell to a 1st-level ranger’s knowledge.

4. Oddly, the description says “use” rather than “cast”. This shows the designer thinking of this feature as an ability more than a spell. The whole feature description reads like something written by committee, but surely a final version will show more polish.

5. Because hunter’s mark implements a marquee ranger class feature, having to spend a spell slot on it feels like a tax. Here the ability goes tax free.

6. This waives the concentration requirement. Dual-wielding Drizzt admirers everywhere can cheer.

7. Hunter’s mark no longer taxes a ranger’s list of known spells either.

Favored Foe offers a good way eliminate a frustrating edge in the ranger class. I predict we’ll see it in a class options book toward the end of 2020.

Update: Unfortunately, the final version of Favored Foe in Tasha’s Cauldron of Everything brings back the frustration. “When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”

The offhand mention of concentration confused me, but a ruling on another feature sharing the wording clears up the intent. The trickery domain cleric’s Invoke Duplicity feature also works “until you lose your concentration (as if you were concentrating on a spell).” Lead rules designer Jeremey Crawford explained that this wording means that you must concentrate on the feature to maintain it, just like a spell.

The new Favored Foe skips the need to spend a bonus action, but otherwise it weakens the version tested in Unearthed Arcana in every way. In addition to requiring concentration, the new feature does less damage, only damages once per turn, just lasts a minute, and can’t be moved. Why do the D&D designers hate rangers?

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.

Top 5 rules questions from new Dungeons & Dragons fifth-edition players

Just under a year ago, I posted a Q&A based on questions players at Gen Con asked about the Dungeon & Dragons Next rules. With Next now available as the official fifth-edition rules, some of the answers change. This post re-answers the top 4 questions players asked about the D&D fifth-edition rules, and then adds a bonus answer.

Murder In Baldur’s Gate launch at Gen Con 2013

Murder In Baldur’s Gate launch at Gen Con 2013

1. Are there opportunity attacks?

Yes, but you only provoke opportunity attacks when you leave a creature’s melee reach. This means you can circle an enemy without provoking so long as you stay within the enemy’s reach. If a creature’s reach exceeds 5 feet, then you can even move 5 feet away without provoking.

If you want to leave a enemy’s reach without provoking, use the disengage action. The disengage action does not include any movement, so it does nothing by itself, but after you disengage, you can move without provoking opportunity attacks for the rest of your turn. Because disengaging takes your action, you cannot disengage and also attack or cast a spell.

You only get one reaction per round, so you only get one opportunity attack per round. Due to this limit, and because disengage allows you to move past multiple enemies without provoking, 5E makes fleeing combat less murderous than earlier editions. I love this change. If players find themselves overmatched by a fight, they can run without a gantlet of attacks. Monsters can also run, so monsters can rout and the game can move on without a ritual of endless opportunity attacks.

You can freely cast spells and use ranged weapons without provoking. However, if you make a ranged attack with a weapon or spell while a hostile creature stands next to you, you suffer disadvantage on the attack roll. If you cast a spell that does not include an attack roll—even one that forces saving throws—you can cast without any handicap.

2. Is there flanking?

No, but rogues can Sneak Attack when an ally stands next to their target. A rogue using Sneak Attack this way does not gain advantage, just the extra damage on a hit.

D&D tzar Mike Mearls explained that some players find flanking difficult to grasp—not so much with figures that occupy a single square, but with large figures where flanking positions aren’t completely obvious. We may see flanking, and possibly facing, in tactical combat rules.

3. What spells can I cast?

In the basic rules, wizards and clerics share similar rules for preparing and casting spells. Eventually, other classes may follow different procedures.

Both wizards and clerics know a certain number of 0-level spells, also known as cantrips. They can cast their cantrips at-will, as often as they like.

Level 1 and higher spells require preparation. Wizards and clerics prepare a certain number of spells for their day. The number of spells you can prepare equals your spellcasting ability modifier plus your level.

spells you can prepare = spellcasting ability modifier + level

Within this limit, you choose the number of spells you prepare at each level. For example, your high-level caster could opt not to prepare any level 2 spells.  Wizards prepare spells from their spellbook; clerics may prepare any spell from their cleric spell list.

Wizards and clerics both get a certain number of spell slots at each level. You can expend a spell slot to cast any prepared spell of the same level or lower.

When you use a higher-level spell slot for a lower-level spell, the spell typically gains power. For example, Magic Missile shoots 3 darts when cast using a level-1 slot, and 4 darts when cast using a level-2 slot. Unlike in earlier editions, spells do not gain power just because a higher-level character casts them.

Unlike the classic, Vancian system, you can cast a prepared spell more than once as long as you can spend another casting of the proper level or higher. This system grants casters an extra measure of flexibility, while avoiding the risk of preparing a roster of spells that proves useless, resulting in a bad day in the dungeon. There should be no bad days in the dungeon.

4. Does a diagonal move cost one square or one and a half?

When played on a grid, D&D’s basic rules opts for the simple method of counting 1 square for a diagonal move. “The Dungeon Master’s Guide provides guidance on using a more realistic approach.”

5. Can I disrupt a spellcaster?

The rules offer no way to foil spells by interrupting spellcasters as they cast.

However, if a spell requires concentration, you can stop the spell’s effects by breaking the caster’s concentration. “Some spells require you to maintain concentration to keep their magic active. If you lose concentration, such a spell ends.” The concentration system limits casters to maintaining a single spell with concentration at once. 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.