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03:49, 28th April 2024 (GMT+0)

Rule explanations.

Posted by DMFor group 0
DM
GM, 16 posts
Thu 7 Jul 2022
at 05:33
  • msg #1

Rule explanations

As it's a leaning game, I suspect that some of the rules might need to be explained. I'll do that here where the explanations can be more easy referred to than if thy are lost in OOC>

As it's a learning game and 1st level/0 experience to start I'm setting ages at 18 to reflect youth and inexperience.

Mostly I'll be using PHB and DMG for reference, but there are some short comings to some rules (crafting, for instance) that are address in the DM section of Xanathar's I'll let you know when I'm using those rules (generally expansions of PHB/DMG rules, actually). Pretty much all other books expand play options, but not the basic game mechanics, so they won't come up much for now.
DM
GM, 17 posts
Thu 7 Jul 2022
at 05:42
  • msg #2

Cross ability skill/tool rolls

Tool  proficiencies are not generally assigned a specific ability to roll with them, the way skill proficiencies are, so assigning stats often depends on use:

For instance: Alchemy to identify something might roll using the Intelligence modifier, but Alchemy to make a vial of acid would likely use the Dexterity modifier.

But this can apply to skills, too. Especially as there are so few skills left. Take Survival: A Wisdom based skill, because it is mostly the ability to observe the world around you: Predict weather, track, forage, etc. Still, it is as close as we have to a skill for skinning a beast, butchering a beast, making shelter in the wild, etc. Many applications could be done as well or better with Dexterity...which is perfectly permissible. This is covered on page 175 of the PHB under "Variant: Skills with different abilities". I mention this because I've been known to get creative with Ability/Skill combinations.
DM
GM, 18 posts
Thu 7 Jul 2022
at 16:47
  • msg #3

Spells: Casting and Memorizing

As it's come up, a note about spell memorization in 5e:

It works differently. You have a certain number of slots per day, broken down by level, just like previous editions, that are for powering the spells. They aren't prefilled, however.

You also have a certain number of "Known" spell. Some classes have those spells more or less permanently learned (although minor changes can be made at level gain). Some classes can change their spells every day.

Spells used to have multiple iterations by power level, like Cure X wounds. Now it's one spell that scales up in power based on the spell slot used for casting. Some, like Magic Missile or Fireball used to scale up based on caster level. Now they scale by level of spell slot.

This means that, while you ahve relatively few known spells, you may be replacing several older spells with a sinle 5e spell...and you won't have to know a spell more than once to cast it multiple times.

And that leaves Ritual spells: Spells that can be cost without using a spell slot. To do so takes 10 minutes, so it's not a combat option. For the most part you can do it if you have the spell in your "Spells Known", wether that is a fixed list, such as a Sorcerer has, or  variable list such as a Cleric has. Wizards have an advantage here: They may cast Rituals directly out of the spell book, not needing it in "Spells Known" at all.
This message was last edited by the GM at 18:23, Sun 10 July 2022.
DM
GM, 19 posts
Thu 7 Jul 2022
at 18:43
  • msg #4

Combat Actions.

Potentially you may do about 5 different sorts of thing in combat:


Movement: This may happen before or after your Action, and may be split up to both before and after.

Action: Basically anything your doing in a round. Attack, Cast a spell, Dash (get more movement), Disengage (move away without triggering an AoO), Dodge, Help, Hide, Ready, Search, use an Object. Page 192-193 PHB. Also the ACTIVE use of a skill.

These activities are mutually exclusive, so you only get one per round.

Bonus Action: This type of action is special in that only certain circumstances allow for it. An Off hand weapon, of course. But in that case remember that this is NOT an Attack Action. High level warriors don't get two attacks with their Bonus Action. Certain spells have a casting time of Bonus Acton, allowing them to be done in addition to an Attack or other Action. Spells casting using an Action when you've cast a spell using a Bonus Action is limited to a cantrip with casting time of 1 Action. So, yes, it's possible to cast two spells in a round, if they are the right two.

Reaction: This two is a triggered event, and you only get ONE per round, no matter how many triggers happen. An AoO is a Reaction. The Ready Action used when you're delaying your Action for a specific event sets up a Reaction and it's trigger. Some Spells, such as Shield or Feather Fall are Reaction spells. They take no real time to cast. Yes, this means you might actually manage to get off 3 spells in a round.

Free Action: This isn't really an action category, as in previous editions, so much as something that just happens in combination with Movement and Action. A sidebar with examples can be found on page 190 of the PHB. The limit, at least when I run a  game, is ONE such activity. Two would require your Action, preventing anything else (such as an Attack). This will usually only matter when you're trying to pick up two weapons, or a missile weapon AND ammo.
DM
GM, 60 posts
Wed 13 Jul 2022
at 18:53
  • msg #5

Basic Survival: Skilled or otherwise.

Tool skills are expanded on in Xanathar's Guide to Everything, and those expansion are very handy, so lets hit the highpoints of the first day or so here. Mostly this is a combination of the PHB and Xanathar's, with a bit on foraging results from the DMG.

The basic rules are simplified in this edition, sills covering much more than they used to, for instance but Xanathar's is proof that they may have over simplified to start, so I'll ad-lib where needed.

First: temporary shelter. This isn't even a die roll, nor does it require extra time. IF you have training in Carpenter's tools and those tools. And materials. Any good wooded area should have enough for a simple lean to which your carpenter (assuming you ahve one can put together as art of your long rest. It'll collapse in a couple days, but that just means you ahve a pile of materials ready for another one. A couple saplings and some leafy branched should so the trick. You might need a hand axe or dagger to get the materials. Or a saw, which the carpenter should have in his tools.

Next: Food: Foraging is an all day activity (8 hours). That is for day two, which means we'll address starvation and thirst mods when day 2 starts. Results at the end of the day are seperate for food and for water, but one Forage check (Using Wisdom(Survival)) covers both. You'll want two successes to be sure, so at least 3 foragers to be safe.

After that it's time to decide what to do. That's for day 3.
DM
GM, 93 posts
Tue 19 Jul 2022
at 16:43
  • msg #6

Crafting

Xanathar's expands crafting rules a bit, giving better guidelines

Basically you need raw materials equal to half the value of what you are making. Value of the finished product determines time to make it. You CAN forage raw materials on some cases, although how difficult that is varies based on material.

Let's look at waterskins as an example. You need leather. Hunting provides that. A survival roll to find a game trail, another to chase down the critter, then the usual combat, although the deer or boar could run away instead of fighting back...assuming you get even close enough or have missile weapons.

A survival roll to skin the beast(s). Another to tan the hides (presumably using brain matter), time involved depends on how much finished product you need. Training in both Survival and Leatherwork Tools gives Advantage. Mending can help repair damaged hide somewhat.

Then the Leatherworking crafting.

Note that anyone, trained or otherwise, can use tools. How well varies.

Without tools a dagger might do the ob, but at a penalty (This last is a house rule)
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