Challenging Rules in Dungeons Dragons 5e: Navigating the Path of a Player
Welcome to the tumultuous journey of mastering Dungeons Dragons 5e (DD 5e)! Even experienced players often find themselves at a crossroads, puzzled by certain rules that can trip them up during gameplay. This guide delves into some of the most troublesome rules, offering clarity and insight for players seeking to enhance their gameplay experience.
Understanding Involuntary Movement and Opportunity Attacks
One perplexing dilemma many players, especially those who don't regularly run full casters, face is understanding the relationship between involuntary movement and opportunity attacks. Opportunity attacks occur when you use your movement (action or reaction) to move out of a hostile creature's melee range. This incident often happens when spells, such as Dissonant Whispers, compel a creature to use a reaction to move, thus provoking an opportunity attack.
For instance, Dissonant Whispers can compel a creature to use a reaction to move, which can provoke an opportunity attack because it uses a reaction. Conversely, spells like Thunderwave push a creature away from you, but since it doesn't require the creature to use its action, move, or reaction movement, no opportunity attack is triggered.
The Intricacies of Sneak Attack
A rule that took some time to wrap my head around is the usage of Sneak Attack. The rulebook actually states that a Rogue can use Sneak Attack once per turn. That means, regardless of the number of attacks a Rogue can make (e.g., double attacks from two weapons or from a Multiattack feature), the Sneak Attack can only be used once per turn, not per round. The key here is 'per turn,' not 'per round.'
However, this restriction lifts if a Rogue gains an attack as a reaction on another creature's turn, such as when fighting alongside a Battlemaster who uses Commander's Strike. This strategy can lead to the Rogue making two Sneak Attacks in one round—one on their own turn and another as a reaction on another creature's turn.
Other Notable Rules to Understand
Critical Successes and Failures: In combat, critical successes and failures still apply modifiers but provide either extra information or none at all. outside of combat, casting spells that aren't in ritual form still count against your spells for the day unless it's a cantrip or a Warlock Evocation (such as Mask of Many Faces or Eldritch Sight) that says it's a free action.
Concentration: The rule on concentration applies both in and out of combat. If you get hit and haven't rolled initiative yet, you do need to roll a concentration check.
Dark Vision vs. Daylight: Dark Vision is not the same as Daylight seeing, unless you possess Devil's Sight, which lets you see 120 ft as if it were daylight. Conversely, the Hunger of Hadar effect isn't darkness; it's a void. Therefore, no form of dark vision works in it.
Projectile Weapons: The rule regarding retrieving your projectile weapons is straightforward in theory but crucial in gameplay. When taking half damage, the number of rounds you can retrieve your weapons is reduced, rounded down to the nearest whole number. For example, 9 rounds become 4, 11 rounds become 5, and so on.
Conclusion
Mastering DD 5e is a journey filled with both challenges and triumphs. By understanding and navigating the tricky rules, players can enhance their gameplay experience, making every turn count. Whether you're a beginner or an experienced player, these insights can help you avoid common pitfalls and excel in your next campaign.