#16
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When can you use the regaining health? Is it only for a long (8 hr) rest? Quote:
So I can cast ANY cantrip 3 x a day or is it like PF where you can cast them over and over but have to pick 3? I need to read it again. Sorry. Static DC seems fine. Kind of nice to have 1 DC for all the spells actually. Quote:
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#17
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Let's start with it.
There are two Rests: Long and Short Rests. You must rest at least oneish hours for a Short Rest, which regenerates certain abilities. The healing, off the top of my head, can be done during a Short Rest. A Long Rest regenerates more abilities, like spellcasting, refreshing the Hit Die feature, and other class features. So, in sum, Short=1 hour, Long=8 hours, and class features typically tell you how they regenerate power. You know a certain amount of Cantrips, and can use them at an unlimited rate. It's very easy to keep up with DC, you just need to know which Saves to roll for Monsters most of the time as the DM. Spell descriptions are typically easier to read but not always, too, but that's a case by case basis. I think those are more or less the basics. Do you want me to go over any specific Class Features, Background Features, etc.? Select spells? Or shall we move on to simulate combat?
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#18
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Here are my question on anything before we start.
Resting seems odd at best... Quote:
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OK, now Long Rest Quote:
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This all sounds like Healers are now obsolete. Spells Alright if I get 3 cantrips a day, then I can use them as often as I want. Do they need to be selected (prepared) beforehand, or can I use any 3 I want? Is this true for all casters, divine and arcane? Level 1 – 9 spells are more normal and need to be prepared, right? (except Warlock?) Spell attack bonus (on Selina's sheet) is +5. Is that for ranged touch attacks? I think that's it for now. Once you answer about Cantrip I can pick her spells and we can start. Thanks, DiG
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#19
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Since there are questions, here's the exact text of the PHB, including stuff I had forgotten:
The reason why there's so much healing going around is because monsters are actually pretty challenging this edition. In the past few editions, you throw a group of Level 1 adventurers at six Kobolds, there's a chance they can walk away from that fight without a scratch. In 5e? Not so much. They have much higher attack bonuses, ACs on par with the PCs (the average being between 12 and 16 for most characters), and have neat abilities besides. It's expected that you're going to keep going between fights, and while you're resting there's a good chance monsters may show up and wreck you and your party's good time. To your questions: Your level 1 Character has 1d10+2, not just d10+2. The Class determines the Hit Die, the level determines how many you have. A level 2 character has 2 Hit Die. A level 10 has 10. Then you have the d6, d8, d10, and d12 dice, which are not changed from PF (Wizard has d6, Barb has d12, everything in between is still the same). Your understanding of the mechanic is correct. Yes, you can keep going with the HD bits. You choose how much to spend, as the term goes. Every time you roll to get health back during a Short rest, you "spend" one of your hit die. So, say Stanley Steamroller is a level 4 Sorcerer. He gets in a fight and loses half of his health and elects to roll half of his Hit Die. So, he rolls 2d6+2 (the +2 is the Con modifier, applied both times, as you're adding two 1d6+1 together). Thus, he has spent 2 of his Hit Die, and has 2 more. Yes, Spent Hit Die are the "additional dice" mentioned in Short Rest. Don't really think of them as Additional, think of them as your Hit Die, with the max number determined by Level, like a lot of different stats. Yeah, basically the Hit Die mechanic means that Healing classes aren't gimped by being healers anymore. There's only one Cure spell (well, two if you count Mass Cure Wounds), it grows as you level up, and Clerics and such get pretty decent bonuses tied to their Domains. It's not that they're obsolete, it's just that they can do a hell of a lot more and healing is just one very minor choice. Now, onto spells. Cantrips must be selected in advance, and they cannot change. They work as a Spells Known. So, at level 1, you select 3 Cantrips and you never forget them. You can add more over time, and you don't have to Prepare them, but you also can't change from those three. You can only add more later. Spells Known vs. Spells Prepared is as you say, but Sorcerers, Bards, and Warlocks both are Spells Known classes. Essentially, all Spells function like Cantrips do, but Cantrips are just a smaller, lesser category. Also of note: where it says on these classes Spells Known, it does not denote of what Level. Meaning, if it says you know 4 spells, that includes all Level 1 and 2 spells. So, you add up to 4 overall, greatly limiting your Spell pool. Sorcs, Bards, and Warlocks are all much less versatile than Druids, Clerics, Wizards, and Paladin and Ranger. That said, with what they know, they can be a much more focused blaster or whatever you prefer. These classes with Spells Known do not have to Prepare, they can cast any of their spells but are limited as to what spells they know. It's also worth noting that the Fighter Eldritch Knight and Rogue Arcane Trickster class options work on "Spells Known" as well. The +5 will apply to Ranged attacks, yes. Touch attacks aren't really a thing in 5e, as you'll note a lack of Touch AC. There's only the one AC. I'll jump into combat once you've selected spells and we're clear on everything, I'm not sure how clear my stuff was. I'm super behind on posting everywhere so I'm going to try to get caught up there.
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#20
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Alright, I think I have it...
Short rest, 1 hour (or more) and you can roll UP TO the number of HD you have + CON to restore health. Is the limit here the number of HD you have? If I am a Level 4 PC (4 HD) and take a short rest and roll 2 HD, then later take another short rest and roll 2 more, am I done for the day UNTIL I take a long ret and get them back? Cantrips. Pick them and they are permanent, use any number of times/day. Gain more as you level. Spells Level 1 – 9: (Depends on class) You get spell slots and either have spells prepared or know them all depending on class. Long Rest resets spell slots. Ranged touch attacks are rare (gone), as is touch AC, Flat, etc. AC is AC. Spells have an attack bonus (my +5) or not (and likely a save if not). I guess I am as ready as I will be boss. Go ahead when you're ready. Spells chosen. DiG
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#21
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This is not forgotten, but bear with me. I'll get to any questions and prepare for the combat simulation in as soon as I get a moment to breathe.
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#22
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I had no doubt you had not forgotten. Don't feel rushed here, please. Yes I am anxious but also respect the time you are giving me, so we go at your pace.
Thanks for checking in! DiG
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#23
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Alright, finally getting back to this.
As far as combat goes, do you require a map? 5e, unlike the past two editions, does not require maps, though it certainly helps.
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#24
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![]() Glad life is settling down for you.
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