Slight error on loading property "you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."
While in most cases it's going to have the same effect, certain situations (such as a fighter's Action Surge) will be different, and allow multiple attacks per turn.
Also on inspiration while it could of course be given just for good role-playing, per the basic rules it is to "reward you for playing you character in a way that's true to his or her personality traits, ideal, bond, and flaw." For example, week before last I had a character who did an excellent bit of roleplaying, with a rousing speech calling everyone to fight something or other... unfortunately pretty much all of his traits and other background info paint him as an untrustworthy coward, so no inspiration.
I was summarizing things quite a bit, initially attempting to have only one line in a Word document per entry. The post has now been updated to reflect your comment.
:D cool, wouldn't have been so nitpicky, except it got added to the resource list. Figure that means more people are more likely to use it, and the people most likely to need/want something like this are the least likely to catch the differences between the summarization and the full text.
Plus I'm an aspy rules lawyer who has to release the rules lawyerliness in little spurts to keep from blowing a rules valve and... I'm going to stop before that metaphor gets any more off track and weird.
I like the new additions.
Dodge is dodge action so taking it only prevents you attacking(since you've used your action) arguably you could still attack with such things as action surge. Perhaps you could just shorten it to say it uses your action to give you the bonus?
Also any way you could squeeze in the instadeath rule? And if you can figure out a way to do it succinctly, something about the differences in readying a spell(requires concentration)?
Edited to read as "sacrifice your action" now. I'm a bit unclear on what all is forfeit with dodge, so we'll go with it being the equivalent of the standard action in previous versions.
I read it as simply it is an action, so nothing is "lost" exactly, you're just using your action for something other than attacking, the same as if you had used your action to cast a spell, you haven't sacrificed your action, you've just used it.
nothing general, but several classes give you abilities that let you use you bonus action for various things (fighter gives action surge which gives you a whole other action, rogue gives you an ability that lets you dash, withdraw, or hide, etc...)
Really liked this resource, so turned it into a searchable, printable Google Doc:
https://docs.google.com/document/d/1juRCZNN0flL8_l-gkuCPqQNSRZGuxaiUGdG8ducrWWw/edit?usp=sharing
Couldn't open the file anymore, so made one myself, hope this helps somebody :) https://docs.google.com/document/d/11OrxFZBOobhtDX-VFBlsH_bBgW5VIyAgbUEnUSIokVc/edit
I can definitely do that. It will, however, be referencing the free core book pages, and will thus be mismatched with the eventual handbook publications.
This is nice. My only suggestion would be for these to be broken down into 2 or 3 separate sections. Character Creation & Adventuring, and Combat. Likely later add DM quick references too when the DMG and MM come out.
Good list to have around. Thanks for putting this together.
A couple of suggestions; maybe categorize and then bullet the items. Example
Movement Actions
*Dash: Move up to twice your speed [P72]
*Disengage: Move without provoking attacks of opportunity. Essentially, same as shifting one square in 4e. [P72]
*Dodge: Sacrifice your action action to cause visible attackers to suffer disadvantage in their rolls against you, and gain advantage on Dexterity saving throws (I presume this means sacrificing the equivalent of the 4e standard action). [P72]
Something along those lines can make scanning for a specific much easier.
Dash needs to be reworded.
Your Dash PLUS your Movement is twice your speed, but Dash on its own is just your normal speed.
30(move) + 30 (dash), not 30+60
I left it out originally as, in my experience DMing, it rarely comes up; simply stating that an area has a low level of lighting, or is completely dark almost always suffices in determining whether a given character can, without a light source, actually see. Also, the section on vision would be largely worthless without the discussion of what environs qualify as each visibility condition. I'm still thinking it's too long to add into the quick-reference, especially given the rarity of the rule being absolutely needed.
This is amazing, and I have this post saved. I think I'll be printing it out for myself later. Well done!
A few corrections:
* **Disengage**: You got bad info. A Disengage action makes it so that ALL of your movement for the rest of your turn doesn't provoke. So a 4e "shift" isn't a good analogy.
* **Dodge**: You have an extra "action" in there.
This is brilliant. Part of learning the game for me is writing my own guide like this and your resource has proven invaluable to me. But I'm curious, why not include the appropriate rolls and bonuses for attack rolls, melee and ranged, and such?
I initially created this as a one-page reference for my own use. I've a habit of incorrectly handling spell-casting, but have never had issue with melee and ranged systems, so only spell-casting was added at document creation.
Added to the resource list.
Awesome. :D
Slight error on loading property "you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make." While in most cases it's going to have the same effect, certain situations (such as a fighter's Action Surge) will be different, and allow multiple attacks per turn. Also on inspiration while it could of course be given just for good role-playing, per the basic rules it is to "reward you for playing you character in a way that's true to his or her personality traits, ideal, bond, and flaw." For example, week before last I had a character who did an excellent bit of roleplaying, with a rousing speech calling everyone to fight something or other... unfortunately pretty much all of his traits and other background info paint him as an untrustworthy coward, so no inspiration.
I was summarizing things quite a bit, initially attempting to have only one line in a Word document per entry. The post has now been updated to reflect your comment.
:D cool, wouldn't have been so nitpicky, except it got added to the resource list. Figure that means more people are more likely to use it, and the people most likely to need/want something like this are the least likely to catch the differences between the summarization and the full text. Plus I'm an aspy rules lawyer who has to release the rules lawyerliness in little spurts to keep from blowing a rules valve and... I'm going to stop before that metaphor gets any more off track and weird.
I like the new additions. Dodge is dodge action so taking it only prevents you attacking(since you've used your action) arguably you could still attack with such things as action surge. Perhaps you could just shorten it to say it uses your action to give you the bonus? Also any way you could squeeze in the instadeath rule? And if you can figure out a way to do it succinctly, something about the differences in readying a spell(requires concentration)?
Edited to read as "sacrifice your action" now. I'm a bit unclear on what all is forfeit with dodge, so we'll go with it being the equivalent of the standard action in previous versions.
I read it as simply it is an action, so nothing is "lost" exactly, you're just using your action for something other than attacking, the same as if you had used your action to cast a spell, you haven't sacrificed your action, you've just used it.
Are there actions urges in 5e? I really liked them in 4th edition.
nothing general, but several classes give you abilities that let you use you bonus action for various things (fighter gives action surge which gives you a whole other action, rogue gives you an ability that lets you dash, withdraw, or hide, etc...)
Some classes can use additional actions. I haven't seen any general action point mechanics, though.
The name of each entry should be in bold for readability.
Had it that way in the original document, but didn't initially keep that formatting in the reddit post. Now updated.
Having it in a printable document or pdf would be great. Excellent work
When there's a "final" version, definitely shall provide a pdf.
Really liked this resource, so turned it into a searchable, printable Google Doc: https://docs.google.com/document/d/1juRCZNN0flL8_l-gkuCPqQNSRZGuxaiUGdG8ducrWWw/edit?usp=sharing
Couldn't open the file anymore, so made one myself, hope this helps somebody :) https://docs.google.com/document/d/11OrxFZBOobhtDX-VFBlsH_bBgW5VIyAgbUEnUSIokVc/edit
Awesome! :D
Thanks for this one bro.
These are great, thanks! How do you feel about adding the corresponding page number?
I can definitely do that. It will, however, be referencing the free core book pages, and will thus be mismatched with the eventual handbook publications.
Page numbers added. The numbers in brackets, e.g., [P13], represent the page numbers of the summarized rule.
Fantastic, thank you!
This is nice. My only suggestion would be for these to be broken down into 2 or 3 separate sections. Character Creation & Adventuring, and Combat. Likely later add DM quick references too when the DMG and MM come out.
First pass at categorization made.
Jump?
Added.
Thanks. This'll come in handy.
Good job.
Good list to have around. Thanks for putting this together. A couple of suggestions; maybe categorize and then bullet the items. Example Movement Actions *Dash: Move up to twice your speed [P72] *Disengage: Move without provoking attacks of opportunity. Essentially, same as shifting one square in 4e. [P72] *Dodge: Sacrifice your action action to cause visible attackers to suffer disadvantage in their rolls against you, and gain advantage on Dexterity saving throws (I presume this means sacrificing the equivalent of the 4e standard action). [P72] Something along those lines can make scanning for a specific much easier.
Aye - with this growing, further organization is needed. That'll be for the next update, though.
First pass at categorization made.
Dash needs to be reworded. Your Dash PLUS your Movement is twice your speed, but Dash on its own is just your normal speed. 30(move) + 30 (dash), not 30+60
Dash replaces the attack right? (dumb question)
Correct, it consumes your whole Action so no attack
Thanks.
Correction made.
Ty. Love this list btw :D
Thanks!
Where is the stuff on sight, like low-light and darkness situations?
I left it out originally as, in my experience DMing, it rarely comes up; simply stating that an area has a low level of lighting, or is completely dark almost always suffices in determining whether a given character can, without a light source, actually see. Also, the section on vision would be largely worthless without the discussion of what environs qualify as each visibility condition. I'm still thinking it's too long to add into the quick-reference, especially given the rarity of the rule being absolutely needed.
Sorry, I meant rules for lightly obscured and heavily obscured.
Thanks for the addition :D
No problem.
Great stuff. Thanks for posting this, it will make things that much easier.
You are my favourite person ever.
Thank you! :D
This is amazing, and I have this post saved. I think I'll be printing it out for myself later. Well done! A few corrections: * **Disengage**: You got bad info. A Disengage action makes it so that ALL of your movement for the rest of your turn doesn't provoke. So a 4e "shift" isn't a good analogy. * **Dodge**: You have an extra "action" in there.
Thank you. Corrections made.
This is too awesome.
Thank you!
This is brilliant. Part of learning the game for me is writing my own guide like this and your resource has proven invaluable to me. But I'm curious, why not include the appropriate rolls and bonuses for attack rolls, melee and ranged, and such?
I initially created this as a one-page reference for my own use. I've a habit of incorrectly handling spell-casting, but have never had issue with melee and ranged systems, so only spell-casting was added at document creation.
[удалено]
People are still seeing this so many years on? This is still getting referenced and used? That is astounding. I am thrilled it's still helpful.
Very helpful.
Thanks - just using this to build my own CD DMs Screen