- For the most part, we still roll similar die for each class for hit points.
- Rounds still last six seconds.
- Initiative is still the same.
- In combat you generally can perform one move plus one action.
- We have the same six ability scores and the same modifiers based on those scores (a score of 12 is +1, 18 is +4, etc.)
- Critical hits still cause twice the normal damage, though rogues now get to double their sneak attack damage, and your strength modifier is only applied once to the total damage.
- We still have slashing, piercing, and bludgeoning weapons.
Tips for improving your gaming experience, new uses for old spells, and detailed insight on how you can make use of feats, skills, and more. Check out www.TableTopRpgPortal.com
Thursday, February 12, 2015
From D&D 3.5 to 5.0(5E) - 15 - Stuff That Stays the Same
Instead of listing something that changed from 3.5 to 5.0, here is a list of some things that stayed the same:
Subscribe to:
Post Comments (Atom)
The Best Way to Roll for Hit Points
Here is my favorite approach to rolling Hit Points, especially for 5E. Per the 5E rules, you can roll the dice or accept the "standar...
-
I've been an avid D&D 3.5 player since the edition came out, but I really like what I am seeing in the 5.0 rules. It looks to me li...
-
Can you Scry on an Object using the Scrying Spell in D&D 3.5? The answer is " Yes". Although the spell description fo...
-
3.5 Rules Wizards produced a series of excellent articles providing detailed rule interpretation for Sneak Attacks and Attacks of Opportun...
No comments:
Post a Comment