5 MOST COMMON Mistakes to avoid in D&D 5e

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  • Опубликовано: 26 окт 2024

Комментарии • 173

  • @SoloStudiosOfficial
    @SoloStudiosOfficial 3 года назад +138

    At my table, I house rule that while readying a spell requires concentration, you do not lose the spell slot until the spell is cast or concentration is involuntarily broken (from taking damage). I.e. if the reaction hasn't triggered by your next turn, or if you decide to use your reaction for something else (e.g. counterspell), you retain the spell slot for the original spell. I mainly do this to encourage my players to consider readying actions more often, and more generally to think outside the box and play more tactically in combat.

    • @MonkeyDM
      @MonkeyDM  3 года назад +24

      I think that’s a good idea in concept, but prepared spells can be extremely strong, I guess I’ll toy around with that rule to make my own opinion on it ^^

    • @SoloStudiosOfficial
      @SoloStudiosOfficial 3 года назад +14

      @@MonkeyDM That's fair. I don't have a lot of experience with DMing past 5th level, so perhaps my house rule is overpowered at higher levels. But that just gives me an excuse to create deadlier encounters!

    • @JaayCeez
      @JaayCeez 3 года назад +7

      @@MonkeyDM What about maybe limiting the penalty up to a certain spell level? In higher levels a spellcaster has aquired enough experience and expertise on their spells, that maybe 3rd level spells and lower that held in an action aren't expended if the trigger doesn't happen because at that point those spells aren't as taxing or difficult to keep a hold on compared to the more higher and more complex ones? That's not to say if they use a 3rd level on a higher spell slot that the same benefit would happen because that is the caster now buffing his or her spell up a notch.
      I don't know, I personally see how tricky being forgiving with PC's not expending their spells on a held spell that doesn't trigger as a dangerous slippery slope as well. But maybe something like I mentioned might both emphasize PC's using more held spell actions, and also have them be a bit more strategic on when to risk a higher spell slot.

    • @Jeffphuck
      @Jeffphuck 3 года назад +8

      What I do at my table is allow the readied spell to continue to stay readied if the player uses their action on their next turn to maintain it. That way, they don't have to fear losing their spellslot because a chance to cast the spell didn't occur that round. But they also have to consider whether or not they want to risk being locked into the choice they make, since spells are the strongest type of action in the game. I also allow martial characters to use extra attack during a readied action. I find that this balances out the power discrepancy between casters and martials a bit.

    • @VoidplayLP
      @VoidplayLP 3 года назад +2

      @@MonkeyDM simple solution: have enemies do it too. It makes combat a lot more tactical.

  • @conduit64
    @conduit64 3 года назад +113

    "death saving throws are a straight roll" Unless you are a level 14+ Monk, Diamond Soul gives you proficiency on *ALL* saving throws.

    • @4yr0ldNinja
      @4yr0ldNinja 3 года назад +9

      I just got this and I’m soooo happy THAT works

    • @saw8108
      @saw8108 3 года назад +3

      Never thought about that

    • @Lurklen
      @Lurklen 3 года назад +5

      Cloak of protection, and ring of protection too.

    • @devin5201
      @devin5201 3 года назад +1

      Oh... oh crap it's true! I love Monks, they're just full of surprises.

    • @kepler6873
      @kepler6873 3 года назад +4

      While far from optimal, if you take the resilient feat and take no ability score point then you get proficiency in the only save with no associated score: death saves. Why you would ever do this is beyond me but from what I can tell it’s legal

  • @TheZandaz
    @TheZandaz 3 года назад +33

    A point about using Athletics checks whenever a PC wants to lift something. As long as it's less than 2x their carry capacity (with standard rules), they can lift it. So if your 20 Str Goliath is lifting anything under 1200lbs, they can do it check free (provided its of a size/shape they could feasibly manipulate).

    • @devin5201
      @devin5201 3 года назад +6

      AKA Goliaths can suplex bears ❤

    • @michaelheinrich4877
      @michaelheinrich4877 2 года назад +1

      i agree. at a check which the char should always succeed, is a check the player doesnt have to roll for. something like routine checks. but when he rolls for it, when he wants to get a better result than a barely success, he must face the risk, that he might fail. so im in favour for homebrewing that abilitychecks can also crit-fail.

  • @thestoopidiot870
    @thestoopidiot870 3 года назад +16

    Small correction: you don't need to fall unconscious to lose concentration. You only need to be INCAPACITATED.
    Tasha's Hideous Laughter is brutal.

  • @weebikarp1806
    @weebikarp1806 3 года назад +35

    There's actually another misunderstanding about Bonus Action spells:
    It doesn't matter if your BA spell is leveled or not, you're still limited to a Cantrip for your Action

    • @valintinesmith7807
      @valintinesmith7807 3 года назад +1

      Where do I find this rule?

    • @weebikarp1806
      @weebikarp1806 3 года назад +1

      @@valintinesmith7807 Under the spellcasting section under Bonus Actions spells

    • @weebikarp1806
      @weebikarp1806 3 года назад +3

      @@valintinesmith7807 More Accurately, under:
      -Casting a Spell
      - Casting Time
      -Bonus Action

    • @valintinesmith7807
      @valintinesmith7807 3 года назад

      @@weebikarp1806 what if I cast a spell that has a 1action cast time, can I then cast a spell on my bonus action if it has cast time of bonus action?
      Ex:
      Action: cast fireball
      bonus action: expeditious retreat

    • @valintinesmith7807
      @valintinesmith7807 3 года назад

      @@weebikarp1806 or fireball, reaction counterspell

  • @thelorewright
    @thelorewright 3 года назад +5

    One of the most awesome moments I've encountered was when the bard I was playing rolled a nat 1 for a DC10 arcana check in mid battle during a fight with a necromancer. She has +10 Arcana, but I played her as being so distracted by the prospect of everyone dying (this was her first ever time running into a necromancer) that she couldn't focus enough to remember what that pink cloud sapping away her life was called (yes, our DM dropped a Cloud Kill on us). Nat 1s are great story telling tools and can add great flavor to any game, if you're willing to roll with them.

  • @rainyeevee4047
    @rainyeevee4047 3 года назад +4

    "Whenever you >>start

    • @GardenOf-Eden
      @GardenOf-Eden 3 года назад

      Except you're unconscious

    • @rainyeevee4047
      @rainyeevee4047 3 года назад

      @@GardenOf-Eden Yes, and when you regain 1 HP, you regain counciousness instantly, and then you are only prone. Also since nat 20 on death saves are so rare I would agree for person to act instantly just because of rule of cool.

  • @Lurklen
    @Lurklen 3 года назад +2

    Alternative argument to the nat 1 rule. It doesn't matter how much you train, you can still fall over trying to get your pants on, or knock your keys away when you're trying to grab them under the couch. Bad luck and fumbling are a part of the human experience, and we do them far more than we think, we just tend to move on from these minor annoyances quickly, and they tend to happen when you're not doing something serious, because you tend to be concentrating on something serious. But they do still happen. Skilled people fuck up all the time, and often because of what they are doing, when they do it is way worse than for other people.
    In your example, he goes to lift the rock, like he has a thousand times before, but because it's so routine, he gets the stance slightly wrong, he's not really thinking about it. Puts his back out, pulls a muscle, stubs his toe, picks it up but drops it on his foot, mistimes his lift and bumps his head, or cracks a finger, his footing wasn't secure so he drops the stone on top of himself or falls over and sends it tumbling down the hill. Any of these could happen to anyone, even to experts, in some ways especially to experts because they do this all the time, which actually drives up the chances something will go wrong (the odds of dying in a plane crash are very low for the average flyer, but higher for a pilot).
    I do think though that there are times when you just don't need to have people roll.

  • @digitaldevil696
    @digitaldevil696 3 года назад +22

    Eh, taking fighter levels isn't that minmaxy, you're delaying yourself slot progression on a full caster class, which, believe me, sucks.

    • @thestoopidiot870
      @thestoopidiot870 3 года назад +5

      Yeah, especially since you're taking TWO fighter levels for action surge, which - unless you already have 17 levels in a full caster - means that everyone else will not only have more spell slots, but also higher level spell slots.
      Sure, as a wizard11/fighter2 you can more easily combo hold monster with disintegrate, but you have less magic juice than everyone else as well as having to balance EVEN MORE ability scores most likely with fewer ASIs.

  • @SethAllison
    @SethAllison 3 года назад +6

    Great points! I've probably made more than one of these. In my games, I tend to enjoy letting natural 1s be failures for ability checks because it can make for some pretty funny moments, but I can see how it could definitely ruin some moments as well.

    • @MonkeyDM
      @MonkeyDM  3 года назад +6

      Everyone has their way of handling nat 1s, it really depends on the rules. But if you play a epic hero, I feel like they wouldn’t randomly completely suck at their skill ^^

    • @SethAllison
      @SethAllison 3 года назад +1

      @@MonkeyDM true, and it probably makes the characters seem more heroic. Alternate viewpoint, sometimes life randomly throws a wrench in your plans. Enjoyed the video!

    • @kayd6572
      @kayd6572 3 года назад +5

      @@MonkeyDM And why not ? I mean, in the exemple given by Monkey DM, even the strongest man in the world could grab the boulder in the wrong way and that could result in multiples ways : he succeed lifting it but will suffer a back injury for a time. Or downright didn't lift it up at the first try, depending on the emergency of the situation

    • @JacksonOwex
      @JacksonOwex 3 года назад +2

      @@kayd6572 This ONE THOUSAND TIMES, THIS!!! It is how I have ALWAYS played and thought that it was how it used to be but since this has become a HUGE topic in the gaming world I have since learned that it was NOT like this in 3.X(probably 4E too but let's ignore that one ;) ). I will continue to play it this way because EVERYONE fails sometimes, EVEN at the specialty!

  • @JackaldudeVR
    @JackaldudeVR 3 года назад +2

    First of all these are great reminder. Another one I see people get wrong is saving throws on cantrips. More often that not if you succeed your saving thing throw against a cantrip you’ll take 0 damages but I’ve seen people have the person take half damage as of it’s a higher spell level. Liking you content and you have a new sub :)

    • @JackaldudeVR
      @JackaldudeVR 3 года назад

      Sorry for all the misspellings lol

  • @benjaminbinder3704
    @benjaminbinder3704 3 года назад

    Great videos man! Multiple concentration saves on Eldritch blast and magic missile is a great point, I often forget about that detail.

  • @over-the-hilltop6920
    @over-the-hilltop6920 9 месяцев назад

    I think an interesting way to rule natural 1's on skill checks is to take a little inspiration from the Call of Cthulhu roleplaying game. When you roll a natural 1 on a skill check, you can then choose to "push" the roll, basically re-rolling, maybe with some sort of penalty or just a flat re-roll. This makes the 1 still very impactful while also not being too unrealistic when Eddie Hall fails, because sometimes things out of your control can get in the way. I just thought of this while watching this video, so it's not super fleshed out. But it's just a thought.

  • @jdeuraud1096
    @jdeuraud1096 3 года назад +10

    We are talking about a Tabletop RPG, not a Computer RPG where you cannot modify the rules because it’s a part of the code. If you think the rule is dumb then don’t use it or change it.
    D&D rules have always been a guideline, not a hard rule, this includes AD&D where death of your character was pretty common, because when you went to zero you were dead unless you where high enough to get a res. Us Gamers modified the rules over the years and some of those modifications were incorporated in later additions of D&D.
    Again the rules of D&D are guidelines and unlike a CRPG you can change those guidelines.

    • @cyanide7270
      @cyanide7270 3 года назад +4

      I just had flashbacks to ALL the times ive had people bitch and complain when i DARED to argue to change the starting AB scores of races, so that it fit the chracter properly. Whats that? you want to play an Half-Elf that is a social shut in, and found more solace in books and study, and therefore makes more sense to have a +2 in INT instead of CHA? SACRILEGE!!!
      Like for reals, that shit should not have taken an official sourcebook to be allowed...

    • @fadeleaf845
      @fadeleaf845 2 года назад

      It is however well worth knowing how changing rules will affect the game should you choose to change them. You may have a great and interesting idea for what you want to accomplish, but you need to make sure if your rule change will actually bring the intended effect.

    • @jdeuraud1096
      @jdeuraud1096 2 года назад

      @@fadeleaf845 The only way to know how a rule change is really going to affect the game is by putting it in your game, and even then you might not find the full affects at first. You might have one group of players who do not discover the unintended consequences while the next group does.
      If the rule does not work during the game, own the screw-up and throw the rule out, modify the results of the unintended consequences, and if you wish modify the rule change later and try it again.

  • @Bloodradre94
    @Bloodradre94 3 года назад +3

    From the books, death saving throws are a straight roll and aided only by spells and features that improve your chances of succeeding on a saving throw. PHB pg.197

    • @cyanide7270
      @cyanide7270 3 года назад +1

      Such features include:
      Bardic Inspiration. Aura of Courage. Diamond Soul. War Mages Arcane Deflection.

    • @Gorbag100
      @Gorbag100 3 года назад

      also bless

    • @WhoTheDogIs
      @WhoTheDogIs 3 года назад

      Halfling lucky feature also specifies saving throws so it would also work. You have to use the result of the re-roll. Specific lucky rule beats the general nat 1 rule.

  • @Bloodradre94
    @Bloodradre94 3 года назад +1

    I use a house rule for Nat 1/20 to were i just give the final sum of the players rolls a -5/+5 for the corresponding nat's. I don't remember why I started doing this but the players often enjoy it, so long as it doesn't interfere with the rule of cool.

  • @Hey-Its-Dingo
    @Hey-Its-Dingo 3 года назад +2

    Counterspell and a readied spell:
    According to the rules, and both Jeremy Crawford and Chris Perkins have confirmed this, Counterspell only works on the TARGET'S TURN, so if you ready a spell on your turn, and then, when your spell triggers, the BBEG casts Counterspell, it will fail because they waited too long. The one casting Counterspell has to declare it when the target readies the spell, NOT when the readied spell is triggered.

    • @tjmakes_
      @tjmakes_ 3 года назад

      That’s interesting…. I feel like narratively speaking, it should be okay to declare/cast when the spell is triggered, not Readied.
      I can’t help but think that because counterspell is a reaction to a spell being cast, it should be cast when the action spell is actively/actually cast- regardless of if that’s on the caster’s turn, or at another point in initiative because it was readied previously as has been sitting prepared for a bit.
      Counterspell does have a casting time of 1 Reaction, right? So I’d play it as being able to be cast at any point where using your reaction is narratively applicable.
      Does that make sense?
      Then again if Chris Perkins says something I’m tempted to just take it 😅

    • @Hey-Its-Dingo
      @Hey-Its-Dingo 3 года назад +1

      @@tjmakes_ Both said explicitly that Counterspell targets the Caster, not the spell, which is why it works that way. It's meant to encourage players to pay attention to the DM, or they'll miss their chance.

    • @tjmakes_
      @tjmakes_ 3 года назад

      @@Hey-Its-Dingo Ahh, that is an important distinction 🤔 👍🏻

  • @BloodyBerry369
    @BloodyBerry369 3 года назад +4

    loved the video, and again, i'll show to my friends

  • @madocmayhem
    @madocmayhem 3 года назад

    I got to concentration and lost focus because I liked and subscribed xD. Thanks for the video hope all this sexy content keeps coming.

  • @Mary_Studios
    @Mary_Studios 3 года назад

    Personally for bonus action spells I would let them use a bonus action that heals or is for utility like telaporting but not any damage spells for a bonus action when they've already cast a damaging spell. Spells that they cast before that dose damage as a bonus action can of course happen as that's a spell they've had up.

  • @Abyssionknight
    @Abyssionknight 3 года назад

    I have one that isn't a common mistake, but when this comes up, people commonly disagree about it. That is unarmoured movement on races with a fly, swim or climb speed.
    RAW states it only applies to walking speed. It not only says speed (not speeds) but in the PHB under movement, it defines speed as the distance you can walk in a turn.
    RAI however is completely different. Once we got Aarakocra, Crawford stated unarmoured movement applies to all innate speeds. So the intent was always your natural movement speeds get buffed, but since the PHB races only have walking speeds, it wasn't worded with future races in mind.
    The problem with taking the RAI approach though, is that once you start using Crawford's statements as official rulings, things get messy. Crawford once tweeted that speed modifiers (such as unarmoured movement) apply to all speeds in general unless specified in the modifier's text. So naturally you end up getting a cheeky group of people trying to argue that means speeds from spells and magic items get boosted as well, since that becomes 'your speed' while using those items and spells.
    Ultimately it's all vague enough that you just have to just hope and pray the dm and monk in question agree on their interpretation, or else someone is going to end that conversation frustrated and upset.

  • @reynirreynisson1971
    @reynirreynisson1971 3 года назад

    My Dm had some iffy fumble result once when i made a jump check 15ft (my str is 18) and cost me hp´s and i was out of breath etc etc. Usually jumps count as movement so you just auto make the jump unless special circumstances dictate otherwise in my games. Or if you want to make longer than usual jumps +10% Dc10 +20% Dc15 +30% Dc20 as per my homebrew (makes athletics more relevant too).

  • @scottmontgomery8766
    @scottmontgomery8766 3 года назад

    One of mine is Darkvision. Rules written it allows people to see in heavy obscurity as if it is lightly obscured and can not make out any real details or color outside of shades of grey.
    All perception checks done in lightly obscured places are rolled at disadvantage. Which means Darkvision checks should be made at disadvantage.

    • @marianpetera8436
      @marianpetera8436 3 года назад

      Not quite. By RAW (PHB 183-184), darkness creates heavily obscured area and dim light creates lightly obscured area. However, it does not work the other way by default, e.g. extremely dense fog (heavily obscured area) does not create darkness. Darkvision only counters diminished light situations, not obscurity in general. Sticking to the dense fog example, Darkvision will not help you, and you will suffer Blinded condition. The only way to counter that is Blindsight.

  • @CallenExile
    @CallenExile 3 года назад +2

    Are you suggesting that a Halfling still gets 2 failed death saves when they roll a 1 even if they use Halfling Luck?

    • @WhoTheDogIs
      @WhoTheDogIs 3 года назад +1

      Yeah how does that make sense? If that were true you would also automatically miss when you roll a nat 1 on attack rolls and that defeats the whole point of re-rolling on everything except damage rolls.

  • @roaringlaughter3812
    @roaringlaughter3812 2 года назад

    If my players ESPECIALLY fighters who are sacrificing both an action and a reaction to to ready their attack i will always allow them to multi attack same goes for monsters there is no tactical advantage whatsoever to the ready action otherwise, except for some niche “i flip the switch”.
    Also this makes approaching enemies difficult lots of tactical chessboard play from both me and the players I highly recommend it.

  • @tennagon3822
    @tennagon3822 3 года назад +25

    "YoU'rE a MiNmAxEr AnD tOoK a CoUpLe fIgHtEr LeVeLs"
    Or just played eldrich knight...

    • @thebatman6201
      @thebatman6201 3 года назад +13

      If they didn't want me to multiclass they wouldn't have rules for it.
      I declare, weak dm!

    • @davankrueger1725
      @davankrueger1725 3 года назад +1

      @@thebatman6201 multiclassing is an optional rule so they might not have had rules for it

  • @cyanide7270
    @cyanide7270 3 года назад +1

    Number 3 doesnt actually come up that very often from what ive seen. What DOES come up very often though, is that people think that because you can cast a spell as a BA, AND a cantrip as an A, then you can do it in the vice versa, cast a spell as an A, and be able to cast a cantrip as a BA, which, per rules, you cant, and frankly, thats dumb AF, so most i see just house rule it so that both instances work.

    • @WhoTheDogIs
      @WhoTheDogIs 3 года назад

      Not dumb, its how they balanced the bonus action spells. They are so good that being able to cast a leveled spell in the same turn would be too powerful. Do what you want but just know that's a huge buff to spellcasters.

  • @noahnaugler7611
    @noahnaugler7611 3 года назад +2

    I mean, unless you're doing adventurer's League or something, as a DM, you DO make the rules.

    • @claire3614
      @claire3614 3 года назад

      Only to a certain point, if you make stupid and nonsensical rules that has nothing to do with the game and the players don't want, only because "you are the DM, you DO make the rules", you will be playing alone pretty soon...

    • @cyanide7270
      @cyanide7270 3 года назад

      @@claire3614 Unless the players enjoy it.

  • @Lsano32
    @Lsano32 3 года назад +2

    In my group for natural 1s we have a critical fail chart that the dm rolls a d100 seen him pull deck of many things on us bc of our natural 1, and it also apply to enemies. Also on the casting 2 spells I know there a feat called war caster which you can cast a spell on your reaction so was wondering if that also applies.

    • @PanzerYeena
      @PanzerYeena 3 года назад +2

      There is no rule associated with the number of levelled spells you can cast per turn or round. The only rule related to this is the one mentioned in the video:
      "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."
      This rule applies specifically to bonus action spells, not reactions. This effectively means that, for example, a Wizard with a few levels in Fighter could cast a fireball, use his reaction to counterpell the enemy wizard who just attempted to counterspell said fireball, then burn his action surge and cast another fireball, effectively casting three 3rd level spells without breaking any rules.
      Also, I would personally advise against using any kind of additional punishments for natural 1s on attack rolls beyond an automatic miss. This is mainly because such rules disproportionally punish martial classes, high-level fighters in particular.

    • @JacksonOwex
      @JacksonOwex 3 года назад +1

      @@PanzerYeena TL;DR You DO realize that you contradicted yourself right?! Or committed a typo!
      "...cast a fireball, use his reaction to counterspell the enemy wizard who just attempted to counterspell said fireball, then burn his action surge and cast another fireball, effectively casting three 3rd level spells without breaking any rules."
      But that's not: "You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action." So... you can't cast fireball a second time, according to the rules!

    • @mattlazarus2489
      @mattlazarus2489 3 года назад +2

      I agree with Fenrir we were glad crit fails were gone and don't use them.

    • @PanzerYeena
      @PanzerYeena 3 года назад

      @@JacksonOwex Did you completely miss the first half of the paragraph where the "Cannot cast another spell..." clause applies ONLY once you've cast a spell as a Bonus Action?

  • @nivaldoschmiedel8245
    @nivaldoschmiedel8245 3 года назад

    This rule about only using 1 spell per turn slows the combat even more, so in most tables when I am the DM I simply don't use it and well it works for the enemy's as well so isn't broken.

  • @crashoverride93637
    @crashoverride93637 3 года назад +6

    Magic missile says they all hit at once nat ones also effect death saves as well

    • @Xerverous
      @Xerverous 3 года назад

      True and based

    • @cyanide7270
      @cyanide7270 3 года назад

      Except nothing specifically states that, and falls under the category of "more shit thats poorly worded in DnD". Yes, it says each source of damage, however you can rule that each dart itself is the source of damage, and therefore does require multiple saving throws, because it does say that EACH dart deals 1d4+1 damage, not that the spell does xd4+1 damage, not whether or not it was a single caster as the source, or that they all hit simultaneously, but that its required for each specific source of the damage. That would be like saying that you only make one con check when hit by multiple Eldritch Blasts, same deal. The only difference is that MM is a spell that just automatically hits (sans Shield).
      Feel free to house rule it whichever way you want, but because its so shit-worded, and nobody wants to listen to Crawford anymore, both work.

  • @Goku__
    @Goku__ 3 года назад +1

    5:17 not sure what I did to get called out like this lol

  • @NOOB_KILLA
    @NOOB_KILLA 3 года назад +13

    Typically I treat nat 1s with enough modifiers to succeed as a "costly success" Like a win but with a detriment. Like your example with the boulder, he might be able to do it even on a bad day but there might be an instance where he maybe didn't have the right footing or perhaps he strained a muscle that might have repercussions later.

  • @LiorMor1
    @LiorMor1 3 года назад

    The part about concentration isn't correct. A spellcaster doesn't only lose concentration when he falls unconscious, but also when he's incapacitated, which he can be while still conscious. For example, if he's stunned or paralyzed. He can also potentially lose concentration from a very distracting disturbance, such as a storm created by the Sleet Storm spell.
    The part about the Magic Missile spell is also incorrect. The damage from the spell is considered as one instance of damage, as it doesn't require multiple attack rolls, meaning it requires only one concentration check upon taking damage from it - even if the spellcaster was hit by multiple missiles.

    • @MonkeyDM
      @MonkeyDM  3 года назад

      I agree with the first part, but I never said otherwise, unconsciousness or incapacitation do both indeed cause concentration loss.
      You are wrong about the second though: twitter.com/jeremyecrawford/status/716012166101401600?lang=en
      Jeremy Crawford clarified it, it's separate instances of damage so separate rolls.

    • @Gorbag100
      @Gorbag100 3 года назад

      @@MonkeyDM to be honest, there is also a statement that if it isn't in sage advice it isn't official ruling. Just the way he would rule it as DM.
      And in the current sage adivce, that ruling doesn't exists.

  • @danielstonebraker656
    @danielstonebraker656 3 года назад

    Would things that boost saving throws, such as a cloak of protection, also apply to death saves?

  • @l0stndamned
    @l0stndamned 3 года назад +1

    On the of nat 1s I'd say why bother rolling if success us assured. Surely that's just wasting everyone's time and luck.

    • @MonkeyDM
      @MonkeyDM  3 года назад +2

      The check was a success because the bardic inspiration got an 8 on the dice, so it wasn’t an auto success at all :)

  • @JazzJackrabbit
    @JazzJackrabbit 2 года назад

    Monkey DM: "Natural 1 on a Death Saving throw is always 2 failures"
    Also Monkey DM: "Only a Natural 1 on an Attack Roll is an automatic failure!"
    lol, I'm messing with you. Good video!

    • @Shalakor
      @Shalakor 11 месяцев назад

      Well, yeah, only Nat 1 on attacks is AN automatic fail, since Nat 1 on a death save is TWO failures.

  • @XxL3G1ONxOFxHAVICxX
    @XxL3G1ONxOFxHAVICxX 3 года назад

    So as a LvL 1....i can walk up to a terrasque....and as long as i roll 20 and he rolls 1s , you would allow me....a peasent...to kill a terrasque "rules as written" because 1's always miss and 20's always hit on attacks?

    • @SnickeringGirl
      @SnickeringGirl 3 года назад

      It only sort of works like that, if a level 1 commoner walked up to a tarrasque and rolled a natural 20 to hit it would hit and crit. There is no way a level 1 commoner would do 600+ damage and kill a tarrasque. I am pretty sure the same rule would help when said tarrasque rolled a natural 1 to hit even though with modifiers it would crush the commoner.

    • @marianpetera8436
      @marianpetera8436 3 года назад

      A lvl 1 aarakocra character with a bow and lots and LOTS of arrows (or simply with a ranged weapon that does not need ammo, a.k.a. you have artificer friend) can kill a tarrasque... eventually. Zero risk involved (tarrasque has no ranged attack), except falling from the sky due to fatigue. Which is why aarakocra is often banned, flying at low levels can be extremely game breaking :)

  • @roaringlaughter3812
    @roaringlaughter3812 2 года назад

    Basically a hobbitdiviner wizard with the lucky feat doesn’t die
    Hobbit rerolls 1
    Diviner wizard can preroll saves
    Lucky feat can reroll saves.

  • @leonmitas
    @leonmitas 5 месяцев назад

    What I learned from this video: 1st, halflings are little lucky-charm bastards, 2nd readying an action is way more useless now... Guess homebrewing it iz
    And 3rd, nat1 on skill check does not mean that you are suddenly weak, clumsy, or need glasses, no, but it is bad luck, something goes wrong that is not dependant on you

  • @mattlazarus2489
    @mattlazarus2489 3 года назад +1

    I haven't been able to get any GM to agree with me on this but I hate rolling any ability checks when you have an exceptional stat and failing something you should be able to do. Example, you got a 20 str and need to lift a gate DC is 12 you roll and get a 10 and fail. The wizard tries with a minus 1 modifier and rolls a 14 but lifts it even though the physically stronger character didn't. Just doesn't make sense. Can't get GMs to agree to use any other method. 😔 Another one I get shut down on is getting up from prone. Half movement for everyone is a bit off. Dwarves have 20 movement, RAW says it takes half to get up so they only spend 10. Well if a character has 50 movement he has to spend 25 to get up from prone more than twice the dwarf even though he's way faster. Tried to get GMs to make it one value for everyone but so far no takers.

    • @pandapowerfist1900
      @pandapowerfist1900 3 года назад +1

      I mean to me it sounds like he's just follow the rules as written. also dwarves have 25 feet of movment speed love :)

    • @pandapowerfist1900
      @pandapowerfist1900 3 года назад +1

      your modifier is the different in str. with the mod you still failed the check. consider the wizard a scrawny kid who saw a bolder crushing someone, through adrenaline and force of will he was able to get it up with the good role. in your chase maybe your character though he could have done it but rolled poorly and you cramped up and found yourself unable

    • @pandapowerfist1900
      @pandapowerfist1900 3 года назад +1

      though cosider if its based on lifting something, look up Lifting and Carrying in 5e. you can math it out and determine would a roll even be necessary.
      Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying Capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying Capacity, your speed drops to 5 feet.

    • @pandapowerfist1900
      @pandapowerfist1900 3 года назад +1

      bring up this rule to the DM and see would you still have to roll based on your current strength

    • @TakManSan
      @TakManSan 3 года назад +1

      Passive Stat tests, like Passive Insight/passive perception … makes total sense. In a non-emergent situation passive should rule. In a tense situation they might place their feet/hands/centre mass in the wrong spot and might need to re-try. I’ve seen that veteran motorcycle riders after a washout. They could do it with ease usually but in that situation with adrenaline they under or over and the bike crashes back down.

  • @joshuaarmstrong2445
    @joshuaarmstrong2445 3 года назад

    I got one for you: Paladins are lawful good!
    PHB pg 122, Alignment, Lawful Good: "...Paladins...are law good."

  • @Freaiser
    @Freaiser 3 года назад

    the thing with nat 1... its something some DM will nearly always count as a failure and if you fight em with that info... you most likely gonna die XD

  • @demogorghon
    @demogorghon 3 года назад

    I did not realise the last one

  • @BloodyBerry369
    @BloodyBerry369 3 года назад +2

    About mistake 2 and 3, I've punched a DM because of these mistakes.... I'm a Wizard lover, he was a guy who hates magic classes.... sad day

  • @SuperBennyFish
    @SuperBennyFish 2 года назад

    Haha the self burn... 🔥

  • @DraconiusDragora
    @DraconiusDragora 3 года назад

    Ok, so the Barbarian must have been at least level 17, which gives a +6 Proficiency, with a Str of 30 for a +10 to Athletics.
    So he must have had quite a lot of +str magical items.
    Or he multi classed into a bard lvl 3 to get Expertise which doubles the Proficiency Bonus to two of your chosen skills which becomes a +12. So he would then have had a strength of 18, to get the +4 for the 17 total.
    Also you forgot that a Nat 20 with Ability Checks also does not mean Automatic Success, same rule applies here.
    A Nat 20 is a Critical Success with Attack Rolls, which either doubles the damage, or you roll double the damage dice (Depends on DM on that rule).
    But with Ability Checks, a Natural 20, is still 20 + Ability Modifier + Proficiency *if* you have that skill as a proficiency.
    Many argue that a Nat20 with Ability checks are Critical Successes, but then Nat1 should also be a Critical Failure on the same basis as with attacks, where Nat20 is an always hit, and Nat1 is an always miss.
    There is ways to get Advantages to Saving Throws, which include the Death Saving throws, also note: Bless you can add a d4 to your attack roll or Saving Throw. Fun thing here is: It is an Enchantment spell, and doesn't require the person to be conscious for it to work, nor do they need to hear, or see the person casting it. And it lasts for 1 Minute (10 turns), and that d4 can be a tie breaker for Death Saving Throws =P

    • @SirSlenderSpawn
      @SirSlenderSpawn 3 года назад

      At 9:15 he states that a bard gave the barbarian a die of inspiration. So it’d be more like Str + prof + inspiration die = 17

  • @Ugliduckie
    @Ugliduckie 3 года назад +2

    So no amount of Bardic inspiration can help you on a death saving throw, but it can on other saving throws? Pretty sure a 1 on any saving throw is an auto-fail. Am I wrong?

    • @MonkeyDM
      @MonkeyDM  3 года назад +2

      1s on saving throws aren't auto failure, only on attack rolls, but they are usually failures. You can use bardic inspiration on a death save, only if you had the bardic inspiration prior to falling unconscious, but if it's a 1 its 2 failures no matter what. It's the only saving throw that functions this way :)

    • @conduit64
      @conduit64 3 года назад +1

      Attack rolls and saving throws are the only time that a nat 1 is an automatic failure regardless of any potential modifiers.

    • @bradfordphelps5365
      @bradfordphelps5365 3 года назад +1

      @@conduit64 normal saving throws cannot be auto failed by rolling a natural 1 RAW. Death saving throws are the exceptions. So for instance, if I have a +12 for a saving throw and roll a natural 1 but the DC is a 13, then I still succeed. ONLY attack rolls and death savings throws have the special Nat 20/1 rolls if you follow RAW

    • @conduit64
      @conduit64 3 года назад +1

      @@bradfordphelps5365 I meant death saving throws.

    • @samuelbroad11
      @samuelbroad11 3 года назад

      Bless spell will also work but not affect the results of a 1 or 20. for Death saving throws only. However, Bladesinger with proficency in con saves, a +2 con (14), 9th level +4prof and dancing with a +3 intelligence (16) would get a +9 on concentration constitution saves, so an auto pass even with a Nat 1 unless the damage was over 21 HP on a single attack.
      Natural 1's and 20's are mentioned twice in the rules, attacking and death saves. Skills, normal saves, other ability checks etc it doesn't matter. technically an Initiative check is a Dex check, having characters autofail on a Nat 1 would mean they never get to act in the encounter!

  • @valintinesmith7807
    @valintinesmith7807 3 года назад

    "You said as per the rules" in regard to casting multiple leveled spells in a turn. Where can I find this rule?

    • @CalamitasDeus
      @CalamitasDeus 3 года назад

      Player's Handbook page 202 under bonus actions.

  • @AlastorNahIdWinRadioDemon
    @AlastorNahIdWinRadioDemon Год назад

    I'm so glad I don't do the normal concentration rules in my games now.
    Edit: I'm so glad I don't do the normal two spells in one turn rule in my games now.

  • @ansalem12
    @ansalem12 3 года назад

    You can hear while unconscious, you just aren't always... well, conscious of it. If you couldn't, loud noises wouldn't wake you up, right?
    Although I'd say literally dying is a special case.

    • @Lurklen
      @Lurklen 3 года назад

      I just don't make a dying person unconscious. They're dying, so they can speak falteringly, maybe even wriggle around a bit. That way people can whisper last words or cry out for help. But that's all they can do. Far more dramatic.

    • @ansalem12
      @ansalem12 3 года назад

      @@Lurklen Seems like a reasonable way to handle it to me. But can a bard give someone inspiration after they're already dying? They only need to be able to hear after all. I don't DM so I haven't really thought about how I'd answer that question.

    • @Lurklen
      @Lurklen 3 года назад

      @@ansalem12 I mean, the bard is probably better off using healing word. Same action, has a limited amount of uses, has the same range. But honestly, if someone whose entire job is kinda to be the hype man, can't inspire you to keep on living, they need another job y'know.
      In other words, no it's not allowed by the rules, but I'd allow it.
      (I also make going to 0 pretty rough though, by using an injury system. You get it based on crits, but there's a threshold to the level of injury. That threshold is removed when you go to 0hp--you are dying from SOMETHING after all. This means my players worry more about preventing someone from going down, because if they just allow it willy nilly, it can lead to a death spiral, so I'm more forgiving of things that pick them back up, as they're still suffering the effects for the rest of the fight, or longer.)

    • @ansalem12
      @ansalem12 3 года назад

      "But honestly, if someone whose entire job is kinda to be the hype man, can't inspire you to keep on living, they need another job y'know. "
      @@Lurklen Haha, yeah that makes sense. For the healing word being better, I was mostly just wondering hypothetically because the video made me curious. I just hadn't ever considered inspiration for death saves before the video.

    • @LocalMaple
      @LocalMaple 3 года назад

      I would say that if somebody wants to say something to the unconscious, they have to make a roll (with disadvantage?) to give a saving throw. Depending on what it is, it can be a straight charisma roll, persuasion, or intimidation.
      Remember the first MCU Avengers film? Hulk roared at an unconscious Tony and frightened him to 1 HP. That was a Nat20 Intimidation.

  • @aldolingua3742
    @aldolingua3742 3 года назад +3

    This guy is my future husband. I don’t care that we live in diferente countries, continents or reality. I don’t even care if he’s not gay or single. He’s my future husband. Period.

    • @pencilbender
      @pencilbender 3 года назад +1

      Unrelated; do you happen to live in stockholm?

  • @bannana422
    @bannana422 2 года назад

    10,000 subscribers... Sigh, I had a laugh watching this, I was stupid late to subscribe but I remember this.
    Went way past that by this point.

  • @Dreadnaught1985
    @Dreadnaught1985 3 года назад

    Your description of readied action seems to have confused it with a reaction... If you ready the attack action, with the trigger, whenever a hostile enters my range, you take the attack action, if for any reason you have multiple attacks (fighter etc) you make however many attacks as you would normally make against that enemy. A reaction attack (attack of opportunity) would B3 different, and I'm not actually aware of any feats or class abilities that allow multiple attacks of opportunity.

    • @MonkeyDM
      @MonkeyDM  3 года назад +1

      Extra attack, page 79 for monks says
      Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action ON YOUR TURN. (emphasis mine)
      The Ready action lets you take the Attack action on someone else's turn, and thus extra attack does not apply, because it's not your turn.

    • @TheRavenofSin
      @TheRavenofSin 3 года назад +1

      A readied action also takes your reaction anyways.

  • @JacksonOwex
    @JacksonOwex 3 года назад +2

    1:29 Actually you can! That is why alarm clocks work to wake people up when they are sleeping!

    • @Angelic_Hero
      @Angelic_Hero 3 года назад +1

      but generally when your unconscious from a cause that would make death saving throws needed the mind generally shuts off either from a lack of something blood/ oxygen or to protect the mind from trauma such as when someone gets knocked unconscious in a car wreck and don't know anything from then till they wake up in a hospital

    • @valintinesmith7807
      @valintinesmith7807 3 года назад

      That depends on the person. I used to box, having been knocked out I still hear things unconscious, not always as clearly tho

  • @niamooresmith2831
    @niamooresmith2831 3 года назад

    Great now you can tell us introverts how to make friends to be able to play dnd

  • @joshuaarmstrong2445
    @joshuaarmstrong2445 3 года назад

    good video!

  • @georgisorev3858
    @georgisorev3858 3 года назад

    I'm recommending you to all m dnd friends

  • @soulslip1988
    @soulslip1988 3 года назад

    This is all null and void if your DM dos not agree with what you are saying, and the hole point of the game is to have fun. If it is not fun then why bother playing.

  • @roberth.4009
    @roberth.4009 3 года назад

    Heheh... years of playing DnD.... that's cute...

  • @goncaotico
    @goncaotico 3 года назад

    all the missiles of magic missile impact at the same time, so it's only one saving throw. Not so sure about Eldritch blast, but I believe it is the same.

  • @AvangionQ
    @AvangionQ 2 года назад

    A whole video on why not to play 5E ... nice.

  • @JacksonOwex
    @JacksonOwex 3 года назад +2

    I have to put an example for the statement below ABOVE IT or few people will actually read it(yay, lazy people)! To better illustrate the point that people CAN fail at what their SPECIALTY is let's look at Fighters(can I stop here and just leave at OOPSIE! No? Ok then let's continue)! Fighters SPECIALIZE in COMBAT/ATTACKING, the ONLY place where 1s, and 20s(you can't critically succeed at ability checks either), matter! If a Fighter fails an attack roll on a 1 a "Rogue"(or any CLASS) should fail their "sneak roll"(or whatever skill check/saving throw) on a 1 as well
    9:06 If everything REALLY relied on that roll that 1 would actually mean something, it did NOT because of some other effect! In reality the barbarian rolled... just because. That STRONGMAN may CRITICALLY FAIL lifting that... well large amount of weight... and tear a muscle trying to do so!

  • @Oath_Of_The_Ancients
    @Oath_Of_The_Ancients 3 года назад +3

    Cleric:alright the bbeg is at its last legs we need our warlock to kill it with toll dead because it ran out of spell slots
    I’ll bonus action cast healing word on the Paladin to stabilize him Then I’ll cast sanctuary on the warlo-
    Dm:n o
    Cleric:why not
    Dm:you can only cast a cantrip after a bonus action leveled spell
    Cleric:you want to to try and sacred flame the bbeg?
    Dm:yes
    Cleric:He got a 21 dex save with a 2 on the die how the fuck do you think sacred flame is gonna work
    Dm:idk you can do nothing
    Cleric:oh cool the entire galaxy is doomed because of this rule

  • @TedJustTed47
    @TedJustTed47 3 года назад

    I'm sorry but if you follow all the rules of the ready action to the letter then you are missing out on a lot of fun the rules for ready to action are stupid.
    If I round of combat is technically all supposed to be happening at essentially the same time why would it cost you all of these extra resources it doesn't make any logical sense... those rules are dumb and Homebrewing them does not unbalance the game.

  • @gustavocunha9125
    @gustavocunha9125 3 года назад

    i like to spice up my games, for example:
    -Rolling a NAT 1 in a saving throw against a spell that does damage, means you'll suffer double damage from a spell (like a critical hit), and rolling a NAT 20 negates the spell effect on you.
    -Rolling a NAT 1 in hability checks still is an automatic failure.
    -Roling a NAT 20 in an attack is awesome, have doubled damage and gives and effect to the targed, i use a special table that i found in reddit.
    -I use spell points instead of spell slots, because it makes sense.
    -Rolling 1's and 2's in a level up means you reroll the die, the least you can have is 3 (good for the wizards tho)
    -When a player kill an enemy, he/she can have narrative control and execute the target as it pleases, if the narration is epic enough i can give bonuses or give the chance to the player to make an intimidation roll as a free action.
    -i dont use concentration, because fuck concentration, you can cast as many spell's as you want, but so does the enemies
    -an readied action lasts until the end of a battle.

    • @Claviceptic
      @Claviceptic 3 года назад +2

      first rule sounds like you want your PCs to die.

  • @DaDunge
    @DaDunge 3 года назад

    3:30 Because DnD really needs to screw martial characters over even more.

  • @lordfelidae4505
    @lordfelidae4505 3 года назад

    Clickbaity and frequently wrong.

  • @jshricks
    @jshricks 3 года назад +1

    First mistake? Playing 5e. Just avoid it.