168澳洲幸运5开奖网:Dungeons & Dragons and rules lawyers go hand-in-hand like peanut butter and jelly. You can have one without the other, but they very often come together. Despite the tendency for players to think they know all of the rules in the Dungeon Master's Guide, many rules are misplayed at tables everywhere time and time again.

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This is likely a result of the large majority of players and dungeon masters never taking the time to sit down and actually read through the Dungeons & Dragons source material. It's not required reading by any means, but anyone interested in rules lawyering ought to at least have read the books. Pet peeves aside, today we'll look at some of the most commonly misunderstood rules in D&D.

6 𒆙 Darkvision 🍃

6-Dungeons and Dragons-Keys from the Golden Vault

This common character ability has become the source of a variety of memes as well as the scorn of beginner dungeon masters. Like the ability reads, creatures with darkvision gain the ability to see in the dark. In almost all cases, a character's darkvision goes out to a range of 60 feet.

While most tables run darkvision as the ability to see in the dark just as well as you might in the light of day, this isn't actually how it works. Taking a closer look at darkvision and the rules for lighting, we can determine that darkvision allows you to see in the dark, but not as well as in broad daylight: "A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light."

In another section of the DMG, the effects of dim light are defined as imposing disadvantage on Perception checks made with the area. Consequently, even PCs (player characters) with darkvision still make Perception checks at disadvantage in darkness. They also can't perceive colors if there's ever a reason for that to come up.

5 Surprise

Dungeons And Dragons - Ghosts Of Saltmarsh Cover Art of boats being attacked by sea beasts
Ghosts Of Saltmarsh By Greg Rutkowski

This rule is commonly misunderstood due to it functioning quite differently in previous editions of the game. The first thing to understand is that, in fifth edition, there's technically no such thing as a "surprise round." Instead, surprise is a condition that creatures can be affected with if another character 168澳洲幸运5开奖网:gets the drop on them.

When combat begins, "the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter." In other words, surprise affects each creature in a combat differently based on their own passive Perception scores when compared against the enemy's Stealth check.

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This means that the Rogue and Cleric in your party𓂃 might avoid being surprised, while the Fighter and Wizard are caught off guard, for example. The same can be said for the enemies you face — they may see their frontline attackers surprised, while the priests traveling with them notice your party.

4 Ranged🌺 Attacks 🅘

A blue dragon attacking a human in a plateau
Dragons of Stormwreck Isle Cover Art By Ilse Gort

Here's an incredibly common one that everyone should know. Any ranged attack made while an enemy is within five feet of the ranged attacker is made at disadvantage. It's a quite simple rule, but one that people very commonly overlook.

The importance of this rule is hard to understate as, without it, there would be no reason t❀o prefer melee to ranged attacks. Attacks made from afar are good enough as it is, so throw your melee players a bone by correctly adjudicating ranged attacks.

3 Two-Weapon Fighting 𓄧

Drizzt Do’Urden by Tyler Jacobson.
Drizzt Do’Urden by Tyler Jacobson.

Due to the way the rules are worded, Two-Weapon Fighting in Dungeons and Dragons 5E isn't ideal for most classes (Rogues being the exception). Nonetheless, many players love to live the fantasy of a whirling dervish type character who deals out death from multiple weapons. For these players, it's important to note the specifics of this favorite.

Without character modification from feats, Two-Weapon Fighting says, "When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus at🦂tack, unless that modifier is negative."

What makes this one confusing is that there are a couple of different features that improve Two-Weapon Fighting to function better. The Two-Weapon Fighting style allows you to add your ability modifier to the damage of your off-hand attack, and the Dual Wielder feat removes the restriction that you be holding two w🔯eapons with the light property.

2 Climbing

Mountains like claws with clouds behind and snow in front
Mountain by Sarah Finnigan 

Here's a super common ability check misuse that you'll find at most tables. Many players tend to ask their dungeon masters whether they can use Dexterity (Acrobatics) in an attempt to climb something. While this flies in many games, the RAW (Rules As Written) make no mention of Acrobatics being usable for this feat. Instead, it's the Strength (Athletics) ability that is supposed to be used for ascending vertical distances.

"Your Strength 🌳(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off."

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Meanwhile, Dexterity (Acrobatics) checks are reserved for keeping your footing in sticky situations like walking a tightrope, balancing on a rocking ship, or performing a stunt. While it might seem like a kindness to allow players to make Acrobatics checks to climb, all you're really doing is making Strength-based classes weaker. We're sorry about this one Barbarians, Fighters, and Paladins.

1 𒉰 Spellcast𝓰ing

meteors fall from sky fireballs tiefling gnolls
Meteor Swarm by Olivier Bernard 

Last but certainly not least, many players fail to realize that you are only capable of casting one leveled spell between your action and bonus action each turn. In other words, you can't cast Misty Step with your bonus action and follow with a Fireball using your action.

In the Casting Time section of the Player's Handbook under Bonus Action spells, it reads, "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."

That being said, there is one way to cast multiple spells on a single turn. A spellcaster who multiclasses into Fighter and gains the Action Surge feature can use the action gained from action surge to cast a second leveled spell with a casting time of an action without any restrictions. Don't let your DM know we told you.

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