Struggling with tabletop RPG rules? You're not alone. Here's a quick guide to common mistakes and fixes:
- No "surprise round" in D&D 5e
- Can't cast multiple leveled spells in one turn
- Movement in combat is flexible - split it up
- Opportunity attacks only when leaving reach
- Concentrate on one spell at a time
- Short rest takes 1 hour, not 5 minutes
- Death saves at start of turn, not end
Key takeaway: Rules shouldn't bog you down. Focus on fun and player engagement.
Quick Comparison:
Rule | Common Mistake | Correct Rule |
---|---|---|
Surprise | Special "surprise round" | Some creatures surprised in first round |
Spell Casting | Two leveled spells per turn | Bonus action spell limits main action to cantrip |
Combat Movement | Move, attack, stop | Split movement throughout turn |
Opportunity Attacks | Any movement near enemy | Only when leaving enemy's reach |
Concentration | Multiple concentration spells | One concentration spell at a time |
Short Rest | 5 minutes | 1 hour |
Death Saves | End of turn | Start of turn |
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Basic Rule Mistakes
Let's look at some common slip-ups even experienced players make with TTRPG basic rules. Fixing these can really boost your game.
Actions in Combat
Combat's where the action is, but it's also where rules often get mixed up.
No "Surprise Round": Many think there's a special "surprise round" at the start of combat. Nope, not in D&D 5e. Instead, some creatures might be surprised in the first round, affecting what they can do.
Flexible Movement: You're not stuck moving, then attacking, then freezing. In 5e, you can split your movement throughout your turn. Luke Hart from The DM Lair says:
"The immediate benefit of having more options during combat is that combat gets more interesting."
You can move, attack, move again - opens up a whole new world of tactics.
Spell Rules
Spellcasting? It's a magical minefield of potential rule mix-ups.
Bonus Action Spells: Think you can cast multiple leveled spells in a turn? Think again. If you cast a bonus action spell, you can only cast a cantrip with your main action.
Concentration Confusion: You can only concentrate on one spell at a time. Cast another concentration spell? The first one's gone.
Spell Components: Those verbal and somatic components aren't just for show. They matter if you're tied up or can't speak.
Moving in Combat
Movement in combat is more flexible than you might think.
The Dash Action: Forget the old "double move". Dash lets you move up to twice your speed as an action. More flexibility, more fun.
Opportunity Attacks: These don't happen as often as they used to. In 5e, they only happen when a creature leaves an enemy's reach, not for moving within it or standing up.
Using Skill Checks
Skill checks are key, but they're often misused or forgotten.
Combat Skills: Don't forget, skills can spice up combat. Luke Hart suggests:
"Introduce a combat skill system that allows players to use different skills from their character sheet in combat, providing more options and making combat more interesting."
Maybe use Intimidation to scare an enemy, or Animal Handling to calm your spooked horse mid-battle.
Passive Checks: Don't overlook passive skill checks, especially Perception. They can spot hidden threats without you even rolling.
Combat Mistakes
Let's dive into some common combat errors in D&D and how to fix them. Trust me, even veteran players mess these up sometimes!
Turn Order Rules
First things first: there's no "surprise round" in D&D 5e. Nope, it doesn't exist. Instead, some creatures might be surprised in the first round. Big difference.
What about initiative ties? For players, it's simple: duke it out amongst yourselves. For monsters? The DM calls the shots. Easy peasy.
Attack Roll Errors
Attack rolls are the meat and potatoes of combat, but they're easy to botch. Here's what you need to add:
- Ability modifier (usually Strength or Dexterity)
- Proficiency bonus (if you know how to use the weapon)
- Magical bonuses (if your weapon is fancy)
And don't forget about advantage and disadvantage. They can make or break your attack.
Opportunity Attacks
Opportunity attacks are tricky. They ONLY happen when a creature LEAVES your reach. Moving within reach or standing up? Doesn't count.
Here's the kicker: you get ONE reaction per round. That means one opportunity attack, period. Choose wisely!
Got the Polearm Master feat? Lucky you. You can make an opportunity attack when a creature ENTERS your reach with certain weapons.
Bonus Action Rules
Bonus actions are a whole can of worms. Remember:
- You get ONE per turn
- You can't turn your action into a bonus action
- You can use it before or after your main action
- Not everyone has a bonus action every turn
- Bonus action spells have special rules
Get these right, and you'll be a combat machine. As one player told me, "Knowing these rules inside and out can really up your game on the battlefield."
Character Ability Errors
Let's talk about some common character ability mistakes and how to fix them.
Proficiency Rules
Proficiency bonuses are often misunderstood. Here's the deal:
You can use any weapon, even without proficiency. But you won't get that proficiency bonus on attack rolls.
A wizard swinging a longsword? Not great. No proficiency bonus, plus wizards usually have low Strength. As ftl, a D&D player, says:
"Yes, a character can use weapons they're not proficient in, and the main effect is that they wouldn't get their proficiency bonus."
Armor's different. Wear armor you're not proficient in and you're in trouble. Disadvantage on Strength or Dexterity ability checks, saving throws, and attack rolls. Plus, no spellcasting. Yikes.
Multiclass Rules
Multiclassing can be tricky. Here's what to remember:
1. Ability Score Requirements
Each class has minimum ability scores. Here's a quick rundown:
Class | Minimum Ability Score |
---|---|
Barbarian | Strength 13 |
Bard | Charisma 13 |
Cleric | Wisdom 13 |
Druid | Wisdom 13 |
Fighter | Strength 13 or Dex 13 |
Monk | Dex 13 and Wisdom 13 |
Paladin | Strength 13 and Cha 13 |
Ranger | Dex 13 and Wisdom 13 |
Rogue | Dexterity 13 |
Sorcerer | Charisma 13 |
Warlock | Charisma 13 |
Wizard | Intelligence 13 |
2. Level Distribution
Don't split levels evenly. You'll miss out on high-level abilities. Consider focusing on one class before dipping into another.
3. Proficiency Bonus
Based on total character level, not individual class levels. A Fighter 5/Wizard 3 has the same proficiency bonus as any level 8 character.
4. Spellcasting
Prepare and know spells for each class separately. Spell slots can increase based on a combined calculation.
The D&D Player's Handbook puts it well:
"You'll sacrifice some focus in exchange for versatility."
Combining Character Features
The rule: features with the same name don't stack, but different named features do.
Two Stealth check bonuses? Take the higher one. A Stealth bonus and a Dexterity check bonus? Those stack.
Gray Mouser, a D&D player, nails it:
"Everything in the game stacks, unless we're talking about two instances of the same thing."
Equipment Rules
1. Weapon Proficiency: Use any weapon, but without proficiency, no bonus to attack rolls.
2. Armor Proficiency: Stricter. Using non-proficient armor means penalties and spell failure.
3. Magic Items: Don't count for multiclassing prerequisites. That Belt of Giant Strength won't help you become a Barbarian.
Jaysburn, another D&D player, reminds us:
"The average wizard has 0 reasons to get into melee combat and several good reasons not to do so."
Stick to your character's strengths for a better game experience.
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Map and Terrain Rules
Let's talk about map and terrain rules. These can trip up even experienced players, but getting them right makes battles more exciting and exploration more fun.
Difficult Terrain
Difficult terrain is a game-changer. Here's what you need to know:
Moving through difficult terrain? Each foot costs you an extra foot.
In other words, you're moving at half speed. This can create some interesting situations in combat. As one DM put it:
"Add some cover to a fight, and suddenly that easy battle becomes a real challenge."
Difficult terrain could be a dense forest, a swamp, or even a room full of rubble. When you're planning travel, don't forget to adjust for terrain. Here's a quick look at standard travel speeds:
Pace | Per Minute | Per Hour | Per Day |
---|---|---|---|
Fast | 400 feet | 4 miles | 30 miles |
Normal | 300 feet | 3 miles | 24 miles |
Slow | 200 feet | 2 miles | 18 miles |
Difficult terrain? Cut these speeds in half.
Cover Rules
Cover can be a lifesaver in combat. There are three types:
- Half Cover: +2 to AC and DEX saves
- Three-Quarters Cover: +5 to AC and DEX saves
- Total Cover: Can't be targeted directly
Not sure how much cover someone has? Here's a quick trick: Count the corners of the target's square that the attacker can't see. 1-2 blocked corners? That's half cover. 3-4? Three-quarters cover.
Area Effects
Area of Effect (AOE) spells can turn the tide of battle. But there's one rule that often gets forgotten:
Total cover blocks AOE spells.
That means a wall between you and the origin of a fireball will keep you safe (unless the spell says otherwise).
Distance Rules
Measuring distance accurately keeps the game fair. In D&D 5e, you've got two main options:
- Grid: Each square is usually 5 feet
- Theater of the Mind: More flexible, relies on the DM's judgment
If you're using a grid, remember the "every other diagonal" rule. The first diagonal is 5 feet, the second is 10 feet, and so on.
Getting these rules right can make your game more dynamic and immersive. So next time you're setting up a battle or planning an expedition, keep them in mind!
Right vs. Wrong Rules Table
Let's clear up some common TTRPG rule mix-ups. Knowing these can make your game run smoother:
Rule | Wrong | Right |
---|---|---|
Surprise Round | Special "surprise round" at combat start | No surprise round in 5e. Some creatures might be surprised in first round |
Casting Multiple Spells | Two leveled spells in one turn | Bonus action spell? Main action must be a cantrip |
Movement in Combat | Move, then attack, then stop | Split movement throughout your turn |
Opportunity Attacks | When moving within reach or standing up | Only when a creature leaves an enemy's reach |
Concentration Spells | Concentrate on multiple spells | Only one concentration spell at a time |
Short Rest | Takes 5 minutes | Takes 1 hour in 5e |
Death Saves | Made at end of your turn | Made at beginning of your turn |
Here's what you need to know:
No special surprise round exists in 5e. Some creatures might be surprised in the first round, but that's it.
Forget the idea that you HAVE to move, then attack, then stop. You can split your movement throughout your turn. It's way more flexible than you might think.
Luke Hart from The DM Lair puts it well:
"The immediate benefit of having more options during combat is that combat gets more interesting."
Spell casting has limits. Cast a bonus action spell? Your main action spell MUST be a cantrip. It's all about balance.
Concentration is a big deal. You can only concentrate on ONE spell at a time. It keeps those powerful ongoing effects in check.
And don't forget: a short rest isn't just a quick breather. It's a full hour in 5e. This impacts how often characters can use certain abilities.
Keep these rules straight, and your game will flow much smoother. Happy gaming!
Changing Game Rules
Want to spice up your tabletop RPG? Tweaking the rules might do the trick. But hold on - it's not as easy as it sounds. Let's explore how to change rules without wrecking your game.
When to Change Rules
Sometimes, the rulebook just doesn't cut it. Maybe a rule is slowing things down, or your group hates a certain mechanic. That's when you might want to shake things up.
Don Mappin, an RPG pro, says:
"Make sure there's a good reason. It seems obvious but unless there's a really strong need to modify the rules... do so only in the direst of situations."
Think about changing rules when:
- A rule keeps causing fights
- Something's making the game drag
- Your group thinks a rule sucks
- You want the game to fit your group better
Making House Rules
Creating house rules is tricky. The secret? Keep it simple. Fancy rules can mess up your game and confuse everyone.
Here's how to make good house rules:
1. Spot the problem
Figure out exactly what's bugging you.
2. Think up solutions
Come up with a few ways to fix it.
3. Go for the easiest fix
Remember, simple is better.
4. Give it a shot
Try out the new rule and see what happens.
5. Tweak if needed
Be ready to change or ditch the rule if it's not working.
Don Mappin hammers home the point about keeping it simple:
"Simplicity trumps complexity, all things being equal. Or, in other words, Keep It Simple, Stupid (KISS)."
Group Agreement
Changing rules isn't a one-person job. You need everyone on board. Here's how to do it:
- Tell your group why you think a rule needs to change
- Show them your new rule idea
- Listen to what they think
- Vote on it
Remember, TTRPGs are team games. As one expert puts it, "The goal of the house rule is singular: have more fun."
Keeping Games Fair
When you're messing with rules, you've got to keep things fair. Here's how:
- Think about how the change might affect different characters or play styles
- Start small - change one thing at a time
- Use the new rule for everyone, players and NPCs alike
- Check in with your group after a few games to see if it's working
And hey, it's okay to admit when a house rule sucks. Be ready to change it up or go back to the old way if it's causing more trouble than it's worth.
Conclusion
TTRPGs are a blast, but nailing the rules can be tricky. We've covered a lot about common rule mistakes and fixes. Here's the bottom line:
Rules shouldn't be roadblocks. The point is to have fun, not get bogged down in debates. One expert puts it this way:
Focus on enabling player agency, engagement, and fun above all else. That's how you create an amazing DnD experience.
When in doubt, keep it simple. RPG pro Don Mappin says:
Simplicity trumps complexity, all things being equal. Or, in other words, Keep It Simple, Stupid (KISS).
Talk to your group about rule changes. Get everyone on the same page. After all:
The goal of the house rule is singular: have more fun.
Be ready to change or ditch rules that aren't working. It's okay to admit when a tweak isn't helping.
Knowing the basics, like spell casting limits and combat movement, can seriously level up your game. Luke Hart from The DM Lair notes:
The immediate benefit of having more options during combat is that combat gets more interesting.