![]() Allow the wizard to try it, does that mean they automatically can break any lock with a simple cantrip? No. Does it make sense in the context of the game world? I don’t think so. Rules, as written, would mean that you couldn’t use acid splash on the lock. The spell acid splash specifies that it targets creatures. Tip 2: A Dungeon Master should allow spells to have alternate uses You aren’t limited to what the PHB lists in the combat chapter. Remember the core duty of a Dungeon Master is to take what the players do and rationalize what happens. Have actions make mechanical sense in the realm of rules already established in your game world and it becomes much more fun, heroic and tactical. Your player’s desire to be immersed inside the world doesn’t suddenly stop because they are in combat. I had the bead deal four times the number of dice it would normally deal, seeing as the bead was expanding from inside of it. I recently had a rogue swallowed by a worm, she had her hands free, however, and threw a bead of force as far down its innards as she could. That way it’s a situational attack instead of a go-to. Throwing sand in the eyes of a creature may work once, but I wouldn’t rule it as being blinded, I’d give it disadvantage against opportune attacks that round for example. You need to only be wary of easier and easily repeated actions. Especially if it was difficult or could have had consequences for failure. When determining damage and effects from improvised and creative actions, don’t be afraid to dial up the damage and effects. The rogue is now riding a falling creature, have an additional check to determine what they can do in this circumstance to avoid the consequences. Use the above guidelines to determine if the wing is damaged, if it is, great! The wyvern loses altitude, this was the rogues intent. Have the rogue roll a check to make the jump, and then an attack roll on the wing. In this case, the rogue may miss and fall, taking damage. Absolutely allow it and make the player aware of the difficulty involved and the consequences of failure. You can use any of these options or combine them depending on the action.Ī rogue wants to jump from a high cliff, land and grab onto a wyvern’s back and slice through the webbing of its wing. You can also make the creature roll a save with a DC equal to the damage dealt. If the attack hits and deals an amount of damage equal to or higher than a set number, the eye is affected. You could also impose an attack penalty, a -2 to -4 depending on the difficulty of the action. Whatever you choose, make the player aware of the difficulty and see if they still want to attempt the action. Luckily you have many tools at your disposal to rationalize the action. However, letting a simple attack cause a status effect can also be too powerful and easily abused. If a player says I shoot my bow at the troll’s eye and you have them roll a simple attack leaving the eye is unharmed if it hits with no mechanical benefit, it’s disappointing. Tip 1: Fluff should have mechanical effectsįluff for the sake of fluff is nice, but when overused can make it feel as though a player’s choices are largely irrelevant except to alter story descriptors. I truly believe the reason why much of 5E is so simple, is because of how easy it is for a Dungeon Master to twist and bend it into their own. The greatest thing about 5E is house ruling and game modding isn’t a side thing. Every Dungeon Master is different, and the best ones pick and choose ideas that jive with them. ![]() ![]() They aren’t an attack on anyone else’s playstyle. The following is purely my opinion and how I run my games. ![]() It’s important to note, there are very few objectively wrong ways to play D&D. Every Dungeon Master has a mile-long scroll of things they would love to share, myself included.
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