The TOP 10 most common Mistakes made in D&D 5e
Hello, fellow Nerdarchests…
I recently found this blog talking about mistakes made in D&D 5e. You can find the original article on the Dungeon Master’s.com or by clicking- here. I wanted to share some of the highlights as well as give some people insight on good things to know to make their games run smoother. Hope its helpful.
If you’re like me you’ve been playing D&D a long time and 5e is not your introduction to this wonderful game. And if you’re like me you haven’t read every single page of the PHB and DMG. You’re an experienced player, you know what’s what. You rely on your experience and looks stuff up when you need to (good luck finding it in the PHB index).
However, as I play with more and more new players I find that many of the rules I thought were the same in 5e as they were in previous editions are not exactly the same. Many are quite similar but because I hadn’t taken the time to look them up I was doing things incorrectly. That’s not to say these errors broke the game, but if I’m doing things in a way that is contrary to the actual Rules As Written (RAW) that may cause confusions and lead to arguments in real life. Better to get it right and share that knowledge with others who didn’t know.
So to help all those experienced players like me who haven’t read the rule books cover to cover, I’ve compiled a helpful list of common mistakes I’ve seen or done when running or playing 5e D&D. This isn’t an exhaustive list, but it covers the most gross violations and misconceptions. And to assure you that everything I say in the article below is correct, I’m even going to site page references from the PHB as applicable.
1) Surprise!
Repeat after me “There is no such thing as a surprise round in 5e.” Don’t believe me, look it up. The first round of combat can function differently than normal if some creatures (friendly or hostile) are surprised. This is usually based on who’s hidden and who’s not, but there are other factors. Don’t even get me started on the Ambuscade action Rangers get in the Unearthed Arcana article. That’ll just make your head hurt.
(PHB pg. #189)
2) Initiative
Two players and a monster all roll the same number on initiative. Who goes first? In previous editions ties were settled by the Dex modifier or Dex score. In 5e that’s not the case. When players get the same result on their initiative check, it’s up to them to decide amongst themselves who goes first. The Dex score, the Dex modifier, and even the number on the d20 are all irrelevant. They just talk it out and decide. Of course if they can’t decide then they can roll off or find some other way to settle the dispute. Likewise if a bunch of monsters get the same result the DM can decide what order they go in.
Now I remember reading somewhere that when the DM and players tie the players ALWAYS go ahead of monsters. I’ve scoured through the PHB and AL Players Guide and I can’t find that written anywhere. Maybe it was something that was in the D&D Next play test? In any case, I’ve been applying this rule since 5e was launched and it’s worked very well. If anyone knows where this “rule” came from, please let me know in the comments below.
(PHB pg. #189)
3) Movement
Movement has changed (for the better) in 5e D&D. You can now move throughout your turn. You can move, attack, move some more, attack some more, move again, attack again using your bonus action, and move even more. You’re no longer forced to do all your moving at the beginning or end of your turn. Break it up into 5 ft increments and use them when you need to. Just be sure you understand how opportunity attacks work (more on that below).
One other thing about movement is the Dash action. This replaced the double-move common in previous editions. Think of movement in 5e as a pool of steps. When you take the Dash action you get more steps added to your pool. So a Rogue can use their cunning action to Dash as a Bonus action (adding to their pool) and then use their action to Dash (adding to their pool again).
(PHB pg. #190)
4) Bonus Actions
Many players who came from 4e liken bonus actions to minor actions. Although they are similar, they are not the same.
◾You cannot downgrade your action or your move to take a second Bonus Action. You get one bonus action per round; that’s it.
◾Many bonus actions can only be taken when you do something specific with your action. For example, if you make a melee weapon attack with your action, you can then make one off-hand attack as a bonus action. You cannot make the off-hand attack if you do something else with your action, like Dodge or drink a potion. (PHB pg. #189)
5) Opportunity Attacks
The 5 ft step or shift is no longer a thing in 5e. If you back away from an enemy, moving out of their threatened area then that enemy can take a free swing at you (what we like to call an opportunity attack). Once inside a monster’s threatened area (usually all squares adjacent to that enemy) you can move freely wherever you want as long as you remain within their reach. So if you’ve got the speed you can literally run circles around an enemy and they will not get an opportunity attack. Remember that in 5e each creature only gets one reaction so if they take an opportunity attack against you they won’t get one against your ally when he runs away. Unless the enemy goes between you and your ally, then you’ve got a problem.
In 5e fewer things provoke opportunity attacks than in previous editions. For example, if you stand up from prone, an adjacent enemy does not get an opportunity attack. And if you make a ranged attack, an adjacent enemy does not get an opportunity attack – however, you do have disadvantage on the attack roll.
Can’t find a local D&D game? Check your library
If you’re struggling to find a game of Dungeons & Dragons in your area, you might try your local library. For some time a number of libraries have been offering room and time for D&D, sometimes even providing Dungeon Masters for those who want to...
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The Mystery Your Missing in D&D 5e…
Hello fellow Nerdarchists, Hope to see you all having awesome game sessions! In this article I wanted to address the common problem that a lot of game masters have trying to keep their players engaged by using the elements that are at the core of the RPG and that is… Mystery!
I have been recently tasked with running a large group of new gamers and teaching them the game of the newer Dungeons & Dragons 5e. So, with more players added I found it hard to keep each player involved on a personal level as well as how to keep the game sessions intriguing. I wanted to share with you a few tricks I learned about how to use Mystery as a tool to keep everyone happy and having a good time. On a side note, I usually don’t feel comfortable running a game for more than five players so with seven players it has become a bit of a challenge. So let’s get started…
First, I in general character backgrounds are normally a great way to engage players, but when you have seven people at the table it can become a bit overwhelming. Luckily for me my custom game world “Dark Myth” had a built-in way for me to deal with this being a Time Line. The time line in a game setting can be an easy way for players and DMs alike to quickly and easily come up with back stories to link things together. Also it can leave quite a bit of room for mystery such as “Why, did the war start in the first place?” or “Who is the spy” and many more. Questions like these can lead to a whole plethora of time-line related mysteries to keep gamers on the edge of their seats!
The Dance Macabre- Out of the Box D&D Encounters #5
Introduction:



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Introduction:
To Game or Not to Game?
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Gaming like a box of chocolates: D&Dizing Forrest Gump

Run, Forrest, run! The Mobile Feat in action.
Yes, this week I’m doing something silly. The idea occurred to me during a recent road trip. Behind the wheel of a car for hours on end, I had to have something to think about, and a Fifth Edition D&D version of Forrest Gump came to mind. Once I started thinking about it, Gump has a lot more talents than I initially thought.
And to be clear, all references are to the movie version of Forrest Gump, as I’ve not read the books the character is based upon.
I’ll provide some explanations below, but first, his stats:
Forrest Gump — D&D style
“All That Remains” Out of the Box D&D Encounters #3
Introduction:
Out of the Box D&D Encounters #3 – “All That Remains.”
Kickstarter Behemoth is this the new Tarrasque
I try not to share too many Kickstarter projects here, but every once and a while I feel that a project is
worth sharing. Over the years Dungeons and Dragons as well as Pathfinder have released a number of large or should I say gargantuan miniatures. Most of the miniatures I have that get big are Dragons.
Lets face it the game many of us play is called Dungeons and Dragons so why make the other stuff? We as players all want to face down the big bad monsters, save the world, get the treasure and save the girl.
The biggest monster that anyone has put out was the Colossal Red Dragon. It is a wondrous figure and I am happy to say that I do own one. The dragon can actually hold a standard size human in one claw and I typically store one there for fun.
But if you want to deal with something other than dragons what are you options. Not many and there
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Nerdarchy Revises the 5th Edition Beast Master Ranger
Hello everyone. Now those of you who like the Beast Master as is written in the Dungeons and Dragons 5th Edition Players Handbook can just just consider the options listed below. If you feel, as Nerdarchy does, that the Ranger Beast Master does not hold up in comparison.
So as we see it here are the issues.
Shared Actions. While mechanically this is to make sure that the Ranger with an animal companion is not performing better than the fighter, which is supposed to be the optimal fighter type. Or doing more damage than the Barbarian which is supposed to be the high damage dealing warrior type.
Spell casters have the ability either by magical summoning or by magical control they do not have to give up their action in order for the other to perform their control. We also cannot over look things like familiars which have the ability to act on their own as well.
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Buyers Guide- 5E D&D for Dungeons and Dragons for Beginners
Nerdarchy has been asked many times what do I need to play Dungeons and Dragons 5th Edition. Before I get into that last week we covered non combat encounters.
Dungeons and Dragons RPG has been around for a long time. For as long as it has been around to be a player all you need is a players handbook and a set of polyhedral dice. You can grab the products here.
The players handbook has all the rules you need to play the game with loads of race and class options. With the many different races and a dozen classes there are more options then a person can play over the years.
So lets actually talk some numbers. If you count subraces you can technically play 24 different races. That is a ton of options. While there are 12 different classes in 5th edition Dungeons and Dragons they have options within each class giving you even more options and flavor. If you count all the archetypes available you actually have 40 choices in classes. So if you want to count alignment out of the equation that is potentially 960 mechanically different race class combinations. If you do add alignment into it is over 8500 possible combinations.
Rethinking Finesse in 5th Edition D&D
A brief history of Finesse
The idea of using Dexterity to influence melee attacks in Dungeons & Dragons officially came about in Third Edition D&D with the Weapon Finesse Feat. Before that, all melee attacks were based upon Strength unless one’s DM came up with a house rule. For the first time, this allowed lighter combatants to stand toe to toe against heavier opponents, at least if wielding a rapier, dagger or a handful of other weapons.
Along comes Fifth Edition, and instead of making Finesse a Feat, it becomes a property of particular weapons (All in all, I personally consider this an improvement, though I have a quibble or two I’ll mention later). However, there is a subtle difference between how Finesse works in Fifth Edition than in earlier editions.
In Fifth Edition D&D, Finesse weapons use not only Dexterity, but can also use Strength. This might seem a minor difference, but it can be an important one.
The Fifth Edition Difference
The notion of Finesse as a Dexterity modifier for attacks seems to continue to hold, at least in my experience. Most wielders of Finesse weapons tend to be of the lighter sort, your Fighters with rapiers, Rogues with shortswords and daggers, etc. This makes a certain amount of sense because the majority of Finesse weapons are of the lighter sort and more fitting to agile combatants.