Each side on a d20 has a 5% chance of happening, so you will hit an AC of 10 85% of the time and miss 15% (3 x 5) of the time. Without any form of advantage and a +6 modifier to our roll, you need to roll at least a 4 to hit an AC, which excludes numbers 1-3 as successes.
I made this assuming that most players will have a 16 in their best stat and assumed a proficiency bonus of +3, which is where much of the game takes place for players that don’t have long-running campaigns or don’t start at a higher level. Here’s a table comparing how often a player will hit a creature with a certain Armor Class. Let’s analyze how this would affect gameplay. I don’t want to post this as a catch-all variant and leave it at that, though. If a creature has advantage and disadvantage, add the bonus and penalty together to reach the total modifier to the roll. Disadvantage imposes a -2 penalty to their d20 roll, and an additional -1 for each additional instance of disadvantage. Each additional instance of advantage adds a +1 bonus to the d20 roll. Whenever a player gains advantage, the player instead gains a +2 bonus to their d20 roll. This variant plays more like 3rd edition, where stacking bonuses was not only encouraged, but imperative to success. We came up with an idea that promotes an increase in design space as well as rewarding strategy without tilting the game to the breaking point. When I talked to Mike Mearls after meeting him at Hascon, part of our discussion regarded this and its limitations to design space. Normally, Advantage and Disadvantage cancel each other out and don’t stack. DnD 5e homebrew short rest variant rule Dungeons and Dragons Once a player benefits from a Quick Rest, they must complete a short or long rest before they can do so again. For instance, a bard’s Song of Rest will grant its bonus hit points for players who spend HD during the Quick Rest.
The designers never commented on this aspect, but their posts about Hex make me believe you can indeed carry it through a rest, and benefit from the rest.Do you find your players tiring too easily mid-dungeon but don’t want them to take a short rest? Perhaps it would be too dangerous to rest but the players are lacking in too many resources, or maybe a short rest would prove too forgiving in the circumstance. I'd argue reading would require a similar amount of focus as concentrating on a spell. Hort rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. The answer to this question seems to be yes also, as: There has been some question on forums about the reverse, that is "Can you really rest if you are concentrating on a spell?" Unless you fall asleep, you are able to maintain concentration on the spell. The following factors canĬasting another spell that requires concentration. Normal activity, such as moving and attacking, doesn't The only things that break concentration are listed in the PHB, the PHB says on 203-204: