I can't believe they spent that much page space on advantage and disadvantage and didn't tell us what happens when you have two sources of advantage and one source of disadvantage. Seems like a pretty obvious question to ask. The two or more advantages and advantage and disadvantage cases are covered, but what happens when both are true is left unstated. But yeah, it's not really much different from a minor bonus. So while it might be a cool gimmick, it doesn't really
matter in any real way.
They still can't tell me how Wisdom and Charisma are different:
The DM commonly asks you to use Wisdom when you make a saving throw to resist being charmed or frightened, to see through an illusion cast upon you, or withstand an attempt to influence you.
...
The DM commonly asks you to use Charisma when you make a saving throw to resist certain magical compulsions, especially those that would overcome your sense of yourself.
I'm not really sure how a "charm or frighten" is different from a "magical compulsion".
Still using the 4e Monster XP grinding mechanics. Those are terrible. They were terrible in AD&D, they were terrible in 4th edition, and they are terrible now. It's a dreadful anachronism.
I understand why they decided to call "moving across the ground with your feet"
walking, but they had to have realized that the statement
If you walk at least 10 feet and then make a high jump, you rise a number of feet into the air up to 3 + your Strength modifier.
...sounded fucking retarded. The very moment your rules end up saying talking about getting a walking start for high jumps you need to rework your terminology.
The Stealth rules are the same crap we've been served up since 3e began. At least moving silently and hiding are one check. A check that automatically fails if you ever have less than 50% cover versus any guard even transiently, but whatever.
The rules for "exploration" don't actually have any
rules for exploring. You find things with magic teaparty, and only combat movement rates are meaningfully given. The rules for searching are:
- You tell the DM what you're doing to search things.
- The DM decides how long that will take by pulling an amount of time out of his ass.
- The DM determines whether your description of search techniques will give you an automatic success or automatic failure at finding it. Or he might decide to let you make a Wisdom check, you know, whatever.
That's it. So Magic Teaparty time against Magic Teaparty success chances, and the DM may or may not make (allow) you to roll a Wisdom check.
-Username17