In the decade since the release of 5e players and Dungeon Masters have grown acquainted with the myriad spells and special abilities included in the and later supplements, but many of those spells and features are overly ambiguous, an issue the upcoming revision badly needs to address. Where the third edition era of took a simulation approach to modeling its fantasy world, and 4e took a strong “gameplay first" stance, fifth edition harkens back to even older editions, with more of its content left open-ended, requiring groups to rely on DM judgment too often.
For the groups that play weekly, they have likely developed what are essentially house rules, or at least house judgments, for the parts of the game that provide inadequate clarity. These could include things like how a particular DM addresses which magic item types can function with particular Wild Shape forms, or whether a Beast Master Ranger’s animal companion can Attune to items. Given the number of gray areas in the rules, it can feel like 5e is still unfinished, and fans can hope its successor provides a more comprehensive rule set that gives more answers.
Dungeon's & Dragon's new Player's Handbook has artwork that may indicate a firey inclusion in everyone's future campaigns, which could be huge.
A high fantasy game typically plays fast and loose with physics, as evidenced by ’s handling of atmosphere in , among other things. is a seventh-level spell that specifically allows a caster to play with physics, creating a 100-foot cylinder in which the normal pull of gravity is reversed. The spell obviously has many dramatic applications to change the tide of battle, which is appropriate for high-level magic, but like many elements of 5e, the spell feels incomplete, requiring more DM judgment calls than it should. Any creature within the spell receives a Dexterity saving throw.
A success on the saving throw lets the creature “.” An individual DM could decide that there are no objects that could offer such
Read more on screenrant.com