Dungeons & Dragons is full of rules, and with so many rules to remember, it's no wonder some players and DMs get a few wrong. Sometimes players stick to one specific class for a while then forget how certain things work when making a new character. People can play D&D for years and then suddenly realize they have been doing a particular thing incorrectly.
Rules are used in D&D to govern everything from combat to downtime to make sure that everyone at the table is on equal footing. The current rule set for D&D is the 5th edition, and it is not uncommon for long-time players and DMs to confuse rules from previous editions. This can create problems when different people at the table are referencing different rule sets.
Related: D&D Rules That Break The Game But Aren't Technically Cheating
Combat and spell mechanics are the rules that trip players up the most. Not every player will have every rule memorized, so mistakes are often inevitable, but some areas cause confusion more than others. These D&D rules are some of the ones that nearly everyone has gotten wrong at least once.
Attacks of opportunity occur when a player moves out of an enemy's combat reach or vice versa. These opportunity attacks take up that character's reaction for that combat round. The attacks happen just before the player or enemies move out of the other's reach, thus allowing D&D players using feats like Sentinal to take effect. There are ways to get around attacks of opportunity, such as taking disengage as an action or bonus action if playing as a Rogue. Teleporting is another way to move without triggering an attack of opportunity, such as using spells like misty step.
Many players and DMs go wrong with attacks of opportunity by not knowing what
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