The creators of Dungeons & Dragons introduced some rules that don't make sense, but they should be used by a DM anyway, as suspension of disbelief is sometimes needed to make the game as fun as possible. The rules in the D&D 5e Player's Handbook aren't intended to accurately reflect reality: they're intended to be the framework for a fun fantasy game. D&D's massive global popularity proves that it does the trick, even if the players need to accept that things won't always make sense.
The reality of the D&D game exists to support the game, which is why everyone walks in increments of 5ft and why rounds of combat last around six seconds. The restrictions will, inevitably, lead to arguments among the DM and the players. These will sometimes manifest in ridiculous demonstrations, with players measuring out 5ft steps, while trying to argue how their character could have totally avoided that attack of opportunity.
Related: D&D: How To Build A Custom DM Screen
D&D 5e has far fewer rules exploits than the older editions of the game, as D&D players used to cheat through loopholes all of the time. Nowadays, players are quick to tell the developers about exploits online, so they can publish an official errata to fix it. It also helps that the developers had nearly fifty years' worth of player data to look at when crafting D&D 5e. This isn't to say that everything is perfect about D&D 5e, as there are still elements of the game that don't make sense, but they exist for the sake of game balance, or to stop things from becoming too frustrating.
Spellcasters in D&D can do some amazing things. All it takes is a single spell to travel between dimensions, transform into a dragon, or unleash a lightning storm on an enemy army. The D&D wish
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