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10 Dungeons & Dragons Rules Everyone Forgets

Dungeons & Dragons is as popular a game as ever, and the roleplaying adventure has even transcended the typical response of "You play what?" in casual conversation. More people are jumping into the fray and there's less of a stigma surrounding the tabletop fantasy. Adventurers are roaming in droves to find the nearest dungeon and the best loot, and Dungeon Masters are working feverishly to produce the most epic narratives. Warriors, wizards, rogues, and rangers are all pursuing glory. But they may not always be following the rules! We've compiled some of the most frequently ignored or forgotten rules in Dungeons & Dragons.

RELATED: 10 Dungeons & Dragons Rules That Dungeon Masters Should Pretend Don’t Exist

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10 Inventory Management

Wait, I don't have any arrows left? What do you mean? And I can't walk because I'm carrying too much gold? That's absurd. I'm a barbarian. Encumbrance is never a problem for me! Inventory management is easily one of the most overlooked or forgotten elements in D&D. There are so many factors to keep in mind. Are there enough rations in your pack for the journey ahead? Did you pick up your crossbow bolts after the fight was over? Do you have enough money left over to stay the night at the inn? These small details slip away from even seasoned veterans at times.

9 Long Rests

A long rest lasts twenty-four hours. That means you won't recuperate and regain spent abilities until a full day has passed. Yeah... that doesn't happen very often. Dungeon Masters and campaigners alike abuse this rule constantly.

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Hmmm, we're all about to die and we have no special powers left. Long rest, guys? Sure. Properly abiding by the restrictions for long rests can interrupt the flow of a session, so it falls by the wayside. Somewhere in a ditch beside a drunk orc and a dead hobgoblin is a memory of what a long rest should really be.

8 Spell Components

Pretty much every spell requires that you use components in the casting process. More complex spells require rare components, but all spells have a set list of ingredients with varying properties to properly execute a spell. Do players remember to accommodate that specification in the rulebook, though? About as much as they consider the weight of the five different armor sets they carry in their pack. Some Dungeon Masters or players deign to ignore this rule, but others just forget its existence entirely. You'll never be able to use your Fireball if you don't have bat guano and sulfur!

7 Concentration

Spells are an integral part of the Dungeons & Dragons experience, so forgive us for spending two entries on them, but concentration is a rule that fades away once the adventure begins. Particular spells or enchantments call for the spellcaster to maintain concentration for the effect to stay active.

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If you're going to telekinetically move objects or creatures around, it would make sense that you need to be continuously thinking about it. You probably can't spar with an enemy at the same time. It seems that to remember the rule about concentration, you have to *gasp* concentrate.

6 One Bonus Action Per Turn

I've got all of these awesome bonus actions, and I want to use them all this turn, said everyone ever. Halt, you foolish adventurers! You cannot simply perform actions because you're able to. You must pick and choose. One bonus action per turn. That's it. No more. It doesn't matter if you have the coolest bonus actions in the world. Keep them in check. The Dungeon Master doesn't care if you're the fastest fighter alive. Or the smartest. In a six-second span of time, you should be grateful that you even get the one bonus action.

5 Creatures Provide Cover

When that ranger in your party tries to bend his arrow around the warrior in his line of sight to hit the wizard behind, let's all remember that this isn't Wanted and physics are still an instrumental part of the game.

Now, is it possible for the ranger to thread the needle and hit the target with awe-inspiring accuracy? Yes, but the wizard in question will still have a +2 to his AC because of the body in front of him. It's not like you can just shoot through the warrior. Keep in mind that all creatures provide this same level of cover because teleporting projectiles are beyond the reach of your low-level little troupe.

4 Sunlight Sensitivity

For a creature that dwelled in the dark underground, it would seem likely that they suffer some disadvantage when in glaring sunlight. At least, it would if anyone ever remembered it. Yes, you're a Drow. Everybody is impressed. But you're not squinting, and there are no clouds in sight. That doesn't make sense. When subterranean species come to the surface, there are consequences. Visual consequences. And your optical acuity needs a debuff. If you're not wearing shaded goggles, then you can't see well. Maybe that's why you can't read the rules on sunlight sensitivity.

3 Tying For Initiative

The fight is about to begin and everyone rolls for initiative. Oh dear, the paladin and the rogue rolled the same number. Who goes first? It's got to be the rogue, right? That dextrous little fella bests the paladin in speed. Surely the rogue goes first. Nope. It's open for discussion among the players. If the initiative result is the same, the adventurers can decide who would be best suited to lead the attack. This oft-forgotten rule allows for some flexibility when contemplating your strategy in the upcoming conflict. There aren't any characteristics that are the deciding factor. It's just the players' choice.

2 Movement

You don't have to move all at once. The relationship between movement and action is not so rigid anymore. Your attacks and bonus actions can all be interrupted by small spurts of movement. Attack one enemy, move toward another, attack again, and then perform your bonus action before moving off to a safe space. That fluid progression is possible in the fifth edition rules of Dungeons & Dragons. Players, though, seem to interpret their movement as one single block that can't be segmented. Just be sure to remember opportunity attacks, though.

1 Invisibility

It wouldn't be a game of Dungeons & Dragons if someone didn't cast Invisibility at some point. And it definitely wouldn't be a proper roleplaying game if that same person assumed that no one could see or detect them. But invisibility doesn't mean you're able to sneak around without consequences. It gives an adventurer advantage in combat and enemies will suffer from disadvantage. However, someone imbued with invisibility can still be detected. Smelling, hearing, and even (yes) seeing the invisible adventurer is still possible. It's not a panacea for all your stealth problems.

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