The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ | {{ up to date | 2023-08-07 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | ||
| | |||
The rule changes described on this page and [[#Other | [[File:5e logo.png|right|200px]] | ||
This page and [[#Other Changes|related pages]] summarize rule changes from the implementation of [https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Dungeons_&_Dragons_5th_edition Dungeons and Dragons 5th Edition] (D&D 5e) rules to [[Baldur's Gate 3]] (BG3). | |||
The rule changes described on this page and [[#Other Changes|related pages]] are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e. | |||
== Fundamental Changes == | |||
* The level cap is 12. | * The level cap is 12. | ||
* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which is enabled by default. | |||
* Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]]. | * Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]]. | ||
* All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to | * All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to Tasha's alternate rules - though the standard 5e racial ability score bonus and the +1/+1/+1 option do not exist. [[Half-Elf|Half-elves]] and [[Human|Humans]] have been granted additional features to make up for this change. | ||
* Multiclassing ignores | * Multiclassing ignores [[Ability Scores|ability score]] requirements. | ||
* You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. You may respec your starting [[Classes|class]], subclass (when applicable), [[Ability Scores|ability scores]], [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies gained from class. It is not possible to change a character's [[Races|race]], [[background]] or [[Skills|skill]] proficiencies gained from either. | |||
** If you change an [[Origins|origin companion]] or [[Companions|traditional companion's]] starting [[Classes|class]] (or subclass when applicable), the game will still treat them as members of said class for their Origins-exclusive dialogue. They will gain dialogues from and reactions to their new class as appropriate. | |||
* You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. You may respec your starting [[Classes|class]], subclass (when applicable), ability scores, [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies gained from class. It is not possible to change a character's [[Races|race]] or [[ | * Hit points gained on level are fixed values, not a roll of the hit die. | ||
** If you change an [[Origins|origin companion]] or [[Companions|companion's]] starting class (or subclass when applicable), the game will still treat them as members of said class for their Origins-exclusive dialogue. They will gain dialogues from and reactions to their new class as appropriate. | * The party is limited to two [[Resting#Short_Rest|short rests]] per [[Resting#Long_Rest|long rest]]. Short rests restore each ally's hit points by an amount equal to half their maximum HP (rounded down). There is no hit die rolling. | ||
* | * [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that must be looted or purchased. In towns you will be able to rest at an inn. | ||
* Rolling a natural 1 on an ability check always results in failure, even if modifiers would put you over the DC. Rolling a natural 20 on a skill check always results in success, even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the ability check. | |||
* Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. This has led to the following mechanical changes: | |||
** The ranges of [[Spells|spells]] are reduced as described on the [[Spells|spells]] page, often to 60 ft. | |||
** The normal ranges of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows, which have a range of 50 ft. | |||
** [[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] to 80 ft. | |||
* Cover from D&D has not been implemented, but a line of sight to the target is still required. | |||
* When a creature is at least 10 ft above their target and makes a ranged attack, they receive a +2 bonus to the attack roll due to [[High Ground Rules|high ground]]. When a creature is at least 10 ft below their target and makes a ranged attack, they receive a -2 penalty to the attack roll due to low ground. | |||
* If two player controlled characters are next to each other in the [[Initiative|initiative]] order then their initiative is shared. Both characters can act at the same time. | |||
* Initiative is rolled with a D4 instead of a D20. | |||
* Tool and language proficiencies are not implemented. This includes [[Thieves' Tools]]. Skill checks to pick a lock or disarm a trap use the character's [[Sleight of Hand|sleight of hand]] modifier, and require a set of [[Thieves' Tools|thieves' tools]] or [[Trap Disarm Toolkit|trap disarm toolkit]] respectively, which are consumed on use or failure respectively. | |||
* Rules for sound and hearing is not implemented and NPCs may only detect what they see. If you [[Hide|hide]] while not in a creature's sight cone, you automatically succeed. If you try to hide while in a creature's sight cone, you automatically fail. If you are hidden and enter a creature's sight cone, you must roll stealth against the creature's passive perception. This may be a straight roll, [[Advantage|advantage]], or [[Disadvantage|disadvantage]], based on the creature's senses and the level of lighting. Some creatures with different senses such as blindsight may follow different rules. | |||
*The party is limited to two [[Resting#Short_Rest|short rests]] per [[Resting#Long_Rest|long rest]]. Short rests restore each ally's hit points by an amount equal to half their maximum HP (rounded down). There is no hit die rolling. | * There is an [[Inspiration|inspiration]] system. As a party you can have up to 4 inspiration dice which can be applied to a failed skill check. The way you gain dice is based on the [[Backgrounds|background]] of you and your companions. If for example you or one of your companions have the Charlatan background, they may gain an inspiration die for your party if they deceive their way into a fortified enemy position. | ||
* | * Characters can carry a maximum 10 kg / 20 lbs of weight per point of Str. If the character is carrying an amount of weight equal to '''14 lbs (7 kg) x Strength''', they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at '''18 lbs (9 kg) × Strength'''. | ||
*Rolling a natural 1 on an ability check always results in failure, even if modifiers would put you over the DC. Rolling a natural 20 on a skill check always results in success, even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the ability check | |||
*Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. This has led to the following mechanical changes: | |||
**The ranges of [[Spells|spells]] are reduced as described on the [[Spells|spells]] page, often to 60 ft. | |||
**The normal ranges of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows, which have a range of 50 ft. | |||
**[[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] to 80 ft. | |||
*Cover from D&D has not been implemented, but a line of sight to the target is still required | |||
*When a creature is at least 10 ft above their target and makes a ranged attack, they receive a +2 bonus to the attack roll due to [[High Ground Rules|high ground]]. When a creature is at least 10 ft below their target and makes a ranged attack, they receive a -2 penalty to the attack roll due to low ground. | |||
*Rules for sound and hearing | |||
=== Spellcasting === | |||
''See Also: [[D&D 5e Spell Changes]]'' | |||
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells | * Prepared spell casters may change their prepared spells at any time out of combat. | ||
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents all spellcasting regardless of what the components would be in D&D 5e. | |||
* Anyone can cast any | * The game does not stop a character from casting a leveled spell with both an action and a bonus action. | ||
*Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the caster's | * All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. | ||
* Cantrips receive their | * Anyone can cast any Spell [[Scrolls|scroll]] from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no [[Arcana]] check for casting higher level spells than a character has spells known. | ||
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the caster's relevant casting modifier (verification required at launch when multiclassing implemented). | |||
* Cantrips receive their third upgrade at level 10 in the game, rather than level 11. | |||
===Action | === Action Economy === | ||
*A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity | * A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity attacks. Equipping a weapon from the inventory costs an action. | ||
*[[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge. | * [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge. | ||
* | * Falling damage only sometimes causes a creature to go [[Prone (Condition)|prone]].{{Verify}} | ||
*Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point | * Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. | ||
*[[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet | * [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. | ||
*The Dodge action is not implemented, with the exception of the [[Monk]]'s | * The Dodge action is not implemented, with the exception of the [[Monk|monk]]'s Patient Defence ability. | ||
*Readying an action is not implemented. | * Readying an action is not implemented. | ||
*Grappling is not implemented. | * Grappling is not implemented. | ||
*Consuming a [[Potions|potion]] is | * Consuming a [[Potions|potion]] is a bonus action. | ||
*If a creature [[Throw|throws]] a potion as an action, it will break and | * If a creature [[Throw|throws]] a healing potion as an action, it will break and heal all targets in a small radius. This applies to many - but not all - types of [[Potions]]. | ||
*There are options to [[Throw|throw]] creatures which are at least one size smaller than you | * There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]]. | ||
*Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action. | * Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action. (Except the one gained from Polearm Mastery, which is not available unless you have already made at least one attack.) | ||
* Donning and doffing armour does not take time, and can be done as an action even in combat. | |||
*Donning and doffing armour does not take time, and can be done as an action even in combat. | |||
===Equipment === | === Equipment === | ||
*[[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can | * [[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can be used once per [[Resting|short rest]] only if the wielder is proficient with the weapon. | ||
* There is no magic item attunement system. | |||
*There is no magic item attunement system | * A creature can have a melee weapon set and a ranged weapon set equipped that they can toggle between freely. If you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded, you still benefit from the AC boost the shield provides. | ||
*A creature can have a melee weapon set and a ranged weapon set equipped that they can toggle between freely. If you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded, you still benefit from the AC boost the shield provides | * Some [[Equipment|equipment]] like gloves, boots, or helms may require armour proficiency to wear effectively. They don't grant a bonus to armour class (unless they have a magical effect that specifically says so), but may have magical effects and the character will only be able to don them effectively with the correct proficiency. | ||
* [[Armour#Heavy_Armour|Heavy armour]] does not have a Strength requirement, and therefore no movement speed penalty. | |||
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armour proficiency to wear effectively. They don't grant a bonus to armour class (unless they have a magical effect that specifically says so), but may have magical effects | * You are unable to select starting [[Equipment|equipment]]; you are given starting equipment based on your starting [[Classes|class]]. | ||
*[[Armour#Heavy_Armour|Heavy armour]] does not have a Strength requirement, and therefore no movement speed penalty. | * Crossbows currently have the [[Loading|loading]] property, but it does not restrict the usage of crossbows in any way. | ||
*You are unable to select starting [[Equipment|equipment]]; you are given starting equipment based on your starting [[Classes|class]]. [[ | ** This allows a character to dual wield hand crossbows. It does not allow a character to wield a hand crossbow with a shield because the crossbow goes in the ranged set while the shield goes in the melee set. But as discussed above, the character gains the AC bonus of a shield equipped on your melee set even while the ranged set is actively drawn. | ||
**This | |||
* Appropriate weapons have the "[[Heavy (weapon property)|heavy]]" property added to them, but this property does not apply disadvantage to attack rolls made by small characters. | * Appropriate weapons have the "[[Heavy (weapon property)|heavy]]" property added to them, but this property does not apply disadvantage to attack rolls made by small characters. | ||
* Slings, darts, and whips are not in the game. | |||
*Slings, darts | * The weights of various pieces of [[Equipment|equipment]] have changed. For example, chain mail weighs 36lbs instead of 55lbs. | ||
*The weights of various pieces of [[Equipment|equipment]] have changed. For example, chain mail weighs 36lbs instead of 55lbs | |||
===Conditions === | === Conditions === | ||
*[[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to | * [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks. | ||
* [[Encumbered (Condition)|Encumbered]]: A character becomes encumbered when they carry an amount equal to 14 lbs (7 kg) times their Strength rather than 5 times. Being encumbered also halves your jump distance in addition to the normal effects. | |||
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prohibits them from being able to climb or jump at all in addition to the normal effects. | |||
*[[Encumbered (Condition)|Encumbered]]: A character becomes encumbered when they carry an amount equal to 14 lbs (7 kg) times their Strength rather than | * [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" which gives them the frightened effect as well as making them flee. | ||
**[[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also | * [[Prone (Condition)|Prone]]: Being prone gives disadvantage on [[Strength]] and [[Dexterity]] [[Saving Throw|saving throws]], attacks against a prone creature have [[Advantage|advantage]] out to a range of 10 ft rather than 5 ft, and ranged attacks against a prone creature do not have disadvantage. Your character cannot do anything while prone. Starting the turn while prone will cause you to automatically use half your movement to stand up. Becoming prone during your turn automatically ends your turn. | ||
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, as it is not implemented as an action. | |||
*[[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" | * [[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Damage_Types#Resistance|resistance]] to fire damage, but also makes the creature [[Damage_Types#Vulnerability|vulnerable]] to lightning and cold damage. | ||
*[[Prone (Condition)|Prone]]: Being prone gives disadvantage on [[Strength]] and [[Dexterity]] [[Saving Throw|saving throws]], attacks against a prone creature have [[Advantage|advantage]] out to a range of 10 ft rather than 5 ft, and ranged attacks against a prone creature do not have disadvantage. | |||
*[[Turned (Condition)|Turned]]: Turned creatures will not dodge, as it is not implemented as an action | |||
*[[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Damage_Types#Resistance|resistance]] to fire damage, but also makes the creature [[Damage_Types#Vulnerability|vulnerable]] to lightning and cold damage | |||
===Miscellaneous=== | === Miscellaneous === | ||
* | * Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage. | ||
*"Lifeberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3. | * "Lifeberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3. | ||
* | * If a character with extra attack makes a melee or ranged weapon attack first, they may follow it up with a thrown weapon attack. However, making a thrown weapon attack first causes the game to classify it as a full throw action rather than part of the attack action, consuming your entire attack action. | ||
== Other | == Other Changes == | ||
See related pages for details on changes from the | See related pages for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[classes]], [[races]], [[spells]] and [[feats]] available in Baldur's Gate 3. | ||
<div style="text-align: center;"> | <div style="text-align: center;"> | ||
{{ImageLink|Races-Main-Page.png|D&D 5e Race Changes|Race changes}} | {{ImageLink|Races-Main-Page.png|D&D 5e Race Changes|Race changes}} | ||
Line 149: | Line 96: | ||
{{ImageLink|Passive_Feature_Generic_Icon.png|D&D 5e Feat Changes|Feat changes}} | {{ImageLink|Passive_Feature_Generic_Icon.png|D&D 5e Feat Changes|Feat changes}} | ||
</div> | </div> | ||
==See also== | ==See also== | ||
* [https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf D&D System Reference Document 5.1] | |||
*[https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf D&D System Reference Document 5.1] |