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→Fundamental changes: moved changes to initiative up because it's a huge mechanical difference
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=== Combat === | === Combat === | ||
* [[Initiative]] is rolled with a d4 instead of a d20, and is not treated as a Dexterity Ability Check. Game effects that grant a bonus to initiative still apply, but most grant a flat +3 to the roll instead of advantage or a bonus based on an Ability Score. | |||
** This makes it more likely that multiple characters on the same side will roll identical or adjacent initiative values, allowing them to exploit the shared initiative feature described below. | |||
** If two or more player-controlled characters are next to each other in the [[Initiative|initiative]] order, their initiative is shared. These characters can act at the same time. | |||
* 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: | * 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 ranges of [[Spells|spells]] are reduced as described on the [[Spells|spells]] page, often to 60 ft. | ||
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* Cover from D&D has not been implemented, but a line of sight to the target is still required for ranged weapon attacks and most projectile spells. | * Cover from D&D has not been implemented, but a line of sight to the target is still required for ranged weapon attacks and most projectile spells. | ||
* 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. | * 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 are 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, or are already 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, or disadvantage, based on the creature's senses and the level of lighting. Some creatures with different senses such as blindsight may follow different rules. | * Rules for sound and hearing are 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, or are already 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, or disadvantage, based on the creature's senses and the level of lighting. Some creatures with different senses such as blindsight may follow different rules. | ||