D&D 5e rule changes: Difference between revisions

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* Hit points gained on level are always fixed values; there is no option to roll a hit die.
* Hit points gained on level are always fixed values; there is no option to roll a hit die.
* There is no instant death mechanic. A party member reduced to 0 hit points is knocked unconscious, regardless of whether the remaining damage exceeds their hit point maximum.
* There is no instant death mechanic. A party member reduced to 0 hit points is knocked unconscious, regardless of whether the remaining damage exceeds their hit point maximum.
** Only party members ever make death saving throws. Other characters, including important NPCs, are killed outright when their health is reduced to 0 by lethal damage.
** Only party members ever make death saving throws. Other characters, including important NPCs, are killed outright when their health is reduced to 0 by lethal damage, and cannot be resurrected.
* 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.
* 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.
** The [[Bard]] ability [[Song of Rest]] provides an additional short rest.
** The [[Bard]] ability [[Song of Rest]] provides an additional short rest.
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** 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.
** 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.
** [[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.
* 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.
* 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.
* 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.
* 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.
* 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 above.
** 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 above.
* Tool, vehicle and language proficiencies are not implemented, only proficiencies for weapons, armour, skills and musical instruments.
* Tool, vehicle, and language proficiencies are not implemented, only proficiencies for weapons, armour, skills and musical instruments.
** As such, [[Backgrounds]] only provide proficiency in two [[Skills]].
** As such, [[Backgrounds]] only provide proficiency in two [[Skills]].
** A single proficiency applies to all musical instruments.
** A single proficiency, granted by the [[Bard]] class, applies to all musical instruments. This is not part of any background.
* 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, 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.
* 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|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.
* 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.
* [[Inspiration]] is granted automatically when a character in the active party does or sees certain things associated with their [[Backgrounds|background]]. If, for example, a character has the Charlatan background, they may gain inspiration if they deceive their way into a fortified enemy position. The party cannot have more than four inspiration uses stored up at a time, which can be applied to reroll a failed skill check or saving throw.
* Characters can carry a maximum 10 kg / 20 lbs of weight per point of Strength. 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'''.
* Characters can carry a maximum 10 kg (20 lbs) of weight per point of Strength. 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'''.


=== Spellcasting ===
=== Spellcasting ===
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* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. Ritual casting does not take any more time than normal casting, but cannot be done in combat.
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. Ritual casting does not take any more time than normal casting, but cannot be done in combat.
** Some spells that are not ritual spells in 5e have become so, such as [[Disguise Self]]; see [[D&D 5e spell changes]] for more.
** Some spells that are not ritual spells in 5e have become so, such as [[Disguise Self]]; see [[D&D 5e spell changes]] for more.
* 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.
* 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 spellcasting modifier (see [[Spellcasting Modifier]] for how this is determined for multiclass characters and characters without normal spellcasting).
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the caster's spellcasting modifier (see [[Spellcasting Modifier]] for how this is determined for multiclass characters and characters without normal spellcasting).
* Cantrips receive their second upgrade at level 10 in the game, rather than level 11.
* Cantrips receive their second upgrade at level 10 in the game, rather than level 11.
* Due to the level cap being 12, characters generally do not have access to spells of 7th level or higher (as 7th level spell slots become available at class level 13).
** The exceptions are a few spells that can only be used by NPCs that are technically classified as 9th level, and [[Power Word Kill]] being available as a one-time-use ability if a very specific set of plot choices are made.


=== Action Economy ===
=== Action Economy ===
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* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 10 ft range.
* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 10 ft range.
* Enemies can still directly target you with attacks and spells if you are [[Obscured]], defeating effects like Darkness and Fog Cloud, provided they get close enough (seems to be quite low --about 7-10ft).  Note that they do NOT have penalties imposed like in 5E (they would essentially be Blind when attacking a target they cannot see -- attacks made with Disadvantage and unable to pick distinct targets for spells such as "A creature you see within range.").   The AI can and will abuse this against you to get Advantage on characters Blinded by these effects or to target AoEs inside the areas anyway.
* Enemies can still directly target you with attacks and spells if you are [[Obscured]], defeating effects like Darkness and Fog Cloud, provided they get close enough (seems to be quite low --about 7-10ft).  Note that they do ''not'' have penalties imposed like in 5e (they would essentially be Blinded when attacking a target they cannot see: attacks made with Disadvantage and unable to pick distinct targets for spells such as "A creature you see within range."). The AI can and will abuse this against you to get Advantage on characters Blinded by these effects or to target AoEs inside the areas anyway.
* The Deafened condition is not implemented.
* The Deafened condition is not implemented.
* [[Encumbered (Condition)|Encumbered]]: A character becomes encumbered when they carry an amount equal to 14 lbs (7 kg) times their Strength rather than 15 lbs (or 5 lbs, when using more realistic variant: encumbrance). Being encumbered also halves your jump distance 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 15 lbs (or 5 lbs, when using more realistic variant: encumbrance). Being encumbered also halves your jump distance in addition to the normal effects.
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* Grappled is not implemented.
* Grappled is not implemented.
* [[Paralysed (Condition)|Paralysed]]: Attacks from within 10 ft automatically hit and are always critical hits, rather than hits from within 5 ft being automatic critical hits.
* [[Paralysed (Condition)|Paralysed]]: Attacks from within 10 ft automatically hit and are always critical hits, rather than hits from within 5 ft being automatic critical hits.
* [[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.
* [[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. A creature cannot do anything while prone. Starting the turn while prone will cause a creature to automatically use half its movement to stand up; if a creature becomes prone during its own turn, its turn automatically ends.
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, as it is not implemented as an action.
* [[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.
* [[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.