D&D 5e rule changes: Difference between revisions

Jump to navigation Jump to search
(Added info about changes to falling damage & amended info about prone from falls.)
Line 95: Line 95:
* There is no magic item attunement system. All magic items can be equipped immediately and it is possible to equip one in each equipment slot.
* There is no magic item attunement system. All magic items can be equipped immediately and it is possible to equip one in each equipment slot.
* 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.
* [[Opportunity Attack|Attacks of Opportunity]] cannot be used -- at all -- without a melee weapon currently in hand.  It is not possible to use your ranged weapon as an improvised weapon (if using a two-handed ranged weapon) or use a melee weapon together with a hand crossbow, so it cannot occur.  BG3 seems to tie Attacks of Opportunity directly to the Threatened condition, which only occurs in the reach of a melee-equipped hostile.
* 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.
* 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.
* [[Armour#Heavy_Armour|Heavy armour]] does not have a Strength requirement, and therefore no movement speed penalty.
* You are unable to select starting [[Equipment|equipment]]; you are given starting equipment based on your starting [[Classes|class]]. [[Backgrounds]] do not provide starting equipment.
* You are unable to select starting [[Equipment|equipment]]; you are given starting equipment based on your starting [[Classes|class]]. [[Backgrounds]] do not provide starting equipment.
* Ranged weapons cannot make attacks beyond certain distances ex. bows and crossbows can make attacks at Disadvantage (beyond their normal range of 60ft) out to about 90ft, but then will not be able to attack at all unless the character moves closer.  The cursor will automatically attempt to path the character into firing range and the tooltip will inform if the shot is impossible if they do not have enough movement to get within long range.
* Making attacks with a ranged weapon will have Disadvantage imposed on them ("Target is too close") even if a hostile is further away than 5ft as in 5E, or without the Threatened condition.  The range appears to be close to 10ft (could be the 8.5ft cited for Reach weapons).  This has nothing to do with the Threatened condition itself (it can occur without being in melee reach of anything) and also applies to ranged Spell Attacks.
* Crossbows do not have the loading property restriction, leading to basic crossbows being superior to bows.
* Crossbows do not have the loading property restriction, leading to basic crossbows being superior to bows.
** This also 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 also 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.
Line 110: Line 113:


* [[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.
* 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.
Line 120: Line 124:
* [[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.
* [[Threatened (Condition)|Threatened]] imposes Disadvantage to ranged attacks even if the creature making these ranged attack rolls is more than 5ft away from the hostile creature; a creature inflicts Threatened on hostiles that are in its melee range, so Reach pushes this out.  In 5E Reach only pushes out the range for Attacks of Opportunity, not Disadv. on ranged attacks within 5ft of a hostile.  "Threatened" is not a mechanic in 5E unless using optional flanking rules for ''advantage on attacks'' ''made against'' creatures, and still only has a 5ft range --Reach does not modify this.


=== Miscellaneous ===
=== Miscellaneous ===
Line 135: Line 140:
</div>
</div>
==See also==
==See also==
* [https://5thsrd.org/ 5th Edition System Reference Document]
* [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]