D&D 5e rule changes: Difference between revisions

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(→‎Equipment: Added notes on tool proficiencies and Thieves’ Tools specifically)
(→‎Equipment: Moved notes on Thieves’ Tools specifically)
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* 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 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.
* Initiative is rolled with a D4 instead of a D20, and is not treated as a Dexterity Ability Check for the purposes of bonuses etc. 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.
* 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 only consumed on failure.
* Tool, vehicle and language proficiencies are not implemented, only proficiencies for weapons, armour, skills and musical instruments.
* 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.
* 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.
* 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.
* 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.
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* 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.
* 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.
* Spellcasting focus is not required.
* Spellcasting focus is not required.
** Bards can use a Musical Instrument as a spellcasting focus as long as the spell is inherited from their class. If Bards don't have a Musical Instrument, they will instead whistle as a spellcasting focus. Bard's spellcasting focus is a vanity and has no impact on gameplay other than theme and look.
** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action.
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells.
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells.
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* Slings, darts, and whips are not in the game.
* Slings, darts, and whips are not in the game.
* 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.
* There are no tool or vehicle proficiencies in the game, only proficiency with weapons, armour and instruments.
* Thieves' tools are split into two items: [[Thieves' Tools]] are required for lockpocking, and [[Trap Disarm Toolkit]]s for disarming traps. These are consumed on an unsuccessful use. Because there are no tool proficiencies, the [[Sleight of Hand]] skill is used for these checks.
* Thieves' tools are split into two items: [[Thieves' Tools]] are required for lockpocking, and [[Trap Disarm Toolkit]]s for disarming traps. These are consumed on an unsuccessful use. Because there are no tool proficiencies, the [[Sleight of Hand]] skill is used for these checks.