More actions
Thief tools always consumed
(Thief tools always consumed) |
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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. | ||
* 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 | * 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. | * 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. |