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→Fundamental Changes: death saving throws
(Spellcasting focus) |
(→Fundamental Changes: death saving throws) |
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* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that must be looted or purchased. In towns you will be able to rest at an inn. | * [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that must be looted or purchased. In towns you will be able to rest at an inn. | ||
* Rolling a natural 1 on an ability check always results in failure, even if modifiers would put you over the DC. Rolling a natural 20 on a skill check always results in success, even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the ability check. | * Rolling a natural 1 on an ability check always results in failure, even if modifiers would put you over the DC. Rolling a natural 20 on a skill check always results in success, even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the ability check. | ||
** For [[Death Saving Throw|Death Saving Throws]], a roll of a 1 gives only one fail rather than 2. A roll of 20 results in a success, rather than restoring 1 HP. | |||
* 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. |