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edits→Fundamental changes: Removed several expository comments with information on how to strategically implement some of these rule changes, or unnecessary references to other pages. This wiki page is for simply stating the facts, not how to make the most use of these facts (should go in a guide).
Phantomsplit (talk | contribs) (→Fundamental changes: Removed several expository comments with information on how to strategically implement some of these rule changes, or unnecessary references to other pages. This wiki page is for simply stating the facts, not how to make the most use of these facts (should go in a guide).) |
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This page and | This page and related pages summarise rule changes from the implementation of ''[https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Dungeons_&_Dragons_5th_edition Dungeons and Dragons 5th Edition]'' (D&D 5e) rules to ''[[Baldur's Gate 3]]'' (BG3). | ||
The rule changes described on this page and [[#Other | The rule changes described on this page and [[#Other changes|related pages]] are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e. | ||
== Fundamental changes == | |||
=== Characters === | |||
{{hatnote|See also: [[D&D 5e class changes|Class changes]] and [[D&D 5e race changes|Race Changes]]}} | |||
* The level cap is 12. | * The level cap is 12. | ||
* Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]]. | * Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]]. | ||
* All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to the alternate rules from ''Tasha's Cauldron of Everything'' - though the standard 5e racial ability score bonus and the +1/+1/+1 option do not exist. [[Half-Elf|Half-elves]] and [[ | * All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to the alternate rules from ''Tasha's Cauldron of Everything'' - though the standard 5e racial ability score bonus and the +1/+1/+1 option do not exist. [[Half-Elf|Half-elves]] and [[human]]s have been granted additional features to make up for this change. | ||
* Multiclassing ignores | * Multiclassing ignores ability score requirements. | ||
** This makes it possible to reach the level cap with one level from each of the 12 available classes, which grants an [[Achievements|achievement]]. | ** This makes it possible to reach the level cap with one level from each of the 12 available classes, which grants an [[Achievements|achievement]]. | ||
* 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. | ||
* | * You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. You may respec your starting [[Classes|class]], subclass (when applicable), ability scores, [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies gained from class. It is not possible to change a character's [[Races|race]] or [[background]]. | ||
** If you change an [[Origins|origin companion]] or [[Companions|companion's]] starting class (or subclass when applicable), the game will still treat them as members of said class for their Origins-exclusive dialogue. They will gain dialogues from and reactions to their new class as appropriate. | |||
* 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]]. | |||
** A single proficiency, granted by the [[Bard]] class, applies to all musical instruments. This is not part of any background. | |||
* [[Inspiration]] is granted automatically when a character in the active party does or sees certain things associated with their 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 '''7 kg (14 lbs) x Strength''', they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at '''9 kg (18 lbs) × Strength'''. | |||
=== Death === | |||
* Party members cannot instantly die from damage: a party member reduced to 0 hit points is knocked unconscious, regardless of whether the remaining damage exceeds their hit point maximum. There are other ways to instantly die (falling into a chasm, displeasing [[Vlaakith|a certain demigod]]). | |||
** 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. | ** 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. | ||
=== Resting === | |||
* 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. | ||
* | * Long rests require [[Camp Supplies|camp supplies]], which are food and drink items that must be looted or purchased. Taking a long rest without sufficient camp supplies results in only partial recovery of spell slots and hit points. | ||
=== Dice rolls === | |||
* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which is enabled by default. | |||
** While enabled fights tend to be faster and deadlier than when fully random rolls are used. | |||
* 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. | ||
*When [[Saving Throws]] are used in dialogue, rolling a natural 1 or natural 20 always results in failure or success regardless of the difficulty class of the saving throw or the characters modifiers. Regular saving throws work as expected when a 1 or 20 is rolled. | *When [[Saving Throws]] are used in dialogue, rolling a natural 1 or natural 20 always results in failure or success regardless of the difficulty class of the saving throw or the characters modifiers. Regular saving throws work as expected when a 1 or 20 is rolled. | ||
** 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. | ** 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 === | |||
* [[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 below. | |||
** 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. | |||
* 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. | ||
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* 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. | * 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. | ||
* 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, or 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, | |||
=== Spellcasting === | === Spellcasting === | ||
{{see also|D&D 5e spell changes}} | |||
* Prepared spell casters may change their prepared spells at any time out of combat. | * Prepared spell casters may change their prepared spells at any time out of combat. | ||
** Some spells with an ongoing effect will end if the caster unprepares them, while others will not. It's not clear whether this inconsistency is intentional. | ** Some spells with an ongoing effect will end if the caster unprepares them, while others will not. It's not clear whether this inconsistency is intentional. | ||
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents casting of most spells; however, some spells that do not have verbal components in 5e do ignore this, such as [[Ice Knife]]. | * Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents casting of most spells; however, some spells that do not have verbal components in 5e do ignore this, such as [[Ice Knife]]. | ||
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** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however. | ** 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 in the same turn. | * The game does not stop a character from casting a leveled spell with both an action and a bonus action in the same turn. | ||
* 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. | ||
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** 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. | ** 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 | === Action economy === | ||
* A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity attacks. A character able to make multiple attacks with one action can switch weapons between attacks. Equipping a weapon from the inventory costs an action. | * A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity attacks. A character able to make multiple attacks with one action can switch weapons between attacks. Equipping a weapon from the inventory costs an action. | ||
* [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge. | * [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge. | ||
* [[Falling damage]] is calculated linearly based on fall height and deals consistent damage based on a percentage of a creature's max HP, it is also guaranteed to cause a creature to go [[Prone (Condition)|prone]] if a fall deals more than 25% of a creature's max HP and will never cause a creature to go prone below that. | * [[Falling damage]] is calculated linearly based on fall height and deals consistent damage based on a percentage of a creature's max HP, it is also guaranteed to cause a creature to go [[Prone (Condition)|prone]] if a fall deals more than 25% of a creature's max HP and will never cause a creature to go prone below that. | ||
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point | * Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point. This action can also be used to remove various other harmful conditions such as [[Ensnared (Condition)|Ensnared]], [[Enwebbed (Condition)|Enwebbed]], [[Sleeping (Condition)|Sleeping]], etc. It cannot be used to provide an ally advantage on an attack roll or ability check. | ||
* [[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease). | * [[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease). | ||
* The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master]]'s [[Evasive Footwork]] manoeuvre functioning similarly. | * The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master]]'s [[Evasive Footwork]] manoeuvre functioning similarly. | ||
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* Consuming a [[Potions|potion]] is only a bonus action. | * Consuming a [[Potions|potion]] is only a bonus action. | ||
* If a creature [[Throw|throws]] a potion as an action, it will break and affect all targets in a small radius. This applies to many - but not all - types of [[Potions]]. | * If a creature [[Throw|throws]] a potion as an action, it will break and affect all targets in a small radius. This applies to many - but not all - types of [[Potions]]. | ||
* There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]]. | * There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]]. | ||
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action. | * Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action. | ||
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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. 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. | * [[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. Prone will also make a creature stop concentrating on a spell or similar ability that requires concentration. | ||
* [[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. If a Turned creature cannot move, it will just stay where it is and do nothing. | ||
* [[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 | * [[Threatened (Condition)|Threatened]] imposes Disadvantage to ranged attacks even if the creature making these ranged attack rolls is more than 5 ft away from the hostile creature; a creature inflicts Threatened on hostiles that are in its melee range, so reach pushes this out, unlike in 5e where this penalty's range is fixed at 5 ft regardless of reach. | ||
=== Miscellaneous === | === Miscellaneous === | ||
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* The [[Haunted One]] background grants proficiency in [[Medicine]] and [[Intimidation]], neither of which is among the four skill options for the 5e version of this background as defined in ''Curse of Strahd''. | * The [[Haunted One]] background grants proficiency in [[Medicine]] and [[Intimidation]], neither of which is among the four skill options for the 5e version of this background as defined in ''Curse of Strahd''. | ||
== Other | == Other changes == | ||
See related pages for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[classes]], [[races]], [[spells]] and [[feats]] available in Baldur's Gate 3. | See related pages for details on changes from the ''Dungeons and Dragons 5th edition'' rules specific to the [[classes]], [[races]], [[spells]] and [[feats]] available in ''Baldur's Gate 3''. | ||
<div style="text-align: center;"> | <div style="text-align: center;"> | ||
{{ImageLink|Races-Main-Page.png|D&D 5e Race Changes|Race changes}} | {{ImageLink|Races-Main-Page.png|D&D 5e Race Changes|Race changes}} | ||
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{{ImageLink|Passive_Feature_Generic_Icon.png|D&D 5e Feat Changes|Feat changes}} | {{ImageLink|Passive_Feature_Generic_Icon.png|D&D 5e Feat Changes|Feat changes}} | ||
</div> | </div> | ||
==See also== | ==See also== | ||
* [https://5thsrd.org/ 5th Edition System Reference Document] | * [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] |