D&D 5e rule changes: Difference between revisions

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(Added small paragraph about nat 1s / 20s on dialogue saving throws)
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* The level cap is 12.
* The level cap is 12.
* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which is enabled by default.
* 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 instead of true random DnD experience.
** While enabled fights tend to be faster and deadlier than when fully random rolls are used.
* 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 [[Human|Humans]] have been granted additional features to make up for this change.
* 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|Humans]] have been granted additional features to make up for this change.
* Multiclassing ignores [[Ability Scores|ability score]] requirements.
* Multiclassing ignores [[Ability Scores|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]].
* 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|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]].
* 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|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|traditional companion's]] starting [[Classes|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.
** If you change an [[Origins|origin companion]] or [[Companions|traditional companion's]] starting [[Classes|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.
* Hit points gained on level are fixed values, not a roll of the hit die.
* Hit points gained on level are always fixed values; there is no option to roll a hit die.
* There is no instant death mechanic. A party member reduced to 0 hit points is knocked unconscious, regardless of whether the remaining damage exceeds their hit point maximum.
* There is no instant death mechanic. A party member reduced to 0 hit points is knocked unconscious, regardless of whether the remaining damage exceeds their hit point maximum.
** 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.
** 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.
* 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]] abiilty [[Song of Rest]] provides an additional short rest.
** The [[Bard]] ability [[Song of Rest]] provides an additional short rest.
* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food and drink items that must be looted or purchased.
* [[Resting#Long_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.
* 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.
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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, 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.
* 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 above.
** 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 above.
* Tool, vehicle and language proficiencies are not implemented, only proficiencies for weapons, armour, skills and musical instruments.
* 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]].
** As such, [[Backgrounds]] only provide proficiency in two [[Skills]].
** A single proficiency applies to all musical instruments.
* 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, 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 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, 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.
* Characters can carry a maximum 10 kg / 20 lbs of weight per point of Str. If the character is carrying an amount of weight equal to '''14 lbs (7 kg) x Strength''', they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at '''18 lbs (9 kg) × Strength'''.
* 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 '''14 lbs (7 kg) x Strength''', they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at '''18 lbs (9 kg) × Strength'''.


=== Spellcasting ===
=== Spellcasting ===
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** This significantly increases the utility of the spell [[Healing Word]] in particular.
** This significantly increases the utility of the spell [[Healing Word]] in particular.
* 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.
* Anyone can cast any spell [[Scrolls|scroll]] from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no [[Arcana]] check for casting higher level spells than a character has spells known.
* Anyone can cast any spell [[Scrolls|scroll]] from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no [[Arcana]] check for casting higher level spells than a character has spells known.
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the caster's spellcasting modifier (see [[Spellcasting Modifier]] for how this is determined for multiclass characters and characters without normal spellcasting).
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the caster's spellcasting modifier (see [[Spellcasting Modifier]] for how this is determined for multiclass characters and characters without normal spellcasting).
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* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. 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.
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. 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|Battlemaster]]'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.
* Readying an action is not implemented.
* Readying an action is not implemented.
* Grappling is not implemented.
* Grappling is not implemented.
* Consuming a [[Potions|potion]] is only a bonus action.
* Consuming a [[Potions|potion]] is only a bonus action.
* If a creature [[Throw|throws]] a healing potion as an action, it will break and heal 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]].
** Notably, this can be used to heal allies by throwing healing potions at them from a distance.
* 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. (Except the one gained from Polearm Mastery, which is not available unless you have already made at least one attack.)
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
** Except the one gained from the [[Polearm Master]] feat, which is not available unless you have already made at least one attack.
* Donning and doffing armour does not take time, and can be done as an action even in combat.
* Donning and doffing armour does not take time, and can be done as an action even in combat.
* You regain your reaction at the end of your turn, not at the start of it.
* You regain your reaction at the end of your turn, not at the start of it.
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=== Equipment ===
=== Equipment ===


* [[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can be used once per [[Resting|short rest]] only if the wielder is proficient with the weapon.
* [[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can only be used if the wielder is proficient with the weapon, and generally can only be used once per [[Short Rest|short rest]].
* When a character is standing on a [[surface]] such as fire, acid, or poison, most weapons can be [[Dip|dipped]] in the surface as a bonus action. This causes them to deal additional damage of an appropriate type with each attack for a few turns.
* When a character is standing on a [[surface]] such as fire, acid, or poison, most weapons can be [[Dip|dipped]] in the surface as a bonus action. This causes them to deal additional damage of an appropriate type with each attack for a few turns.
* There is no magic item attunement system.
* 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.
* 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.
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* [[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.
* 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: encumberance). 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.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prevents them from being able to climb or jump at all in addition to the normal effects.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prevents them from being able to climb or jump at all in addition to the normal effects.
* Exhaustion is not implemented.
* Exhaustion is not implemented.
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=== Miscellaneous ===
=== Miscellaneous ===
* Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage.
* The Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage.
* "Lifeberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3.
* "Lifeberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3.
* 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''.
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