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D&D 5e rule changes: Difference between revisions

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(→‎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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* 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, granted by the [[Bard]] class, applies to all musical instruments. This is not part of any background.
** A single proficiency, granted by the [[Bard]] class, applies to all musical instruments. This is not part of any background, though a [[Performer|new feat]] also provides it.
* [[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.
* [[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'''.
* 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'''.
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* 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]]).
* 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.
** Dead party members can be resurrected using the [[Revivify]] spell or by [[Withers|a certain NPC]] for a fee. There is no time limit on either.


=== Resting ===
=== Resting ===
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{{see also|D&D 5e spell changes}}
{{see also|D&D 5e spell changes}}


* Prepared spell casters may change their prepared spells at any time out of combat.
* Prepared spellcasters 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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* 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. (Some creatures are shown falling to the ground when shoved, but they get up again immediately without spending any movement, and this doesn't apply the [[Prone (Condition)|Prone]] condition at any point.)
* [[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. 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. 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. Characters do not roll an Athletics check to avoid being hit by an obstacle they are jumping over, or an Acrobatics check to avoid falling Prone when landing in difficult terrain.
* 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.
* 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. This greatly increases the utility of drinking potions while in combat.
* 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, though this is 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.
** Except the one gained from the [[Polearm Master]] feat, which is not available unless you have already made at least one attack.
** Except the one gained from the [[Polearm Master]] feat, which is not available unless you have already made at least one attack.
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=== Equipment ===
=== Equipment ===


* [[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]].
* [[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 each 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. All magic items can be equipped immediately and it is possible to equip one in each equipment slot.
* 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.
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* Slings, darts, blowguns, lances, nets, and whips are not in the game.
* Slings, darts, blowguns, lances, nets, 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.
* 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 lockpicking, 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.
* [[Soul Coin|Soul Coins]] can be used to power infernal engines (specifically, the one inside [[Karlach]]) but the other uses defined for them in the ''Baldur's Gate: Descent into Avernus'' adventure — asking questions of the imprisoned soul, or siphoning its essence for temporary hit points — have not been implemented.
* [[Soul Coin|Soul Coins]] can be used to power infernal engines (specifically, the one inside [[Karlach]]) but the other uses defined for them in the ''Baldur's Gate: Descent into Avernus'' adventure — asking questions of the imprisoned soul, or siphoning its essence for temporary hit points — have not been implemented.


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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.
* Enemies can still directly target you with attacks and spells if you are [[Obscured]], defeating effects like Darkness and Fog Cloud, provided they get close enough (seems to be quite low --about 7-10ft). Note that they do ''not'' have penalties imposed like in 5e (they would essentially be Blinded when attacking a target they cannot see: attacks made with Disadvantage and unable to pick distinct targets for spells such as "A creature you see within range."). The AI can and will abuse this against you to get Advantage on characters Blinded by these effects or to target AoEs inside the areas anyway.
* Enemies can still directly target you with attacks and spells if you are [[Obscured]], defeating effects like Darkness and Fog Cloud, provided they get close enough (as described above with the Blinded condition). Note that they do ''not'' have penalties imposed like in 5e (they would essentially be Blinded when attacking a target they cannot see: attacks made with Disadvantage and unable to pick distinct targets for spells such as "A creature you see within range."). The AI can and will abuse this against you to get Advantage on characters Blinded by these effects or to target AoEs inside the areas anyway.
* 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: encumbrance). 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.
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