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D&D 5e rule changes: Difference between revisions

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** 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, though a [[Performer|new feat]] also provides it.
** 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. There is no way to use Inspiration on an attack roll.
* 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 {{SAI|Revivify}} spell or by [[Withers|a certain NPC]] for a fee. There is no time limit on either.
** Dead party members can be resurrected using the {{SAI|Revivify}} spell or by [[Withers|a certain NPC]] for a fee. There is no time limit on either, and the latter does not require the character's corpse to be intact or even present.


===Resting===
===Resting===
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*[[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 [[Abilities|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 [[Abilities|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.
**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]] order, their initiative is shared. These characters can act in any order.
**If two or more player-controlled characters are next to each other in the [[initiative]] order, their initiative is shared. These characters can act in any order and can even blend their turns together.
*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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**[[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] to 80 ft.
**[[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] to 80 ft.
*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. The [[Sharpshooter]] feat removes the low ground penalty.
*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, 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.


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* 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 {{SAI|Disguise Self}}; see [[D&D 5e spell changes]] for more.
** Some spells that are not ritual spells in 5e have become so, such as {{SAI|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. Wizards are still unable to copy a scroll into their spellbook if the spell is of a level higher than they have spell slots for.
*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).
* Cantrips receive their second upgrade at level 10 in the game, rather than level 11.
* Cantrips receive their second upgrade at character level 10, rather than level 11.
*Due to the level cap being 12, characters generally do not have access to spells of 7th level or higher (as 7th level spell slots become available at class level 13).
*Due to the level cap being 12, characters generally do not have access to spells of 7th level or higher (as 7th level spell slots become available at class level 13).
**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.
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*[[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. 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.
*[[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. The jump always consumes 10 feet of movement regardless of the actual distance jumped, effectively increasing the creature's movement speed by up to 25 feet (at 20 Strength). 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.
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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 each per [[Short Rest|short rest]].
*[[Weapons]] are given special [[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]]. Some magic weapons have additional weapon actions unique to them.
**Many of these are similar to the Weapon Mastery properties appearing in the 2024 Player's Handbook.
*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. There are two slots for [[Rings]].
*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.
*[[Opportunity Attack|Attacks of Opportunity]] cannot be used -- at all -- without a melee weapon currently in hand. It is not possible to use your ranged weapon as an improvised weapon (if using a two-handed ranged weapon) or use a melee weapon together with a hand crossbow, so it cannot occur. BG3 seems to tie Attacks of Opportunity directly to the Threatened condition, which only occurs in the reach of a melee-equipped hostile.
*[[Opportunity Attack|Attacks of Opportunity]] cannot be used at all without a melee weapon currently in hand. It is not possible to use your ranged weapon as an improvised weapon (if using a two-handed ranged weapon) or use a melee weapon together with a hand crossbow, so it cannot occur. BG3 seems to tie Attacks of Opportunity directly to the Threatened condition, which only occurs in the reach of a melee-equipped hostile.
* 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. These items also count as armour for the purposes of effects that only apply when wearing armour (e.g. [[Defence]] fighting style) or when not wearing armour (e.g. [[Unarmoured Defence (Barbarian)|Unarmoured Defence]]).
*[[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.
*Ranged weapons cannot make attacks beyond certain distances ex. bows and crossbows can make attacks at Disadvantage (beyond their normal range of 60ft) out to about 90ft, but then will not be able to attack at all unless the character moves closer.  The cursor will automatically attempt to path the character into firing range and the tooltip will inform if the shot is impossible if they do not have enough movement to get within long range.
*Attacks with a ranged weapon will have disadvantage ("Target is too close") even if a hostile is further away than 5ft as in 5e. The range appears to be close to 10ft (could be the 8.5ft cited for Reach weapons).
*Making attacks with a ranged weapon will have Disadvantage imposed on them ("Target is too close") even if a hostile is further away than 5ft as in 5E, or without the Threatened condition. The range appears to be close to 10ft (could be the 8.5ft cited for Reach weapons).  This has nothing to do with the Threatened condition itself (it can occur without being in melee reach of anything) and also applies to ranged Spell Attacks.
*Crossbows do not have the loading property restriction, leading to basic crossbows being superior to bows.
*Crossbows do not have the loading property restriction, leading to basic crossbows being superior to bows.
**This also allows a character to dual wield hand crossbows. It does not allow a character to wield a hand crossbow with a shield because the crossbow goes in the ranged set while the shield goes in the melee set. But as discussed above, the character gains the AC bonus of a shield equipped on their melee set even while the ranged set is actively drawn.
**This also allows a character to dual wield hand crossbows. It does not allow a character to wield a hand crossbow with a shield because the crossbow goes in the ranged set while the shield goes in the melee set. But, as discussed above, the character gains the AC bonus of a shield equipped on their melee set even while the ranged set is actively drawn.
* The [[Heavy (weapon property)|heavy]] weapon property was originally included in the game, but it did not apply disadvantage to attack rolls made by small characters, and was subsequently removed from the game in a later update.
* The [[Heavy (weapon property)|heavy]] weapon property was originally included in the game, but it did not apply disadvantage to attack rolls made by small characters, and was subsequently removed from the game in a later update.
*[[Extra Reach|Reach]] weapons have an effective range of 2.5 m / 8.3 ft, rather than 10 ft.
*[[Extra Reach|Reach]] weapons have an effective range of 2.5 m / 8.3 ft, rather than 10 ft.
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