D&D 5e rule changes: Difference between revisions

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Added discussion on encumberance in several locations, discussed dual wielding hand crossbows, and tried to remove the word "you" or "your" from many locations
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m (Added discussion on encumberance in several locations, discussed dual wielding hand crossbows, and tried to remove the word "you" or "your" from many locations)
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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 as of EA Patch 9 is enabled by default. Check your game settings to disable this option if desired.
* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which as of EA Patch 9 is enabled by default. Check your game settings to disable this option if desired.
* You 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 the +2/+1 flexible ability score from Tasha's. The +1/+1/+1 option does not exist, and you cannot use the base racial features such as a half elves +2 Cha/+1/+1 or the human's +1 to all. Races such as [[Half-Elf|half-elf]] and [[Human|human]] are granted additional features to make up for the negative impacts these changes have. The details (unconfirmed) are discussed on the [[D&D 5e Race Changes|D&D 5e Race Changes]] page. There is no word on compensating [[Dwarf#Shield_Dwarves|Mountain Dwarves]] which are also likely affected by this.
* All [[Races|races]] have the +2/+1 flexible ability score from Tasha's. The +1/+1/+1 option does not exist, and you cannot use the base racial features such as a half elves +2 Cha/+1/+1 or the human's +1 to all. Races such as [[Half-Elf|half-elf]] and [[Human|human]] are granted additional features to make up for the negative impacts these changes have. The details (unconfirmed) are discussed on the [[D&D 5e Race Changes|D&D 5e Race Changes]] page. There is no word on compensating [[Dwarf#Shield_Dwarves|Mountain Dwarves]] which are also likely affected by this.
* Multiclassing ignores [[Ability Scores|ability score]] requirements.
* Multiclassing ignores [[Ability Scores|ability score]] requirements.
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** The range of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows which have a range of 50 ft. There is no short range vs. long range disadvantage for ranged weapons
** The range of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows which have a range of 50 ft. There is no short range vs. long range disadvantage for ranged weapons
** [[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] reduced to 80 ft
** [[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] reduced to 80 ft
* When you are 10 ft above your target and make a ranged attack you get a +2 on the attack roll due to the [[High Ground Rules|high ground]]. When you are 10 ft below your target and make a ranged attack you get a -2 penalty to the attack roll due to the low ground.
* When a creature is at least 10 ft above their target and makes a ranged attack then they receive a +2 bonus on the attack roll due to the [[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 the low ground.
* Tool and language proficiencies are not used. This includes Thieves' Tools. Thieves tools checks to pick a lock or disarm a trap use the character's [[Sleight of Hand|sleight of hand]] modifier, and require a set of [[Thieves' Tools|thieves tools]] or [[Trap Disarm Toolkit|trap disarm toolkit]] respectively which are consumed on a failure.
* Tool and language proficiencies are not used. This includes Thieves' Tools. Thieves tools checks to pick a lock or disarm a trap use the character's [[Sleight of Hand|sleight of hand]] modifier, and require a set of [[Thieves' Tools|thieves tools]] or [[Trap Disarm Toolkit|trap disarm toolkit]] respectively which are consumed on a failure.
* As of EA Patch 9, creatures don't have a sense of hearing and instead can 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 then you automatically fail. If you are hidden and enter a creature's sight cone then you must roll for it 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
* As of EA Patch 9, creatures don't have a sense of hearing and instead can 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 then you automatically fail. If you are hidden and enter a creature's sight cone then you must roll for it 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 off the [[Backgrounds|background]] of you and your companions. If for example you or one of your companions have the charlatan background then 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 off the [[Backgrounds|background]] of you and your companions. If for example you or one of your companions have the charlatan background then 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 lbs of weight per point of Str. If the character is carrying an amount of weight equal to 7 lbs times Strength score then they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at 9 lbs × Str score.


=== Spellcasting ===
=== Spellcasting ===
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* Prepared spell casters can change their prepared spells at any time out of combat.
* Prepared spell casters can change their prepared spells at any time out of combat.
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents all spellcasting regardless of what the components would be in D&D 5e.
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents all spellcasting regardless of what the components would be in D&D 5e.
* The game does not stop you from casting a leveled spell with both an action and a bonus action.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action.
* Ritual casting is not in Early Access, but we know the Ritual Caster [[Feats|feat]] will be added at launch so it is possible that ritual casting is added at launch.
* Ritual casting is not in Early Access, but we know the Ritual Caster [[Feats|feat]] will be added at launch so it is possible that ritual casting is added at launch.
* 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 you have the ability for 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 relevant ability modifier (varies by scroll) and proficiency bonus of the caster.
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the relevant ability modifier (varies by scroll) and proficiency bonus of the caster.


=== Action Economy ===
=== Action Economy ===


* You 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 your turn with the melee weapon equipped, switching to a crossbow for free, shooting at enemies, and switching back to the melee set to allow you to make opportunity attacks. Equipping a weapon from your 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. 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 maybe you shove them 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 maybe they are shoved off a high ledge.
* Falling damage only sometimes causes a creature to go [[Prone (Condition)|prone]]. The mechanics on how to avoid going prone from falling damage are unverified.
* Falling damage only sometimes causes a creature to go [[Prone (Condition)|prone]]. (verification required on mechanics to avoid going prone due to falling damage)
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hitpoint and leaves them [[Prone (Condition)|prone]].
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hitpoint and leaves them [[Prone (Condition)|prone]].
* [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below it allows you to jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str you spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing your movement speed by up to 25 feet.
* [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below it allows the creature to 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.
* Dodge action is not present in Early Access, and does not like it will exist at launch with the exception being [[Monk|monk]]'s Patient Defense feature.
* Dodge action is not present in Early Access, and does not like it will exist at launch with the exception being [[Monk|monk]]'s Patient Defense feature.
* You cannot ready an action
* Readying an action is not implemented
* Grappling is not present.
* Grappling is not implemented
* Consuming a [[Potions|potion]] is a bonus action.
* Consuming a [[Potions|potion]] is a bonus action.
* If you as an action [[Throw|throw]] a healing potion it will break and heal all targets in a small radius.
* If a creature as an action [[Throw|throw]] a healing potion it will break and heal all targets in a small radius.
* 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 off 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 off the target's weight, and you need to win a contested check using your [[Athletics]].
* [[Hide]] is currently a bonus action for all player characters as of Early Access Patch 9. Footage from Panel from Hell 8 indicates that [[Hide]] will switch back to an action unless a feature (e.g. [[Rogue|rogue]]'s cunning action) gives you the option to hide as a bonus action (needs confirmation).
* [[Hide]] is currently a bonus action for all player characters as of Early Access Patch 9. Footage from Panel from Hell 8 indicates that [[Hide]] will switch back to an action unless a feature (e.g. [[Rogue|rogue]]'s cunning action) gives a character the option to hide as a bonus action (verification required).
* Bonus action attack options such as offhand weapon attacks do not require you 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.
* Donning and doffing armor does not take time, and can be done as an action even in combat.
* Donning and doffing armor does not take time, and can be done as an action even in combat.


=== 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 you are proficient with the weapon.
* [[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.
* There is no magic item attunement system.
* There is no magic item attunement system.
* You can have a melee weapon set and a ranged weapon set equipped that you can toggle between freely. As of Early Access Patch 9, if you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded then 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. As of Early Access Patch 9, if you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded then you still benefit from the AC boost the shield provides.
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armor proficiency to wear effectively. They don't give you a bonus to your armor class (unless they have a magical effect that specifically says so), but may have magical effects and you will only be able to don them effectively with the correct proficiency.
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armor proficiency to wear effectively. They don't give the character a bonus to their armor 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 armor]] does not have a Strength requirement, and therefore no movement speed penalty.
* [[Armour#Heavy_Armour|Heavy armor]] 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]].
* You are unable to select starting [[Equipment|equipment]], you are given starting equipment based on your starting [[Classes|class]].
* Crossbows currently ignore the [[Loading|loading]] property. Screenshots of content creators playing on a nearly launch ready build show that the crossbow expert feat makes no mention of loading. This leads many to believe that crossbows will continue to ignore [[Loading|loading]] at release (needs confirmation).
* Crossbows currently have the [[Loading|loading]] property, but it does not restrict the usage of crossbows in any way. It is possible that they will continue to ignore [[Loading|loading]] at release (needs confirmation).
* Appropriate weapons have the "[[Heavy (weapon property)|heavy]]" property added to them, but this property does not apply disadvantage to attack rolls made by small creatures as of EA patch 9.
** This 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 your melee set even while the ranged set is actively drawn.
* Appropriate weapons have the "[[Heavy (weapon property)|heavy]]" property added to them, but this property does not apply disadvantage to attack rolls made by small characters as of EA patch 9.
* Slings, darts, and whips are not in the game.
* Slings, darts, 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.
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* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks.
* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks.
* [[Encumbered (Condition)|Encumbered]]: A character become encumbered when they carry an amount equal to 7 times their Strength rather than 5 times. Being encumbered also halves your jump distance.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 9 times their Strength rather than 10 times. And it also prohibits them from being able to climb or jump at all.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move towards the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" which gives them the frightened effect as well as making them flee.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move towards the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" which gives them the frightened effect as well as making them flee.
* 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. Your character cannot do anything while prone. Starting the turn while prone will cause you to automatically use half your movement and stand up. Becoming prone during your turn automatically ends your turn.
* [[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. Your character cannot do anything while prone. Starting the turn while prone will cause you to automatically use half your movement and stand up. Becoming prone during your turn automatically ends your turn.
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, since monks will likely be the only characters able to dodge.
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, since monks will likely be the only characters able to dodge.
* [[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Resistance|resistance]] to fire damage, but also makes the creature [[Vulnerable|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 [[Resistance|resistance]] to fire damage, but also makes the creature [[Vulnerable|vulnerable]] to lightning and cold damage.
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