D&D 5e rule changes: Difference between revisions

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Added shared initiative, validation required on spell scroll modifier and long range weapon attack mechanics
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The rule changes described on this page and [[D&D 5e Rule Changes#Class_and_Subclass_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.
The rule changes described on this page and [[D&D 5e Rule Changes#Class_and_Subclass_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.


There will be rapid changes to these pages at BG3's launch, so leaving relevant [[#Change Log|Change Log]] comments with any edits or corrections is highly encouraged to assist returning readers in finding changes quickly.
There will be rapid changes to these pages at BG3's launch, so leaving relevant comments with any edits are strongly encouraged.
 
== Change Log ==
No changes to note yet.


== Fundamental Changes ==
== Fundamental Changes ==
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* 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.
** The ranges 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 normal ranges of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows, which have a range of 50 ft. (verification required on distance of long range attacks).
** [[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.
* 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.
* Tool and language proficiencies are not used. This includes [[Thieves' Tools]]. Skill 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]]. Skill 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, 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.
* 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, 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.
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* Ritual casting is not in Early Access, but 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 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 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 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 caster's relevant casting modifier (verification required at launch when multiclassing implemented).


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