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D&D 5e rule changes: Difference between revisions

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{{ up to date | 2023-08-07 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
[[File:5e logo.png|right|200px]]
[[File:5e logo.png|right|200px]]
This page and [[#Other Changes|related pages]] summarize rule changes from the implementation of [https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Dungeons_&_Dragons_5th_edition Dungeons and Dragons 5th Edition] (D&D 5e) rules to [[Baldur's Gate 3]] (BG3).
This page and [[#Other Changes|related pages]] summarize rule changes from the implementation of [https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Dungeons_&_Dragons_5th_edition Dungeons and Dragons 5th Edition] (D&D 5e) rules to [[Baldur's Gate 3]] (BG3).


The rule changes described on this page and [[#Other 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 [[#Other 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 comments with any edits are strongly encouraged.


== Fundamental Changes ==
== Fundamental Changes ==


* 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 is enabled by default.
* 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 Tasha's alternate rules - though the standard 5e racial ability score bonus and the +1/+1/+1 option do not exist. [[Half-Elf|Half-elves]] and [[Human]]s have been granted additional features to make up for this change. There is no word yet on whether [[Dwarf#Shield_Dwarves|Mountain Dwarves]] have been similarly compensated. The details of this change are discussed on the [[D&D 5e Race Changes|D&D 5e Race Changes]] page.
* All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to Tasha's alternate rules - 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.
* You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. At a minimum you can respec your starting [[Classes|class]], subclass (when applicable), [[Ability Scores|ability scores]], [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies. It is not possible to change a character's [[Races|race]].
* 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]], [[background]] or [[Skills|skill]] proficiencies gained from either.
** If you change an [[Origins|origin companion]] or [[Companions|traditional companion's]] starting [[Classes|class]] (or subclass when applicable), the world will still react to them as though they were a member of their initial starting [[Classes|class]].
** 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 fixed values, not a roll of the hit die.
* 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.
* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that can be looted or purchased. In towns you will be able to rest at an inn.
* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that must be looted or purchased. In towns you will be able to rest at an inn.
* Rolling a natural 1 on a skill 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. Other than critical hits, there are no additional fumble or critical success features besides an automatic failure or pass of the 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.
* 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 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).
** 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.
** [[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.
* There is no cover system.
* Cover from D&D has not been implemented, but a line of sight to the target is still required.
* 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.
* 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 implemented. 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.
* Rules for sound and hearing is 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.
** A number of changes to hiding and stealth have been made in the full release, but exact details have yet to be verified.
* 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 20 lbs (10 kg) 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 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'''.


=== Spellcasting ===
=== Spellcasting ===
''See Also: [[D&D 5e Spell Changes]]''


* Details on individual spell changes can be found on the [[D&D 5e Spell Changes]] page.
* Prepared spell casters may 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 a character 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 the Ritual Caster [[Feats|feat]] will be added at launch, so it is possible that ritual casting is added at launch.
* All caster classes are capable of Ritual casting is not in Early Access, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells.
* 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 relevant casting modifier (verification required at launch when multiclassing implemented).
* 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).
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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]].
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point 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, 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.
* [[Jump (Bonus Action)|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.
* The Dodge action is not present in Early Access or at launch, with the exception of the [[Monk|monk]]'s Patient Defence ability.
* The Dodge action is not implemented, with the exception of the [[Monk|monk]]'s Patient Defence ability.
* Readying an action is not implemented.
* Readying an action is not implemented.
* Grappling is not implemented.
* Grappling is not implemented.
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* 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 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]].
* 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]].
* [[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.{{Verify}}
* 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.
* 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.
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* [[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 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.
* 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, 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.
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* 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).
* 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).
** 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.
** 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.
* 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.
* 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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* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward 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 toward 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 (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 to 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 to 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, as it is not implemented as an action.
* [[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Damage_Types#Resistance|resistance]] to fire damage, but also makes the creature [[Damage_Types#Vulnerability|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 [[Damage_Types#Resistance|resistance]] to fire damage, but also makes the creature [[Damage_Types#Vulnerability|vulnerable]] to lightning and cold damage.


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