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D&D 5e rule changes: Difference between revisions
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Guybrush42 (talk | contribs) (→Equipment: Moved notes on Thieves’ Tools specifically) |
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** While enabled fights tend to be faster and deadlier instead of true random DnD experience. | ** While enabled fights tend to be faster and deadlier instead of true random DnD experience. | ||
* 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 | * All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to the alternate rules from ''Tasha's Cauldron of Everything'' - 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. 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]] or [[background]]. | * 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]] or [[background]]. | ||
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* 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 must be looted or purchased | * [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that must be looted or purchased. | ||
* 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. | * 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. | ||
** For [[Death Saving Throw|Death Saving Throws]], a roll of a 1 gives only one fail rather than 2. A roll of 20 results in a success, rather than restoring 1 HP. | ** For [[Death Saving Throw|Death Saving Throws]], a roll of a 1 gives only one fail rather than 2. A roll of 20 results in a success, rather than restoring 1 HP. | ||
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** 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. | ** 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. | ||
* Cover from D&D has not been implemented, but a line of sight to the target is still required. | * Cover from D&D has not been implemented, but a line of sight to the target is still required (even for effects such as . | ||
* 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. | ||
* Initiative is rolled with a D4 instead of a D20, and is not treated as a Dexterity Ability Check for the purposes of bonuses etc. 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 Ability Score. | * Initiative is rolled with a D4 instead of a D20, and is not treated as a Dexterity Ability Check for the purposes of bonuses etc. 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 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 above. | |||
* 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. | ||
* 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. | * 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. | ||
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* Prepared spell casters may change their prepared spells at any time out of combat. | * Prepared spell casters may 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. | ||
* Spellcasting | * Spellcasting focuses are not required for any class. | ||
** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however. | ** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however. | ||
* 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 in the same turn. | ||
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. | * All caster classes are capable of Ritual casting, 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. | ||
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=== Action Economy === | === Action Economy === | ||
* 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. | * 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. | ||
* Falling damage only causes a creature to go [[Prone (Condition)|prone]] if a certain minimum height is met. | * Falling damage only causes a creature to go [[Prone (Condition)|prone]] if a certain minimum height is met. |