→Death
(→Death: included that saving throws are skipped when wildshaped and damage exceeds wildshape + original hp) |
(→Death) |
||
(6 intermediate revisions by 3 users not shown) | |||
Line 22: | Line 22: | ||
* 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 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]]s have been granted additional features (chiefly [[Civil Militia]]) to make up for this change. | * 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]]s have been granted additional features (chiefly [[Civil Militia]]) to make up for this change. | ||
* Hit points gained on level are always fixed values; there is no option to roll a hit die. | * Hit points gained on level are always fixed values; there is no option to roll a hit die. | ||
* 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, [[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, [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies gained from class. It is not possible to change a character's [[Races|race]] or [[background]]. | ||
** If you change an [[Origins|origin companion]] or [[Companions|companion's]] starting 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. | ** If you change an [[Origins|origin companion]] or [[Companions|companion's]] starting 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. | ||
* Multiclassing ignores ability score requirements. | |||
** This makes it possible to reach the level cap with one level from each of the 12 available classes, which grants an [[Achievements|achievement]] if done without ever respeccing. | |||
* 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. | ||
** 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. There is no way to use Inspiration on an attack roll. | * [[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 + 40 kg (80 lbs). 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'''. | ||
=== Death === | === Death === | ||
* Characters not in the party, including important NPCs, are killed outright when reduced to 0 hit points. | |||
** They do '''not''' make death saving throws and '''cannot be resurrected'''. | |||
* 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, with the exception of wildshaped creatures. 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, with the exception of wildshaped creatures. There are other ways to instantly die (falling into a chasm, displeasing [[Vlaakith|a certain demigod]]). | ||
** | ** Party members make death saving throws once reduced to 0 hit points. | ||
** 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. | ** 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. | ||
** If you take damage that reduces the Wild Shape form's Hit Points below 0, the remaining damage is applied to your original form. If the remaining damage is also enough to reduce your original form to 0 Hit Points, you die instantly, skipping the usual Death Saving Throws. | ** If you take damage that reduces the Wild Shape form's Hit Points below 0, the remaining damage is applied to your original form. If the remaining damage is also enough to reduce your original form to 0 Hit Points, you die instantly, skipping the usual Death Saving Throws. | ||
Line 62: | Line 64: | ||
*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. | *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. | ||
===Spellcasting=== | ===Spellcasting=== | ||
Line 113: | Line 113: | ||
*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]]. | *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|Opportunity Attacks]] cannot be used | *[[Opportunity Attack|Opportunity Attacks]] cannot be used 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 Opportunity Attacks directly to the Threatened condition, which only occurs in the reach of a melee-equipped hostile. | |||
**To enable Opportunity Attacks after making a ranged attack, manually switch back to a melee weapon before ending a character’s turn. | |||
*If an enemy moves out of reach of a character wielding two melee weapons, two separate opportunity attacks (one with each weapon) are rolled as part of the same reaction, and the dual-weapon attack animation showing two separate strikes is used. As with a normal two-weapon attack, the offhand attack's damage roll lacks the ability score modifier unless the character has the [[Two-Weapon Fighting]] fighting style. | |||
*Characters other than [[Monk|Monks]] can only make [[Unarmed Strike|Unarmed Strikes]] when they have no melee weapon equipped. (Tabletop D&D generally allows unarmed strikes such as kicks and headbutts while one's hands are full.) | |||
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armor proficiency to wear effectively. They don't grant a bonus to 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. These items also count as armor for the purposes of effects that only apply when wearing armor (e.g. [[Defence]] fighting style) or when not wearing armor (e.g. [[Unarmoured Defence (Barbarian)|Unarmoured Defence]]). | * Some [[Equipment|equipment]] like gloves, boots, or helms may require armor proficiency to wear effectively. They don't grant a bonus to 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. These items also count as armor for the purposes of effects that only apply when wearing armor (e.g. [[Defence]] fighting style) or when not wearing armor (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. | ||
*[[Padded Armour]] does not impose disadvantage on [[Stealth]] checks, making it mechanically equivalent to [[Leather Armour]], though it still weighs less and costs less. | |||
*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. | ||
*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). | *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). |