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* 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]]. | * You 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 | * 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. | ||
* 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 | * 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]]. | ||
** 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 world will still react to them as though they were a member of their initial starting [[Classes|class]]. | ||
* Hit points gained on level use the average, not a roll on the hit die. | * Hit points gained on level use the average, not a roll on the hit die. | ||
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=== Spellcasting === | === Spellcasting === | ||
* Details on individual spell changes can be found on the | * Details on individual spell changes can be found on the [[D&D 5e Spell Changes]] page. | ||
* 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. | ||
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* 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. | * 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. | ||
* [[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 you shove them 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 | * 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. | ||
* 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 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. | ||
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* If you as an action [[Throw|throw]] a healing potion it will break and heal all targets in a small radius. | * If you 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 | * [[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). | ||
* 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 you 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. | ||
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* [[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. | * 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). | ||
* 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. | * 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. | ||
* Slings, darts, and whips are not in the game. | * Slings, darts, and whips are not in the game. | ||
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== Class and Subclass Changes == | == Class and Subclass Changes == | ||
See the D&D 5e Class Changes Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Classes|classes]] and subclasses available in Baldur's Gate 3. | See the [[D&D 5e Class Changes]] Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Classes|classes]] and subclasses available in Baldur's Gate 3. | ||
== Race Changes == | == Race Changes == | ||
See the D&D 5e Race Changes Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Races]] available in Baldur's Gate 3. | See the [[D&D 5e Race Changes]] Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Races]] available in Baldur's Gate 3. | ||
== Feat Changes == | == Feat Changes == | ||
See the D&D 5e Feat Changes Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Feats]] available in Baldur's Gate 3. | See the [[D&D 5e Feat Changes]] Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Feats]] available in Baldur's Gate 3. | ||
== Spell Changes == | == Spell Changes == | ||
See the D&D 5e Spell Changes Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Spells]] available in Baldur's Gate 3. | See the [[D&D 5e Spell Changes]] Page for details for details on changes from the Dungeons and Dragons 5th edition rules specific to the [[Spells]] available in Baldur's Gate 3. |