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Corrected units of weight with respect to encumbrance (doubles carry capacity), added that there is no cover system.
m (fix vulnerable and resistance incorrect/broken links) |
Phantomsplit (talk | contribs) (Corrected units of weight with respect to encumbrance (doubles carry capacity), added that there is no cover system.) |
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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. (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. (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. | ||
* There is no cover system. | |||
* 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. | ||
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** A number of changes to hiding and stealth have been made in the full release, but exact details have yet to be verified. | ** 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 10 | * 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'''. | ||
=== Spellcasting === | === Spellcasting === | ||
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* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks. | * [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks. | ||
* [[Encumbered (Condition)|Encumbered]]: A character | * [[Encumbered (Condition)|Encumbered]]: A character becomes encumbered when they carry an amount equal to 14 lbs (7 kg) times their Strength rather than 5 times. Being encumbered also halves your jump distance in addition to the normal effects. | ||
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 9 times their Strength rather than 10 times. It also prohibits them from being able to climb or jump at all. | ** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prohibits them from being able to climb or jump at all in addition to the normal effects. | ||
* [[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. | ||
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=== Miscellaneous === | === Miscellaneous === | ||
* Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage. | * Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage. | ||
* " | * "Lifeberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3. | ||
* If a character with extra attack makes a melee or ranged weapon attack first, they may follow it up with a thrown weapon attack. However, making a thrown weapon attack first causes the game to classify it as a full throw action rather than part of the attack action, consuming your entire attack action. | * If a character with extra attack makes a melee or ranged weapon attack first, they may follow it up with a thrown weapon attack. However, making a thrown weapon attack first causes the game to classify it as a full throw action rather than part of the attack action, consuming your entire attack action. | ||