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D&D 5e rule changes: Difference between revisions
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Added shared initiative, validation required on spell scroll modifier and long range weapon attack mechanics
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The rule changes described on this page and [[D&D 5e Rule Changes#Class_and_Subclass_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 [[D&D 5e Rule Changes#Class_and_Subclass_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 | 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 == | ||
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* 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 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. (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. | ||
* 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. | |||
* 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 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. | ||
* 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. | * 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. | ||
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* 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. | * 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. | ||
* 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 relevant | * 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). | ||
=== Action Economy === | === Action Economy === |