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D&D 5e rule changes: Difference between revisions

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*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|Attacks of Opportunity]] cannot be used — at all — 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 Attacks of Opportunity directly to the Threatened condition, which only occurs in the reach of a melee-equipped hostile.
*[[Opportunity Attack|Opportunity Attacks]] cannot be used — at all — 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.
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armour proficiency to wear effectively. They don't grant a bonus to armour 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 armour for the purposes of effects that only apply when wearing armour (e.g. [[Defence]] fighting style) or when not wearing armour (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.
*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.
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