Changes from 5e: Difference between revisions
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Are we even still playing 5e? | Are we even still playing 5e? | ||
Below are the additional changes from vanilla 5e, beyond what you've seen so far. | |||
== Magic Weapons == | |||
A +1/+2/+3 weapon or armor isn't inherently magical anymore unless it says so. Lore-wise these are just expertly crafted or sharpened weapons. | |||
== Resistances and Weaknesses == | |||
Resistances and Weaknesses to certain damage types are far more common. While in 5e pretty much every monster is immune to poison and resistant to fire damage, these are slightly more balanced (I promise) here, and every monster and player character has at least one weakness. | |||
== Potions == | |||
Drinking a potion is a bonus action. When using a full action to drink a potion, you regain the maximum amount of hit points without having to roll. | |||
== Death Saves & Exhaustion == | |||
If you survive being reduced to 0HP you gain 1 level of exhaustion. | |||
== Critical Hits == | |||
A critical hit is Max Damage (including modifiers and stuff like sneak attack) + the normal roll. | |||
== Suffocating == | |||
Suffocation happens after 1+constitution mod rounds. | |||
== Weapons and Proficiencies == | |||
Weapon and armor proficiencies have been split up. Simple and Martial weapons are split up in melee and ranged options. | |||
New weapons have a proficiency class of their own, for example the Bastard Sword and the Greatbow require specialized training. | |||
== Spellcasting and Slots== | |||
Spell slots recharge determined on what Origin they originate, see [[Magic]]. | |||
When you gain a spell slot or learn a spell it's tied to your Origin and must come from the appropriate [[Spell Lists]] | |||
== Afflictions == | |||
Conditions are renamed Afflictions, and expanded, see [[Afflictions]]. | |||
== Leveling Up == | |||
This campaign has no traditional levels and no need to track experience points. You gain all the class features and level features from the Character builder. Normally you gain HP and Hit Die from leveling up, now the HP comes from Powers which provide them. | |||
Latest revision as of 07:02, 9 February 2026
Are we even still playing 5e?
Below are the additional changes from vanilla 5e, beyond what you've seen so far.
Magic Weapons
A +1/+2/+3 weapon or armor isn't inherently magical anymore unless it says so. Lore-wise these are just expertly crafted or sharpened weapons.
Resistances and Weaknesses
Resistances and Weaknesses to certain damage types are far more common. While in 5e pretty much every monster is immune to poison and resistant to fire damage, these are slightly more balanced (I promise) here, and every monster and player character has at least one weakness.
Potions
Drinking a potion is a bonus action. When using a full action to drink a potion, you regain the maximum amount of hit points without having to roll.
Death Saves & Exhaustion
If you survive being reduced to 0HP you gain 1 level of exhaustion.
Critical Hits
A critical hit is Max Damage (including modifiers and stuff like sneak attack) + the normal roll.
Suffocating
Suffocation happens after 1+constitution mod rounds.
Weapons and Proficiencies
Weapon and armor proficiencies have been split up. Simple and Martial weapons are split up in melee and ranged options. New weapons have a proficiency class of their own, for example the Bastard Sword and the Greatbow require specialized training.
Spellcasting and Slots
Spell slots recharge determined on what Origin they originate, see Magic. When you gain a spell slot or learn a spell it's tied to your Origin and must come from the appropriate Spell Lists
Afflictions
Conditions are renamed Afflictions, and expanded, see Afflictions.
Leveling Up
This campaign has no traditional levels and no need to track experience points. You gain all the class features and level features from the Character builder. Normally you gain HP and Hit Die from leveling up, now the HP comes from Powers which provide them.