Post by Brian Williamson on Jul 23, 2014 19:32:12 GMT -8
With 4e still so fresh in everybody's mind, I thought it would be useful to highlight some things that are different in the new version of the game. This list will likely expand as they come up in conversation/in-game, and I'll try to keep it as organized as I can. A lot of differences are trivial enough that I'll try not to mention them, but rather focus on the ones that might alter some of your decisions that you make during character creation and in-game. I'll also include page number references as I find the time.
General:
The Advantage/Disadvantage system has replaced a lot of the old +'s and -'s from D&D, meaning there's a hell of a lot less to memorize about status conditions, etc. There're still a handful (cover is one I can think of off-hand), but in general if something gives you an advantage or disadvantage, just roll two d20s and take the higher (advantage) or lower (disadvantage) result.
Skills have been tweaked slightly:
Combat:
Speeds are now given in feet instead of squares. The Playtest had characters counting diagonal movement as 1.5 squares (or 7.5 ft), but Basic D&D backpedaled on that and diagonal movement is now considered 1 square when playing on a grid. [71]
Most of the game elements that require specific tactical placement (e.g. flanking) have been taken out to allow DMs and players the option to play with or without a grid.
The actions you take during combat have now changed. On your turn you can [69-70]:
1. Move up to your speed either all at once or in-between actions.
2. Take one action (see below).
3. Interact with one object as a free action (open a door, draw your weapon, take a drink, etc.) as long as the interaction is simple.
4. Take a bonus action if you have a class feature that allows it.
5. Communicate any way that you can (within reason).
There are no more "at-will," "encounter," or daily powers. For your action you can [71-72]:
1. Make a basic melee or ranged attack
2. Cast a spell/cantrip.
3. Dash: move twice your speed (when combined with your normal movement).
4. Disengage: any movement you make this turn will not provoke opportunity attacks (replaced shifting)
5. Dodge: attacks against you are made with disadvantage. Dexterity saving throws you make have advantage.
6. Help: grant a advantage to an ally's skill check or their next attack.
7. Hide
8. Ready an action based on a specific trigger (counts as your one reaction per round when it triggers).
9. Search
10. Use an object (if either a) you have already interacted with an object this turn or b) the object requires significant time/strength/concentration to use: DM DISCRETION)
Opportunity Actions:
1. There is no more "shifting" one square to avoid giving up opportunity attacks. To move away from an enemy you now have to use the "disengage" action (which counts as your action for your turn) and you can move up to your speed. [72]
2. Using a ranged weapon while in melee range (within 5 feet/1 square) does not provoke opportunity. Instead, the attack is given disadvantage. [73]
3. Opportunity attacks are now triggered "whenever a hostile creature you can see moves out of your reach." This change, while subtle, now allows you to maneuver around an opponent without provoking (unless you step away from them). [74]
4. An opportunity action is now considered a type of "reaction." You can only use one reaction per round. [70]
Using a weapon with which you are proficient gives a fixed bonus to your attack roll that scales with level (+2 at level 1).
Resistance halves damage. Vulnerability doubles damage. [75]
Every class can now two-weapon fight with two light weapons. You don't get to add your ability modifier to the damage of the second attack (unless you're a fighter). [74]
When a spell targets more than one enemy, you only have to roll damage once. That damage is applied to each creature that you hit. [75]
When you make a critical hit, double the number of damage dice you roll (1d4 becomes 2d4, 2d6 becomes 4d6 etc.) including any other damage dice involved in your attack (such as Sneak Attack). [75]
General:
The Advantage/Disadvantage system has replaced a lot of the old +'s and -'s from D&D, meaning there's a hell of a lot less to memorize about status conditions, etc. There're still a handful (cover is one I can think of off-hand), but in general if something gives you an advantage or disadvantage, just roll two d20s and take the higher (advantage) or lower (disadvantage) result.
Skills have been tweaked slightly:
Combat:
Speeds are now given in feet instead of squares. The Playtest had characters counting diagonal movement as 1.5 squares (or 7.5 ft), but Basic D&D backpedaled on that and diagonal movement is now considered 1 square when playing on a grid. [71]
Most of the game elements that require specific tactical placement (e.g. flanking) have been taken out to allow DMs and players the option to play with or without a grid.
The actions you take during combat have now changed. On your turn you can [69-70]:
1. Move up to your speed either all at once or in-between actions.
2. Take one action (see below).
3. Interact with one object as a free action (open a door, draw your weapon, take a drink, etc.) as long as the interaction is simple.
4. Take a bonus action if you have a class feature that allows it.
5. Communicate any way that you can (within reason).
There are no more "at-will," "encounter," or daily powers. For your action you can [71-72]:
1. Make a basic melee or ranged attack
2. Cast a spell/cantrip.
3. Dash: move twice your speed (when combined with your normal movement).
4. Disengage: any movement you make this turn will not provoke opportunity attacks (replaced shifting)
5. Dodge: attacks against you are made with disadvantage. Dexterity saving throws you make have advantage.
6. Help: grant a advantage to an ally's skill check or their next attack.
7. Hide
8. Ready an action based on a specific trigger (counts as your one reaction per round when it triggers).
9. Search
10. Use an object (if either a) you have already interacted with an object this turn or b) the object requires significant time/strength/concentration to use: DM DISCRETION)
Opportunity Actions:
1. There is no more "shifting" one square to avoid giving up opportunity attacks. To move away from an enemy you now have to use the "disengage" action (which counts as your action for your turn) and you can move up to your speed. [72]
2. Using a ranged weapon while in melee range (within 5 feet/1 square) does not provoke opportunity. Instead, the attack is given disadvantage. [73]
3. Opportunity attacks are now triggered "whenever a hostile creature you can see moves out of your reach." This change, while subtle, now allows you to maneuver around an opponent without provoking (unless you step away from them). [74]
4. An opportunity action is now considered a type of "reaction." You can only use one reaction per round. [70]
Using a weapon with which you are proficient gives a fixed bonus to your attack roll that scales with level (+2 at level 1).
Resistance halves damage. Vulnerability doubles damage. [75]
Every class can now two-weapon fight with two light weapons. You don't get to add your ability modifier to the damage of the second attack (unless you're a fighter). [74]
When a spell targets more than one enemy, you only have to roll damage once. That damage is applied to each creature that you hit. [75]
When you make a critical hit, double the number of damage dice you roll (1d4 becomes 2d4, 2d6 becomes 4d6 etc.) including any other damage dice involved in your attack (such as Sneak Attack). [75]