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Baldur's Gate 3: List of Mechanical Differences from 5e (need assistance to fill the list)
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<blockquote data-quote="Stalker0" data-source="post: 9096037" data-attributes="member: 5889"><p>There are a few threads going around discussing the various mechanical changes BG3 has made, and whether some of those would be good changes for the core game. To help with that, this thread will catalog the various differences. I am happy to collect them into a list in the OP.</p><p></p><p>Please keep this thread strictly about two main areas:</p><ul> <li data-xf-list-type="ul">Mechanical Differences: 5e does it X way, BG3 does it Y.</li> <li data-xf-list-type="ul">Conventions: Scenarios that are intentionally vague in 5e, but BG3 "crystallizes" them into a set mechanic.</li> </ul><p>Please do not use this thread for commentary about whether mechanics are good, bad, or ugly, that is for other threads to discuss. This is purely a factual list for people's reference and use.</p><p></p><p><strong>General</strong></p><ul> <li data-xf-list-type="ul">Shove is a bonus action, but can only push (cannot make prone).</li> <li data-xf-list-type="ul">(Convention) When you break surprise using an action, that character does not get to use an action of their first turn.</li> <li data-xf-list-type="ul">(Convention) When using an attack that has multiple parts (such as eldritch blast or magic missile), all targets must be determined up front before the effect is generated.</li> <li data-xf-list-type="ul">(Convention) If an effect triggers multiple reactions (such as cutting words and shield) you must decide which effects are activated at the same time, you can't wait for one and then do the other.</li> <li data-xf-list-type="ul">(Convention) Piercing and Slashing does no damage to walls, blugeoning does normal damage (but must overcome hardness)</li> <li data-xf-list-type="ul">Cover does not exist. Instead higher ground gives you advantage on ranged attacks, low ground firing on high ground gives you disadvantage.</li> <li data-xf-list-type="ul">Swapping spells for Clerics/Druids/Wizards: Happens anytime outside of combat.</li> </ul><p><strong>Classes</strong></p><ul> <li data-xf-list-type="ul">Warlock<ul> <li data-xf-list-type="ul">Pact of the Blade: Automatically gets 2nd attack at 5th level with pact weapon (instead of through thirsting blade invocation). Uses charisma for att/dmg (instead of hex warrior feature)</li> </ul></li> </ul><p><strong>Feats</strong></p><ul> <li data-xf-list-type="ul">Durable: Provides full healing after every short rest.</li> </ul><p></p><p><strong>Resting / Healing</strong></p><ul> <li data-xf-list-type="ul">Short Rest: Costs no time, can do it 2 per long rest.<ul> <li data-xf-list-type="ul">No Hit Die, heals half of the person's max hitpoints.</li> </ul></li> <li data-xf-list-type="ul">Long Rest: Costs no time, requires 40 "supplies".</li> </ul><p></p><p><strong>Spells</strong></p><ul> <li data-xf-list-type="ul">Mass Healing Word: No real range, effects all allies "in the area".</li> <li data-xf-list-type="ul">Gaseous Form: You can pick up and manipulate items.</li> <li data-xf-list-type="ul">Several spells have duration changes to "next long rest"<ul> <li data-xf-list-type="ul">Aid</li> <li data-xf-list-type="ul">Daylight</li> <li data-xf-list-type="ul"></li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 9096037, member: 5889"] There are a few threads going around discussing the various mechanical changes BG3 has made, and whether some of those would be good changes for the core game. To help with that, this thread will catalog the various differences. I am happy to collect them into a list in the OP. Please keep this thread strictly about two main areas: [LIST] [*]Mechanical Differences: 5e does it X way, BG3 does it Y. [*]Conventions: Scenarios that are intentionally vague in 5e, but BG3 "crystallizes" them into a set mechanic. [/LIST] Please do not use this thread for commentary about whether mechanics are good, bad, or ugly, that is for other threads to discuss. This is purely a factual list for people's reference and use. [B]General[/B] [LIST] [*]Shove is a bonus action, but can only push (cannot make prone). [*](Convention) When you break surprise using an action, that character does not get to use an action of their first turn. [*](Convention) When using an attack that has multiple parts (such as eldritch blast or magic missile), all targets must be determined up front before the effect is generated. [*](Convention) If an effect triggers multiple reactions (such as cutting words and shield) you must decide which effects are activated at the same time, you can't wait for one and then do the other. [*](Convention) Piercing and Slashing does no damage to walls, blugeoning does normal damage (but must overcome hardness) [*]Cover does not exist. Instead higher ground gives you advantage on ranged attacks, low ground firing on high ground gives you disadvantage. [*]Swapping spells for Clerics/Druids/Wizards: Happens anytime outside of combat. [/LIST] [B]Classes[/B] [LIST] [*]Warlock [LIST] [*]Pact of the Blade: Automatically gets 2nd attack at 5th level with pact weapon (instead of through thirsting blade invocation). Uses charisma for att/dmg (instead of hex warrior feature) [/LIST] [/LIST] [B]Feats[/B] [LIST] [*]Durable: Provides full healing after every short rest. [/LIST] [B]Resting / Healing[/B] [LIST] [*]Short Rest: Costs no time, can do it 2 per long rest. [LIST] [*]No Hit Die, heals half of the person's max hitpoints. [/LIST] [*]Long Rest: Costs no time, requires 40 "supplies". [/LIST] [B]Spells[/B] [LIST] [*]Mass Healing Word: No real range, effects all allies "in the area". [*]Gaseous Form: You can pick up and manipulate items. [*]Several spells have duration changes to "next long rest" [LIST] [*]Aid [*]Daylight [*] [/LIST] [/LIST] [/QUOTE]
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