RULE CHANGES IN 5TH EDITION

There are some important rule changes to consider in our 5e game:


General things—-

  1. You can break up your movement. For example, Tarakh can move two squares, make an attack, move two more squares, make his second attack, and then move two more squares.
  2. You get only one reaction per round. That means only one opportunity attack.
  3. ‘Ready action’ just spends your reaction. In 4e, readying an action changed your turn order. In 5e, if you want to ready an attack or spell, it only costs your reaction to use it.
  4. ‘Equipment weight matters’ You can carry up to five times your strength without being slowed down. You can carry up to ten times your strength, but you’ll be slowed. The maximum you can carry is 15x your strength, but you’ll roll everything with disadvantage. Everyone should be able to carry all the gear I’ve given them. But carrying someone or trying to haul a huge cache of weapons may slow you down.
  5. Friendly creatures count as difficult terrain. You used to be able to move freely through friendlies. It now costs 2 squares to move through someone.
  6. You can find things by moving slowly. If you slow down by 2 squares, you’ll automatically find anything with a DC below your passive perception.
  7. You can only take a long rest once every 24 hours. You only regain half your spent hit dice during a long rest.

Melee Fighters—-

  1. Two weapon fighting is a thing now. If you put your shield away and pull out a throwing axe, you get to make one more attack in the round. You don’t add your STR to the damage, though.
  2. You can either draw or sheathe a weapon as you attack. No more ‘minor action’ to do this. It costs a full action to ready your shield, though.

Casters—-

  1. Some spells have a money cost. For example, Revifify is a 3rd Level cleric spell, but the spell consumes 300 GP worth of diamonds. Find Familiar requires burning 10 gp worth of junk in a brass brazier.
  2. Some spells have ‘concentration.’ This means if someone hits you, you have to succeed on a save or the spell ends. If you cast another spell, the spell ends. You can’t concentrate on two spells at once.
  3. Spells can be cast as ‘rituals.’ This means if you cast it outside of combat, it doesn’t cost a spell slot. For example, ‘Detect Magic’ is a 1st-level spell that takes ten minutes to cast as a ritual.
  4. Many spells have a ‘Save’ rather than an ‘Attack.’ When you cast a spell such as Acid Splash that has a save mechanic, the DC is 8 + Caster Ability Mod + Proficiency Die.

RULE CHANGES IN 5TH EDITION

The Gems of The Forgotten Age josh_strodtbeck