Biggest Rules Changes From Dungeons and Dragons Fifth Edition (2024)

Baldur's Gate 3 is built on the Dungeons & Dragons Fifth Edition system, adapted for CRPG by Belgium-based developers Larian Studios. As with any tabletop-to-video game adaption, Larian has had to add, remove, and tweak the Fifth Edition rules to fit Baldur's Gate 3.

Tabletop players will easily recognize the familiar races, classes, features, and monsters in Baldur's Gate 3. However, it's worth noting the more major changes that Baldur's Gate 3 makes to Fifth Edition, so that players who are relying on their tabletop knowledge don't find themselves missing out.

The Biggest Rule Changes in Baldur's Gate 3

Biggest Rules Changes From Dungeons and Dragons Fifth Edition (1)

The most impactful changes that Larian Studios has made to the Dungeons & Dragons Fifth Edition system can be found in the game's core rules and mechanics:

  • The maximum level is 12
  • Multiclassing ignores Ability Score requirements
  • In Act 1, players will meet an NPC that can respec their characters
  • HP gained when leveling up uses the average result of the class' Hit Die
  • There is no cover system
  • When a character makes a ranged attack at a target at least 10ft lower than them, they get a +2 bonus. If the target is at least 10ft higher than them, they instead take a -2 penalty
  • Player characters with shared initiatives can act simultaneously
  • There are no Tool or Language Proficiencies
  • There are no Hit Dice, but Short Rests restore half of each character's HP
  • The party can only Short Rest twice between each Long Rest
  • Long Rests require Camp Supplies
  • Each Weapon type has a set of Weapon Actions that can be used once per Short Rest
  • Characters earn Inspiration based on their Background, and can only use it to reroll Ability Checks
  • Shoving, Jumping, and drinking a Potion are all Bonus Actions
  • Players cannot ready actions or grapple
  • Characters can throw other characters that are at least one size smaller than them
  • Bonus Action attacks, such as offhand attacks, do not require a main hand attack to be made first

RELATED: Baldur's Gate 3: How To Change Party Members

The Biggest Spellcasting Changes in Baldur's Gate 3

Along with tweaks to individual spells, there have also been several major changes to the spellcasting system:

  • Characters can cast both an Action Spell and a Bonus Action Spell on the same turn
  • Clerics, Druids, and Wizards can change their prepared spells at any time outside of combat
  • There is no Verbal, Somatic, and Material Components system, and spells can be cast with both hands full
  • Some spells can be cast when Silenced or Hidden
  • Longer duration spells now last until the next Long Rest
  • Any character can cast a Spell Scroll, but only spellcasters get to add their Proficiency Bonus
  • Ritual Casting spells takes no additional time

The Biggest Race Changes in Baldur's Gate 3

Biggest Rules Changes From Dungeons and Dragons Fifth Edition (3)

The 11 Races of Baldur's Gate 3 can all be played in Dungeons & Dragons Fifth Edition, though some have received fairly major changes:

  • All races get +2 and +1 to two Ability Scores of their choice, rather than their racial bonuses
  • All races with Darkvision have a reduced range to compensate for the smaller maps in Baldur's Gate 3. Races with Superior Darkvision, like the Drow, also have a reduced range, but it's still double basic Darkvision
  • Elves and Drow don't have the ability to Trance instead of sleeping
  • Drow are no longer weaker in sunlight
  • Half-Elves don't get additional Skill Proficiencies
  • High and Wood Half-Elves can't take Elf Weapon Training
  • Halflings can't pass through other creatures' spaces
  • There is no Variant Human option
  • Forest Gnomes have permanent Speak with Animals
  • Deep Gnomes' Advantage on Stealth checks doesn't require rocky terrain

RELATED: Baldur's Gate 3: All Negative Combat Status Effects, Explained

The Biggest Class Changes in Baldur's Gate 3

Biggest Rules Changes From Dungeons and Dragons Fifth Edition (4)

The 12 Classes in Baldur's Gate 3 have all been tweaked extensively, but here's the most impactful changes for each class:

  • The Barbarian's Rage and Reckless Attack features work with Finesse weapons and thrown weapons/objects
  • The Bard's Song of Rest allows the party to take an additional Short Rest per Long Rest
  • The Cleric's Turn Undead can no longer instantly kill weaker undead
  • Druids can wear metal armor but can't alter their concentration spells while in Wild Shape form. Additionally, Wild Shape no longer has a fixed duration
  • Monks receive their Ki feature at 1st level and gain more Ki points overall
  • Paladins select their Oath at first level, and can lose their powers if they break the tenets of their Oath
  • The Ranger's Favored Enemy and Natural Explorer features are greatly expanded with new and more powerful options
  • Rogues no longer gain Thieves' Tools Proficiency as the Sleight of Hand skill is used to pick locks instead
  • Sorcerers gain Metamagic at level 2 and get a third Metamagic option at level 3
  • The Warlock's Pact of the Blade feature now allows characters to use their Charisma for attacks and damage with weapons
  • The Wizard can instantly learn a spell scroll but still must pay a gold price per spell level

Baldur's Gate 3 is available now for PC. The PlayStation 5 version will be available on September 6th, 2023. A version for Xbox Series X/S is still in development.

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Biggest Rules Changes From Dungeons and Dragons Fifth Edition (2024)

FAQs

What is the 65% rule in D&D? ›

In 5e the chance of hitting is on average 65%. Based on that a +2 mod on AC reduces the chance to 55%. And a +9 mod to AC reduces the chance to hit to 20%. The three brackets represent you have a 65% chance to do minimum damage, 55% to do average damage and 20% to do max damage.

What is the massive damage rule in 5e? ›

A creature's massive damage threshold is equal to 50, plus or minus 10 points for every size category larger or smaller than Medium. Whenever a creature takes damage that equals or exceeds this value, it must succeed on a DC 15 Fortitude save or suffer the effects of massive damage.

What is the 60 second rule in D&D? ›

What is the 60 second rule in D&D? The 60-second rule is a homebrew rule some groups use to keep the game moving. It suggests that players have 60 seconds to begin their turn or make a decision to ensure the game's pace remains brisk and engaging.

What is the golden rule of D&D? ›

The golden rule of D&D is that the word of the DM is the final say on any matter when it comes to rules.

What is rule 0 of DND? ›

Known as 'Rule 0', the principle has existed throughout all of D&D's history, with varying wordings in official publication. In short, it states that the DM is the final arbiter of the rules; the world belongs to them and their players, and the rules of the world are created by them.

What is the brutal critical rule in 5e? ›

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

What does more damage 2d6 or 1d12? ›

2d6 will give more consistent damage while 1d12 has an equal chance.

What is the most powerful damage spell in D&D 5e? ›

No other spell even comes close in terms of immediate, raw damage dice in 5th Edition D&D, and any casters looking to take down their enemies fast and hard need look no further than Meteor Swarm.

What is the 5 foot rule in D&D? ›

The Player's Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally.

What is the hidden rule in D&D? ›

Hiding in D&D 5e takes an action to do. To hide, roll a Dexterity (Stealth) check for your character and tell the DM (Dungeon Master) the result. The Hide action grants PCs advantage on their first attack roll against an enemy. It also forces enemies to roll attacks against hidden creatures with disadvantage.

What is the cool rule in D&D? ›

As such, there's no one official wording on what the "Rule of Cool" is. However, it's most easily summed up this way: if something makes the game more exciting, let it happen. If a player wants to jump off the top of a wizard's tower to ambush an enemy who's hundreds of feet below them, allow it.

What is the overrun rule in D&D? ›

Overrun is a bonus-/action that lets you move through a hostile creature's space. Overrun lets you move through a hostile creature's space of any size and gives you mechanics to do so (contesting check as a bonus-/action). It adjusts the rules for Moving Around Other Creatures (PHB 191):

Can you reroll a 1 or 2 in D&D? ›

D&D 5e recently introduced re-rolling 1s and 2s, but only one time. If you get a 1 or a 2 on the re-roll, you take that re-roll. So for example a 2d6 that comes up as a 1 and a 4 would re-roll the 1, but if it comes up another 1 you take that.

What is the critical rule in D&D? ›

In DND 5e, critical hits work by rolling all the attack's damage dice twice and adding them together. Afterwards, you add any relevant modifiers as normal.

What is the rule of 6 DND? ›

So, if you can't make a cut work with all six things in mind, you drop the sixth one. If you still can't make it work with the remaining 5 things, you drop the 5th one. And so on.

What is the rule of 20 in D&D? ›

Automatic hit/success

In several editions of the D&D rules, a natural 20 is an automatic hit on an attack roll, regardless of the opponent's armor class.

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