Rules Changes From 4E

I’ve made note of differences i’ve noticed in rules from 4e to 5e, mostly regarding combat.

· You get a move and an action rather than move minor standard
· Ties on initiative are done differently. Ties among players are decided by players, ties among monsters are decided by DM and ties between monsters and players are decide by DM (optionally you can have a rolloff of d20s for this)
· You can divide your move up with your action, so you can move 20 feet, use your action, then move 10 feet if you have a 30 foot movement
· Moving through another creature’s space is considered difficult terrain, whether they are hostile or not. You can only move through a hostile’s space if it is 2 size categories bigger or smaller than you.
· Standing up from prone costs half your speed, you can’t get up if you don’t have half your speed left this turn or if your speed is 0
· Crawling costs 1 extra foot per foot of crawling, so crawling through difficult terrain costs 3 feet per foot
· There is no 5-foot step. You may use the disengage action to move away from a monster without provoking opportunity attacks, but this uses an action.
· Opportunity Attacks only get triggered when you move out of a hostile’s reach. So you can move around them at will as long as you don’t move out of their reach. Also, using ranged attacks doesn’t provoke an opportunity attack
· Ranged Attacks have disadvantage if you are adjacent to a hostile, but there is no AoO
· Half cover gives +2 to AC and Dex saves, ¾ cover gives +5 AC and dex saves, total cover you can’t be targeted directly by attacks or spells
· Crits allow you to roll of the damage dice twice then add your damage mod. This means dice for weapons and special stuff too like sneak attack dice all get rolled twice
· Resistance to a damage type means that damage is halved against that type and vulnerability means it is doubled
· When dropped to zero, if any remaining damage is left exceeds your HP max, then you instantly die
· When reduced to 0, you make death saves on your turn. 3 sucesses means your stable, 3 fails mean you die. If you roll 1 it counts for 2 fails, if you roll 20 then you regain 1 HP. If you suffer damage while dying you suffer a failure, if it is a crit you suffer 2 fails, if it exceeds your max HP you die

Rules Changes From 4E

The Tiamat Saga benson