5 Things To Take From BG3 For Your Next D&D Campaign (And 5 Things You Shouldn't)
28.04.2024 - 14:57
/ screenrant.com
/ Stephen Tang
It is no secret that 's immense success has led to another boom in ' popularity. It uses the same basic rules, after all, being based on the tabletop RPG's fifth edition, known for being the simplest edition to date. Despite this, 5e was built for the tabletop, so Larian Studios chose to make changes to the rules in order for it to properly function as a CRPG title.
Amazingly,some of these changes can actually be taken into the tabletop version and improve the gaming experience. Some others, less so, but many players may be unaware of the differences between and , and may expect a one-to-one translation from CRPG to tabletop. It should be noted that Larian has put its own spin on the rule set, taking some features from its previous titles, similar to how many Dungeon Masters will have their own spin on the system as they play it.
For the most part,the main difference between certain weapons in is the damage dice used, but many do share the same dice. For instance, a mace and a shortsword both use 1d6 for their damage, meaning that there is almost no reason to pick one over the other unless an overall aesthetic is taken into consideration. This gets worse for longswords, since they do less damage than true two-handed weapons and are strength-based. For those looking to use both hands for one weapon, a longsword is objectively worse.
This is where 's unique abilities for weapons come in – each weapon type allows players to do different things with those weapons. For instance, someone with a greataxe can cleave foes once per short rest, while someone with a longsword has a dash attack to cover more distance. This adds gameplay differences and more flavor to combat, especially for martial classes who usually have fewer options than their spellcasting counterparts with bonus action spells.
Short rests are fundamentally different between and For there is no day-night cycle, nor is there an active passing of time. Time only passes when Tav and the crew bunker down for the night, and the short rests keep them going until they are in dire need of sleep. Mechanically, needs to restrict short rests, otherwise there would be no reason for a long rest for certain classes, like fighters and warlocks.
In short rests take an hour and can be more fraught with danger since they aren't instant. They can only be done in a safe environment where the party won't be attacked for that hour and aren't quite as powerful, since the passage of time will continue to tick as they are taken. In, Tav can rest before a time-sensitive encounter. This is not the case for 5e so there is no reason to restrict it, especially since two short rests in a day are rare enough anyway.
Some DMs may choose to make their players exhausted if