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====Other changes==== * Rolling ability checks, attack rolls, or saving throws are now classified as '''d20 Tests'''. A DM can warrant a player making a d20 test as long as the DC is not less than 5 (so trivial that failing would make you look incompetent) or 30 (an impossible task you can only accomplish by breaking the game). * Rolling a nat 1 on a d20 Test is an automatic fail. Everyone already thought it was a thing, so the devs decided to embrace it. * Rolling a nat 20 on a d20 Test is an auto success (but doesn’t bypass limitations on the test, such as range and line of sight, (looking at you bard)). It also gives the player a point of inspiration. * Inspiration is being more encouraged as a mechanic, with more ways to get it like rolling a nat 20, and you can give another player inspiration if your single slot is full. * Spell attack rolls don't benefit from critical hits (for now). * Monsters no longer roll critical hits for attacks. (That is what the recharge mechanic is for.) * Like [[Pathfinder 2e]], spells available are divided into three main lists (Arcane, Divine, and Primal) rather than each class having its own list. PCs will draw most of their spells from one of the three based on class, with additional spells added from the race, feats, and additional class abilities. ** However, the Experts UA did reveal that the spell lists for the individual classes will be more restricted, with some classes being forbidden from prepping spells from specific schools in the place of the class-specific lists. * The incapacitation condition also adds the following penalties: Your concentration is broken, you can't speak, and you have disadvantage on initiative checks if you are incapacitated when it starts. * If a long rest was 1 or more hours in before being interrupted, the PCs gain the benefit of a short rest. * Combat immediately resets the 8 hours needed to gain the benefit of a long rest instead of part of the 1 hour of strenuous activity. * Reintroduced the Slowed Condition: Creature must spend 2 feet of speed to move 1 foot, attack roll hit with advantage, and they roll Dexterity saving throws at disadvantage. * Clarified Unarmed Strikes are not Weapon attacks. Also, Grapple and Shove are additional options when an Unarmed Strikes hit instead of choosing to inflict damage. Now Grapple and Shoves scale off (Str + Proficiency) vs (enemy AC) instead of Athletics vs enemy Athletics or Acrobatics. There will likely be more options for the monk. * Grappled Condition now: prevents you from ''change(?)'' (probably polymorph or misspelled charge? Didn’t list it in the glossary), have disadvantage on attacks not against grappler, the grappler gains the slowed condition (see above) while dragging the enemy they grappled. Escaping a grapple uses a Dexterity or Strength saving throw instead of Athletics or Acrobatics. ** The Druid/Paladin playtest clarified this a bit to mean that the condition locks your speed to 0 and that this cannot change. * Athletics and Acrobatics have been nerfed, as they are no longer used to make or escape a grapple. RIP using expertise to be grapple king.
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