Content Overview

In the spirit of interactivity, Contests are reintroduced from the 2014 rules. Armour Class is replaced by a new system that relies on reactive defence through contests, as described in the chapter on AC-less Defence and implemented through Blocking, Dodging, and Parrying. This reactive defence is further supported by changes to the action economy that revolve around Reactions. Surge Dice are introduced to convert remaining reactions into bonuses for the following turn.

Passive defence is also reworked, featuring the introduction of Damage Reduction and a Hit DC based on size that also changes the inner workings of Cover. Shields now work through Cover and were separated into three kinds of shields to allow for more differentiated benefits, thus allowing for more flavourful and diverse characters. Armour now works through Damage Reduction.

In response to attack rolls losing importance due to targets being generally easier to hit, Aimed Strikes bring new flavourful options and tactical complexities to the game by allowing creatures to target specific body parts with their attacks. This can wound or disable the body parts in question. To work against the detrimental effects of these, Surgery and the Rite of Regeneration were added to allow their restoration. Distinct armour pieces are introduced to fill in defence against Aimed Strikes.

Spellcasting has been reworked to work through Spell Points and Spell Limits instead, allowing for more variance between spellcasters and their playstyles. In the same vein, Upcasting has been changed a bit, Overcasting has been introduced to allow the risky choice of offering ones health for more powerful spells, and the effects of having a Spellcasting Focus are more impactful now. Spells are now also rolled with a Spell Check that can enhance spell attacks and that replaces the Spell Save DC to, once again, shift the focus more towards contested rolls. There is a small load of new spells to interface with the new spell rules and reaction economy, and many spells have seen changes to fit into this system better.

Martial Training is introduced to unify a multitude of features and benefits for martials, such as Fighting Styles and Weapon Mastery. Caster Training is introduced in turn to offer a parallel system for casters.

Vision & Focus are described in detail to encourage more strategic positioning and give attackers a way to bypass their targets reactive defense.

Aspects of Stealth are described to rework stealth in terms of various senses that can work against it and thus can be manipulated in favour of it.

Finally, there are adjustments to class features, feats, and spells, mainly to bring them in line with the changes to defence, grappling and shoving are reverted to their 2014 version, and last but not least, there is a section offering a short guide on how monsters are affected by the reworks offered here.