A Note to 5th edition Players
Welcome 5th edition players! We hope you like Upheaval. The following is a quick list of ways Upheaval might feel different from the game you are used to.
Mostly the Same
- Most of the core mechanics feel the same (roll a d20+score try to beat a DC)
- Most combat in Upheaval feels similar to 5e, though there are small differences in some mechanics.
- We still use the standard three types of combat actions: Actions, Movement, and Bonus.
- Initiative is the same.
- Reactions are used in the same way, and attacks of opportunity are nearly the same.
- Movement in combat is performed the same.
- Many combat actions are similar too (Dash, Disengage, Dodge, Ready, etc.) though they may have different names.
- Attack rolls, skill checks, and saving throws are performed in the same way, though the calculations for your attack bonus, saving throw scores, and such may be different.
- Money
- Movement rates
- Creature sizes
- Alignment
- Hit point totals and damage
- Ability score increases every 4 levels.
- Advantage and disadvantage are used, though some numerical bonuses are still too, where appropriate.
Familiar but Different
- The way weapons and armor are classified in Upheaval is different from 5e, but weapons all still have properties that you are used to (damage, weight, cost, etc).
- The general nature of most classes in Upheaval are similar to those found in 5e. A ranger is a ranger, and a druid is a druid. The way each class's abilities progress may feel quite different though. You will have more choice at each level about the kinds of abilities you can choose for each class.
- Senses are similar in Upheaval, but some ancestries have low-light vision instead of darkvision, which allows you to see perfectly in dim light but not in the dark.
- DC and Spell Attack: Each creature (players included) has a DC that others need to hit when making saves against your abilities. This DC is calculated differently than 5e's Spell Save DC and it applies to many things you do, not just spells. Spell Attack is used similarly, though has a higher calculation to match Upheaval's scale. It can also be used to attack a creature's magical defense, or as an opposed roll against rival spellcasters.
- Background: Upheaval uses ancestries rather than races or species, though the concept is the same. You have the choice in which ancestral abilities to choose and each choice also comes with an ability score increases. You also choose cultural background traits, which grant abilities and ability score increases.
- Skills in Upheaval will be very familiar to 5e players. In fact, most categories are the same (stealth, athletics, acrobatics, etc.). Skills aren't dependent on your proficiency modifier though. Each level, you get ranks that you can apply to skills to improve them. Upheaval also makes the distinction between things you can do as an adventurer (skills) and things you know (knowledge). It also has some skills that 5e doesn't (poisons, magic items, craft, etc.).
- The basic mechanics for spellcasting in Upheaval are similar to 5e. If you are familiar with 5e, you will be fairly comfortable playing most spellcasters. There are 9 levels of spells (plus cantrips). You gain access to new spells as you advance in some classes. Some classes are intuitive casters, while some need to prepare spells. Casting a spell uses a spell slot. Concentration is the same. However, there are a few conceptual differences between Upheaval and 5e magic.
- Cantrips in Upheaval are mostly for roleplay-type abilities--no damage-dealing cantrips. There are level 1 spells that deal damage and can be downcast to level 0, though, for a similar effect.
- Many spells in Upheaval may function differently. These have to conform to different rules, conditions, and types of damage.
- The scale of Upheaval's damage is different than 5e too.
- In Upheaval, may spells are combined and can be unlocked by leveling up spells. The cloud spell, for instance, can be cast to create a mist, a solid cloud, a stinking cloud, and other forms.
- Each spellcasting class in Upheaval has a slightly unique approach to magic. Warlocks don't use spell slots, witches can prepare any arcane spells, spellwrights cast through magical objects, alchemists cast by drinking potions, clerics cast from thematically themed spell lists, etc. The basic rules of magic, though, are still fairly consistent.
- Attunement: Some items require attunement. The rate you gain attunement slots is different from 5e and attunement requires a successful Magic Items check to bond with the item.
- Cover Checks: Hard or soft cover is still completely described by fractions (1/4, 1/2, 3/4, full cover). Cover checks are simplified into straight d20 rolls with higher DCs for more cover.
Different
- Upheaval's scale is different than 5e's. Whereas 5e ranges from DC 1 through DC 30 (in theory), Upheaval's can go up to DC 50. AC similarly increases at upper levels.
- Full Attack - Perhaps the biggest difference in Upheaval's combat is that you often have the choice between using a standard action or a full-round action to attack. Standard action attacks are the same as 5e, but full-round attacks allow you to use extra attacks, if you have them. Most players and creatures gain extra attacks as they advance. This forces you to make tactical decisions between moving to get out of harm's way or staying put to do more damage.
- Grappling and Crafting - Upheaval has detailed rules for these.
- Conditions in Upheaval won't be surprising (fatigue, fear, stunning, etc.) but they are fairly different from 5e. Many conditions are leveled (like fear) with their effect increasing as the level does.
- Ability damage: Your ability scores can take damage. When they max out, you fall unconscious or die (in the case of CON damage). Ability damage heals slower and is longer-lasting than hp damage and can represent long-term injury.
- Dying: There are no death saves in Upheaval. When you hit 0 hp you still fall unconscious, and you begin taking CON damage. When you CON damage maxes out, you die.
- Resistances: Rather than a straight 50%, resistances are numeric and represent an amount of damage reduced from a certain damage type. Fire 5, for instance, reduced 5 points of fire damage each attack.
- Spell Resistance: Some creatures have resistance to magic. This represents a certain chance that magic doesn't work against them.
- Healing: 5e's hit dice healing is different from most other versions. In Upheaval, natural healing happens on long rests only and is a set amount, though this can increase with medical care.
- Abilities: Rather than optional feats, Upheaval grants most classes technique slots. These are abilities that modify existing abilities that you know. You can also use technique slots to buy new common abilities, instead of modifying old ones.