5e to 2e

*Note: This article uses Neal's 2.Neal house rules.*

This article explains how 2nd Edition is different from 5th Edition.

## Combat

* Combat rounds are 60 seconds, not 6 seconds
* Attacking is still Roll-To-Hit to meet the AC to hit the target
	+ *(Neal doesn't use THAC0, a system used in standard 2e to hit target)*
* The AC values of armor is different between edition.
* Initiative is a D10 + Weapon Speed/Spell Speed. Lower Number goes First. Initiative is re-rolled every round.
* Nat 20 always hits, Nat 1 always misses, regardless of the odds.
* Characters can have more than 1 opportunity attack per round, depending on their class and level
* There are no death saves.
	+ 0 = Unconscious, not bleeding out, will wake up after d4 hours
	+ -1 to -9 = Bleeding out and dying (bleed 1 point per round of no medical attention)
	+ -10 = Dead

## Healing

* Healing happens at a rate of
	+ 1 hp per day of low activity rest
	+ 2 hp per day if totally bedridden
	+ Having a trained healer (Healing Non-Weapon Proficiency) adds 1 hp per day of healing
	+ After resting for a week, one can add their constitution modifier to the health gained over the week
* No Hit Dice
* No Short/Long Rest

## Magic and Spellcasting

* No concentration mechanic, allowing spellcasters to have many powerful spells active at the same time
* Spells are much more potent in general, and effects in the game are much less forgiving
	+ *(E.g.) many creatures have abilities or natural poisons or breath that cause the target to save or die outright*
* Spellcasters recover spells after 8 hours of rest
* There are defined mechanics for creating new spells
* You don't use higher level spell slots in order to make spells more potent, instead a spells power scales by caster level.
	+ *(E.g.) Fireball starts at 5d6 for a level 5 caster and increases by 1d6/level to a maximum of 10d6.*
* When casting spells you don't pick from a list of your memorized spells like in 5e but instead you memorize specific spells and you can't use that spells spell slot for any other spell that you might also have prepared
* Spell list available at https://regalgoblins.com/spells.php

## Skill Checks

* Skill checks use the Ability Score, not a Modifier
	+ *Example: There is a Strength Check to make. Barry has Strength of 10 so rolls a d20+10. Wally has Strength of 15 so rolls d20+15.*
* Skill checks typically need to be over 20 to pass
	+ *Example: Barry rolls a 20 and fails. Wally rolls a 21 and passes.*

## Proficiences

* A number of weapon and non-weapon proficiences can be obtained at character creation, with the amount available adjusted by class & Intellect. More obtain on some level ups.
* Weapon Proficiences allow usage of weapons and mastery of weapons that unlock multiattack for fighters
* Some abilities, like reading/writing, swimming, are locked off unless the Non-Weapon Proficiences is obtained
	+ Some things can be attempted with a "non proficient" check where you take big penalties.

## Leveling up

Different classes level up at a different rate. (Rogue Level ups changed to match Clerics in 2.Neal)

## Race Restrictons

Not all classes are available to all races.

*U - Unlimited class advancement for characters of those races.*
*X - Not available.*
*\* - Elven Bards have appeared a few times.*
*\*\* - Halfling Wizards have appeared a few times.*