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1.24.0
In combat, a dying character keeps its turn and rolls death saves, the combat HP box acts on the chosen target, attack rolls no longer write an AC into the dice tray DC field, log lines name numbered foes, and a fled foe no longer turns into a neutral NPC. Life Domain heals add Disciple of Life, clerics get Turn Undead and Preserve Life, healing items heal from dice stored on the item, the bonus action spell rule applies on the caster's own turn, nearby foes can join a fight, and creatures can have legendary actions and legendary resistance. On the map, a lit room reveals in full, castle fog marks the edge of explored floor, the view pans only as far as it needs to, a walk announces the watches it takes and asks before it runs into Night, a long rest lasts eight hours, and a map can be locked behind a key item. Quests can unlock other quests and pay gold and XP, an NPC can travel with the party, the GM gets a cue on a tile with a hidden handout, and a Player tab lists every revealed handout.
The example campaign has SRD-style stat blocks, larger fights, notes and handouts for every step the GM had to improvise, a road from Briarwick Vale to Kelmoor, a locked barrow far from Thornhold that needs the warding key, a personal quest for Mirelle, and quest rewards that bring the party close to level 5 before the barrow. Legendary actions cover attacks only, and a save forced by a weapon hit does not offer legendary resistance.