Rules coverage
Last checked against the code on .
Keystone Engine applies fifth edition as you play, so you never look a rule up. It does not apply all of it. This page is the full list, including the parts it does not do, because a product that publishes only the parts it is good at is asking you to take the rest on trust.
Of the fifth edition reference Rolegend is built from, 71 sections are enforced in code. A further 23 are partly enforced, with the gap described below, and 26 are left to ROWAN to adjudicate in prose. A section can appear in more than one of those: the parts of it that are enforced are enforced, and the rest is not.
What the four statuses mean
- Enforced
- Keystone applies it. It happens whether or not anybody remembers it, and it cannot be talked out of.
- Partly
- Some of it is applied and some is not. Each row below says which half is which.
- Not enforced
- The rule exists in the reference and nothing in the code applies it. ROWAN may still describe it, which means it is narrative rather than mechanical.
- Not modelled
- Not implemented at all. Reference only.
The rules people ask about
These are the rows worth naming individually: the ones a rules-literate player will notice the absence of within an hour of play.
- Movement and distance (Partly)
- On a battle map the budget is real: every square is charged, difficult terrain costs double, Dash doubles it, and a move you cannot afford is refused rather than narrated. At a location with no map, distance is described and speed is advisory.
- Cover (Partly)
- On a battle map cover is traced from the walls, corner to corner: half cover adds 2 to the AC the server adjudicates against, three-quarters adds 5, and total cover refuses the attack outright. Walls block across elevations too, and a blast does not spread through one. With no map it is a Game Master judgement.
- Opportunity attacks (Partly)
- On a battle map any move reports exactly which enemies it provokes, worked out from reach and the path taken, gated on the reaction and aware of Disengage. With no map the Game Master has to notice the trigger.
- Flanking (Partly)
- On a battle map the server grants the advantage itself: a melee attack while a living ally stands on the opposite side or corner of the enemy is rolled with advantage, the DMG variant. With no map, surrounding someone stays narration.
- Mounted and underwater combat (Not modelled)
- Neither ruleset is implemented. Both are reference only.
- Grapple and shove (Partly)
- The contest is an ordinary roll and the condition is applied by hand. What the map adds is the part that matters: a grappled creature cannot move at all, and a shove resolves as a real push - clipped by walls, and over a ledge it derives the exact fall.
- Encumbrance (Partly)
- Carried weight against Strength is enforced and imposes disadvantage. The speed reductions are not: the movement budget does not read how much you are carrying.
- Conditions (Enforced)
- Stored as rows, and the dice code applies them: auto-failed saves, attacker advantage, self disadvantage, the cannot-act block. On a battle map the movement half lands too - speed zero stops a move outright and exhaustion halves the budget.
Where the rest of it is going
The gaps above are worked on in the open and none of them has a date attached to it. The roadmap on the home page is the short version.
Game data derives from the System Reference Document 5.1 under CC BY 4.0. The required statement is on the attribution page.