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Post by Golurkcanfly on Sept 15, 2014 19:26:11 GMT -6
Lali-Ho! media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2.pdfThis topic is for the discussion of the upcoming DnD 5E game and all DnD 5E mechanics. A basic character sheet will be posted shortly, complete with a template for what should be on it. To note, clothes being worn do not count against your weight capacity and are essentially weightless. Armor, however, does. Coins also weigh .02 lbs. Always round down on weight.
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Post by The Big Cheese on Sept 15, 2014 19:37:58 GMT -6
You should link to a few resources on 5e here so people don't have to dig.
Or specifically, so I don't.
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Post by SwordMasterEX on Sept 15, 2014 19:49:23 GMT -6
Are there any major changes to the point buy system?
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Post by Golurkcanfly on Sept 15, 2014 19:50:48 GMT -6
The Character Sheet:
Name: Gender: Race: Class + Level: Background: Alignment:
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HP: STR: DEX: CON: INT: WIS: CHA:
Proficiency Bonus: (Should be +2 for Level 1 characters) Save Proficiencies: Skill Proficiencies:
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AC: Initiative: Speed:
Attacks:
(Formulas for damage rolls with weapons)
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Special Abilities: (Breath Weapon, Background Features, Spellcasting, Invocations, etc.)
Spells/Cantrips:
Spells Slots:
Spell Save DC:
Spell Attack Bonus:
Feats:
Known Languages:
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Gear and Inventory (Include equipped items, and label as equipped): Money: (cp, sp, ep, gp, pp) Carried Weight: (out of your total)
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Personality Traits: Bonds: Ideals: Flaws: Appearance: (Include Height and Weight) Backstory: Any Allies/Organizations: Other Important Details:
Okay, that should be it.
We are using a 5e Point-buy with an allowance of 27.
Some Possible Combinations:
8, 8, 8, 15, 15, 15 12, 12, 12, 13, 13, 13 8, 11, 12, 12, 14, 15
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Post by Golurkcanfly on Sept 15, 2014 19:52:08 GMT -6
Are there any major changes to the point buy system? Yes. 15 is the stat cap before racial adjustment. Here is a table of How many points a stat costs: 8: 0 9: 1 10: 2 11: 3 12: 4 13: 5 14: 7 15: 9
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Post by Golurkcanfly on Sept 15, 2014 19:58:14 GMT -6
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Post by AlmosDug on Sept 15, 2014 20:05:53 GMT -6
For the darkness thing, how would darkvision affect that? Thorough negation of the penalties?
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Post by Golurkcanfly on Sept 15, 2014 20:20:37 GMT -6
Yes.
The Spell Sniper Feat also negates part of the lighting penalties to attack rolls when using a spell. It completely negates a dim light penalty and changes a darkness penalty to a dim light penalty. The reason I'm doing this is that there is no concrete rule on what the kinds of lighting do, so I'm adapting the cover rules, including the bonuses of the Spell Sniper Feat.
Also, it works like this:
If you are in darkness, but your target is in bright light, you take no penalty, and may get a surprise round and advantage on the attack roll if your target is unaware of you.
If you are in bright light, but your target is in darkness and you know that they are there, you take a -5 penalty on attack rolls.
If you are in bright light, but your target is in darkness and you don't know exactly where you are, you have to guess which space they are in before taking an attack roll with a -5 penalty.
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Post by HHDeception on Sept 15, 2014 20:23:58 GMT -6
Alright so about those spells...
You have a list of all potential spells you can learn. Each day you pick a few from the list to know for that day. You cannot change this list until the next day.
You cast these spells similar to FF1 (5 first level MP, 4 second level MP, 2 third level MP), but you can, say, use a third level MP to cast a first level spell. Your MP is determined by level. There are also Cantrips which have infinite uses and don't use MP.
When you take a long rest, your MP fills up to max.
Have I got all that right?
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Post by AlmosDug on Sept 15, 2014 20:30:22 GMT -6
Alright so about those spells... You have a list of all potential spells you can learn. Each day you pick a few from the list to know for that day. You cannot change this list until the next day. You cast these spells similar to FF1 (5 first level MP, 4 second level MP, 2 third level MP), but you can, say, use a third level MP to cast a first level spell. Your MP is determined by level. There are also Cantrips which have infinite uses and don't use MP. When you take a long rest, your MP fills up to max. Have I got all that right? That's not how I remember FF1 working at all. I remember one of them working like that, but I don't remember which one.
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Post by Golurkcanfly on Sept 15, 2014 20:32:38 GMT -6
Not really.
Each class learns spells with the exception of the Cleric, Druid, and Wizard, who choose spells from their deity/nature/spellbook and prepare a number of spell equal to their spell slots each day, so you got it right for those.
Cantrips are always learned and infinite use though.
Okay, for classes that learn spells, they can't change their spells daily, but they still get spell slots that they consume to cast spells. You can cast a spell at a higher level for a greater affect too.
Anyways, one spell slot is equal to one spell from that level. Each class has a certain amount of slots per level with the exception of the Warlock, which has a number of slots whose level is determined by his own level, and all spells cast are of that level.
Spell slots are regained upon a long rest or a short rest depending on the class.
Think more like FF3 in terms of how each level gets its own number of castings, except that you can boost the power of a lower level spell by casting it as a higher level spell.
Ex: Dissonant Whispers deals 3d6 psychic damage as a first level spell, but for each spell level greater than first, it deals an extra d6.
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Post by HHDeception on Sept 15, 2014 20:38:32 GMT -6
I think I got FF1 and FF3 magic mixed up...it's been a while!
So the bit about picking spells each day is true for Cleric at least right? And you have to put those spells in slots right then and there. So you say "I want 2 fireballs and 1 heal" and so you can cast fireball twice and heal once. These are restocked after a rest, but can't be changed until the end of the day. It is impossible to use heal twice on that day without resting.
This more accurate?
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Post by Golurkcanfly on Sept 15, 2014 20:42:57 GMT -6
Wait, Cleric is a bit different.
This sort of memory jumbling sort of happens when you try to take in too much information at once.
A cleric chooses a number of spells equal to his Cleric Level + Wisdom Modifier to use each day. He can only choose spells of a level that he can cast.
However, you can cast prepared spell as many times as you want assuming you have a spell slot available to cast it with.
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Post by Golurkcanfly on Sept 15, 2014 20:44:13 GMT -6
The same applies to Druid.
I need to fully make the 3.5 and 5e rules discrete in my head.
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Post by Golurkcanfly on Sept 15, 2014 20:46:13 GMT -6
Okay, the same thing applies to Wizards, but they are limited to the spells in their spellbook and they use Intelligence instead of Wisdom.
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Post by HHDeception on Sept 15, 2014 20:46:52 GMT -6
So I was closer the first time I think.
Alright, time to figure out what "feature" and "proficiency" mean, and what "AC" and "DC" stand for when they don't refer to current flow.
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Post by The Big Cheese on Sept 15, 2014 20:54:00 GMT -6
So I was closer the first time I think. Alright, time to figure out what "feature" and "proficiency" mean, and what "AC" and "DC" stand for when they don't refer to current flow. Feature = a trait specific to class or race. Proficiency = can or can't use weapon/armour types. AC = Armour Class, your ability to avoid a hit by dodging or absorbing. DC = Dice Check
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Post by Golurkcanfly on Sept 15, 2014 20:54:04 GMT -6
AC is your Armor Class.
It's equal to 10 + DEX Modifier (If applicable and some armors disallow them) + Armor Bonus with a few exceptions.
DC is Difficulty Class, which refers to, at least for the application, what you need on a saving throw to avoid the spell effect. It's equal to 8 + Proficiency Bonus + Spellcasting Ability Modifier (INT for Wizards, WIS for Clerics and Druids, CHA for Bards, Sorcerers, and Warlocks).
Features are bonuses from Backgrounds that you get. Criminals have Criminal Contacts, Folk Heroes have Rustic Hospitality, etc.
Proficiencies are what your Proficiency bonus applies to. Each class gets two saving throws that their Proficiency Bonus applies to, along with several skills. Backgrounds also provide more skills. Your class description should have a chart detailing your Proficiency Bonus.
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Post by The Big Cheese on Sept 15, 2014 20:56:35 GMT -6
AC is your Armor Class. It's equal to 10 + DEX Modifier (If applicable and some armors disallow them) + Armor Bonus with a few exceptions. DC is Difficulty Class, which refers to, at least for the application, what you need on a saving throw to avoid the spell effect. It's equal to 8 + Proficiency Bonus + Spellcasting Ability Modifier (INT for Wizards, WIS for Clerics and Druids, CHA for Bards, Sorcerers, and Warlocks). Features are bonuses from Backgrounds that you get. Criminals have Criminal Contacts, Folk Heroes have Rustic Hospitality, etc. Proficiencies are what your Proficiency bonus applies to. Each class gets two saving throws that their Proficiency Bonus applies to, along with several skills. Backgrounds also provide more skills. Your class description should have a chart detailing your Proficiency Bonus. It would seem that I need to seperate 3.5 and 5e in my head as well. :U *still hasn't looked at anything 5e*
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Post by Golurkcanfly on Sept 15, 2014 20:57:39 GMT -6
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