Here is a mechanical summary.
A combat encounter is quick now.
This is accomplished by lowering everyone's armor class and restricting their modifiers to saving throws.
Humanoids can not naturally achieve higher than a 20(+5) strength.
Non-Humanoids can't exceed 30(+10).
magic items above +5 haven't been seen in the play-test.
Nor has any modifier to any roll above +15.
Advantage is where you roll and take the higher result. It is equal to a modifier of +4 for the situation.
Disadvantage is where you take the lower result.
Skills are grouped in backgrounds and with kits. You start the game with a set of skills you learned before becoming an adventurer.
To climb, you add your relevant ability modifier, your skill in climbing/balancing/rope work/etc.
Rolls are ability versus ability or Ac.
For example 1d20+dex mod versus 10+dex mod. No more fortitude, reflex and will defenses to track.
There are also spell Difficulty Classes.
DC10+your primary spell ability mod verses your target's 1d20+its target ability mod.
Spells and Prayers are now the same in name.
You have spell slots that you fill before the encounter starts. You can cure wounds at 2d8 for example and you use 1 spell slot during the encounter. You can memorize Cure Wounds at slot 2 for 3d8 as an example. Your slots per level are determined by your class table.
The action economy is down to a set of actions and reactions.
Reactions allow you to react outside your turn. Dispel Magic is a reaction as well as the Dodge Feat.
Feats/Maneuvers/Off-hand attacks give martial classes something that spell casting classes already have.
Variety.
In stead of attack, you can hustle, disengage, dodge/defend, and do other things as an action.
Your move action can be split between your actions.
kira3696.tripod.com
A combat encounter is quick now.
This is accomplished by lowering everyone's armor class and restricting their modifiers to saving throws.
Humanoids can not naturally achieve higher than a 20(+5) strength.
Non-Humanoids can't exceed 30(+10).
magic items above +5 haven't been seen in the play-test.
Nor has any modifier to any roll above +15.
Advantage is where you roll and take the higher result. It is equal to a modifier of +4 for the situation.
Disadvantage is where you take the lower result.
Skills are grouped in backgrounds and with kits. You start the game with a set of skills you learned before becoming an adventurer.
To climb, you add your relevant ability modifier, your skill in climbing/balancing/rope work/etc.
Rolls are ability versus ability or Ac.
For example 1d20+dex mod versus 10+dex mod. No more fortitude, reflex and will defenses to track.
There are also spell Difficulty Classes.
DC10+your primary spell ability mod verses your target's 1d20+its target ability mod.
Spells and Prayers are now the same in name.
You have spell slots that you fill before the encounter starts. You can cure wounds at 2d8 for example and you use 1 spell slot during the encounter. You can memorize Cure Wounds at slot 2 for 3d8 as an example. Your slots per level are determined by your class table.
The action economy is down to a set of actions and reactions.
Reactions allow you to react outside your turn. Dispel Magic is a reaction as well as the Dodge Feat.
Feats/Maneuvers/Off-hand attacks give martial classes something that spell casting classes already have.
Variety.
In stead of attack, you can hustle, disengage, dodge/defend, and do other things as an action.
Your move action can be split between your actions.
kira3696.tripod.com