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Analysis of Initial release of PCs
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<blockquote data-quote="Xanaqui" data-source="post: 4093599" data-attributes="member: 56394"><p>I've done a bit of analysis of the LV 1 PCs recently released by WOTC; this is a write-up of some of my findings, modified from input from most of the posters below (see the posts below for detail). </p><p></p><p>As expected, at LV 1, attribute modifiers are calculated the same as in 3.x</p><p></p><p>HP at LV 1 (assumption: all HP are from Con score and class):</p><p>Wizard: 10 + Con score</p><p>Warlock, Ranger, Cleric: 12 + Con score</p><p>Fighter, Paladin: 15 + Con score</p><p></p><p>Plausible HP per LV at LV 2+:</p><p>Wizard: 4</p><p>Warlock, Ranger, Cleric: 5</p><p>Fighter, Paladin: 6</p><p></p><p></p><p>Healing Surges/day (assumption: all healing surges are from class and Con Mod):</p><p>Warlock, Ranger, Wizard: 6 + Con Modifier</p><p>Cleric: 7 + Con Modifier</p><p>Fighter: 9 + Con Modifier</p><p>Paladin: 10 + Con Modifier</p><p></p><p>Bloodied HP are 1/2 max HP; surge healing amount is 1/4 max HP</p><p></p><p>AC: </p><p>Base AC 10 + higher of Dex Mod or Int mod for non-metal armors</p><p>Base AC 10 for metal armors</p><p></p><p>Nothing: +0 to AC</p><p>Leather: +3 to AC</p><p>Hide: +3 to AC</p><p>Chain: +6 to AC - 1 armor check penalty</p><p>Scale: +7 to AC -2 armor check penalty</p><p>Plate: +8 to AC -4 armor check penalty</p><p></p><p>H Shield: +2 to AC</p><p>Halfling: +0 to AC (via size small)</p><p></p><p></p><p>Fort (assumes that modifiers are from Con Mod, Str Mod, class, and race, and that class always modifies by 2):</p><p>Base: 10 + higher of Con Mod or Str Mod</p><p>Fighter: +2</p><p>Eladrin, Halfling, Human: +1</p><p></p><p>Ref (assumes that modifiers are from Dex Mod Int mod, Shield, class, and race, and that class always modifies by 2):</p><p>Base: 10 + higher of Dex Mod or Int mod, +2 for Heavy Shield</p><p>Eladrin, Half-Elf, Halfling, Human: +1</p><p></p><p>Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):</p><p>Base: 10 + higher of Wis Mod or Cha mod</p><p>Wizard, Cleric: +2</p><p>Paladin: +2 according to the released sheet; +0 according to reported errata.</p><p>Half-Elf, Eladrin, Halfling, Human: +1</p><p></p><p></p><p>[SPOILER]Will: Assuming Wis mod alone gives me +6 to make up somewhere for the 1/2 elf warlock, so I'm guessing that this isn't the case. Using Cha mod in place of Wis mod has the same problem, but with the human Cleric. HEre's the forumla that fit the best of the ones I tried:</p><p></p><p>Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2):</p><p>Base: 10 + Wis Mod + Cha mod</p><p>Warlock, Wizard, Cleric: +2</p><p>Eladrin, Dwarf, Tiefling: +1[/SPOILER]</p><p></p><p>Init mod = Dex mod</p><p></p><p>Speed is 6, except for the Scale-clad dwarf and plate-clad halfling - both of which are 5. I'd guess that that speed penalty is from race, not armor, but it's not clear.</p><p></p><p>It seems that attacks at LV 1 are Weapon prof + Ability Mod + d20 , dealing base dice + ability mod damage where:</p><p></p><p>For melee combat, ability mod is Str</p><p>For missile combat, ability mod is Dex</p><p>For Thrown combat, to hit ability modifier is Dex; damage modifier is the better of Str or Dex</p><p></p><p>[SPOILER]</p><p>With these assumptions, there are four to hit exceptions; the Warlock, Fighter, Hafling Paladin, and Wizard all get an additional +1 on their basic attacks. Guesses:</p><p>Wizard, Warlock: +1 to hit with Dagger</p><p>Fighter (alternate possibility: Dwarven Weapons training) +1 to hit</p><p>Halfling (alternate possibility: Paladin) +1 to hit</p><p>[/SPOILER]</p><p>The only exception for damage is from the Dwarven Fighter. I'm going to guess that the extra +2 comes from Dwarven Weapons Training, and that it may be limited to specific weapons (including, at least, the Warhammer and Handaxe)</p><p></p><p>Weapons are 3.0 style (the halfling doesn't do different damage with a weapon; they merely wield different weapons)</p><p></p><p>If the below are true, there is an exception for to hit for the Fighter. I'm guessing that Dwarven Weapons training grants +2 to hit with at least the Warhammer and Handaxe.</p><p></p><p>Base Damage (assumption: these are all unmodified):</p><p>1d10 : Warhammer (prof 1), Longbow (prof 2)</p><p>1d8: Longsword (prof 2), Mace (prof 2)</p><p>1d6: Shortsword (prof 3), Throwing Hammer (prof 2), Handaxe (prof 1)</p><p>1d4: Dagger (prof 3)</p><p></p><p>Passive Insight is Insight modifier + 10</p><p>Passive Perception is Perception modifier + 10</p><p></p><p></p><p>Skills and apparent modifiers:</p><p>Acrobatics (Dex, Armor)</p><p>Arcana (Int)</p><p>Athletics (Str, Armor)</p><p>Bluff (Dex)</p><p>Dungeoneering (unknown; 3.x was Int)</p><p>Diplomacy (Cha)</p><p>Endurance (Con)</p><p>Heal (Wis)</p><p>History (Int)</p><p>Insight (Wis)</p><p>Intimidate (unknown; 3.x was Cha)</p><p>Nature (Int)</p><p>Perception (Wis)</p><p>Religion (Int)</p><p>Stealth (Dex, Armor)</p><p>Streetwise (Cha)</p><p>Thievery (Dex)</p><p></p><p>Trained grants +5. Assuming that the training choice is by class (with a sole exception for a feat), here are the trained skills by class:</p><p></p><p>Warlock: Bluff, Insight, Streetwise, Thievery</p><p>Ranger: Acrobatics, Athletics, History, Nature, Perception, Stealth</p><p>Fighter: Athletics, Endurance, Heal, Streetwise</p><p>Paladin: Diplomacy, Heal, Insight, Religion</p><p>Wizard: Arcana, History, Nature (Stealth is trained via feat)</p><p>Cleric: Athletics, Heal, History, Insight, Religion</p><p>All modifiers that aren't from armor, base or trained, I assume are from race (obviously, other sources are possible):</p><p>Half-Elf: +2 Insight</p><p>Eladrin: +2 History, +1 Nature (alternate possibility: Ranger grants +1 Nature)</p><p>Halfling: +2 Acrobatics</p><p>Tiefling: +2 Stealth</p><p></p><p></p><p>Race vs. class</p><p></p><p>The main trick to note is that racial and class abilities are grouped separately on these sheets; it appears that the racial abilities are first, then class abilities, then vision and languages.</p><p></p><p>Half-elf</p><p></p><p>Group Diplomacy</p><p>Lang (there are likely other choices for the last one): Common, Elven, Goblin</p><p>Low-Light Vision</p><p></p><p>Eladrin</p><p>Eladrin Will</p><p>Lang: Common, Elven</p><p>Low-Light Vision</p><p>Fey Origin</p><p>Trance</p><p>Fey Step</p><p></p><p>Dwarf</p><p>Cast-Iron Stomach</p><p>Lang: Common, Dwarven</p><p>Low-Light Vision</p><p>Dwarven Resilience</p><p>Stand Your Ground</p><p></p><p>Halfling</p><p>Small Size</p><p>Lang (there are likely other choices for the last one): Common, Elven</p><p>Bold</p><p>Nimble Reaction</p><p>Second Chance</p><p></p><p>Tiefling:</p><p>Bloodhunt</p><p>Fire Res 5</p><p>Infernal Wrath</p><p>Lang (there are likely other choices for the last two): Common, Elven, Goblin</p><p>Low-Light Vision</p><p></p><p>Human</p><p>Feat: Human Perseverance (Likely there are other options)</p><p>Lang (there are likely other choices for the last one): Common, Dwarven</p><p></p><p>Warlock</p><p>Fey Pact</p><p>Prime Shot</p><p>Shadow Walk</p><p>Warlock's Curse</p><p></p><p>Obviously, for most classes, one expects that there are options not shown here.</p><p></p><p>Ranger</p><p>+1 feat</p><p></p><p>Fighter</p><p>Combat Challenge (mark)</p><p>Combat Challenge (AOO vs shift)</p><p>Combat Superiority</p><p></p><p>Paladin</p><p>Channel Divinity: Divine Mettle</p><p>Channel Divinity: Divine Strength</p><p></p><p>Wizard</p><p>Arcane Implement Mastery</p><p>Cantrips</p><p>Ritual Casting</p><p>Spellbook</p><p></p><p>Cleric</p><p>Channel Divinity: Divine Fortune</p><p>Channel Divinity: Turn Undead</p><p>Healing Word</p><p>Ritual Casting</p><p></p><p>Ability score guesses:</p><p></p><p>Using the 3.x point buy system, I can derive that each character is 29-30 points. My inability to get to the exact same points suggest to me that while close, the generation method used is not exactly the 3.x method.</p><p></p><p>Conceivable ability mods:</p><p>Half-Elf: Con +2, Cha +2 (29 points)</p><p>Eladrin: Dex +2, Int +2 (29 points) (instead of Int, might be Str, Wis or Cha)</p><p>Dwarf: Con +2, Wis +2 (30 points) (instead of Wis, might be Dex or Int)</p><p>Halfling: Dex +2, Cha +2 (29 points) (instead of Cha, may be Wis; instead of Dex, may be Str or Con)</p><p>Tiefling: Dex +2, Int +2 (29 points; the Int mod is pretty certain) (instead of Dex, may be Str, Con, or Cha)</p><p>Human: Wis (possibly choice) +2 (30 points)</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 4093599, member: 56394"] I've done a bit of analysis of the LV 1 PCs recently released by WOTC; this is a write-up of some of my findings, modified from input from most of the posters below (see the posts below for detail). As expected, at LV 1, attribute modifiers are calculated the same as in 3.x HP at LV 1 (assumption: all HP are from Con score and class): Wizard: 10 + Con score Warlock, Ranger, Cleric: 12 + Con score Fighter, Paladin: 15 + Con score Plausible HP per LV at LV 2+: Wizard: 4 Warlock, Ranger, Cleric: 5 Fighter, Paladin: 6 Healing Surges/day (assumption: all healing surges are from class and Con Mod): Warlock, Ranger, Wizard: 6 + Con Modifier Cleric: 7 + Con Modifier Fighter: 9 + Con Modifier Paladin: 10 + Con Modifier Bloodied HP are 1/2 max HP; surge healing amount is 1/4 max HP AC: Base AC 10 + higher of Dex Mod or Int mod for non-metal armors Base AC 10 for metal armors Nothing: +0 to AC Leather: +3 to AC Hide: +3 to AC Chain: +6 to AC - 1 armor check penalty Scale: +7 to AC -2 armor check penalty Plate: +8 to AC -4 armor check penalty H Shield: +2 to AC Halfling: +0 to AC (via size small) Fort (assumes that modifiers are from Con Mod, Str Mod, class, and race, and that class always modifies by 2): Base: 10 + higher of Con Mod or Str Mod Fighter: +2 Eladrin, Halfling, Human: +1 Ref (assumes that modifiers are from Dex Mod Int mod, Shield, class, and race, and that class always modifies by 2): Base: 10 + higher of Dex Mod or Int mod, +2 for Heavy Shield Eladrin, Half-Elf, Halfling, Human: +1 Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2): Base: 10 + higher of Wis Mod or Cha mod Wizard, Cleric: +2 Paladin: +2 according to the released sheet; +0 according to reported errata. Half-Elf, Eladrin, Halfling, Human: +1 [SPOILER]Will: Assuming Wis mod alone gives me +6 to make up somewhere for the 1/2 elf warlock, so I'm guessing that this isn't the case. Using Cha mod in place of Wis mod has the same problem, but with the human Cleric. HEre's the forumla that fit the best of the ones I tried: Will (assumes that modifiers are from Wis Mod, Cha mod, class, and race, and that class always modifies by 2): Base: 10 + Wis Mod + Cha mod Warlock, Wizard, Cleric: +2 Eladrin, Dwarf, Tiefling: +1[/SPOILER] Init mod = Dex mod Speed is 6, except for the Scale-clad dwarf and plate-clad halfling - both of which are 5. I'd guess that that speed penalty is from race, not armor, but it's not clear. It seems that attacks at LV 1 are Weapon prof + Ability Mod + d20 , dealing base dice + ability mod damage where: For melee combat, ability mod is Str For missile combat, ability mod is Dex For Thrown combat, to hit ability modifier is Dex; damage modifier is the better of Str or Dex [SPOILER] With these assumptions, there are four to hit exceptions; the Warlock, Fighter, Hafling Paladin, and Wizard all get an additional +1 on their basic attacks. Guesses: Wizard, Warlock: +1 to hit with Dagger Fighter (alternate possibility: Dwarven Weapons training) +1 to hit Halfling (alternate possibility: Paladin) +1 to hit [/SPOILER] The only exception for damage is from the Dwarven Fighter. I'm going to guess that the extra +2 comes from Dwarven Weapons Training, and that it may be limited to specific weapons (including, at least, the Warhammer and Handaxe) Weapons are 3.0 style (the halfling doesn't do different damage with a weapon; they merely wield different weapons) If the below are true, there is an exception for to hit for the Fighter. I'm guessing that Dwarven Weapons training grants +2 to hit with at least the Warhammer and Handaxe. Base Damage (assumption: these are all unmodified): 1d10 : Warhammer (prof 1), Longbow (prof 2) 1d8: Longsword (prof 2), Mace (prof 2) 1d6: Shortsword (prof 3), Throwing Hammer (prof 2), Handaxe (prof 1) 1d4: Dagger (prof 3) Passive Insight is Insight modifier + 10 Passive Perception is Perception modifier + 10 Skills and apparent modifiers: Acrobatics (Dex, Armor) Arcana (Int) Athletics (Str, Armor) Bluff (Dex) Dungeoneering (unknown; 3.x was Int) Diplomacy (Cha) Endurance (Con) Heal (Wis) History (Int) Insight (Wis) Intimidate (unknown; 3.x was Cha) Nature (Int) Perception (Wis) Religion (Int) Stealth (Dex, Armor) Streetwise (Cha) Thievery (Dex) Trained grants +5. Assuming that the training choice is by class (with a sole exception for a feat), here are the trained skills by class: Warlock: Bluff, Insight, Streetwise, Thievery Ranger: Acrobatics, Athletics, History, Nature, Perception, Stealth Fighter: Athletics, Endurance, Heal, Streetwise Paladin: Diplomacy, Heal, Insight, Religion Wizard: Arcana, History, Nature (Stealth is trained via feat) Cleric: Athletics, Heal, History, Insight, Religion All modifiers that aren't from armor, base or trained, I assume are from race (obviously, other sources are possible): Half-Elf: +2 Insight Eladrin: +2 History, +1 Nature (alternate possibility: Ranger grants +1 Nature) Halfling: +2 Acrobatics Tiefling: +2 Stealth Race vs. class The main trick to note is that racial and class abilities are grouped separately on these sheets; it appears that the racial abilities are first, then class abilities, then vision and languages. Half-elf Group Diplomacy Lang (there are likely other choices for the last one): Common, Elven, Goblin Low-Light Vision Eladrin Eladrin Will Lang: Common, Elven Low-Light Vision Fey Origin Trance Fey Step Dwarf Cast-Iron Stomach Lang: Common, Dwarven Low-Light Vision Dwarven Resilience Stand Your Ground Halfling Small Size Lang (there are likely other choices for the last one): Common, Elven Bold Nimble Reaction Second Chance Tiefling: Bloodhunt Fire Res 5 Infernal Wrath Lang (there are likely other choices for the last two): Common, Elven, Goblin Low-Light Vision Human Feat: Human Perseverance (Likely there are other options) Lang (there are likely other choices for the last one): Common, Dwarven Warlock Fey Pact Prime Shot Shadow Walk Warlock's Curse Obviously, for most classes, one expects that there are options not shown here. Ranger +1 feat Fighter Combat Challenge (mark) Combat Challenge (AOO vs shift) Combat Superiority Paladin Channel Divinity: Divine Mettle Channel Divinity: Divine Strength Wizard Arcane Implement Mastery Cantrips Ritual Casting Spellbook Cleric Channel Divinity: Divine Fortune Channel Divinity: Turn Undead Healing Word Ritual Casting Ability score guesses: Using the 3.x point buy system, I can derive that each character is 29-30 points. My inability to get to the exact same points suggest to me that while close, the generation method used is not exactly the 3.x method. Conceivable ability mods: Half-Elf: Con +2, Cha +2 (29 points) Eladrin: Dex +2, Int +2 (29 points) (instead of Int, might be Str, Wis or Cha) Dwarf: Con +2, Wis +2 (30 points) (instead of Wis, might be Dex or Int) Halfling: Dex +2, Cha +2 (29 points) (instead of Cha, may be Wis; instead of Dex, may be Str or Con) Tiefling: Dex +2, Int +2 (29 points; the Int mod is pretty certain) (instead of Dex, may be Str, Con, or Cha) Human: Wis (possibly choice) +2 (30 points) [/QUOTE]
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