D&D eXPerience: Core Mechanics (now compiled in 1st post!)

TerraDave

5ever, or until 2024
I am starting this thread to help bring a little organization to all the info pouring out of the con.

The Standard Modifier:Underlying Ability Modifier + 1/2 Level.

Underlying Ability Modifier: just like 3E.

Mike Mearls confirmed that this applies to:

-Attack Roles
-Skill Checks
-Ability Checks

Stacking (from Rob Heinsoo): certain character building options do not stack. In play, unnamed bonuses (most of them) stack. Keeping track of stacking in play not supposed to matter (as) much. (Own observation: ongoing damage: this all seems to have a type, I hope it doesn’t stack).

Actions: There are standard, move, and minor actions. Shift--a 5' step--is a move action. To draw a weapon is a minor action. Some classes and races have lots of powers that are minor actions, some almost none.

Sustain minor: use a minor action to keep using a power. I see this as a replacement for concentrating to maintain a spell.

Action Points: Using an action point give you another action on your turn. Not a re-roll. (some other mechanics allow that, but I think there significant is overstated). You start the day with one action point. You can use one per encounter. You get more as you adventure in the day. Thats right. On average one every other encounter. If you don't use them, you loose them, as you only start the day with one.

Defenses:

Reflex=10+ better of (Dexterity or Intelligence Modifier)
Fortitude=10+ better of (Strength or Constitution Modifier)
Will=10+ better of (Wisdom or Charisma Modifier)

Opportunity Attacks: You can make up to one of these per each opponents turn. Moving away or by an opponent, or using a ranged attack adjacent triggers them. A fighter power allows the fighter to make an opportunity attack against an enemy that shifts (takes a 5' step). Creatures with reach may still only make opportunity attack adjacent targets.

Weapon Damage: has an ability modifier applied that varies depending on attack type. A wizard will have an int based modifier for his spells, a warlock a cha based one for hers, and so on. (Edit: not 100% sure 1/2 level is added to this).

Thrown and ranged weapons: Some thrown and ranged weapons damage may be modified by dexterity (daggers seem to be either dex or str).

Weapon Proficiency: It varies by weapon, for most it is +2. Dagger +3. Starting spellcasters don't get this "proficiency bonus" with their spells.

Armor, size, and movement: heavier armor reduces speed 1. Halflings and dwarves (in heavier armor) move like anyone else.

Grab: It is a strength attack versus reflex to grap someone. Acrobatics vs endurance or athletics vs fortitude can be used to escape. This imobilizes the target.

Slowed: targets speed is reduced to 2

Imobilized: Speed 0 (but you can still act)
 
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TerraDave said:
I am starting this thread to help bring a little organization to all the info pouring out of the con.

I will start with something that is not a big reveal at this stage, but is a key change.

The Standard Modifier:Underlying Ability Modifier + 1/2 Level.

Underlying Ability Modifier: just like 3E.

Mike Mearls confirmed that this applies to:

-Attack Roles
-Skill Checks
-Ability Checks



More later.

Ability checks?

So, if two Str 10 people arm wrestle, the higher level one usually wins?

And the Str 8 10th level halfling rogue has even odds against the str 18 level 1 village thug? (In arm wrestling, that is) (If my math is right, both have a +4 modifier to Strength checks)

I can see it for the first two -- the first is classic D&D, the second is from SWSE, but the third is another random kick in the verisimilitude nuts. Standard 4e reveal pattern -- a bunch of good stuff followed by a "The FRACK?" moment.
 


Interesting!

My Tiefling Wizard (also on front page) had:

Ref: 15, Fort: 10, Will: 13.

He also has: S 10, C 10, D 14, I 20, W 9, C 12.

So it matches Ref, if Will was a +2 for class, it would fit, and Fort fits. So there you go.
 

Actions: There are standard, move, and minor actions. Shift--a 5' step--is a move action. To draw a weapon is a minor action. Some classes and races have lots of powers that are minor actions, some almost none.

Action Points: Using an action point give you another action on your turn. Not a re-roll. (some other mechanics allow that, but I think there significant is overstated). You start the day with one action point. You can use one per encounter. You get more as you adventure in the day. Thats right. On average one every other encounter. If you don't use them, you loose them, as you only start the day with one.
 


I think that's pretty awesome!

What about AC, is that just Dex like always, or does it switch out with something else?
 

Thats why I had +5 to all my damaging powers!

Ok, lets formalize:

Weapon Damage: has an ability modifier applied that varies depending on attack type. A wizard will have an int based modifier for his spells, a warlock a cha based one for hers, and so on. (Edit: not 100% sure 1/2 level is added to this).

Thrown weapons: The example wizard only does 1d4 damage with his dagger. But if he throes it, it is 1d4+2..So thrown weapons may have a dex based modifier, or at least some do.

Weapon Proficiency: This seems (but I am confident) a +3 to hit with a particular weapon dagger. It varies by weapon, for most it is +2. Starting spellcasters don't get this "proficiency bonus" with their spells.
 
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A'koss said:
They've already mentioned that some time ago, it's not in D&D.

Really? Can you quote or link? If not, how does damage scale at high level? Do higher level powers do more base damage? Does the ability modifier you add to a power's damage the same as the Standard modifier (i.e. with the 1/2 level built in)?

What about Basic Attacks at higher level? Since OA's only trigger Basic Attacks, wouldn't they be almost worthless at higher levels if your base damage output doesn't scale?
 

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