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

Question: What does "slowed" do? It's on a few of the PC powers, but I don't think I ever saw what the mechanic was.
 

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I knew I had seen "Slowed" before. It's in the minis rules! Duh.

Dazed: A dazed creature grants combat advantage, cannot flank enemies, and can only act on its own turn.
Staggered: As dazed, but can only use basic attacks.
Stunned: As dazed, and cannot take actions.
Helpless: As Stunned, and melee attacks auto-crit, other attacks get +4 bonus.
Immobilized: Speed 0
Slowed: Speed 2

Is this all the same in the RPG?
 

TerraDave said:
But the tiefling wizard has skill training:stealth right on the front of his sheet.

oh, it's ok then, I was instead talking about the warlock's "wizard training feat" wich is not on the warlock's sheet (but she actually gets a wizard spell among her powers), so we just were talking about two different sheets
 

The stats given in the Pit Fiend entry proves that attribute modifiers definitely do increase at half your level:

Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)

Each attribute bonus is the original stat bonus (Str 32 = +11, Cha 28 = 9), plus half of your level, so the level 26 Pit Fiend gets to add 13 (26/2) to all of his attribute modifiers

Str 32 (+13+11=18) Dex 24 (+13+7=18) Wis 20 (+13+5=18)
Con 27 (+13+8=21) Int 22 (+13+6=19) Cha 28 (+13+9=22)

So, knowing that all characters and creatures gain attribute modifiers, we can then project the impact it will have on your character as you level. All your defenses will increase by 1 every other level, because of this. Also, all your attack rolls will increase at the same rate. The most interesting impact is that damage for all your powers will also increase at the same rate - thus confirming people's questions about damage. Here is the proof that damage will go up 1 every other level (aka damage bonus equal to half you level):

The list of powers given for all the character sheets and the rogue writeup we saw list damages as values, but these values correlate do the underlying attributes:

Rogue - Piercing Strike - 1[W] + Dexterity modifier damage.

Warlock - Eldrich Blast - 1d10 + Charisma modifier damage.

Paladin - Holy Strike - 1[W] + Charisma modifier damage.

Cleric - Lance of Faith - 1d8 + Wisdom modifier damage.

Fighter - Cleave - 1[W] + Strength Modifer Damage (+2 Dwarven Weapons Training) (Strength modifier damage to adjacent foe).

Ranger - Careful Attack - 1[W] + Dexterity modifier damage.

Wizard - Magic Missile - 2d4 + Intelligence modifier damage.


So, knowing that your attribute modifiers increase every other level, and seeing that all powers utilize attribute modifiers in their calculations, it is obvious that your damage goes up by level. This makes total sense when you notice that some attacks are Dex vs. Reflex or whatever. The system will remain totally balanced with itself assuming that the characters are fighting equal level opponents.
 

Here is what we can assume as basic racial abilities - this list is undoubtedly incomplete.

Half-Elves
-----------------
Cha +2 (Assumed)
Group Diplomacy
Adaptability - Half-Elves can select powers from other class lists. The Half-Elf Warlock has a wizard spell listed on the character. This has to be a function of the racial. Assume that Half-Elves can select additional powers from other classes as they level.
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Halfling
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Dex +2 (Assumed)
Small Size - Bonus to Stealth and Stealth as known skill
Bold - +5 Saving Throws vs. Fear
Nimble Reaction (Selected Power or all Halflings?) - Force reroll on enemy attack
+1 Fort, +1 Reflex, +1 Will

Humans
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Bonus Feat at level 1 (Likely at higher levels also)
+1 Fort, +1 Ref, +1 Will (likely racial, but possibly as part of the level 1 feat that was selected)
Extra Skill Points (Assumed)

Dwarf
----------------------
+2 Con (Assumed)
+5 Saving Throws vs. Poisons
Dwarven Resilience (Can use second wind as minor action instead of Standard Action)
Stand Your Ground - Upgrade over dwarves old resistance to bull rushes and whatnot.
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Eladrin
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Dex +2 (Assumed)
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+5 saving throw vs. charms
Fey Origin
Trance
Fey Step - Minor Teleport

Tiefling
--------------------------
Int +2
Blood Hunt - Bonus to attack bloodied foes
Fire Resist 5
Infernal Wrath - Bonus to hit bitches who hit me first
 

You mean like take Point Blank Shot, Precise Shot, and Rapid shot--you know the chain of "I'm good at ranged attacking" feats?

In 3.5, any archer constructed with only the obvious feat choices and only the obvious stat arrangements (good strength, good dex) will dish out amazing amounts of damage with attacks that rarely miss except against heavily buffed major villains.

If that counts as a ridiculous number of cheesy things, does taking Power Attack, Cleave, and Weapon focus: Greataxe with your barbarian also count as a ridiculous number of cheesy things?

Vayden said:
Needless realism, by my outlook. The number of cheesy things you had to do to make a ranger attacker effective was ridiculous.
 

Defenses (Incomplete knowledge of racials)
--------------------------------------------------------

Armor Class = 10 + [Dex or Int Modifier] + Armor Value

Cloth = 1
Leather = 2
Hide = 3
Chain = 4
Scale = 5
Plate = 6
Heavy Shield +2
Light Shield +1

Fortitude Defense = 10 + [Str or Con Modifier] + Class Bonus
Reflex Defense = 10 + [Dex or Int Modifier] + Class Bonus + Shield Bonus
Will Defense = 10 + [Wis or Cha Modifier] + Class Bonus

Warlock: +1 Reflex, +1 Will
Paladin: +2 Will
Cleric: +2 Will
Fighter: +2 Fortitude
Ranger: +1 Fortitude, +1Reflex
Wizard: +2 Will
Rogue: +2 Reflex
Warlord: Unknown

Heavy Shield gives +2 Reflex Saves
Light Shield gives +1 Reflex Saves
Halflings gain +1 to all defenses
Humans either gain +1 to all defenses, or the feat that particular human had did
 

Bandreus said:
oh, it's ok then, I was instead talking about the warlock's "wizard training feat" wich is not on the warlock's sheet (but she actually gets a wizard spell among her powers), so we just were talking about two different sheets

That's likely a function of the Half-Elf racials. Half-Elves are highly adaptable, and they likely can select abilities from other class lists. That Half-Elf chose a wizard power from the wizard list as a racial benefit. All classes can normally select 2 at-will powers, 1 encounter, and 1 daily at first level. The Half-Elf has 3 at-will, thus confirming that the Wizard power isn't a function of the class, but of the race.
 

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