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

Attack Rolls
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Accurate Weapon Proficiencies (Dagger, Rapier, etc) give +3 attack Bonus
Normal Weapon Proficiencies (Short Sword, Long Bow, etc) give +2 attack
Inaccurate Weapons (Axes etc) give +1 attack Bonus

Ranged Attacks add Dex Modifier to attack rolls
Melee Attacks add Str Modifier to attack rolls
Spell attacks add class attribute Modifier to attack rolls (Cleric Wis, Warlock Cha, Wizard Int)

Accurate weapons do less damage, inaccurate weapons do more damage
 

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shadowguidex said:
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.

Oh that is an interesting thought. I was thinking it might be a side effect of the fey pact. But hmm, a reason to choose half-elves. Too bad its a rather poor choice- a charisma based power would have been a lot more effective. I was going to suggest that nicking a healing power would have been a lot more useful, but neither of the major healing abilities available are powers- they're class features. :p
 

I can't believe I forgot this:

There is still reach, but opportunity attacks can only be taken against adjacent targets.
 

shadowguidex said:
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

Whoa, whoa. Hold on there a moment. So you're assuming that monsters and players use the same mechanics? They've already said that this isn't necessarily the case.

Just because it has that number there doesn't mean that it's the ability score modifier. It's a modifier of some kind but not necessarily to the mod.

It would be accurate if you said "So, assuming that all characters and creatures gain attribute modifiers..." because what you're saying is still speculation.

Edit: Since information is pouring in, I think it's wise to differentiate what people speculate may be the case and what is specifically released.
 
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TerraDave said:
Armor, size, and movement: heavier armor reduces speed 1. Halflings and dwarves (in heavier armor) move like anyone else.

Move like anyone else? What does that mean? Does that mean they are not hindered by heavier armor?



Also, can you say anything about basic attacks? I'm sure they've been used before, especially due to charges.
 

shadowguidex said:
Humans either gain +1 to all defenses, or the feat that particular human had did

Not quite. The human pre-gen had both. If you run the numbers on his defenses, he's got a mystery +1 all around.
 


shadowguidex said:
Cloth = 1
Leather = 2
Hide = 3
Chain = 4
Scale = 5
Plate = 6
Heavy Shield +2
Light Shield +1
There is no cloth armor, nor light shields that we've seen. Furthermore, hide & leather are both +2 armor. Scale & plate are both +6, going by the pregen characters.

Ranger: +1 Fortitude, +1Reflex
You left off +1 Will. May not be from the class, but the ranger character has a +1 to all, above & beyond stats.
 

Spatula said:
There is no cloth armor, nor light shields that we've seen. Furthermore, hide & leather are both +2 armor. Scale & plate are both +6, going by the pregen characters.

You left off +1 Will. May not be from the class, but the ranger character has a +1 to all, above & beyond stats.

It's likely something like:

Armor:
Heavy +6 AC, -4 skill penalty.
Medium +4 AC, -2 skill penalty.
Light +2 AC, no skill penalty.

Heavy armors include: plate and scale.
Medium armors include: chain.
Light armors include: hide and leather.
 

Tiefling Racial Entry

Khuxan gave the tiefling racial entry, courtesy of davethegame's scans:

Khuxan said:
[sblock]TIEFLING
Heirs of a shattered empire who live in the shadows and do not fear the dark


RACIAL TRAITS
Average Height: 5’ 6” - 6’ 2”
Average Weight: 140-230 lb.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses:: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.


TIEFLING RACIAL POWER
INFERNAL WRATH
You call upon your furious nature to improve your odds of harming your foe.
Encounter...Minor Action...Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.


Play a tiefling if you want...
  • to be a hero who has a dark side to overcome.
  • to be good at tricking, intimidating, or persuading others to do your will
  • to be a member of a race that favors the warlock, warlord, and rogue classes.


PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.

Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanquished empire.


PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tained by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.

Centuries of other races’ distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life.

Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare.

Tieflings are not numerous. Sometimes a tiefling merhcant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, theives, or crime lords who care out a niche for themselves amid the squalor of their surroundings.

Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.

Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran.

Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius, ???

Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, its a grim destiny.

Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.


TIEFLING ADVENTURERS
Three same tiefling adventurers are described below.

Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tained by the touch of evil - both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognise the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.

Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.

Random is a tiefling rogue, a native of the streets and alleys of a human city and no strnager to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.
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