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<blockquote data-quote="Insight" data-source="post: 4083509" data-attributes="member: 11437"><p><strong>Observations on Possible Character Mechanics</strong></p><p></p><p>I took the time to examine closely the character sheets given out at D&DXP, and tried to figure out how some of the numbers were calculated. Keep in mind this is only my own thought process, and some official word I haven't seen could very easily contradict what I have discovered/theorized.</p><p></p><p><strong>Defenses</strong>: I'm working with a theory that Reflex, Fort, and Will Defense work similarly to how those are presented in Star Wars SAGA Edition, with the obvious difference being that D&D has AC whereas SWSE does not. In any event, I believe the Defenses are calculated as 10 + (ability mod) + (1/2 level, rounded down; 0 for these characters) + (class bonus, if any) + (misc mods). Given that, here are the class bonuses for the following classes: </p><p></p><p><strong>Cleric</strong>: Fort +2, Reflex +2, Will +3.</p><p><strong>Fighter</strong>: Fort +2, Reflex +2, Will +0.</p><p><strong>Paladin</strong>: Fort +2, Reflex +3, Will +3.</p><p><strong>Ranger</strong>: Fort +3, Reflex +1, Will +1.</p><p><strong>Warlock</strong>: Fort +0, Reflex +3, Will +6 (?) - Half-elf might get a +2 bonus to Will Defense, which would make this +4 and more in line with the rest of the other classes.</p><p><strong>Wizard</strong>: Fort +0, Reflex +3, Will +4.</p><p></p><p>Note: I do not know how armor and size play into the above numbers.</p><p></p><p><strong>Healing Surges/Day</strong>: I haven't seen how this is calculated, so I'm going with the theory that it's (base number) + (CON mod). Given that, here are the base numbers for the following classes: Cleric - 7, Fighter - 9, Paladin - 10, Ranger - 6, Warlock - 6, Wizard - 6. I'm a little confused as to why the Fighter has 1 less than the Paladin, and why the Cleric has 1 more than the Warlock and Wizard, but I suppose I can see the logic behind both. It could also be that Humans (the Cleric is Human) get a bonus to Healing Surges/Day.</p><p></p><p><strong>Hit Points</strong>: If the formula to calculate Hit Points is (base number) + (CON score) at first level, then these are the base numbers for the following classes: Cleric - 12, Fighter - 15, Paladin - 15, Ranger - 12, Warlock - 12, Wizard - 10.</p><p></p><p><strong>Trained Skills</strong>: It appears that the skill system is going to work almost exactly like Star Wars SAGA Edition. Working along those lines, I calculated how many trained skills the following classes should have as a base: Cleric - 4 (?), Fighter - 4, Paladin - 4, Ranger - 6, Warlock - 4 (?), Wizard - 3. On a few of these, I had to guess. For example, I think that Humans get a free trained skill, so that gives the Cleric a base of 4. Also, the Warlock has a strange bonus to Insight, which leads me to believe it's a trained skill with some sort of racial bonus maybe.</p><p></p><p><u>Note</u>: I wanted to calculate AC, but I can't really figure a definitive way this is broken down. What really troubles me here is that the Halfling Paladin may be getting modifiers for his size, and also that the unarmored Wizard appears to have a +5 to AC. My thinking on the Wizard is that his INT mod (+5) somehow modifies his AC when unarmored. Then again, this could be coincidence.</p></blockquote><p></p>
[QUOTE="Insight, post: 4083509, member: 11437"] [b]Observations on Possible Character Mechanics[/b] I took the time to examine closely the character sheets given out at D&DXP, and tried to figure out how some of the numbers were calculated. Keep in mind this is only my own thought process, and some official word I haven't seen could very easily contradict what I have discovered/theorized. [b]Defenses[/b]: I'm working with a theory that Reflex, Fort, and Will Defense work similarly to how those are presented in Star Wars SAGA Edition, with the obvious difference being that D&D has AC whereas SWSE does not. In any event, I believe the Defenses are calculated as 10 + (ability mod) + (1/2 level, rounded down; 0 for these characters) + (class bonus, if any) + (misc mods). Given that, here are the class bonuses for the following classes: [b]Cleric[/b]: Fort +2, Reflex +2, Will +3. [b]Fighter[/b]: Fort +2, Reflex +2, Will +0. [b]Paladin[/b]: Fort +2, Reflex +3, Will +3. [b]Ranger[/b]: Fort +3, Reflex +1, Will +1. [b]Warlock[/b]: Fort +0, Reflex +3, Will +6 (?) - Half-elf might get a +2 bonus to Will Defense, which would make this +4 and more in line with the rest of the other classes. [b]Wizard[/b]: Fort +0, Reflex +3, Will +4. Note: I do not know how armor and size play into the above numbers. [b]Healing Surges/Day[/b]: I haven't seen how this is calculated, so I'm going with the theory that it's (base number) + (CON mod). Given that, here are the base numbers for the following classes: Cleric - 7, Fighter - 9, Paladin - 10, Ranger - 6, Warlock - 6, Wizard - 6. I'm a little confused as to why the Fighter has 1 less than the Paladin, and why the Cleric has 1 more than the Warlock and Wizard, but I suppose I can see the logic behind both. It could also be that Humans (the Cleric is Human) get a bonus to Healing Surges/Day. [b]Hit Points[/b]: If the formula to calculate Hit Points is (base number) + (CON score) at first level, then these are the base numbers for the following classes: Cleric - 12, Fighter - 15, Paladin - 15, Ranger - 12, Warlock - 12, Wizard - 10. [b]Trained Skills[/b]: It appears that the skill system is going to work almost exactly like Star Wars SAGA Edition. Working along those lines, I calculated how many trained skills the following classes should have as a base: Cleric - 4 (?), Fighter - 4, Paladin - 4, Ranger - 6, Warlock - 4 (?), Wizard - 3. On a few of these, I had to guess. For example, I think that Humans get a free trained skill, so that gives the Cleric a base of 4. Also, the Warlock has a strange bonus to Insight, which leads me to believe it's a trained skill with some sort of racial bonus maybe. [u]Note[/u]: I wanted to calculate AC, but I can't really figure a definitive way this is broken down. What really troubles me here is that the Halfling Paladin may be getting modifiers for his size, and also that the unarmored Wizard appears to have a +5 to AC. My thinking on the Wizard is that his INT mod (+5) somehow modifies his AC when unarmored. Then again, this could be coincidence. [/QUOTE]
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