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Modos RPG Playtest 1: the One True System
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<blockquote data-quote="GMMichael" data-source="post: 6259083" data-attributes="member: 6685730"><p><span style="color: #b22222"><strong><span style="font-size: 18px">D&D Next Q&A: 02/07/2014</span></strong></span></p><p></p><p>Michael Terlisner, with Rodney Thompson</p><p></p><p>[HR][/HR] <img src="http://www.wizards.com/dnd/images/ro3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> You've got questions—we've got answers!</p><p>[HR][/HR] </p><p> <span style="color: #0033cc"> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/4new/icons/1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>What are the benchmarks for fighters at each tier, compared to the spellcasting guidelines used in Wandering Monsters?</strong> </span></p><p>While James Wyatt discussed spellcasting in his latest <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4wand/20140205" target="_blank"><em>Wandering Monsters</em></a>, the other classes have similar breakpoints. For fighters, extra attacks are unlocked with bonus Physical actions, which occur at 15, 20, and 25 Physical scores. To use your bonus actions for attacking, the Quick Strike perk can be picked up at any level. A plethora of fighter-approved perks make progressing as a fighter more gradual than tier-like. For example, the Special Move perk allows a fighter to drop a point from his attack contest and add it do damage - and the player is welcome to describe this move however he likes. Or there's the Rage perk, which allows a fighter to use his Hero Points for damage, instead of just for contests. This can significantly increase a fighter's damage output, while simultaneously requiring him to roleplay more, in order to get those hero points back.</p><p></p><p> As you reach 10th level, or "epic" levels, your fighter will have at least two bonus actions per round, or up to four if sacrificing perks for ability points. If you've been diversifying those ability points, your fighter can easily branch out his skills and use those bonus actions to "cast spells." These can include spells to increase fighter survivability and the ability to cheat death, like Cure or Fog. Remember that the spells are written more in terms of game mechanics than in-game effect, so a fighter's Cast Spell (cure) could be called his "Rage" or "Second Wind."</p><p></p><p></p><p> <span style="color: #0033cc"> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/4new/icons/2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>How would you handle running a business in D&D Next? Is this something handled with the downtime mechanics?</strong> </span></p><p><span style="color: #0033cc"></span></p><p> Are you joking? Go take an accounting class.</p><p></p><p></p><p> <span style="color: #0033cc"> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/4new/icons/3.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.wizards.com/dnd/images/clear.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>Is 20 the hard cap on maximum ability score or can magic push it higher?</strong> </span></p><p><span style="color: #0033cc"></span></p><p> It's a soft cap, really. When an ability score hits 20, a PC would be wise to diversify into another ability. But there's no rule stopping him from spending his ability points and perks on just one ability score.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6259083, member: 6685730"] [COLOR=#b22222][B][SIZE=5]D&D Next Q&A: 02/07/2014[/SIZE][/B][/COLOR] Michael Terlisner, with Rodney Thompson [HR][/HR] [IMG]http://www.wizards.com/dnd/images/ro3.jpg[/IMG] You've got questions—we've got answers! [HR][/HR] [COLOR=#0033cc] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [IMG]http://www.wizards.com/dnd/images/4new/icons/1.png[/IMG] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [B]What are the benchmarks for fighters at each tier, compared to the spellcasting guidelines used in Wandering Monsters?[/B] [/COLOR] While James Wyatt discussed spellcasting in his latest [URL="http://www.wizards.com/dnd/Article.aspx?x=dnd/4wand/20140205"][I]Wandering Monsters[/I][/URL], the other classes have similar breakpoints. For fighters, extra attacks are unlocked with bonus Physical actions, which occur at 15, 20, and 25 Physical scores. To use your bonus actions for attacking, the Quick Strike perk can be picked up at any level. A plethora of fighter-approved perks make progressing as a fighter more gradual than tier-like. For example, the Special Move perk allows a fighter to drop a point from his attack contest and add it do damage - and the player is welcome to describe this move however he likes. Or there's the Rage perk, which allows a fighter to use his Hero Points for damage, instead of just for contests. This can significantly increase a fighter's damage output, while simultaneously requiring him to roleplay more, in order to get those hero points back. As you reach 10th level, or "epic" levels, your fighter will have at least two bonus actions per round, or up to four if sacrificing perks for ability points. If you've been diversifying those ability points, your fighter can easily branch out his skills and use those bonus actions to "cast spells." These can include spells to increase fighter survivability and the ability to cheat death, like Cure or Fog. Remember that the spells are written more in terms of game mechanics than in-game effect, so a fighter's Cast Spell (cure) could be called his "Rage" or "Second Wind." [COLOR=#0033cc] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [IMG]http://www.wizards.com/dnd/images/4new/icons/2.png[/IMG] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [B]How would you handle running a business in D&D Next? Is this something handled with the downtime mechanics?[/B] [/COLOR] Are you joking? Go take an accounting class. [COLOR=#0033cc] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [IMG]http://www.wizards.com/dnd/images/4new/icons/3.png[/IMG] [IMG]http://www.wizards.com/dnd/images/clear.gif[/IMG] [B]Is 20 the hard cap on maximum ability score or can magic push it higher?[/B] [/COLOR] It's a soft cap, really. When an ability score hits 20, a PC would be wise to diversify into another ability. But there's no rule stopping him from spending his ability points and perks on just one ability score. [/QUOTE]
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