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<blockquote data-quote="ren1999" data-source="post: 5805285" data-attributes="member: 85179"><p>5th Edition Dungeons & Dragons Next 2012</p><p></p><p>ROLLING A PLAYER CHARACTER</p><p>Chose one Ability and assign an 18 to it. Roll a 4d6 and discard the lowest roll. Add the remaining 3d6 to an ability. Repeat this for the 5 remaining abilities.</p><p></p><p>Player Character Abilities</p><p>Strength: 3 to 18</p><p>Constitution: 3 to 18</p><p>Dexterity: 3 to 18</p><p>Wisdom: 3 to 18</p><p>Intelligence: 3 to 18</p><p>Charisma: 3 to 18</p><p> </p><p>Assign Ability Modifiers based on your ability scores above. An ability score of 1 == -5 ability modifier.</p><p>2,3 == -4</p><p>4,5 == -3</p><p>etc..</p><p></p><p>Add 1/2 the player's class level to all ability modifiers.</p><p></p><p>The Pathfinder saving throws for Fortitude, Reflex and Will is very hard to grasp. </p><p></p><p>4E's system here is better.</p><p>Fortitude Defense = 10 + Strength or Constitution modifier + 1/2 level</p><p>Reflex Defense = 10 + Dexterity or Intelligence + 1/2 level</p><p>Will Defense = 10 + Wisdom or Charisma + 1/2 level</p><p></p><p>Chose the player character's race.</p><p>Dwarf: +1 strength -1 charisma</p><p>Halfling: +1 dexterity -1 strength</p><p>Elf: +1 charisma -1 ability</p><p>Human: +1 intelligence -1 ability</p><p>Or chose a previous D&D edition custom race and assign +1 to 1 ability and a -1 to another ability.</p><p></p><p>Chose the player character's alignment.</p><p>Good</p><p>Neutral</p><p>Chaotic</p><p>Evil</p><p></p><p>Chose 1 player character class.</p><p>Fighter: Starting Hit Points 12+strength ability score/12 healing surges/level-up +12 hit points</p><p>Rogue: 10+constitution/10 healing surges/+10hp level-up</p><p>Cleric: 8+constitution/8 healing surges/+8hp level-up</p><p>Wizard: 6+constitution/6 healing surges/+6hp level-up</p><p>Or chose a previous D&D edition custom class and decide which of the 4 classes above the class is most like and assign hit points accordingly.</p><p></p><p>Remove Second Wind and Temporary Hit Points.</p><p></p><p></p><p>What is done when a player character levels-up.</p><p>The experience points table should be the same for all classes.</p><p>When a player character reaches the number of experience points required to level-up, the player announces which of the 4 classes the player character will level-up in.</p><p>Characters can level-up 30 levels total.</p><p>Multi-Classing is encouraged. For example, 15th level wizard/15th level fighter.</p><p>The player character has the healing surges of the most recent class he or she has leveled-up in.</p><p>Player characters gain +1 to all abilities at 11th and 21st level and gain +1 to 1 ability every 5 levels.</p><p></p><p>Gaining Powers</p><p>Encounter and Daily powers can be chosen from a long list of known powers during combat.</p><p>There should be no dropping or retraining of powers for player characters. This encourages creativity during combat.</p><p>Monsters are still subject to limited powers as stated in their stats.</p><p>There should be 30 base template powers for each of the 4 classes.</p><p>Upon leveling up, player characters should acquire 2 new powers in the class they chose to level-up in.</p><p>A Player-Character who becomes a 30th level Wizard should be able to acquire all of the 30 template powers.</p><p></p><p>See Pathfinder's Character Advancement Experience Table. I'm partial to Fast level gains here.</p><p></p><p>Amplify Power:</p><p>At 1st class level, expend an encounter power and add +1d to the damage roll or expend a daily power and add +2d to the damage roll of any attack spell below.</p><p>Control Power:</p><p>At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect.</p><p>Trigger Power:</p><p>At 10th class level, delay an effect. For example, mark a square when entered triggers the effect.</p><p>Share Power:</p><p>At 15th level,+1 ally/10 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes</p><p>Stay Power: At 20th level make any prayer or spell permanent.</p><p></p><p>any at-will or encounter power can be upgraded to a +1[w]damage or +1 target by expending a daily power</p><p></p><p>(no half-damage in the game / you miss, no damage)</p><p></p><p>Determine Monster Hit Points</p><p>Note the character in the party with the highest at-will damage roll. For example 2d6</p><p>minions have 1 hit point and do 1d6 damage max</p><p>artilery monsters have 2d6 hit points and do 2d6 damage max</p><p>soldier/brute monsters have 3d6 hit points and do 3d6 damage max</p><p>controler/leader monsters have 4d6 hit points and do 4d6 damage max</p><p></p><p>Critical Hits maximum damage on a roll of 20</p><p>Critical Fumbles on a roll of 1</p><p></p><p>Group opportunity/reaction/trigger all together and name it Triggered Action</p><p></p><p>Group Feats, Utilities Exploits, Powers, Spells, Prayers, Rituals, and Skills all together.</p><p>Remove all the redundancy and overlapping of these powers.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5805285, member: 85179"] 5th Edition Dungeons & Dragons Next 2012 ROLLING A PLAYER CHARACTER Chose one Ability and assign an 18 to it. Roll a 4d6 and discard the lowest roll. Add the remaining 3d6 to an ability. Repeat this for the 5 remaining abilities. Player Character Abilities Strength: 3 to 18 Constitution: 3 to 18 Dexterity: 3 to 18 Wisdom: 3 to 18 Intelligence: 3 to 18 Charisma: 3 to 18 Assign Ability Modifiers based on your ability scores above. An ability score of 1 == -5 ability modifier. 2,3 == -4 4,5 == -3 etc.. Add 1/2 the player's class level to all ability modifiers. The Pathfinder saving throws for Fortitude, Reflex and Will is very hard to grasp. 4E's system here is better. Fortitude Defense = 10 + Strength or Constitution modifier + 1/2 level Reflex Defense = 10 + Dexterity or Intelligence + 1/2 level Will Defense = 10 + Wisdom or Charisma + 1/2 level Chose the player character's race. Dwarf: +1 strength -1 charisma Halfling: +1 dexterity -1 strength Elf: +1 charisma -1 ability Human: +1 intelligence -1 ability Or chose a previous D&D edition custom race and assign +1 to 1 ability and a -1 to another ability. Chose the player character's alignment. Good Neutral Chaotic Evil Chose 1 player character class. Fighter: Starting Hit Points 12+strength ability score/12 healing surges/level-up +12 hit points Rogue: 10+constitution/10 healing surges/+10hp level-up Cleric: 8+constitution/8 healing surges/+8hp level-up Wizard: 6+constitution/6 healing surges/+6hp level-up Or chose a previous D&D edition custom class and decide which of the 4 classes above the class is most like and assign hit points accordingly. Remove Second Wind and Temporary Hit Points. What is done when a player character levels-up. The experience points table should be the same for all classes. When a player character reaches the number of experience points required to level-up, the player announces which of the 4 classes the player character will level-up in. Characters can level-up 30 levels total. Multi-Classing is encouraged. For example, 15th level wizard/15th level fighter. The player character has the healing surges of the most recent class he or she has leveled-up in. Player characters gain +1 to all abilities at 11th and 21st level and gain +1 to 1 ability every 5 levels. Gaining Powers Encounter and Daily powers can be chosen from a long list of known powers during combat. There should be no dropping or retraining of powers for player characters. This encourages creativity during combat. Monsters are still subject to limited powers as stated in their stats. There should be 30 base template powers for each of the 4 classes. Upon leveling up, player characters should acquire 2 new powers in the class they chose to level-up in. A Player-Character who becomes a 30th level Wizard should be able to acquire all of the 30 template powers. See Pathfinder's Character Advancement Experience Table. I'm partial to Fast level gains here. Amplify Power: At 1st class level, expend an encounter power and add +1d to the damage roll or expend a daily power and add +2d to the damage roll of any attack spell below. Control Power: At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect. Trigger Power: At 10th class level, delay an effect. For example, mark a square when entered triggers the effect. Share Power: At 15th level,+1 ally/10 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes Stay Power: At 20th level make any prayer or spell permanent. any at-will or encounter power can be upgraded to a +1[w]damage or +1 target by expending a daily power (no half-damage in the game / you miss, no damage) Determine Monster Hit Points Note the character in the party with the highest at-will damage roll. For example 2d6 minions have 1 hit point and do 1d6 damage max artilery monsters have 2d6 hit points and do 2d6 damage max soldier/brute monsters have 3d6 hit points and do 3d6 damage max controler/leader monsters have 4d6 hit points and do 4d6 damage max Critical Hits maximum damage on a roll of 20 Critical Fumbles on a roll of 1 Group opportunity/reaction/trigger all together and name it Triggered Action Group Feats, Utilities Exploits, Powers, Spells, Prayers, Rituals, and Skills all together. Remove all the redundancy and overlapping of these powers. [/QUOTE]
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