Jeff
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Post by Jeff on Mar 3, 2014 15:53:03 GMT -4
I think the new rules will be fairly easy as learn-as-you-play sort of thing, but I'm happy to address any questions.
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Mar 4, 2014 0:11:40 GMT -4
I'm first... in no order...
My basic attack is +7. I’m guessing +3 from Str, maybe +3 for half-level? I’m not sure how to get the other +1.
Adamant's AC I think should be 19 or 21 with shield. Under Racial Abilities it says Composite Plating: Your Base AC is 11. Then under Feats, it lists Adamantine +8 AC. And the shield adds +2.
Under spells there’s Cast per Day (4 first, 3 second); is it vancian? Do I have to pick them after a long rest? If I’m picking spells after resting, does that still take 8 hours or can warforged do it in 4?
Fighter extra attack per round, is that at the same attack bonus?
At 3rd level as part of the Oath of Devotion (I like the sound of that) I get two bonus spells that don’t count against my number prepared per day. They still consume a slot when cast, correct?
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Jeff
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Post by Jeff on Mar 4, 2014 7:29:47 GMT -4
Adamant's basic attack is +3 from Strenght. If he's proficient with a weapon (and he is, almost all weapons), he gets to add his proficiency bonus (a function of his paladin level), which is +3. So most weapon attacks are a straight +6 all the time. Such as that light hammer in his weapon inventory. But his dynamic sword is a +1 weapon, so +7 is the total. Str modifier + prof. bonus + any other modifiers You're right about AC. Should be 19 without shield, 21 with. I've fixed that. ( He's still a godsdamn tank. ) Magic is Vancian. The number of spells Adamant can prepare each day is 6 (# of Prepared Spells Each Day). The formula for that is your Charisma modifier + ½ your paladin level. So you could prepare six 1st-level spells per day, two 1st-level spells and four 2nd-level spells. Or six 2nd-level spells. However you want to do it. But the 4 3 thing is slots. So whichever ones you prepare for the day (i.e. simply make available), you can actually cast only four 1st-level spells and three 2nd-level spells. Does that make sense? Now, the 6 that you can prepare doesn't include Protection from Evil or Sanctuary. Those are freebies, stemming from your Oath of Devotion; they're always prepared and don't count against the 6. So really you'll have 8 available each day to choose from when you use those spell slots. Fighter extra attack, yes, same numbers are involved. Note that you can only take that extra attack when your action in a given round is an attack. You can't move, then help a friend as an action, then attack. You have to attack once to get that second one.
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Jeff
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Post by Jeff on Mar 4, 2014 8:01:37 GMT -4
And by the way, that attack formula is the same for everything now. It's a good one, I feel.
d20 + ability score modifier + proficiency bonus, if you're proficient in it
So if you've got a Strength of 14 (+2 mod) and your proficiency bonus is +2, and you're proficient with a dagger but not a longsword, your attack roll with a dagger is +4 and your attack roll with a longsword is +2.
Saving throws are not just rolls to resist stuff using one of your six ability scores. So if you've got proficiency with Dexterity saving throws, add your proficiency bonus to your Dexterity bonus and that's your total modifier for the roll.
If you use thieves' tools and you're proficient with them and you want to attempt to open a lock, that'd be your Dexterity modifier + your proficiency bonus
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Mar 4, 2014 10:23:19 GMT -4
Re: attack value... Str + proficiency + others, got it... (I forgot magic bonus... Doh) Re: extra attack... Makes sense. Re: AC... Yes, Adamant's still a gods damn tank. It one of his best qualities... Re:Magic... Aka the complicated one... Okay, so I wake up and prep any 6 spells for the day (really 8 but 2 are freebies). But when I start casting I can only do at most 4 first and 3 second until I sack out again. So let's say I pick command (love that spell) and 5 others. I could cast command 4 times using the 4 first level slots. I'm guessing I could also burn higher level slots and cast command 3 more times using the 3 second level slots. I never forget how to cast command (until I decide not to prep it after a rest) nor do I need to prep command more than once, right? So I set the pattern for the 6 spells in my mind but I decide which to power when I'm actually casting. I'm free to power up any of them once I've got the pattern for it even if I've already used it today. I never forget the spell patterns but as I cast I burn the supply of spell energy I have for the day. Well, that's only semi-vacian, isn't it? You missed one question for the original: Do warforged need only 4 or 8 hours of rest before re-preping spells
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Jeff
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Post by Jeff on Mar 4, 2014 10:27:59 GMT -4
Yes across the board, Dave. You got it. Okay, so quasi-Vancian. Warforged indeed need only 4 hours. But they're still limited to only doing that once each day. So they need less time to get their stuff back but still can only do this 4-hour recuperation in 24 hours.
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Mar 6, 2014 11:45:33 GMT -4
Questions, Jeff! Questions that need answers!
One, under the Fighter Class abilities (which are pretty easy to grasp), you have Defensive Stance listed, which raises Condign's AC by 1 when he's wearing armor. Is that reflected in the AC listed at the top of the page (18/20 with shield)?
Two, under Combat Superiority, you state there are a list of maneuvers from which Condign can pick three. Then you list three for which the target needs to make a saving throw. Are those the three he will be using? Or if I can still choose, where would I find such a list?
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Jeff
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Post by Jeff on Mar 6, 2014 13:15:05 GMT -4
Questions, Jeff! Questions that need answers! One, under the Fighter Class abilities (which are pretty easy to grasp), you have Defensive Stance listed, which raises Condign's AC by 1 when he's wearing armor. Is that reflected in the AC listed at the top of the page (18/20 with shield)? Two, under Combat Superiority, you state there are a list of maneuvers from which Condign can pick three. Then you list three for which the target needs to make a saving throw. Are those the three he will be using? Or if I can still choose, where would I find such a list? AC accounts for it, yup. Condign's armor gives him AC 17 (as you'll see down under his armor/equipment list), and that Defensive fighting style provides +1 AC. I can give you a list of other maneuvers, if you want. I picked those three because they're the most warlord-ish, and in fact I'm fairly sure that's intentional. That the warlord in 5E is just a fighter with a more tactical build. I can't type out the full descriptions of all of them but I can text/chat you with about it.
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Post by Dave B. on Mar 6, 2014 22:32:01 GMT -4
Okay. I just looked over Shorak's stats and I think I found a couple of errors. His AC should be 16 - leather armor +1 (12) and Dex bonus of 4
Also, his talisman gives him a +1 to Strength, Dexterity and Constitution Saving Throws.
That is all. Thanks Jeff for all the work your putting into these character sheets.
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Mar 7, 2014 5:59:35 GMT -4
Jeff: I can give you a list of other maneuvers, if you want. I picked those three because they're the most warlord-ish, and in fact I'm fairly sure that's intentional. That the warlord in 5E is just a fighter with a more tactical build. I can't type out the full descriptions of all of them but I can text/chat you with about it..
No, those three maneuvers will work fine; they are very Warlord-ish. Everything else looks good. Thanks for the work, Jeff.
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Jeff
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Post by Jeff on Mar 7, 2014 6:53:44 GMT -4
Okay. I just looked over Shorak's stats and I think I found a couple of errors. His AC should be 16 - leather armor +1 (12) and Dex bonus of 4 Also, his talisman gives him a +1 to Strength, Dexterity and Constitution Saving Throws. That is all. Thanks Jeff for all the work your putting into these character sheets. Fixed the AC. Yeah, still fine tuning over here. I put the talisman saving throw thing in the quicknotes section, but I'd rather not factor item bonuses into the main saving throw numbers. Since theoretically items can be swapped and handed over for others to use, I'd rather keep them separate. So you'll just want to make note of the additional +1 when making those saving throws. The quicknotes is where it is so it's easy to spot and remember it.
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Jeff
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Post by Jeff on Mar 7, 2014 10:32:57 GMT -4
So, for anyone who came into 5E who started with 4E, then the new rules will take a little getting used to. For anyone who started with 3E or earlier, like at least half of us in this group, 5E will take no real time at all. It's mostly streamlined. Almost everything is just an ability check roll now where you add the relevant ability score modifier. If you happen to be proficient/skilled with a particular thing, then you get to add a proficiency bonus, which is based on your level. This takes the place of the 4E add-half-your-level or the default +5 bonues for being trained in a skill. There are really only three types of rolls (except for damage rolls or odd random rolls) and they still all work off the same mechanic mentioned above: Ability Checks = 1d20 + ability score modifier + proficiency bonus (if you have one). Climb a wall (Str modifier), walk across a tightrope (Dex modifier), recall useful information (Int modifier). Attacks = 1d20 + Strength modifier (most melee) or Dexterity modifier (most ranged) + proficiency bonus (if you have one). If a weapon has the "finesse" trait, then you can use Dex in lieu of Str for melee with it. Saving throws = 1d20 + appropriate modifier + proficiency bonus (if you have one). All saving throws are named for the ability it's using. A dragon breathes fire at you, make a Dexterity saving throw. A mind flayer hits you with a mental blast, make a Wisdom saving throw. Someone casts Zone of Truth on you, make a Charisma saving throw. That's it. That's the main stuff. Your turn on a round has only two parts: your move, your action. Do them in any order, and you can even split your move. If you've got a speed of 30 feet, you can move 15 feet, shoot someone, then move the remaining 15 feet. - Initiative is the same. Lots of things are the same.
- Actions can be various things, but in combat it's usually just an attack. The Quickstats tab on our character sheet document lists the main ones.
- Move is just your speed.
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Ken
Belarin Malizia
Belarin
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Post by Ken on Mar 7, 2014 13:57:49 GMT -4
For the spellcasters, area spells and non-ray & non-projectile spells typically don't require a roll on your part, just a saving throw from the target. (Again, this was the case in 3rd Edition as well. Nothing new.) For most ranged attack spells, like the sorcerer's chromatic orb or the warlock's eldritch blast - which I think of as magic "PEW PEW PEW" laser blasts - you do make an attack roll just as we've always done, adding your ability modifier (e.g., Intelligence for wizards, Charisma for sorcerers and warlocks) + the proficiency bonus Jeff mentioned. Fighters get second attack actions, and their attacks can be used for cool combat maneuvers (such as the warlord-type ones Jeff mentioned). Clerics and paladins (including the avenger) get Channel Divinity powers, many of which are very 4E in flavor. Rogues get cool things. I'm jealous, Dave B. Also, sneak attack no longer requires flanking (!). One thing you'll all see a lot of: advantage and disadvantage. While there are some changes I'm not crazy about, this gets my vote for best change. You know all those +2 and -2 modifiers we're always keeping track of? Kiss 90% of them goodbye. If you have advantage, you roll d20 two times and take the better result. If you have disadvantage, you roll d20 two times and take the crappier result. That's it. It works very well.
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Post by Dave B. on Mar 8, 2014 13:25:38 GMT -4
Okay. I just looked over Shorak's stats and I think I found a couple of errors. His AC should be 16 - leather armor +1 (12) and Dex bonus of 4 Also, his talisman gives him a +1 to Strength, Dexterity and Constitution Saving Throws. That is all. Thanks Jeff for all the work your putting into these character sheets. Fixed the AC. Yeah, still fine tuning over here. I put the talisman saving throw thing in the quicknotes section, but I'd rather not factor item bonuses into the main saving throw numbers. Since theoretically items can be swapped and handed over for others to use, I'd rather keep them separate. So you'll just want to make note of the additional +1 when making those saving throws. The quicknotes is where it is so it's easy to spot and remember it. Got it. Sounds good to me. This is starting to remind me a little of what I went through when AD&D 2nd edition came out. We were wary at first, but after some discussion, we decided to switch to it and keep what we liked about 1st edition and ignore anything we didn't like about 2nd edition. Of course there were a lot more similarities with those two systems. When you think about it, D&D next is actually the 7th system. Basic, AD&D, AD&D 2, 3, 3.5, 4 and Next. That makes 7. Are there excerpts of the Next PHB available anywhere?
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Mar 9, 2014 10:44:35 GMT -4
A couple of minor questions... Tools: Wouldn't Adamant's holy symbol be a tool? Or maybe the holy symbol isn't used in spells? Material Components: How strict are we going to be with components for spells. If we need them then can we go shopping? And can we do that retroactively? Saving Throws: So I can see use cases for most of these... STR to break maybe an entangle spell; DEX for dodging all sorts of things; CON for resisting Poison; WIS to resist mental spells like charm. The two I can't figure are INT and CHA. Are there spells/traps that require INT/CHA for saves? If it were more of a narrative system you could imagine a player claiming he is using INT because his PC recognizes the signs of the trap at the last minute because it's just like the one he faced in the Mines of Dur-Mara. But I don't think that's the way it works. I'm only asking because CHA is my best save...
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Jeff
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Post by Jeff on Mar 9, 2014 11:11:51 GMT -4
Great questions, Dave. And two of them are related:
Holy symbols aren't considered tools. But: You can use a holy symbol as the material component for a paladin spell. It's only when you lose a holy symbol that material components are necessary. Same goes for an arcane focus (orb, crystal, rod, or specially constructed staff, a wand-like length of wood, or some similar item for sorcerer, warlocks, and wizards. For Belarin, his pact dagger would be his arcane focus. For Kal, a magic dagger that's he's "attuned" to (likely Skyfang).
Easy!
Charisma saving throws are typically for things like warding spells like Magic Circle, or Calm Emotions, or Symbol. Or Zone of Truth. Admittedly, it won't come up TOO often.
Intelligence saving throw for some aspects of Symbol, or Feeblemind, or things that attack your intelligence directly (as opposed to your will). Also less common, but it'll come up.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Mar 9, 2014 14:51:56 GMT -4
I was gonna ask about focuses and Skyfang, so I'm glad you answered that. So, if I understand, it serves IN PLACE OF material components, unless you lose it, and then you need those material components instead?
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Mar 9, 2014 16:46:20 GMT -4
attuned implement inn place of material compnents... I like it... Adamant will want to pick up some material components just in case but it doesn't need to be right away. Adamant won't be dodging too many traps I think... I guess that's why he has all the hit points....
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Jeff
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Post by Jeff on Mar 10, 2014 6:35:37 GMT -4
Correct, Darren!
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Post by Dave B. on Mar 10, 2014 21:24:09 GMT -4
Be happy you have hit points. Shorak could go down in one good hit.
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Jeff
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Post by Jeff on Mar 11, 2014 8:50:28 GMT -4
BUT...damage isn't as inflated as it was in 4E. So it's all scaled a little more reasonably. Yep, your hit points are a little lower but so are monster damage outputs, and AC is also generally lower than usual. Except, apparently, Adamant, who is still a religious, walking tank.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Mar 13, 2014 8:07:10 GMT -4
Hey, Jeff. A few mechanics questions: - You never really explained Sorcery points to me. I understand, from the character sheet, that they can be spent to gain spell slots. Do they do anything else? - Does Next add familiars back in? I miss being able to know what Tangat is up to... - Apparently we never finished picking spells.... - What are the Metamagic options? Apparently we never did that, either.
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Jeff
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Post by Jeff on Mar 13, 2014 8:14:05 GMT -4
Any chance you'll be able to hop on Facebook chat today?
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Mar 13, 2014 9:27:06 GMT -4
Maybe for a brief moment. Certainly this evening I should be able to.
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Jeff
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Post by Jeff on Mar 14, 2014 11:50:37 GMT -4
If you guys haven't already done so, please start to peruse your character sheets. Especially you spellcasters (which I think might be everyone but Condign and Shorak). Especially cantrips, as those you can do over and over. There are still some spells I haven't filled in yet but at least they're all there by name now. What I'm doing is putting a one-sentence description under Description for each spell and I'm using the notes ("insert note") feature to contain the full description. Ken, can we do that for yours, too? That way each spell uses only one thin row and it's easy to scan down the list.
Joe, Dave B., Mike: what email address should I use to give you editing rights?
Joe, Streko's cantrips will get a lot of use. Check them out. Spare the Dying is a quick and easy spell that can instantly stabilize any allies who are dying. Guidance is super-useful, but only one character can benefit at a time. Sacred Flame is the new Lance of Faith, but it's the same idea. And Thaumaturgy is the cleric's take on Prestidigitation. Play with them, they're fun!
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Ken
Belarin Malizia
Belarin
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Post by Ken on Mar 14, 2014 14:43:18 GMT -4
I didn't know there was an "Insert Note" option! (My Word-Fu is exceptional. My Excel-Fu is weak!)
Sure, Jeff. Go ahead. Or let me know if you'd rather I do it. I'm good either way.
Sent from my StarkTech Nebula-9®
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Jeff
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Post by Jeff on Mar 14, 2014 15:57:38 GMT -4
It would save me a bunch of time, Ken, if you could do that for Belarin's spells. Just look at the other tabs to see how I did it. Thanks.
I also want to tell you guys about attuning, a new thing about magic items (that I rather like), but I'll save it for later. One thing at a time.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Mar 14, 2014 16:52:02 GMT -4
Hey, Jeff...two questions:
- Do ranged magic attacks still work like they did in 4E? In other words, Kal's Bracers of the Perfect Shot used to add a bonus to his Lightning Orb attack, because that was considered a ranged weapon. Does that still apply? If not, Kal should give the bracers to someone else....
- Kal has a Brooch of Shielding listed in his inventory, but I don't know what that does. Was it just never identified?
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Joe
Streko Tavven (halfling)
Streko
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Post by Joe on Mar 15, 2014 0:34:48 GMT -4
If you guys haven't already done so, please start to peruse your character sheets. Especially you spellcasters (which I think might be everyone but Condign and Shorak). Especially cantrips, as those you can do over and over. There are still some spells I haven't filled in yet but at least they're all there by name now. What I'm doing is putting a one-sentence description under Description for each spell and I'm using the notes ("insert note") feature to contain the full description. Ken, can we do that for yours, too? That way each spell uses only one thin row and it's easy to scan down the list. Joe, Dave B., Mike: what email address should I use to give you editing rights? Joe, Streko's cantrips will get a lot of use. Check them out. Spare the Dying is a quick and easy spell that can instantly stabilize any allies who are dying. Guidance is super-useful, but only one character can benefit at a time. Sacred Flame is the new Lance of Faith, but it's the same idea. And Thaumaturgy is the cleric's take on Prestidigitation. Play with them, they're fun! send them to mnrvason@hotmail.com That way I am sure to get it.
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Post by Dave B. on Mar 15, 2014 1:36:44 GMT -4
moybean@earthlink.net will do for me.
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