D&D 5e: Core Mechanics
From wikinotes
Dice
- There are 6x dice: d4, d6, d8, d10, d12, d20
- Classes are assigned a hit-die (
HD
) which may be d6-d12.d6: sorcerer, wizard d8: artificer, bard, cleric, druid, monk, rogue, warlock d10: fighter, paladin d12: barbarian
Attack
TODO:
conflicting info. manual says:
- 1d20 + ${WEAPON_PROFICIENCY}
- 1d${WEAPON_TYPE_DICE} + ${WEAPON_PROFICIENCY}
at least one profficiency increases on level-up, is this the weapon-profficiency?
Weapon Type
MELEE: <= 5ft RANGED: any# class proficiency is your level-proficiency applied to your class's proficiencies. # Exceptions apply for multiclass characters. CLS_PROFICIENCY_MOD = LVL_PROFICIENCY if CLS_PROFICIENCIES.include?(WEAPON) # STR: melee, thrown # DEX: melee(finesse-weapons), ranged, thrown ATK_MOD = DEX_WEAPON ? DEX_MOD : STR_MOD # Final attack value ATK = ? + ATK_MOD + CLS_PROFICIENCY_MOD
Defend
ARMOR_CLASS = 10 + ${DEX} # + ARMOR
Currency
Denominations
# platinum, gold, silver, copper 1PP == 10GP == 100SP == 1000CP # standard denominations are gold, silver, copper 1GP == 10SP == 100CP # electrum is 50CP 1GP == 2EP
Selling Items
gems, jewelery, art, trade-goods # 100% value on resale equipment, weapons # ~50% value on resale (for good durability) magic items # difficult to sell outside of nobility