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