D&D 5e: Core Mechanics: Difference between revisions
From wikinotes
No edit summary |
|||
Line 53: | Line 53: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</blockquote><!-- Currency --> | </blockquote><!-- Currency --> | ||
= Selling Items = | |||
<blockquote> | |||
<syntaxhighlight lang="yaml"> | |||
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 | |||
</syntaxhighlight> | |||
</blockquote><!-- Selling Items --> |
Revision as of 22:04, 3 July 2022
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_PROFICIENCY = ${STR_MODIFIER} + ${CLASS_PROFICIENCY_MODIFIER} # actual attack value?
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