D&D 5e: Core Mechanics: Difference between revisions
From wikinotes
(→Attack) |
|||
(12 intermediate revisions by the same user not shown) | |||
Line 14: | Line 14: | ||
= Attack = | = Attack = | ||
<blockquote> | <blockquote> | ||
{{ 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 | |||
<syntaxhighlight lang="ruby"> | |||
MELEE: <= 5ft | |||
RANGED: any | |||
</syntaxhighlight> | |||
<syntaxhighlight lang="ruby"> | |||
# 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 | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</blockquote><!-- Attack --> | </blockquote><!-- Attack --> | ||
Line 26: | Line 46: | ||
= Defend = | = Defend = | ||
<blockquote> | <blockquote> | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="bash"> | ||
ARMOR_CLASS = 10 + ${DEX} # + ARMOR | ARMOR_CLASS = 10 + ${DEX} # + ARMOR | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 34: | Line 54: | ||
<blockquote> | <blockquote> | ||
Denominations | Denominations | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="bash"> | ||
# platinum, gold, silver, copper | # platinum, gold, silver, copper | ||
1PP == 10GP == 100SP == 1000CP | 1PP == 10GP == 100SP == 1000CP | ||
Line 45: | Line 65: | ||
</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 --> |
Latest revision as of 23:29, 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 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