Ability Scores and basic Mechanics. 5th Edition D&D
uses the classical D&D ability scores… and how, it uses the heck out of
them.
Ability score modifiers are similar to 3.x going from 1 to 30 with penalties at 9 or lower and bonuses at 12 or higher. Each score has a single modifier or the ability socre -10 and cut in half.
Ability Checks are the meat
and bones of all task resolution in 5th edition Basic D&D. Roll 1d20 and add your ability modifier to
meet or beat a Difficulty class of 5 (easy) to 30(nearly impossible). Contests
between two individuals simply pits the dice rolls against each other, nice and
simple that.
Skills are simply an refinement
and extension of ability checks. Each ability score has a small selection of
very broad skills. If you are proficient in a skill you roll a d20 add the
relevant ability modifier and add your proficiency bonus (which is a fixed score
from +2 to +6 depending on level).
Passive checks exist which are
simply a means of a DM secretly determining success of an action without the player
rolling dice again and again or potentially being tipped off to something they
shouldn’t be aware of. The example in the introduction center would have been better
explained as an application of Passive Checks as opposed to a die roll by the
player.
The means by which each
ability score and related skills can be resolved is adequately explained.
The biggest change to me in 5th
edition D&D is the nature of Saving Throws. Each ability score can be used
to make a saving throw. One doesn’t “save vs wands” or make “reflex save” they
would instead make a Dexterity Save. Each class gets to use it’s proficiency bonus
to save made for two scores otherwise saves are pretty much straight ability
checks.
A host of picky and minor
bonuses and penalties modifying a wide range of actions is dropped from the
game by a simple and elegant mechanic : Advantage and Disadvantaged. If a
character would have an advantageous situation involving any ability check,
skill check, saving throw, or hit roll two d20 are rolled and the higher roll
is used. If a character is disadvantaged two dice are rolled and the lower of
the two die rolls is used. No multiple dice or ever stacking mods ultimately it
boils down to typical, advantaged or disadvantaged rolls.
The adventuring rules are
pretty brief and without the detail a DM would likely see on their side of the
table and a such a lot of the pertinent details are absent at this point. Rules
are given about movement and time within the game that are self-consistent; a
party must be moving slow to be stealthy, if moving at a fast pace there is a
penalty to perception scores.
Resting in 5th edition
is broken down into a Short Rest and a Long Rest. A short rest is at least an
hour long (really… not that short by my book). After a short Rest any character
can recover HP = Hit dice rolled + Con mod. A long rest is at least 8 hours long and all
HP are regained. Damage doesn’t stick
with characters for long in 5th edition D&D.
Between adventures characters
spend downtime living a normal life and pay up their lifestyle expenses, craft
items if so capable, practice their profession, researching, training, or
recuperating. When recuperating a character can recover from debilitating
injury, disease, or poison after three days of rest a save made be made to improves
the save vs one such condition each day.
Criticisms and comments: I like that ability scores have been made far
more important. The play experience between adventures played with 5th
edition and say 2nd edition style rules will vary greatly as HP loss
is very brief and easily recovered in 5th edition. 5th edition will
very much play like an action movie where heroes shrug of “flesh wounds” and
never suffer the consequences of their actions for long.
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