Editing
Tales of the Valiant
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Playtest 1: Heritages & Lineages== <div class="toccolours mw-collapsible mw-collapsed" style="width:95%"> Includes Races (under new labels) and Backgrounds as well as a rough overview of the game itself <div class="mw-collapsible-content"> *As a 5e-dericative game, a lot of the same mechanics are carried over. **One of the few semi-original ideas the game puts forth is Luck points, which were frustratingly only mentioned in the second playtest. You gain them from making cool ideas or by botching an attack or save each turn and you can spend 1 to bump a roll up by that much or spend 3 for a full re-roll. ***In order to disincentivize luck-hoarding, you can only hold onto 5 luck points at any time. Whenever you gain any more, you have to roll 1d4 and reset your luck to whatever that roll is. *Lineages (The new term for races) don't add to any stats as did [[One D&D]] with Heritages acting as subraces. **While the initial playtests made Heritages restricted to one Lineage, the big preview packet unbound those restrictions so any playtests can work with any Lineages. That said, the ones that were bound are "recommended". '''Dwarves''' *Remain slow but retain Night Vision, resistance to poison and now add +1 to max HP. **''Fireforge:''' Consummate crafts-dwarves, complete with fire resistance and double proficiency with either smithing or glassblowing tools. They also get Mending as a free cantrip, but it can only be used on metal objects. **''Stone:'' Pretty much the OP Mountain Dwarfs of 5E. Weapon proficiencies, armor proficiencies that don't slow you down, a tool proficiency and adding your Proficiency Bonus on anything using stonework. **The preview packet made this a touch less OP by removing the armor proficiency and bonus. '''Elves''' *Remain as powerful as ever, with Night Vision, proficiency in Perception, resistance to charmed/sleep and less sleep. **''Cloud:'' The magically-aligned ones with proficiency in Arcana and innate spells from one school as they level up. **''Grove:'' Wood Elves by any other name. Have advantage to communicate with non-aggressive animals, a climbing speed and weapon proficiencies. '''Humans''' *Not only give proficiency in one skill, but also one talent (this game's version of Feats). **''Cosmopolitan:'' City boys. Can't get lost in a city by mundane means and add proficiency bonus when studying unfamiliar cultures. **''Nomadic:'' Farm boys. Proficient in Survival, advantage on resisting adverse weather and they can reduce exhaustion once per day. '''Backgrounds and Talents''' *Backgrounds give you two skill proficiencies, one or two additional proficiencies, some gear and a free Talent. Unlike what WotC did, these don't add to any stats. *Talents as a common rule do not add to any stats. They're split up between Magical Talents (for casting), Combat Talents (for weapons and armor) and Technical Talents (for skills) </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information