Development across the lifespan 7th edition pdf

Ability scores can development across the lifespan 7th edition pdf small bonuses to your dice rolls. Universal d20-based system of roll-over target numbers. EXP’s to advance to the next level.

Classes get features as they reach new class levels. Hit points, class-based hit dice. If a character has an ‘advantage’ for a skill roll or combat roll, the player rolls two d20 and takes the better one. If a character has a ‘disadvantage’, roll two d20 and take the worse one. Attributes are the same ol’ six, but more important than before. They’re used for skills checks and saving throws. Ability score increases are now class features, meaning that you have the potential to lose them if you multiclass.

Most classes get 5 ASIs, at levels 4, 8, 12, 16, and 19. Rogues get a couple extra, and Fighters get a couple more than Rogues. Feats are now fewer in number and more potent. If a character wants to obtain a Feat, they have to give up one of their Ability Score Increases to gain access to it. There is a hard cap of 30, which cannot be exceeded by any means. DC 80 skill rolls, no more AC 120 monsters. Seems small, but see above about skill checks and ACs not getting stupid large even at high levels.

Saving throws are like skills checks. Each class is proficient in two attributes for saving throws, so they get to add their proficiency bonus. No more ‘fort’,’reflex’,’will’ per level, although Constitution, Dexterity, and Wisdom are still the three most common saves. Each class gets two saving throw proficiencies, one “common” and one “uncommon. Races come with racial bonuses, but some races also choose a racial sub-type. 2 Strength and medium armor training.

This has been around since Dragon Magazine was still a print magazine, but it’s codified right there at character generation. The exceptions are humans, half-elves, half-orcs, and tieflings. It is very similar to 3e Sorcerers. Each class has a subtype called “archetype” you choose at 1st, 2nd or 3rd level, depending on the class. This lets you choose some of the class features you get as you level up. Paladins have the Oath they swear, bards have the College they join, etc. Character background is now a mandatory part of character generation.

A Background includes additional skill and tool proficiencies, and even bonus equipment, as well as a “Feature” that gives some sort of social advantage. For example, a Criminal has a contact in the criminal underground, or a Sailor being able to get free passage for their party in exchange for assisting the ship’s crew. When you role-play well, the DM can give you an “inspiration” token you can spend to gain advantage on a d20 roll, or pass it off to another player in the group. This has often been a house rule but now it’s codified and it will likely push people into using the fanmail mechanic more often, and roleplaying for benefits instead of being entitled to a hero point with every long rest. Additionally, you can only ever have one inspiration token at any given time, effectively incentivizing you to spend it quickly and not hoard it.

Presumably this is all to help out new players with the idea of playing a character that isn’t of their own personality, but it also probably helps the players who view their characters as walking stat blocks with little to no personality into trying actual roleplaying for once. The PHB even explicitly suggests working with your DM to come up with a custom background if none of the ones in the book really fit your character. The basic set comes with five pre-made character backgrounds, and tables so you can roll the “traits” “ideal” etc. Notably, the bard’s performance can also grant inspiration.