Creating a CoHd20 character is largely identical to creating a D&D 5th Edition character. Refer to the D&D Basic Rules PDF linked to in Getting Started to get a basic idea around that. You may disregard the section on choosing your race.
You will probably want to have a good idea of what Archetype -- a “class” in D&D -- you want to play before making any other decisions. See Chapter 2: Archetypes for details on the different Archetypes and their associated Power Sets. You don’t need to lock down your Power Sets at this time, but having a sense of the role you’d like to play will help you when deciding how to allocate your Ability Scores.
As much as your Archetype, your characters capabilities are determined by the Primary and Secondary Power Sets you choose. Each Power Set provides a set of features that become available as you increase your level.
You generate your six Ability Scores per the D&D Basic Rules in Chapter 1, Section 3: Determine Ability Scores. At your GM’s discretion, you may use the dice method or the standard array. Not all players must use the same method unless the GM specifies. The GM may also choose to use the “point buy” variant but it is not recommended.
The D&D Basic Rules PDF provides a brief overview for each of the six Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This summary also explains how to derive your Ability Score Modifiers (on page 9), which are important to know in order to effectively play your character. This summary may be enough to help with any decisions regarding score allocation. The formula for determining your Ability Score Modifiers is to subtract 10 from your Ability Score, divide the result in half, and round down. For example, if an Ability Score is 14, that score’s Modifier is +2 (14 - 10 = 4, divided by 2). If your Ability Score is 7, its Modifier is -2 (7 - 10 = -3, divided by 2 to -1.5 and rounded “down” to -2). If you need more detail, you may wish to read Chapter 7: Using Ability Scores in the Dungeons & Dragons 5th Edition Player’s Handbook.
In Dungeons & Dragons, the selection of your race provides various traits, among which is a bonus to one or more Ability Scores. While CoHd20 has no race, you may select an Origin as part of your Background (see Chapter 5: Background for more detail). Depending on your Origin, you gain the following:
Unless specified otherwise, the second +1 to any Ability Score can be applied to the one you already applied a bonus to. For example, a Natural Origin character can apply +2 to Constitution. Regardless of how you apply these bonuses, you cannot bring any Ability Score above 20.
As with City of Heroes, CoHd20 characters are between about 4’ and 8’ tall. Your character’s size is Medium. Your base walking speed is 30’ per round.
You have a special bonus that you can apply to some rolls. This is your Proficiency Bonus, and is meant to suggest special expertise or skill with the check in question.
Your Proficiency Bonus progresses as you level in CoHd20 just as it does in Dungeons & Dragons. It starts with +2 at 1st level and ends with +6 at 20th. You can see the full chart on page 12 of the D&D Basic Rules PDF linked to in Getting Started.
You add your Proficiency Bonus to attack rolls if you are skilled or proficient with that method of attack. All Power Set feaures that use attack rolls apply your Proficiency Bonus. In addition, some special rolls called Saving Throws may apply your Proficiency Bonus.
In Dungeons & Dragons, your character’s Armor Class (AC) is a number representing how difficult they are to successfully hit and/or injure. It’s essentially the counter-value to any to-hit roll, and plays a role similar to Defense in City of Heroes. While various Power Set features may modify this value, your base CoHd20 AC is equal to 10 + your Dexterity Modifier.
Ability Checks and Saving Throws are special rolls made to either accomplish a task or to avoid the consequences of an event, attack, or other hazardous circumstance. These rolls are made exactly as they are in Dungeons & Dragons.
You sometimes add your Proficiency Bonus to your Saving Throws. The Saving Throws with which you are proficient are determined by your Archetype.
Dungeons & Dragons 5th Edition does not have an objective “skill list.” Instead, whenever you attempt a task that could be considered a skill, you (with the help of your GM) determine which of your Abilities best represents the execution of that task. You then make an Ability Check using that Ability’s Modifier, against a target number (DC) set by the GM.
If you are making a “skill” Check in this fashion, it’s possible you might possess some particular expertise related to it. In such a case, the GM may allow you to add your Proficiency Modifier to the check.
Just to reiterate, neither Dungeons & Dragons 5th Edition or CoHd20 have “skill checks” per se. Such rolls are simply Ability Checks made in the context of performing a task that could be classified as skilled.
You begin the game at 1st level. You gain levels by completing missions and gaining Experience Points. When you increase your level, you gain access to new features and increase your Hit Points.
When you gain an even-numbered level (2nd, 4th, 6th, etc.) you may also increase one of your Ability Scores by 1 point. Alternately, instead of increasing an Ability Score, you may opt to take one feat (see Feats).
All player characters have access to the Fitness Feat. Fitness provides the following benefits.