CoHd20 differs from D&D in significant ways.
- In CoHd20, there is no concept of “race.” You are free to imagine your character as human, alien, some kind of animal hybrid, a robot or cyborg, or even a being of pure energy. Mechanically, it makes no difference. You are encouraged to come up with whatever you can imagine.
- CoHd20 is not gear-oriented. In D&D, your character is frequently on the lookout for new magical items or weapons. In CoHd20, equipment that is useful in and of itself is scarce. Instead, you look for ways to “Enhance” your abilities. Even if your Powers are based on technology, that tech is not something you’d buy, sell, or trade. This is explored more in the various Power Set descriptions.
- In CoHd20, no one is proficient in any weapons or armor unless granted that proficiency via a Power Set or a Pool Power. Often such proficiency, when granted, is limited to the specific equipment needed to execute a given Power or feature, and is not typically broadly applicable beyond that.
- Magic is not a distinct, separate mechanic. In D&D, magic is most often used in the form of spells, which have their own subsystems of spell slots, spell levels, components, and so forth. In CoHd20, “magic” is mostly flavor, and your Powers simply work by virtue of their mechanics. If you wish to visualize your Powers as being magically-sourced, you are free to do so.
- CoHd20 has a class system of sorts. Here a class is called an “Archetype.” There is no equivalent of multiclassing in CoHd20. See Archetypes for more detail.
- CoHd20 uses the City of Heroes Alignment system, which places characters along a spectrum from Hero to Vigilante to Rogue to Villain. D&D’s 9-point alignment system is not used.
- CoHd20 uses the same basic rest mechanic as D&D, except that CoHd20 has no long rest. You simply take a rest, which is the equivalent of D&D's short rest. The CoHd20 rules will often use the term "short rest" to make this clear, but not as a distinction from any "long rest." If these rules refer simply to a "rest," it means a short rest.
Further, CoHd20 differs from City of Heroes.
- You have 20 levels of progression instead of 50.
- Enhancements and Enhancement Slots do not exist in CoHd20.
- You have Ability Scores that define your base physical and mental characteristics: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- You may begin CoHd20 as a Vigilante or a Rogue, and are not limited to beginning the game as just a Hero or Villain.
- CoHd20 has Endurance Dice to replicate City of Heroes' endurance bar, but the mechanics function differently in many key ways. You gain more Endurance Dice as you level, whereas in City of Heroes you typically have the same amount regardless of level. Also, you don't need to use Endurance Dice for all features or attacks, but rather you roll them to improve performance.
- Your City of Heroes character has numerous Powers, each associated with a Power Set, which is made available by your Archetype. The situation is similar in CoHd20, although the specifics differ. If your Archetype is the equivalent of a D&D class, you can think of your Power Sets as two subclasses that you have simultaneously. Each Power Set's Powers are represented in CoHd20 as (sub)class features. Unlike City of Heroes, you do not select Powers as you level. Instead, each of your Power Set features becomes available at certain levels. Some Powers within a Set are combined or unified. Additional features have been added to some Power Sets in order to broaden those Sets' foundations. For example, the Archery Power Set provides proficiency with all bows and provides structure around the creation of special ammunition.
- City of Heroes Pool Powers are represented as D&D feats. Fitness exists and is inherent as in City of Heroes, but it functions differently.
- While CoHd20 is not gear-oriented, the freeform nature of a tabletop roleplaying game means it’s possible for any character to pick up a weapon and attempt to use it (or to use any available equipment). You are not prohibited from doing this, but the mechanics are tuned such that there is often little benefit in doing so.
- Likewise, this freeform nature means your adventures will be less structured and less combat-oriented. Combat is an important and central part of CoHd20, but it is also resolved in a more deliberate and paced manner. Social interactions play a larger role.
- You have a live Game Master (GM, or DM in D&D parlance) who is helping resolve your gameplay and will provide the setting and context for your adventures. Whereas City of Heroes is managed by an impersonal game engine. The flow of gameplay in CoHd20 will be much more organic.
CoHd20 is meant for players who are moderately experienced with tabletop roleplaying and with some edition of Dungeons & Dragons. This game is built around D&D Fifth Edition, which itself is a variant of the Wizards of the Coast “d20 system.” You should also be at least minimally familiar with City of Heroes.
Dungeons & Dragons is a moderately complex game. Replicating all of its rules here would be a waste of time, and regardless may be a violation of Wizards of the Coast’s intellectual property. As mentioned, you would benefit greatly from understanding the source material. You are encouraged to read both the Player’s Handbook and (especially for GMs) the Dungeon Master’s Guide. They are readily available online and in hobby stores. Armed with the knowledge within, you will have a better understanding of esoteric stuff like resting, hiding, the mechanics of combat, round economy, conditions, grappling, as well as the nuances of NPC and encounter design. While this document will continue to describe elements of these systems as needed, there’s no substitute for the real thing.
Despite hanging off the Dungeons & Dragons chassis, CoHd20 is fully meant to replicate the fun and adventure of City of Heroes. You are still in Paragon City or the Rogue Isles (or Praetoria). You are a rare specimen of aptitude and power, of unflagging heroism or despicable villainy. You are more than a match for any lone minion, and in some cases you’re worth a squad of them. For good or evil, you’re a force to be reckoned with. One who shapes history and fulfills destinies.
Go. Hunt. Kil Skulls.