OK so I'm going to go ahead and walk-thru character creation by actually CREATING a character.
First step: Generate Ability Scores. I'm going to go Old School, 3d6 in order.
Strength 5
Dexterity 8
Constitution 10
Intelligence 10
Wisdom 15
Charisma 12
Up until I rolled that 15 I thought I was looking at a waste of a character sheet, but that 15 Wisdom, that will create a Cleric with a 10% experience bonus.
And I think I'll base my race upon improving the weak stats. So I will pick a Half-orc, modifying my stats by +2 Str, -2 Int, and -2 Cha to non-orcs.
Step 4.
Strength 7 (-2)
Dexterity 8 (-1)
Constitution 10 (0)
Intelligence 8 (-1)
Wisdom 15 (+4) this is doubled
Charisma 12/10 (+1/+0)
Step 5. Level 1
Step 6: Physical Hit Points, Constitution Score 10 + 8 (maximum 1d8 Hit die) = 18 PHP
Step 7: Mental Hit Points, Wisdom Score 15 + 6 (max 1d6 hit die) = 21 MHP
Step 8: Write down Cleric Traits
Hah, I just started rolling up stats again for the fun of it, (18, 13, 16, 15, 12, 8) Yes, that was on straight 3d6.
- 1. Generate your attributes (see below), and select your race and character class (pages 10 and 14). Use your character concept (see box), if you have one, to help you do this.
- 2. Make any racial adjustments to your attributes indicated by your racial write-up (like a +2 Dexterity, etc).
- 3. Write down your character’s racial traits (pages 10-13), or use the appropriate racial traits card from the appendices (page 127).
- 4. Write down your ATT modifiers (page 8). Double the ATT modiifier for your character’s prime attribute, determined by his class (page 14).
- 5. Write down your character’s level: characters begin at level 1.
- 6. Write down your character’s physical hit points, calculated by adding your character’s Constitution score to the maximum possible die roll on your character’s physical hit die (determined by his character class).
- 7. Write down your character’s mental hit points, adding your character’s Wisdom score to his maximum possible mental hit die score (again, determined by character class).
- 8. Write down your character’s class traits (pages 15-24), or use the appropriate class traits card from the appendices. Don’t write down any advancements yet.
- 9. Write down any class restrictions your character has.
- 10. If your character can cast spells (ie is a magic user or cleric), work out how many spell levels he has, and choose his spells from Chapter 7: Magic, as indicated in his character class write-up.
- 11.Roll the dice to determine your character’s starting money in gold pieces (gp), as indicated in his character class write-up.
- 12.Finalise your character (page 24), choosing his alignment, goal, first (and possibly second) advancement, hero points, starting equipment, and armour class; and also by filling in his age, height, weight, sex, weight carried, and maybe a physical description.
- 13.You’re ready to play!
First step: Generate Ability Scores. I'm going to go Old School, 3d6 in order.
Strength 5
Dexterity 8
Constitution 10
Intelligence 10
Wisdom 15
Charisma 12
Up until I rolled that 15 I thought I was looking at a waste of a character sheet, but that 15 Wisdom, that will create a Cleric with a 10% experience bonus.
And I think I'll base my race upon improving the weak stats. So I will pick a Half-orc, modifying my stats by +2 Str, -2 Int, and -2 Cha to non-orcs.
- Torn Between Two Natures.
- Speak Orcish: as well as the Common tongue.
- Infravision: see in the dark up to 60ft.
- Brutish and Strong.
- Savage and Intimidating.
Step 4.
Strength 7 (-2)
Dexterity 8 (-1)
Constitution 10 (0)
Intelligence 8 (-1)
Wisdom 15 (+4) this is doubled
Charisma 12/10 (+1/+0)
Step 5. Level 1
Step 6: Physical Hit Points, Constitution Score 10 + 8 (maximum 1d8 Hit die) = 18 PHP
Step 7: Mental Hit Points, Wisdom Score 15 + 6 (max 1d6 hit die) = 21 MHP
Step 8: Write down Cleric Traits
- Turn Undead
- Religious Lore: you’re schooled in temple matters and the affairs of the gods.
- Clerical Magic: cast clerical spells and counterspells. See below.
- Use Temple Weapons: use the weapons espoused by your temple.
- Wear Light and Medium Armour and Use Shields.
- Devotion to Deity: acquire a specific trait representing the beliefs and attitudes of your deity’s worshippers. See “Gods and Demigods” below.
Step 9. Class dCan't play neutral alignment.
Step 10. Choose spells. 5 levels of spells (1 for being first level, +4 for wisdom bonus.)
Step 11. Roll for Cash (3d6x10gp) Rolled 16, so 160 GP, That's a lot of equipment for someone who can't carry much equipment.
Step 12. Finalize Character. Alignment Neutral Good, Goal: Bring Prosperity to the Downtrodden. , Advance: Mother to the Motherless. Judging by her stats, this is a gangly uncoordinated half-orc, so I'll make her 6'8" tall but only 145 lbs. She's young and grew up on the streets as an Orphan, so she likes to protect the little guy. She's not wholly unattractive, taking after her mother, but she does have prominent orc tusks, making others leery of her. And that's about it, other than fully fleshing it out.
Hah, I just started rolling up stats again for the fun of it, (18, 13, 16, 15, 12, 8) Yes, that was on straight 3d6.
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