Post by merctime on Jun 7, 2015 23:31:54 GMT -5
Once you've joined the game, I'll get you a post of some dice rolls for you to make your character with.
I'll post 3 sets of rolls per character you make for you to choose one of. The stat rolls I provide you are in order and I don't allow the order to be changed. (It's the old way, of '3d6 straight down'). So, if for one stat set you get 12, 8, 14, 7, 11, and 13, that means you've got a 12 STR, 8 INT, 14 WIS, 7 DEX, 11 CON, and 13 CHA for that stat set and may not re-arrange them. This is one reason i provide you with three sets.
I'll also roll a D6 for you for hit points, that you can alter according to the class you choose (So if I roll you a 3, and you play a Fighting-Man, you've got 5. If you've got a Con of 15+, you've got 6 now. Etc). I'll borrow Makofan's rule here: If you get a crappy roll, I'll give you a re-roll one time, but the second roll you are stuck with. I will only do this at first level, but each subsequent level-up will earn you at least 1 hit point (As I roll all your hit-dice at once. This might, by the roll, be lower than what you have. In this instance, you'll have your previous hit points +1).
I'm thinking about using the Social Class mechanic as found in the Judge's Guild 'Ready Ref Sheets' for flavor and some mechanical utility. I'll go ahead and roll (or assign, in the case of Clerics) initial Social classes for you to list. I'm not quite sure how important this will be in the game, or if it will last, as of yet.
Finally, I'll roll 3d6 and give you that number multiplied by 10 for your starting gold so you can outfit your character.
Please create your character along the lines given in Delving Deeper. You can definitely use OD&D for this, but there are minor differences between the two. I do like Delving Deeper's attribute bonuses and this game will use them. Download Delving Deeper here:
forum.immersiveink.com/viewtopic.php?f=15&t=113
Or, use the online hypertext if you want to do this off of your computer and not mess with a PDF here:
ddo.immersiveink.com/dd.html
Once you've gotten your rolls, please post your character in the character sheet thread. I'll have a sample sheet format available if you wish to use it, but you don't have too. Your character sheet is primarily for your information; I'll use reference sheets.
Here are some topics worth discussing regarding Character Creation:
Alignment: This does NOT equal personality in this game. As the word implies, it's how you align to the cosmic forces such as gods and demons that operate beyond the physical realm. Lawful's are for the cosmic forces that uphold order and the continuance of life. Chaotic's are for the cosmic forces that are for anarchy, disorder, and the violent destruction of the continuance of life. Neutral's are those who are unconcerned, or haven't reached a point in life where the eternal struggles matters closely to them yet.
Class Choices: Fighting-Man, Cleric, Magic-User, and Thief (as presented in Delving Deeper; Note the minor differences if you haven't seen this version please). I'm not initially entertaining custom classes as of yet, but if this lasts a while and I get comfortable running it, I might get talked into it. I do believe the above four cover all the bases though.
Attributes: You just might get some that are 8 or below, or just might not have a single score over 13. It's not the end of the world!!! Attributes play a smaller roll in this game than other versions of D&D; Certainly far smaller than AD&D. The biggest bonus you'll get outside of Charisma to reaction is a +1. However. The FAR LARGER determining factor in your character, is how well you play it. Please don't feel badly if your rolls are less than stellar for your first character. If YOU as a player are stellar, your character will be, too... Regardless of stats.
One major difference is Wisdom. In this game, it doesn't affect XP bonus like it does in Delving Deeper. XP bonuses are done according to how I read OD&D. A 'Virtual point-buy'; As in, the point-swapping does NOT actually trade this-stat for that-stat. Example: Barker the Dwarf is a Fighting-Man. He's got the following stats- STR 13, INT 7, WIS 15, DEX 13, CON 11, CHA 7. His INT is already below average, so can't help him out... But that nice WIS score gains him a +2 to his 'virtual' Prime Requisite (Fighting-Men trade WIS for STR on a 3 for 1 basis). So, his Prim Requisite is now considered to be a 15 for purposes of XP gain only, and no changing of any stats; Bumping him from an initial +5% to XP to a +10%. To me, this simulates (for example) that a wise, or intelligent (or both) Fighting-Man gains knowledge of his chosen trade faster than just a guy who's a power-house (although that helps, too).
Saving Throws: I might use these a bit liberally to determine vague dangers (Kinda like they are supposed to be ) but may do this more frequently than you are used too. Something to think about: Those level-limits on races just might be offset by this.
Races: Yep, just brought up level-limits. I use 'em. I love 'em. But it's not because I want you to be stuck at a lower level. It's more of a behind-the-scenes game mechanic thing.
First, lets list Race by Class. I house-rule a bit with who can be what, as you are about to read:
Cleric: Dwarfs and Hobbit/Halflings, 5th level. The Elf can be one too, either single-classed or mixed with Fighting-man, and can get up to 6th Level.
Fighting-Man: As written.
Magic-User: As written; Only Humans/elves.
Thief maximum levels by race: Elf = 7th level, Dwarf = 7th level, Hobbit/Halfling = 6th level.
(Yes I limit Non-Human Thieve's in terms of level. Otherwise Saving Throws get nutty)
All class/race choices not listed remain as written.
I'm one of those weird people who loves the idea of the Elf in OD&D, as I read it. They can begin as either a Fighting-Man or Magic-user, may use the abilities of both, and may freely change classes between adventures. Where it says 'freely change classes between adventures", I read that as player choice of where the XP goes for purposes of leveling up. Perhaps an elf player wants to level up Fighting-Man to 4 so he can have lots of Hit Points before taking any XP at all in M-U. That's his choice.
The way I do this, is you only spread the XP between both classes once you've chosen to get XP in each one, for at least one adventure. After you've done that, you can either continue to choose what class gets that adventure's XP, or you can choose to gain it evenly between the two from that point forward (but may not go back on this choice later).
But that's not all, folks. Remember OD&D's rule for "Changing Classes" that the Elf clearly gets to ignore? The one about being able to change into another class if you've got that classes Prime Requisite at 16+?
I'll allow each non-human race, including the Elf (That is, Dwarf and Hobbit/Halfling, too) to have a set of classes they can start as without changing into it and needing a 16.
For Dwarfs, it'll be Fighting-Man and Cleric. For Hobbit/Halfling, it'll be Fighting-Man and Thief.
So, they are just run the same way as Elf's are if you want, but you don't have to. Same with the Elf: Choose a single class if you'd like. Same with the Elf, once you've chosen to get XP in both classes, you can't go back to alternating XP between them and now get XP evenly from that point forward.
HOWEVER. If you play a non-human, and you decide at the start of play that character will never have more than one class, I'll let you advance one level above the racial limits in that class. So you could have a Dwarf Fighting-Man of 7th level, or an Elfish Magic-User of 9th level for example.
Dwarfish clerics can use edged weaponry if they operate as Fighting-men as well (i.e., they don't choose to be solo classed only). Hey, the Elf's don't get to get all the bennies!!
Hobbit/Halfling Fighting-Man/Thieves can wear any armor and can use any weapon, but can't use the obvious thief skills in armor greater than leather (Moving Silently, Climbing, and picking pockets) and must remove any gauntlets worn before opening locks or finding/removing traps as well as getting rid of a helmet when listening at doors etc.
Both Magic-Users and Clerics have spell books (Cleric's might call them 'Prayer books') and start with one that has all the first level spells in it. After that, find them, buy them, or research them.
Note that in Delving Deeper, Magic-Users can use Staffs as well as daggers and that Thieve's CANNOT use a bow.
One last thing: Just like Dwarfs, Halflings will have a base move of 9".
Equipment and encumbrance: I'm going with the OD&D thing where a backpack full of gear weighs 8 pounds (the example on page 15 of my 6th OCE under 'miscellaneous gear'). But if that gear is like, 12 iron spikes, a shovel, 4 weeks iron rations, another shovel, a spare shield, a big rock, 2 sacks full of copper coins, a painting of my dear old mum, etc... I'll start looking at encumbrance more seriously.
Basically, whatever you could probably afford, with armor, at 1st level will weigh 8 pounds. Once you start adding on stuff, just think to yourself: Is this over half of what I started with for miscellaneous gear? If the answers yes, I'll want a specific encumbrance count.
That's about all I can think of for now for my house-rules on Character creation.
I'll post 3 sets of rolls per character you make for you to choose one of. The stat rolls I provide you are in order and I don't allow the order to be changed. (It's the old way, of '3d6 straight down'). So, if for one stat set you get 12, 8, 14, 7, 11, and 13, that means you've got a 12 STR, 8 INT, 14 WIS, 7 DEX, 11 CON, and 13 CHA for that stat set and may not re-arrange them. This is one reason i provide you with three sets.
I'll also roll a D6 for you for hit points, that you can alter according to the class you choose (So if I roll you a 3, and you play a Fighting-Man, you've got 5. If you've got a Con of 15+, you've got 6 now. Etc). I'll borrow Makofan's rule here: If you get a crappy roll, I'll give you a re-roll one time, but the second roll you are stuck with. I will only do this at first level, but each subsequent level-up will earn you at least 1 hit point (As I roll all your hit-dice at once. This might, by the roll, be lower than what you have. In this instance, you'll have your previous hit points +1).
I'm thinking about using the Social Class mechanic as found in the Judge's Guild 'Ready Ref Sheets' for flavor and some mechanical utility. I'll go ahead and roll (or assign, in the case of Clerics) initial Social classes for you to list. I'm not quite sure how important this will be in the game, or if it will last, as of yet.
Finally, I'll roll 3d6 and give you that number multiplied by 10 for your starting gold so you can outfit your character.
Please create your character along the lines given in Delving Deeper. You can definitely use OD&D for this, but there are minor differences between the two. I do like Delving Deeper's attribute bonuses and this game will use them. Download Delving Deeper here:
forum.immersiveink.com/viewtopic.php?f=15&t=113
Or, use the online hypertext if you want to do this off of your computer and not mess with a PDF here:
ddo.immersiveink.com/dd.html
Once you've gotten your rolls, please post your character in the character sheet thread. I'll have a sample sheet format available if you wish to use it, but you don't have too. Your character sheet is primarily for your information; I'll use reference sheets.
Here are some topics worth discussing regarding Character Creation:
Alignment: This does NOT equal personality in this game. As the word implies, it's how you align to the cosmic forces such as gods and demons that operate beyond the physical realm. Lawful's are for the cosmic forces that uphold order and the continuance of life. Chaotic's are for the cosmic forces that are for anarchy, disorder, and the violent destruction of the continuance of life. Neutral's are those who are unconcerned, or haven't reached a point in life where the eternal struggles matters closely to them yet.
Class Choices: Fighting-Man, Cleric, Magic-User, and Thief (as presented in Delving Deeper; Note the minor differences if you haven't seen this version please). I'm not initially entertaining custom classes as of yet, but if this lasts a while and I get comfortable running it, I might get talked into it. I do believe the above four cover all the bases though.
Attributes: You just might get some that are 8 or below, or just might not have a single score over 13. It's not the end of the world!!! Attributes play a smaller roll in this game than other versions of D&D; Certainly far smaller than AD&D. The biggest bonus you'll get outside of Charisma to reaction is a +1. However. The FAR LARGER determining factor in your character, is how well you play it. Please don't feel badly if your rolls are less than stellar for your first character. If YOU as a player are stellar, your character will be, too... Regardless of stats.
One major difference is Wisdom. In this game, it doesn't affect XP bonus like it does in Delving Deeper. XP bonuses are done according to how I read OD&D. A 'Virtual point-buy'; As in, the point-swapping does NOT actually trade this-stat for that-stat. Example: Barker the Dwarf is a Fighting-Man. He's got the following stats- STR 13, INT 7, WIS 15, DEX 13, CON 11, CHA 7. His INT is already below average, so can't help him out... But that nice WIS score gains him a +2 to his 'virtual' Prime Requisite (Fighting-Men trade WIS for STR on a 3 for 1 basis). So, his Prim Requisite is now considered to be a 15 for purposes of XP gain only, and no changing of any stats; Bumping him from an initial +5% to XP to a +10%. To me, this simulates (for example) that a wise, or intelligent (or both) Fighting-Man gains knowledge of his chosen trade faster than just a guy who's a power-house (although that helps, too).
Saving Throws: I might use these a bit liberally to determine vague dangers (Kinda like they are supposed to be ) but may do this more frequently than you are used too. Something to think about: Those level-limits on races just might be offset by this.
Races: Yep, just brought up level-limits. I use 'em. I love 'em. But it's not because I want you to be stuck at a lower level. It's more of a behind-the-scenes game mechanic thing.
First, lets list Race by Class. I house-rule a bit with who can be what, as you are about to read:
Cleric: Dwarfs and Hobbit/Halflings, 5th level. The Elf can be one too, either single-classed or mixed with Fighting-man, and can get up to 6th Level.
Fighting-Man: As written.
Magic-User: As written; Only Humans/elves.
Thief maximum levels by race: Elf = 7th level, Dwarf = 7th level, Hobbit/Halfling = 6th level.
(Yes I limit Non-Human Thieve's in terms of level. Otherwise Saving Throws get nutty)
All class/race choices not listed remain as written.
I'm one of those weird people who loves the idea of the Elf in OD&D, as I read it. They can begin as either a Fighting-Man or Magic-user, may use the abilities of both, and may freely change classes between adventures. Where it says 'freely change classes between adventures", I read that as player choice of where the XP goes for purposes of leveling up. Perhaps an elf player wants to level up Fighting-Man to 4 so he can have lots of Hit Points before taking any XP at all in M-U. That's his choice.
The way I do this, is you only spread the XP between both classes once you've chosen to get XP in each one, for at least one adventure. After you've done that, you can either continue to choose what class gets that adventure's XP, or you can choose to gain it evenly between the two from that point forward (but may not go back on this choice later).
But that's not all, folks. Remember OD&D's rule for "Changing Classes" that the Elf clearly gets to ignore? The one about being able to change into another class if you've got that classes Prime Requisite at 16+?
I'll allow each non-human race, including the Elf (That is, Dwarf and Hobbit/Halfling, too) to have a set of classes they can start as without changing into it and needing a 16.
For Dwarfs, it'll be Fighting-Man and Cleric. For Hobbit/Halfling, it'll be Fighting-Man and Thief.
So, they are just run the same way as Elf's are if you want, but you don't have to. Same with the Elf: Choose a single class if you'd like. Same with the Elf, once you've chosen to get XP in both classes, you can't go back to alternating XP between them and now get XP evenly from that point forward.
HOWEVER. If you play a non-human, and you decide at the start of play that character will never have more than one class, I'll let you advance one level above the racial limits in that class. So you could have a Dwarf Fighting-Man of 7th level, or an Elfish Magic-User of 9th level for example.
Dwarfish clerics can use edged weaponry if they operate as Fighting-men as well (i.e., they don't choose to be solo classed only). Hey, the Elf's don't get to get all the bennies!!
Hobbit/Halfling Fighting-Man/Thieves can wear any armor and can use any weapon, but can't use the obvious thief skills in armor greater than leather (Moving Silently, Climbing, and picking pockets) and must remove any gauntlets worn before opening locks or finding/removing traps as well as getting rid of a helmet when listening at doors etc.
Both Magic-Users and Clerics have spell books (Cleric's might call them 'Prayer books') and start with one that has all the first level spells in it. After that, find them, buy them, or research them.
Note that in Delving Deeper, Magic-Users can use Staffs as well as daggers and that Thieve's CANNOT use a bow.
One last thing: Just like Dwarfs, Halflings will have a base move of 9".
Equipment and encumbrance: I'm going with the OD&D thing where a backpack full of gear weighs 8 pounds (the example on page 15 of my 6th OCE under 'miscellaneous gear'). But if that gear is like, 12 iron spikes, a shovel, 4 weeks iron rations, another shovel, a spare shield, a big rock, 2 sacks full of copper coins, a painting of my dear old mum, etc... I'll start looking at encumbrance more seriously.
Basically, whatever you could probably afford, with armor, at 1st level will weigh 8 pounds. Once you start adding on stuff, just think to yourself: Is this over half of what I started with for miscellaneous gear? If the answers yes, I'll want a specific encumbrance count.
That's about all I can think of for now for my house-rules on Character creation.