
Character
Classes |
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very
group uses a slightly different method of creating characters, each with the
purpose of expressing the style of play expected in the game. What follows
are the suggestions and guidelines used at our own game table and a brief
explanation for why it is done a particular way. Please keep in mind
that as our particular group gathers we find the time to play limited and
haved opted for a more heroic-fantasy styled game meant to encourage players
to have their characters attempt impressive, nearly legendary feats, with
at least some chance of success. This style isn't for every person or
every group, but for the moment it fits our small circle.
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When making a character the player rolls 4d6, adds together the highest three numbers rolled and makes a note of it on a piece of paper. This is done six times in a row making a single column. Then the player makes a second, and third column using the same method for generating numbers. Once all three columns have been rolled, read across each of the 6 rows taking the best of the 3 possible choices to make a fourth column considered the "Best of Three."
The following table shows an example of this method:
| Set
One |
Set
Two |
Set
Three |
Best
of Three |
|
| 16 |
18 |
13 |
18 |
|
15 |
13 |
9 |
15 |
|
| 12 |
9 |
14 |
14 |
|
15 |
16 |
11 |
16 |
|
| 14 |
9 |
13 |
14 |
|
12 |
13 |
13 |
13 |
The "Best of Three" would then be assigned as desired by the player to make the chosen character. This method makes characters who are powerful and a cut above the normal people of the world. These are individuals who have great potential, if the random hand of fate doesn't strike them down. Such a character is not a guarantee of success or survival, but it does give them an advantage. There is occasionally a temptation on the part of players to use Charisma as a "Dump Stat" putting the lowest of their attributes in it. It is best to remind the player that Charisma is useful for gaining favorable reactions from strangers and monsters, influences the prices paid when bargaining with a merchant, and is of great importance if one should find himself in front of royalty. Its also vitally important should the character ever wish to have loyal retainers and hirelings. The morale of those who adventure with a character and the armies that character could someday lead are directly tied to the leader's Charisma.
When a character dies its possible the player will choose to make the retainer of the dead character the new PC instead of rolling up a new one. Because of this retainers are rolled using the same method as players. To help offest this distinct advantage given to the players under this method its advised the DM also use it as a guideline for creating detailed villains and their lieutenants of note. It does create an escalation, or power creep, of sorts; but only in a limited way and gives the game a slightly epic feel.
Because I tend to run games that skew to high adventure filled with frequent action and deadly challenges, all characters receive maximum Hit Points at first level. When each new level is gained the player rolls 2 Hit Dice and keeps the better result. This gives characters a higher than average number of hit points translating into a better chance of survival.
The following chart provides an example of a fighter and a thief as they advance from 1st to 9th level, it does not include any modifiers for high or low Constitution:
| Fighter
(d8)
|
Thief
(d4)
|
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Level |
Roll
Results |
Total
HP |
Roll
Results |
Total
HP |
|
| 1 |
Automatic
8 |
8 |
Automatic
4 |
4 |
|
2 |
1,
2 |
10 |
3,
3 |
7 |
|
| 3 |
5,
3 |
15 |
1,
3 |
10 |
|
4 |
7,
4 |
22 |
4,
1 |
14 |
|
| 5 |
2,
6 |
28 |
2,
2 |
16 |
|
| 6 |
7,
8 |
36 |
1,
4 |
20 |
|
| 7 |
7,
3 |
42 |
3,
2 |
23 |
|
8 |
8,
2 |
50 |
2,
3 |
26 |
|
| 9 |
1,
6 |
56 |
2,
4 |
30 |
|
|
Total
Bonus HP from the 2nd Chance Roll is 11 |
Total
Bonus HP from the 2nd Chance Roll is 8
|
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As shown above, this typically works out to allow each character to survive one or two additional successful melee attacks before they die. Hopefully the character will make the most of this extra lifespan.
A variation of the Optional Rule listed in the Rules Cyclopedia p266 is used in our games. Listed below is each attribute and the Saving Throw it modifies:
• Strength: Paralysis and Turn to Stone
•
Intelligence: Modifies
any Saving Throw vs. Mental Attack (charm, confusion, fear, etc.)
(Combined bonus with other attributes cannot exceed + or - 3)
• Wisdom: Rod, Staff or Spell
• Dexterity: Both Wands and Breath Attacks
• Constition: Poison and Death Ray
• Charisma: No Saving Throw is Adjusted
The biggest reason for allowing the modifier to affect all saves under each category instead of limiting it like the Rules Cyclopedia is bookkeeping. Its just easier to note the single change instead of a split target number.
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