Character Creation Parameters

Dec 16, 2019 8:47 am
Table of Contents

1) The Basics
2) Starting Resources
3) Character Names
4) Races
5) Class Notes and Adjustments
6) Artificer Revised
7) Backgrounds Revised
8) Inspiration & Personality
Dec 17, 2019 7:17 pm
The Basics

Major Note : I have played a lot of PbP games over the years, and player engagement and freedom with the narrative of the world about them helps to keep everyone engaged - and, it relieves the GM of trying to provide ALL the detail for every scene or the world around them all. As such you can always request things for scenes or for world content and/or just simply ask if its there or if can be be there -- all these work -- basically feel free to make suggestions for content and such as I will take that into serious consideration as many times I have shifted gears mid-game to incorporate a comment someone made at the table that sounded particularly interesting and fun to add in but I cannot over hear your thoughts so you have to post them ;)

Be the Warned : The game will have a survival element as such certain class features and spells have been adjusted so do yourself a major favor and check the Houserules Thread

Available Resources : 5e Player's Handbook (PHB) -- 5e Sword Coast Adventurer's Guide (SCAG)

I prefer if we stick to these books, but if a character/spell option from another official published book that would allow you to come up with an awesome concept, feel free to ask: I will take a look and let you know if I open to this option.

I will use some optional rules from the 5e Dungeon Master Guide (DMG) which I will outline under the House Rules thread.

I am open to re-skinning things after approval, and might allow some spell customization as per the spell design guidelines (and damage type tiers).

Starting Character Level : 5th

Again make sure to check out the House Rules Thread as it contains variant rules that may affect your game, and/or may alter a Class or Sub-Class you wanted to play.

Attributes : Point Buy or Array

Hit Points : Max at 1st then take your Hit Die subtract 4 and then roll a 1d4 for each level
.....Example : Fighter gets 1d10 -- we subtract 4 = 6 then we roll 1d4+6+ConMod per level

You can roll for background options if you want to, but I am also okay with you picking/making up what fits the character concept the best as well

However, you should take some time to figure out how you character thinks as you pick their background traits. These background Traits are even more important to know now due the modified Inspiration System. Further they are just good role-playing sense as they help you the player understand how your character might handle a situation a little bit better. Also feel free to be creative with these Traits never feel you are locked in a box -- these are just Guidelines and I am mutable when it comes to helping a player create what they want to play.

Now while I do not require a novel about your character's background nor do you have to define everything about them, the more detail you put into the character the more you might be giving me to work with and the more you tend to get back from them.

The skinny of all this is -- is to make a character you like and trust the guidelines and myself to make it a rich, reliable character. A character that would do what you are doing, and work with his companions of course and is one of the heroes of the story.
Dec 30, 2020 9:14 am
Starting Resources

First let me state this is supposed to reflect your starting resources not your starting money when you are done you should have no more than 10gp to your name at most the rest should have been spent on equipment and supplies with that said your starting resources are:

1) Normal Starting Equipment for you Class and Background
2) 750 gp worth of equipment

Any starting Normal Starting Equipment from your Class or Background can be sold for book value if you do not want the item and you can use that gold to buy other equipment. However, as before if you have more than 10 gp in coin when you start the game it will evaporate so your choice spent it or lose it.

Normal Items (This includes non-magical special material items)
Starting Cost : Normal

Consumable Magic Item
Starting Cost : Normal

These are only the starting values and reflect the fact that you came from or passed through a much more populated area prior to getting to this destination. Once the game begins you will be subject to the regions Availability and Costs which actually fluctuates almost daily.
Dec 30, 2020 9:16 am
Character Names
[ +- ] What You Should Now
Dec 30, 2020 9:18 am
Races
....The Human (Variant) is available
[ +- ] Dragonborn Dragon Breath Revised
[ +- ] Dwarf
[ +- ] Elf Sub-Race: High Elf
[ +- ] Elf Sub-Race: Eldarin
[ +- ] Gnome Sub-Race: Rock Gnome
[ +- ] Yroc Traits
Dec 30, 2020 9:19 am
Class Associated Notes
[ +- ] Non-Spell Casters
[ +- ] Starting Armor
Class Specific Adjustments/Additions
[ +- ] Barbarian
[ +- ] Fighter
[ +- ] Druid
[ +- ] Martial Artist
[ +- ] Monk
[ +- ] Paladin
[ +- ] Oath of Devotion Tenets
[ +- ] Oath of the Ancients Tenets
[ +- ] Oath of Vengeance Tenets
[ +- ] Oath of Valor Tenets
[ +- ] Ranger
[ +- ] Ranger Option
[ +- ] Ranger-Archetype (Gloom Stalker)
[ +- ] Fae Enforcer
[ +- ] Arcane Tradition : Blade Dancing
[ +- ] Skald
Jan 4, 2021 5:22 am
More to come as I complete the various aspects and pieces

Artificer (Revised)
[ +- ] Overview
[ +- ] Class Base Features
[ +- ] Magic and Features Gained by Level
Artificer Features
[ +- ] Technomancy
[ +- ] Infuse Technodevice
[ +- ] Artificer Specialist
[ +- ] Advanced Tools
[ +- ] Tool Expertise
[ +- ] Flash of Genius
[ +- ] ???-replacer-???

[ +- ] Technomancy Expert
[ +- ] Technomancy Adept
[ +- ] Technomancy Savant
[ +- ] Technomancy Master
[ +- ] Technomancy Integration
Apr 4, 2021 8:57 am
Backgrounds Revised
[ +- ] General Note
[ +- ] Agent
[ +- ] Aristocrat
[ +- ] Charlatan
[ +- ] Far Traveler
[ +- ] Guild Artisan
[ +- ] Haunted One
[ +- ] Hermit
[ +- ] Soldier
[ +- ] Outlander
[ +- ] Urban Bounty Hunter
Apr 13, 2021 5:13 pm
Inspiration & Personality

They actually mean something now, as we will be using a variant from the Angry GM as follows:

Every character begins [each narrative Episode] with Inspiration (1 Freebie Point plus half [round-down] from the previous Episode). This means building it up without using it is a waste and it eventually fades away so use it or lose it.

Now if you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal Personality. If your Ideal is "I will do anything to save a person in danger," and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.

When you take an Inspired Action, you can either gain Advantage on an ability check, attack roll, or saving throw OR you can give Advantage to someone else’s ability check, attack roll, or saving throw provided you are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Personality.

So, if take that "I will do anything to save a person in danger," The character could do the aforementioned "swinging across the ravine to catch them from falling" thing. Or if they have to attempt a saving throw to avoid a collapsing ceiling, they could throw themselves at another to save them, giving them advantage on the saving throw. Or if a monster is about to attack someone standing near them, they could interpose themselves and give the monster disadvantage on the attack roll. See? Easy Peasy.

When you don’t have Inspiration, you can Claim a Setback to gain Inspiration. To Claim a Setback you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Personalities OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM.

For example: "I’m easily distracted by shiny objects" is one of your Personalities, so you could claim you are distracted by the giant pile of treasure. So you ask the GM "Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath due to that shining pile of treasure?" Or: This guy wants to help us, but "I distrust all strangers" as one of Personalities. So GM if I’m rude and accusatory of him can I Claim a Setback for that? And then the GM might have the stranger refuse to help or get offended or start a fight. Whatever they deem most appropriate.

After you Claim a Setback, you get Inspiration. You can then use that Inspiration to take an Inspired Action. And on and on it goes.

However if you have no pre-defined Personality listed then you cannot benefit from Inspiration so it is totally up to you. On the flip-side if you choose to have more than the minimum, which is 2 Traits, 1 Ideal, 1 Bond and 1 Flaw, then you not only have a better defined character but you have more opportunities to gain Inspiration points during game play.

Final Note: Just because you have a Characteristic does not mean you will get to keep it. If you do not play your Personalities or even more play contrary to them you can lose them. Further if you have a Characteristic that simply does nothing for game play because it cannot possibly be brought into play then the GM should just ask you to erase it as there is no sense having a meaningless Personality

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