Character Creation

Oct 6, 2022 3:45 pm
Step 1: Generate Ability Scores
You will generate three distinct sets of ability scores to draw from. Each player will roll 3d6 six times to generate each set, and will be able to choose one of the three sets to use in play. You will be able to reorder the chosen set in whichever order you wish.

Example: Cowleyc has rolled a set containing 7, 13, 13, 8, 16, 12, as well as two other sets that aren't as impressive. First, he decides to take the first set. He chooses to create Eltrezar, a Wizard of some sort, so he rearranges the scores in the order of Str: 7, Dex: 8, Con: 13, Int: 16, Wis: 13, Cha: 12.
Step 2: Determine Race
You will be able to select from the standard races of Human, Halfling, Gnome, Dwarf, Elf, or Half-Elf. If there is another race you are interested in (Half-Orc, Half-Ogre, etc), feel free to ask, and I will make a determination. Your race will provide allowed classes, racial ability score minimums and maximums, as well as a slew of abilities and modifiers.

Example: Cowleyc has decided that he wants to make Eltrezar a Human, because he appreciates the long-bearded wizard trope. He sees that Humans can be wizards, and have minimums of 3 in all scores as well as maximums of 18 in all scores. That makes this easy!
Step 3: Select Class
You will be able to select any of the classes that you qualify for due to race and ability score! Before anyone asks, we will not be using psionics in this game (though the enemies don't share the same restriction, such as Mind Flayers should you be so unlucky). Each group of classes (Warrior, Rogue, Priest, and Wizard) have several subclasses that you will choose from. The groups will determine your hit dice and saving throws, while the individual class will determine your XP progression, proficiency chart, and class abilities.

Example: Eltrezar is a wizard of some sort, but it doesn't look like he qualifies for any of the Specializations, due to his otherwise lackluster ability scores! This means that the old man will be a Mage, an unspecialized Wizard. He will start with d4 Hit Points and need 2500 XP to reach level 2, a seemingly impossible task!
Optional - Step 3a: Select Kit
Players will be allowed to select kits from either the Complete [Blank] Handbooks or from the Players Option books. These kits will have prerequisites such as race or ability score as well as a class, provide bonus Nonweapon Proficiencies, offer bonus abilities, and usually have some sort of drawback. These are not required, and certain kits may be shot down by the DM (looking at you, Greenwood Ranger).

Example: Cowleyc decides that his character Eltrezar is the perfect definition of an Academician, and so he ensures that his character has the required Int: 13 and Wis: 11, and sees that there are no other requirements. He gains the Reading/Writing Nonweapon Proficiency (which he applies to Common), and adds the other abilities to his character sheet. The downside is that he is expected to roleplay Eltrezar as an insufferable windbag... which isn't a problem, as he was planning on doing that anyways!

Step 4: Determine Proficiencies
You will be selecting from a number of Weapon and Nonweapon Proficiencies. Each class group will tell you how many proficiencies you start with for each category, as well as how often you will select new ones as you level up. Warriors start with four Weapon Proficiencies and three Nonweapon Proficiencies, Wizards with one and four respectively, Rogues with two and three, and Priests with two and four.

Weapon Proficiencies
Each character will select a number of individual weapon proficiencies equal to the number allowed in the chart. Single-class fighter (of the warrior group) will also be able to select a weapon specialization by spending a second point on a specific weapon. This will give the fighter bonuses to attack, damage, and extra attacks per round! Each class group also has a penalty associated for attacking with a non-proficient weapon. It's small for Warriors, and Wizards might not even bother trying.

Nonweapon Proficiencies
Each class will have allowed groups of proficiencies to select from (though most will only have access to the General and Class groups). Players can select proficiencies from outside their groups for an extra proficiency point. High intelligence scores will provide bonus points (see: Bonus Languages) to use when selecting proficiencies. Each Nonweapon Proficiency will also have an associated ability score and modifier, which will help calculate the difficulty when making checks.

Example: As a Mage, Eltrezar starts with only a single Weapon Proficiency. Not wanting to be in melee, but also not wanting to be defenseless should that occur, he selects the humble dagger. This should give him a melee and ranged option. At the same time, he is allowed to select four Nonweapon Proficiencies from the General and Wizard groups. He chooses Ancient Languages (for one proficiency point), Astrology (for two proficiency points), and Spellcraft (for one proficiency point). His Intelligence score of 16 also gives him five bonus proficiency points, which he spends on Read/Write: Common, and the ability to speak Elven, Dwarven, Draconic, and Ogrish (for one proficiency point each).
Step 4: Purchase Equipment
Characters will start with a free backpack, set of traveling clothes, and knife. Outside of that, they will determine starting gold by rolling from the chart in the Players Handbook (or modified by a kit) and purchase any equipment they wish! Don't forget to take into account your characters Encumbrance, which is determined by her Strength!

Example: Eltrezar, as a wizard, starts with (1d4+1)*10 gold pieces. He rolls a 2, which puts him at 30gp. He quickly buys a few daggers, a wineskin, and a bedroll. It can get chilly at night! The rest he saves to spend during his adventures.
Step 4: Select Spells
Some characters will start with spells that they will select (such as Wizards and their spellbooks). Priests do not have to select spells, though Specialty Priests will have to select Spell Spheres (groupings of spells that match the ethos of their deity). Wizards will start with Detect Magic, Read Magic, and four other spells of their choice. If you wish to play in Hardcore Mode, you can also allow the DM to select the four starting spells.

Example: Eltrezar starts with a spellbook containing six total spells. Detect Magic and Read Magic he gets automatically. He chooses Magic Missile and Armor right away, and then ponders over the remaining two spells. Without knowing which to select, he has the DM choose for him. The DM chooses Friends and Message. For now, Eltrezar's spellbook is complete.
Step 5: Numbers, Numbers, Numbers!
At this point, your character is probably looking fairly complete except for details such as Saving Throws, movement, encumbrance, etc. This is when you begin filling in the numbers as prescribed by the Players Handbook. Don't worry, everyone else is also annoyed at having to flip back and forth through the book.
Step 6 (or sooner, your choice really): Alignment
Each character will follow an alignment, which actually matters in this edition rather than being the holdover that it is in later editions! Players will not be playing evil characters, though Neutral with Evil tendencies might be fine... just don't act surprised when you are kicked out the the party by the other characters! Some classes have alignment requirements, and many of the races have alignment suggestions!

Example: Eltrezar is a person who tries to bring good into this world, and so he knows that he is at least of a Good alignment. Beyond that, he doesn't feel strongly bound to either lawful behavior or chaotic behavior, and so he opts for Neutral Good. He believes that rules often benefit the world, but must also be flexible or sometimes broken.
Step 7: Take a Break and Stretch
By this point, you've probably been sitting in front of your computer for too long. Stand up, stretch your body, and try moving around. Do your eyes a favor by looking at various objects in the distance outside a window. Also, drink some water. You'll thank me for it.
Oct 6, 2022 6:26 pm
[ +- ] AD&D 2e Template
And as an added resource, Naggaroth has many of the books online in a slightly confusing format.

KCC

Oct 10, 2022 3:16 am
Hello, all! Rolling some dice!

Looks like 15, 14, 12, 12, 11, 9 is my best bet!
Last edited October 10, 2022 3:16 am

Rolls

One - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (434) = 11

3d6 : (124) = 7

3d6 : (332) = 8

3d6 : (642) = 12

3d6 : (422) = 8

3d6 : (435) = 12

Two - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (625) = 13

3d6 : (525) = 12

3d6 : (321) = 6

3d6 : (145) = 10

3d6 : (316) = 10

3d6 : (514) = 10

Three - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (164) = 11

3d6 : (432) = 9

3d6 : (266) = 14

3d6 : (366) = 15

3d6 : (543) = 12

3d6 : (525) = 12

Oct 10, 2022 4:03 am
Here we go...

Rolls

Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (231) = 6

3d6 : (461) = 11

3d6 : (363) = 12

3d6 : (522) = 9

3d6 : (122) = 5

3d6 : (664) = 16

Set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (453) = 12

3d6 : (616) = 13

3d6 : (345) = 12

3d6 : (413) = 8

3d6 : (241) = 7

3d6 : (635) = 14

Set 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (423) = 9

3d6 : (225) = 9

3d6 : (251) = 8

3d6 : (631) = 10

3d6 : (365) = 14

3d6 : (454) = 13

Oct 10, 2022 4:06 am
What are you thinking about KCC? Got a concept in mind? I do so love wizards in 2e but there are some other things I was thinking about as well. I had bard on the brain for a while but then I'm a sucker for the good ol' heart of gold fighter type too.

*Maybe I'll play Oren the Exile, elven mage/rogue.
Last edited October 10, 2022 4:37 am
Oct 10, 2022 4:07 am
Oh, I completely forgot to share this awesome resource I found! I'll include it in an earlier post, but this site has most of the books you'll use!
Oct 10, 2022 4:50 am
Oh nice! Now I REALLY have to think on it...
Last edited October 10, 2022 5:07 am

KCC

Oct 10, 2022 4:56 am
Much appreciated on the books, as I’m unfamiliar with the majority of it all!

Not sure right off the bat. But maybe I’ll mix it up and try play something more complex than Gilly :D
Oct 10, 2022 12:40 pm
dominion451 says:
*Maybe I'll play Oren the Exile, elven mage/rogue.
Sounds like a vast departure from Mal and Thurig (from our ToEE game, for those not in the know).
KCC says:
Much appreciated on the books, as I’m unfamiliar with the majority of it all!

Not sure right off the bat. But maybe I’ll mix it up and try play something more complex than Gilly :D
Gilly is plenty complex! A Halfling (Fighter) who hadn't expected all the darkness involved in adventuring, and now seeks only to stay alive? She's a better Halfling than most I've seen in play.

If you want help fleshing out a concept or anything, I'm more than happy to help! Or if you want help figuring out what a particular portrait might be, we're here for that too!
Oct 10, 2022 12:53 pm
Yeah I have to agree, Gilly is one of the more complex characters I've ever seen on PbP. Her emotional journey has been epic.

Well I don't have the stats to make a bard :( but I'm sure I'll find a kit that approximates the class. Bummer too I was really feeling the gypsy bard kit.
Last edited October 10, 2022 12:55 pm
Oct 10, 2022 1:50 pm
In the name of fun, I'm usually happy to allow some very minor fudging. That second set could totally have a 15, if either the 7 or 8 drop by one. Especially since neither allowed race can mitigate that low stat.

While I love some of the strictness in this edition, I also adore the phrase "Everything in moderation, including moderation."
Oct 10, 2022 5:20 pm
My man! Well now we have something! Oh but also I wanted to ask about psionics. The coolest part of the gypsie bard kit is that they get Wild Talent, but only if the game allows psionics. So tell me Mr DM, what's the ruling?
Last edited October 10, 2022 5:22 pm
Oct 10, 2022 5:37 pm
We won't be using Psionics for this game, though monsters might not follow that same rule (and only if a module includes them). Plenty of cool features with that Gypsy-Bard, still!

@dominion451, You know what, after reading through the Psionicists Handbook, I am going to change my mind on that! Wild Talents have one power, which doesn't include psionic combat or defense. It's effectively an ability you can use once per day. With this in mind, I'm fine with you rolling a random Wild Devotion. I'm very much not keen on all that psionic combat.
Oct 10, 2022 5:52 pm
Allright then...

Rolls

Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (152) = 8

3d6 : (513) = 9

3d6 : (326) = 11

3d6 : (614) = 11

3d6 : (124) = 7

3d6 : (115) = 7

Set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (345) = 12

3d6 : (234) = 9

3d6 : (252) = 9

3d6 : (356) = 14

3d6 : (611) = 8

3d6 : (443) = 11

Set 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (213) = 6

3d6 : (423) = 9

3d6 : (436) = 13

3d6 : (133) = 7

3d6 : (421) = 7

3d6 : (525) = 12

Oct 10, 2022 6:00 pm
Oof, Carabas, those are some rough rolls! Set two looks usable, though I wouldn't be upset if you rolled one more set. Your choice!
Oct 10, 2022 6:03 pm
Lots of bonus NWPs but most of their actual powers are kind of non-functional. The Allure of the Gypsies requires two other gypsies or a crowd to use, the Fortune Telling requires a magic item and the animal powers don't kick in till 5th.

Nah without the wild talent it's just a flavor skin on a true bard with worse climbing. Better just to play a regular bard and say he wears silk ;)
Oct 10, 2022 6:07 pm
Sure. Thanks.

Rolls

Set 4 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (226) = 10

3d6 : (633) = 12

3d6 : (456) = 15

3d6 : (641) = 11

3d6 : (666) = 18

3d6 : (362) = 11

Oct 10, 2022 6:08 pm
Dang, now THATS a set of rolls!
Oct 10, 2022 6:09 pm
Holy smokes, but at least you can play that Paladin now!

And in my live game, the paladin was the first to go. Now where did I save that audio file of evil laughter...
Oct 10, 2022 6:25 pm
cowleyc says:
We won't be using Psionics for this game, though monsters might not follow that same rule (and only if a module includes them). Plenty of cool features with that Gypsy-Bard, still!

@dominion451, You know what, after reading through the Psionicists Handbook, I am going to change my mind on that! Wild Talents have one power, which doesn't include psionic combat or defense. It's effectively an ability you can use once per day. With this in mind, I'm fine with you rolling a random Wild Devotion. I'm very much not keen on all that psionic combat.
Weeelllllll, the psionics handbook isn't on the site you linked but in the Players Option Skills and Powers book it says this about Wild Talent:
[ +- ] Screenshot
So IDK if that's just splat expansion on wild talents or what but it looks like attacks and defenses are part of it. Now I'd be fine with just the powers and leave out the attacks, but I thought I should at least mention it.
Last edited October 12, 2022 9:57 pm
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