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Character Generation 2017

Posted: Sun Apr 23, 2017 4:06 am
by waysoftheearth
A. Race and Class

Players can elect to play Fighters, Magic-Users, or Clerics, as per the DD V5 rules.
Thieves are allowed (per Appendix B of the DD V5 rules), as are the usual "replacement killers", being: Rangers, Rat Catchers, and Illusionists.

A magical- or clerical-type will almost certainly want to be literate (see also: The Tongues of Hinterlands).

Players can be Men, Elves, Dwarfs, or Hobbets (which are intentionally spelled this way) per DD V5. The standard level limits apply.



B. Ability Rolls

This is how we're rolling in 2017:

1. The referee will throw three SETs of scores for each new player. Each SET comprises seven throws of 3d6, in order.
2. The player picks one SET, and the other two sets vanish forever.
3. The player pulls out any one of the seven SCORES in his SET as his starting purse (purse = score x10 sp).
4. The remaining six SCORES, in the remaining order, are the ability scores:

Strength, intelligence, wisdom, constitution, dexterity, charisma.



C. Considerations Due to Race

Ability scores are descriptive, not prescriptive.

Men
Men can be Lawful, Neutral, or Chaotic.

Elves
Elves must not have 16+ strength.
Elves can be Lawful or Neutral.

Dwarfs
Dwarfs must not have 16+ strength.
Dwarfs can be Lawful or Neutral.

Hobbets
Hobbets must not have 14+ strength.
Hobbets can be Lawful or Neutral.



D. The Evil Twin Rule

Where the ability scores prove "uninspired" the player may---with referee agreement---choose to play the "inverse" scores. Notionally being the alter-ego, nemesis, "evil twin", or similar relationship to the originally diced character. The procedure is as follows:

1. Invert all scores (inverted score = 21 minus real score),
2. Remove the one score for your purse,
3. The character will bear some kind of "encumbrance" associated with the inversion, as determined by the referee. This will likely be a social stigma such as a humanoid or half-breed race, chaotic alignment, charisma 3, or similar.


E. Ability Considerations for Spell Casters

Intelligence
Intelligence determines the number of starting spells for magic-using-types. These will begin with a spell book containing as many spells as the number of languages they are allowed due to intelligence.

Read Magic will always be present. One spell must be invented by the player. The remainder are determined randomly from the stock list, with any duplicate results being granted as spell scrolls.


Wisdom
Wisdom determines the number of starting spells for clerical-types. These will begin with a spell book as per the magical-types, but will use their wisdom score -2 to determine the number of starting spells it contains.



F. Starting Languages

All PCs can speak their native racial or cultural tongue, and Illiberal (also known as the Common Tongue). Any additional languages are determined as follows:

1. A magical- or clerical-type may opt to be literate--expending one allowed "language".
2. A clerical (or anti-clerical) type may opt to speak the Lawful(or Chaotic) tongue--expending one allowed language.
3. Any player may select any one language option from the Tongues of the Hinterlands--expending one allowed language. The only restriction is that counter-alignment tongues cannot be selected.
4. Remaining languages are determined randomly, within the character's alignment (see: Tongues of the Hinterlands).

* Magical-types must be literate in order to read (i.e., invoke) magical spell scrolls without further recourse to magic.
* Clerical-types must be literate and fluent in the lawful tongue in order to read (i.e., invoke) clerical spell scrolls without further recourse to magic.



G. Starting Hit Points
Your first Hit Die will always yield 4, 5, or 6 hit points; any throw below 4 will yield 4. This rule always applies.

All HD are re-rolled after an uninterrupted night of safe bed rest at an inn, or similar (i.e., between adventures).



H. Starting Purse

The Silver Piece is the basic unit of trade and also the basic unit of earning XP.

As explained above, the player will select his starting purse throw from seven throws of 3d6 (see: Ability Rolls). The player will therefore begin with 3d6 x10 Silver Piece to spend.

1 gp = 6 sp = 36 cp

Note especially that 1 Gold Piece is worth 6 experience points!

All PCs will begin with ordinary clothing, a backpack, a bedroll, ordinary supplies (not rations) for one week, a water skin, and a coin purse. Additional equipment can be purchased.



I. Dual- and Treble-Classed Characters

Certain dual- and treble-classed non-humans combinations are allowed per Greyhawk--including the non-player combinations. Note, however, that Greyhawk extends the original non-human level limits somewhat. Hinterlands reduces Greyhawk's limits by two levels to bring them back in line with 3LBBs.

A combination character must be dual- or treble-class from the outset and must always remain so. XP is always divided evenly between his classes even when he can no longer advance in a class.

Men (and women) can be dual- or treble-classed so long as they meet the pre-requisites for humans changing class for all but their first class.

Dual- and treble-classed characters may have multiple prime-requisites; XP adjustments for all these are summed. Otherwise, a dual- or treble- classed character uses the most advantaged statistics across his classes.

Dual/Treble-classed Magic-Users and Armour
A dual/treble-classed M-U can act as a M-U while wearing magical armour.
While wearing non-magical armour any attempt to invoke a spell from memory will fail on a throw of 1-2 on a six-sided die. Scrolls, however, can be read while wearing non-magical armour without any chance of failure.