Character Generation 2016

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Post by waysoftheearth » Sun Aug 09, 2015 12:41 pm

Character Generation

A. Race and Class

Players can elect to play Fighters, Magic-Users, or Clerics, as per the DD V5 rules.
There are no thieves but there are Rat Catchers and Rangers (similar, but not identical to, The Strategic Review ranger).

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) as per DD V5. The standard level limits apply (but see: Dual-Classed characters, below).



B. Ability Rolls

1. The referee will roll 3d6 seven times, in order, for each player.
2. The player may select any one of the seven scores as his starting purse.
3. The remaining six scores, in the remaining order, will be his ability scores:

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



C. Considerations Due to Race

Ability scores are descriptive, not prescriptive.

Men
Men (including women) may replace any one of their seven scores with a 12.
Men can be Lawful, Neutral, or Chaotic.

Elves
Elves must add 1 to each odd die in intelligence, wisdom, and dexterity, and subtract 1 from each even die in strength and constitution.
Elves can be Lawful or Neutral.

Dwarfs
Dwarfs must add 1 to each odd die in constitution, and subtract 1 from each even die in charisma.
Dwarfs can be Lawful or Neutral.

Hobbets
Hobbets must add 1 to each odd die dexterity, and subtract 1 from each even die in strength and constitution.
Hobbets are always Lawful.



D. The Evil Twin Rule

Where the ability scores are wholly below average the player may assume the role of his evil twin:

1. Remove one score for your purse,
2. Invert each individual die (inverted die=7-real die). For Men, just invert the summed score (inverted score=21-real score).
3. Apply racial adjustments (for men, elves, dwarfs, hobbets).
4. Alignment = chaotic.
5. Men= men, elves = drow, dwarfs = guore, hobbets = goblins.



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.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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