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Re: Primordial Ooze...

Posted: Thu Aug 20, 2015 9:56 pm
by waysoftheearth
ehiker133 wrote:First you pull out the set of dice rolls you want for starting coin. Then, all other dice rolls are taken in order.
Yes.
ehiker133 wrote:I believe WOTE said the three main stats you want to have higher (or at least average) for Ranger are Str, Wis, and Con.
Yes. Although there are no ability score requirements for any class, a ranger would take an XP penalty for low strength, wisdom, and/or constitution scores. It doesn't look like that will be a problem for you here.

Rangers are limited to operating in small groups (of rangers) according to their charisma score. The max number of rangers that can work together is equal to the max number of retainers they could theoretically have due to charisma. We only have two rangers so far (including yours) so this isn't an issue yet either.

Re: Primordial Ooze...

Posted: Thu Aug 20, 2015 11:38 pm
by mgtremaine
waysoftheearth wrote:Nice work mgtremaine.
I presume Alfwin must be Lawful, and that he will be literate?
Lawful yes, literate yes.

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 1:00 am
by The Red Baron
What type of party is it?

Using those stats I could play:
  Code:
Dopey
Lawful Hobbet Fighter (0 exp)

Str 9
Int 10 (Hobbet, Illiberal)
Wis 9
Con 15 (+1 hit/die)
Dex 12
Cha 10

Silver 60
or
  Code:
Diencephalon von Hunyadi
Chaotic Drow Fighter-Medium (0 exp)

Str 9
Int 14 (anti-elf, illiberal, efreet, random x3)
Wis 14
Con 13
Dex 12
Cha 11

Silver 150
Oh and in the second option, all character dialogue is written like this: http://goblinpunch.blogspot.com/2015/08 ... ights.html

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 1:39 am
by waysoftheearth
If you're considering a fighting-man, you could make a Man with 12 strength and 15 constitution, or a Dwarf with an 18 constitution!

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 1:56 am
by The Red Baron
I considered that, but I opted to play a hobbet out of personal preference. :)

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 5:09 am
by ehiker133
The Red Baron wrote:What type of party is it?
If you're asking if we have any chaotic aligned party members, the answer is no, not at this time.

If you're asking about the class make up thus far, just read back through this thread to see what everyone has posted. A MU, a RC, maybe two rangers, some fighters, and a cleric, I think. No hobbets yet.

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 11:29 am
by coffee
I see where I went wrong. (I thought you chose your starting purse and the other scores wrapped around.)

Anyway, I could take the first 8 as wealth and put the 12 in Dexterity, which would give me:

Str - 16
Int - 12
Wis - 12
Con - 10
Dex - 12
Cha - 8

SP - 80

That's not bad, either for a ranger or a regular fighter.

But I'd like to play a ranger.

Do Rangers get the damage bonus for high strength like fighters do?

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 11:38 am
by waysoftheearth
coffee wrote:Do Rangers get the damage bonus for high strength like fighters do?
No.

But rangers will instead deal two damage dice to the giant-types (which, in Hinterlands, means man-like-types with base 2 HD or more).

FYI--this is an adaption from Chainmail Elves (who will slay Ogres in three normal hits rather than six normal hits) and a simplification of the SR Ranger (who adds 1 hp damage vs giant-class per level he has gained). Yes, this gives low level rangers a bit of a boost (against some deadly opposition!), but at the same time "contains" higher level rangers to less stratospheric damage.

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 12:35 pm
by coffee
I think I'll stick with a fighter then. It's more my style anyway.

Re: Primordial Ooze...

Posted: Fri Aug 21, 2015 12:37 pm
by waysoftheearth
There will be plenty of fighting on offer, fer sure...
coffee wrote:Anyway, I could take the first 8 as wealth and put the 12 in Dexterity, which would give me:

Str - 16
Int - 12
Wis - 12
Con - 10
Dex - 12
Cha - 8

SP - 80
Since wisdom won't directly benefit a fighter with 16 strength, you could leave the first three rolls (16, 12, 8) as is (for str, int, wis).

Then take the next 12 for 120 sp so you can afford some better armor, or some hired help.

That would leave 10, 6, 8 for con, dex, cha, and a "free" 12 to put into one of these as you like.