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Simple Character Creation

Posted by Hand of FateFor group public
Hand of Fate
GM, 1414 posts
Teller of Tales
Sat 11 Nov 2023
at 14:17
  • msg #1

Simple Character Creation

The Simple Steps to Character Creation
The following is a list of the steps to take when making a new character; each step is then explained in detail.  You can click on the blue links below to go straight to a section.

This message was last edited by the GM at 11:59, Fri 15 Dec 2023.
Hand of Fate
GM, 1415 posts
Teller of Tales
Sat 11 Nov 2023
at 14:25
  • msg #2

Simple Character Creation

The Simple Steps to Character Creation
Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). The first step in creating a character is to determine these six scores.

These six scores will affect a character's possible profession. Each character class has minimum scores in a certain category called the Prime Requisite -- for example, Fighters must have a Strength of at least 9, as Strength is their prime requìsite.  The prime requisite for each class is listed with that class later.

Roll the dice for random generation of scores.

You will roll 4d6 on the dice roller, discarding the lowest roll to obtain a score.  Do this seven times and keep the best six scores.

Explanations of Attributes (as used in this game):

STR  "Strength" is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider one of the following four classes: fighter, dwarf, elf, or halfling. Strength is the prime requisite for the classes of fighter and dwarf, and one of the two prime requisites for the classes of elf and halfling.

INT  "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or better should consider the classes of magic-user or elf. Intelligence is the prime requisite for magic-users, and one of the prime requisites for elves.

Int ScoreLanguages
3Has trouble speaking, cannnot read or write
4-5Cannot read or write
6-8Can write simple Common words
9-12Read and writes native languages, usually two
13-15Read and writes native languages, +1 additional language
16-17Read and writes native languages, +2 additional language
18Read and writes native languages, +3 additional language

WIS  "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. A character with a Wisdom score of 13 or greater should consider the class of cleric, since Wisdom is the prime requisite of that class.

DEX  "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with their hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of thief and halfling. Dexterity is the prime requisite of thieves and one of the prime requisites of halflings.

CON  "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Constitution is never a prime requisite.

CHA   "Charisma" is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. It also affects the number of retainers a character can hire and the morale of these hirelings. Charisma is never a prime requisite.
This message was last edited by the GM at 10:59, Fri 01 Mar.
Hand of Fate
GM, 1416 posts
Teller of Tales
Sat 11 Nov 2023
at 14:53
  • msg #3

Simple Character Creation

Types of Character Classes

Most characters will be humans. In most D&D game campaigns, humans are the most wide spread of all intelligent beings. Any new character can belong to one of the human classes (cleric, fighter, magic-user, thief), regardless of his ability scores.

Demi-human characters (dwarf, elf, and especially halfling) will be less common: these races are somewhat reclusive and mysterious. They are known as "demi-humans" because they are so similar to humans. Each demi-human character class has specific ability requirements. If a newly created character doesn't have high enough scores in some specific abilities, he can't belong to the demi-human classes.


Multi-class Characters

Only Dwarves and Elves may multi-class.  A multi-class character, like single classes, will have an XP score.  Each class of the multi-class will have a target XP value to level.  Once the XP score crosses the XP value for that class, the class levels.  CON bonuses are assigned to classes in any combination.  For example, if a dwarf has a CON bonus of +3, he may assign +1 to Dwarf, and +2 to Cleric, or he may assign +3 to Dwarf only.

Dwarves and Elves may multi-class as thieves or clerics. Dwarves do not multi-class as magic users, as it is not in their nature and Elves are already capable of casting magic.

Multi-classed character restrictions follow the more restrictive class. Therefore, a dwarf/thief is restricted to certain armor and weapons as defined by the thief class, etc.  Multi-classed characters follow the saving throw table for their heritage (ie Dwarf or Elf).

The Hin (halflings) are not eligible to multi-class in this game.

Descriptions of Character Classes
Cleric
A Cleric is a character who has dedicated his life to a great and worthy cause. Often, this cause is the cleric's alignment. A Lawful cleric, for example, would be dedicated to spreading law and order throughout the campaign world. The cleric wields magic, and he can use almost as many weapons and armor types as a fighter. The cleric's prime requisite is his Wisdom.

Home Brew Rule
In my game, clerics can cast spells at first level. Essentially, move the spell progression chart up one level, eliminating the line of zero spells at first level.  Also, a dwarf or elf may become a cleric, but it is then a multi-classed character.

RESTRICTIONS: They may wear any armor and may use shields. Clerics are forbidden by their religious codes from using edged weapons, such as swords and arrows. A cleric may only use a weapon without an edge, such as a mace or sling.

SPECIAL ABILITIES: Clerics are very helpful with undead monsters (such as skeletons, zombies, and ghouls) are encountered. When a cleric encounters an undead monster, the cleric may attempt to "Turn" the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric, and will flee from the area if it can.

Fighters
A Fighter is a character whose main skill is his prowess at arms. A fighter can be a heavily armored knight or a lightly armored swashbuckler, but it's his extraordinary skill in combat that makes him special. In the game, a fighter's prime requisite is his Strength.

RESTRICTIONS: None

SPECIAL ABILITIES: Though they have no special abilities like special sight or bonuses, fighters are very powerful characters. Their greater endurance (more hit points), strong armor, many weapons, and great strength make them a necessary part of every adventure.

Magic-users
A Magic-User is a character who wields magic. He has little or nothing in the way of fighting ability, and in the early part of his career he has little in the way of magical ability either. But as he gains in experience, he becomes a powerful character and can wield powerful magical spells. The magic-user's prime requisite is his Intelligence.

RESTRICTIONS: They may not wear armor nor use shields and may only choose between these weapons; dagger, staff, blowgun, dart, flaming oil, holy water, net, thrown rock, sling, or whip.

SPECIAL ABILITIES: Magic-users use powerful spells.

Thieves
A Thief is a character who has spying abilities. Whether he actually makes his living  stealing from other people, he has many skills appropriate to that livelihood. He can move stealthily, climb sheer surfaces, pick locks, and so forth. He has combat abilities better than a magic-user's, but he's not a strong combatant. The thief's prime requisite is his Dexterity.

RESTRICTIONS: Leather armor only.  No shields.

SPECIAL ABILITIES: When striking unnoticed from behind, a thief gains a bonus of +4 on "to hit" rolls and inflicts twice the normal amount of damage. They train in thief skills including; learning how to pick pockets, move silently, climb steep surfaces, hide in shadows, open locks (with a set of lockpicks or burglar's tools), remove small traps (such as poisoned needles), and how to hear noises better than other humans.

Home Brew Rule
Druids and Mystics are not player characters in this game at this time.  They may be NPCs the characters might interact with in the story.


Dwarves
A Dwarf is a sturdy, squat demihuman. He resembles the fighter in many details, but has many special abilities and special restrictions that set him apart from human fighters. The dwarfs prime requisite is his Strength.

Home Brewed Rule
Dwarves in this game, may also become a cleric.

RESTRICTIONS: The may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Dwarves are very hardy creatures and have better saving throws than most other character classes. Dwarves often live underground, and have dark-vision which allows them to see 20 yards in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time when looking for them. All dwarves speak Common, Dwarvish, plus the languages of gnomes, kobolds, and goblins.

Elves
An Elf is a lean, nimble demihuman. He is a very capable combination of the fighter and magic-user classes. He's not quite as tough as a human fighter, nor will he ever achieve the great magical ability of a human magic-user, but he does have most of the abilities of both classes. He has other special abilities and restrictions that set him apart from the human classes. The elf has two prime requisites: Strength and Intelligence, and the Intelligence score must be 9 or more.

Home Brewed Rule
An elf in this game, may also become a cleric.

RESTRICTIONS: A character must have an Intelligence of 9 or greater to be an elf.

SPECIAL ABILITIES: Elves have dark-vision identical to that of the dwarves in function to 20 yards. All elves can find secret and hidden doors better than other characters.  The detection is never automatic. Elves have a natural immunity to ghoul paralysis.

Halflings (Hin)
A Halfling is a small demihuman. He has many abilities similar to a fighter, but he is also noted for his ability as a woodsman. He's not as tough as a fighter, and he has special abilities and restrictions that set him apart from the fighter class. The halfling has two prime requisites: Strength and Dexterity.

RESTRICTIONS: Only small or medium sized weapons.  Halflings must have a minimum score of 9 in both Dexterity and Constitution.

SPECIAL ABILITIES: Halflings have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance that a halfling will not be seen in normal light if the character finds some cover (such as heavy shadows), and remains absolutely quiet and still.
This message was last edited by the GM at 13:04, Sun 05 May.
Hand of Fate
GM, 1417 posts
Teller of Tales
Sat 11 Nov 2023
at 15:36
  • msg #4

Simple Character Creation

Adjust Ability Scores
Home Brewed Rule
You can trade two points from an ability score you don't want to raise your prime requisite by one point. You can perform this trade as many times as you want. You cannot lower your Constitution, or Charisma. You can only raise your character's prime requisite score.

Example: An elf has Intelligence and Strength scores of 12 and a Wisdom of 13. His player wants him to be both stronger and smarter. He drops the Wisdom score by 2, to 11, so 1 point can be added to Strength. Then he drops the Wisdom again, to 9, and adds 1 to Intelligence. The results are Intelligence and Strength scores of 13 and an adjusted Wisdom of 9.

A cleric with Strength and Wisdom of 15 drops the Strength by 6 (to 9) and raises the Wisdom by 3 (to 18).
Hand of Fate
GM, 1418 posts
Teller of Tales
Sat 11 Nov 2023
at 15:51
  • msg #5

Simple Character Creation

Roll for Hit Points

Your character's hit point score represents his ability to survive injury. The higher his hit point score, the more damage he can sustain before dying. Characters who survive  long enough to gain a good deal of experience typically gain more and more hit points; therefore, an experienced character lasts longer in a fight or other dangerous situations than does an inexperienced   character.

A character's profession (his character class) dramatically affects the number of hit points he receives. Fighters and dwarves receive a lot of hit points. Magic-users receive only a few. The other classes receive a medium amount.

Home Brewed Rule
Select the "reroll ones" option when rolling for HD gain.  If you click on the blue link for rolling HD on your character sheet, the dice roller page comes up with pre-filled selections.  Just click roll the dice.
This message was last edited by the GM at 13:47, Sun 05 May.
Hand of Fate
GM, 1419 posts
Teller of Tales
Sat 11 Nov 2023
at 16:19
  • msg #6

Simple Character Creation

Roll for Starting Money

You will need to go shopping for equipment, but first you must find out how much money you have. Roll 3d6 (three six-sided dice), and multiply the total by 10. (For example, if you roll 12, the total is 120.) This is the number of gold pieces (gp) that you start with. Write that on your character sheet.
Hand of Fate
GM, 1420 posts
Teller of Tales
Sat 11 Nov 2023
at 16:53
  • msg #7

Simple Character Creation

Buy Equipment

Now that you have your money, you can spend it on the equipment you need to go adventuring. A list below is provided for you to buy your equipment from. There are restrictions on what items your character is allowed to have, especially on armor and weapons. Before you go shopping, be sure you have read the full description of your character class. For example, a magic-user cannot wear any armor at all and can only use a few types of weapons. It would be a waste of money for a character of this class to buy a sword or shield; instead, his money can be saved or spent on oil, torches, and other items. Thieves, however, must buy thieves' tools to use their Open Locks ability.

Be careful when shopping! You may forget to buy rope, for example, and suddenly find a need for it during an adventure—and if you didn't buy it, you don't have it. Ask the other players and your DM for advice on what to buy—and what not to buy. Remember that money can be saved for buying expensive equipment later.


ArmorCost(gp)Weight(cn)Notes
Banded45350AC4
Bronze Plate50450AC4
Chain75300AC5
Gauntlets, leather120 
Gauntlets, chain mail325 
Gauntlets, plate mail435 
Gauntlets, plate, full725 
Helmet, great7100 
Helmet, small545 
Leather3150AC8
Padded2100AC8
Plate, mail200450AC3
Plate, field300550AC2
Plate, full500650AC1
Ring15250AC7
Scale23400AC6
Shield, buckler330 
Shield, large7100 
Shield, small550 
Shield, small wooden130 
Splinted40400AC4
Studded8200AC7
WeaponCost(gp)Weight(cn)Notes
Arrow, barbed, single.12 
Arrow, broad-head, single.12 
Arrow, blunt-head, single.12 
Arrow, corded, single (120′ cord)325 
Arrow, flaming, single34 
Arrow, frog crotch.12 
Arrow, grappling, single (120′ cord)530 
Arrow, humming bulb.22 
Arrow, normal, single.12 
Arrow, normal, dozen124 
Arrow, silver, single.12 
Arrow, spiral, single12 
Arrow, wooden, single.012 
Axe, battle375d8
Axe, hand or throwing150d6
Blackjack.250d2
Blowgun1020 
Blowgun.01.1 
Boku-toh (wooden sword)130 
Bow, long30100 
Bow, short850 
Caltrop.24 
Crossbow, hand15020 
Crossbow, heavy1080 
Crossbow, light650 
Dagger, normal115d4
Dart, throwing.055d3
Fang130 
Flail2150 
Garrot.11 
Halberd5175 
Hammer150 
Harpoon355 
Javelin.120 
Knife & scabbard110 
Lance8200 
Lasso.0520 
Mace2501d6
Man Catcher1380 
Morning Star3125 
Pike280 
Polearm280 
Quarrel, hand, single51 
Quarrel, heavy, score160 
Quarrel, light, score140 
Sap110 
Scimitar & scabbard850 
Sickle120 
Sling.152 
Sling Bullets, score.140 
Spear160 
Spiked Buckler535 
Staff.0150 
Sword, bastard & scabbard13115 
Sword, long & scabbard870 
Sword, short & scabbard440 
Sword, 2-handed & scabbard15270 
Trident250 
Whip, rawhide235 
Miscellaneous EquipmentCost(gp)Weight(cn)Notes
Backpack, leather120 
Bag, leather.085 
Barrel, wooden 50 gal.5200Capacity 1500cn
Bedroll180 
Bell21 
Bird cage24 
Blanket.0530 
Book, blank, 100 pages, papyrus80200 
Book, blank, 100 pages, parchment110200 
Book, blank, 100 pages, vellum200200 
Bottle or flask.310 
Box, iron, large7.5750 
Box, iron, small4350 
Bracers, leather.815 
Bracers, metal.530 
Bucket.340 
Candle, tallow.015 
Candle, wax.015 
Candle snuffer.0615 
Cane, walking2.560 
Case, bone, map or scroll2.550 
Case, leather, map or scroll7.525 
Cask.0510 or 100 
Chain, iron, 1′, light.550 
Chalk, stick of (per stick).012 
Chest, wooden, large1.6500 
Chest, wooden, small.8250 
Chisel.530 
Coal, 10 lb. bag of5100 
Cologne/perfume, 1 oz.510 
Comb.15 
Cord, 10′.12 
Crampons2030 
Crowbar.660 
Dice/knucklebones, normal pair.25 
Fire-starting bow.85 
Fishhook.01.1 
Fishing net (per square foot)110 
Flint and steel.53 
Glass bottle530 
Glue, 2 oz. pot of.0510 
Grapnel3.575 
Grindstone.0540 
Hacksaw120 
Hairbrush.075 
Hammock120 
Hourglass12.55 
Ink, 2 oz. pot of.510 
Jar, glass2.540 
Jug, clay.1550 
Keg, wooden 5 gal..15250 
Ladder, 12′.05200 
Lamp, oil (8 hours)110 
Lantern, beacon (2 hours)20500 
Lantern, bullseye (6 hours)630 
Lantern, hooded (6 hours)3.520 
Lantern, waterproof (6 hours)2530 
Lard, pint of.0520 
Magnifying glass5010 
Manacles, pair of, & key2.520 
Mirror, large, metal5100 
Mirror, small, silver1020 
Oil, flask of.525 
Paddle.335 
Padlock & key2.58 
Padlock w/poison reservoir & key68 
Pail.0710 
Paint, 1 gallon of1100 
Paint brush, fine.510 
Paint brush, large.740 
Paint brush, medium.520 
Papyrus, 1 sheet11 
Parchment, 1 sheet21 
Pen, quill.082 
Pick axe, mining350 
Pick, tooth, 5 score of.011 
Pipe, smoking.015 
Pipeweed/tobacco, 8 oz.pouch of.55 
Pliers.525 
Pole, 10′.03100 
Pot, iron cooking.0350 
Pouch, belt, large.520200 capacity
Pouch, belt, small.3550 capacity
Pulley12.55 
Purse.012 
Quilt.2100 
Quiver, 1 score arrows cap.1240 
Quiver, 1 score bolts cap.135 
Razor.55 
Rope, 50′ hemp.0575500 lbs
Rope, 50′ silk12.550500 lbs
Sack, large.0820600cn cap.
Sack, small.055200cn cap.
Satchel, small.1510300cn cap.
Satchel, large.330800cn cap.
Saw, one man130 
Saw, two man6200 
Scabbard, sword, bastard1.515 
Scabbard, sword, long110 
Scabbard, sword, short.55 
Scabbard, sword, 2-handed220 
Sheath, dagger or knife.65 
Skin, water/wine.155small, 1 quart
Soap, 8 oz. bar of.025 
Spade/shovel260 
Spike, iron, large.0110 
Spyglass10020 
String, 50′.0110 
Sundial4500 
Tent, good: large1001000 
Tent, good: medium60800 
Tent, good: small37.5600 
Thieves’ picks & tools1550 
Tinder Box with flint and steel115 
Torch, normal.0325 
Vellum, 1 sheet41 
Vial, ceramic.525 
Vial, crystal4.530 
Vial, metal2.540 
Wallet.55 
Candle clock1100 
Wax, candle, lb.510 
Wax, sealing, lb110 
Whetstone.55 
Whistle.55 
Wig15 
Religious ItemsCost(gp)Weight(cn)Notes
Beads, Prayer.55 
Incense, stick.51 
Symbol, Holy, iron130 
Symbol, Holy, silver2520 
Symbol, Holy, wooden.0710 
Water, Holy, vial12.535 
HerbsCost(gp)Weight(cn)Notes
Belladona, sprig.045 
Garlic, bud.051 
Wolvesbane, sprig.15 
Hirelings, Daily Cost ofCost(gp)  
Alchemist5  
Animal Trainer1.5  
Armorer2.5  
Bearer/Porter.01  
Blacksmith1.5  
Boatwright.1  
Bowyer/Fletcher.5  
Carpenter.03  
Engineer-Architect2.5  
Engineer-Artillerist3.5  
Engineer-Sapper/Miner3.5  
Jeweler-Gemcutter2.5  
Leather Worker.02  
Limner.5  
Linkboy.01  
Mason.04  
Mercenary.2  
Mercenary Lieutenant4  
Mercenary Sapper/Miner.1  
Pack Handler.02  
Scribe.5  
Ship crew / Sailors.05  
Ship Captain7.5  
Steward/Castellan15  
Tailor.02  
Teamster.05  
Valet/Lackey.03  
Weapon Maker2.5  
Weaver.02  
ProvisionsCost(gp)Weight(cn)Notes
Ale, pint of.01  
Ale, dark, pint of.05  
Ale, pitcher of.1 10 pints
Ale, keg of8144072 pints
Beer, heavy, pint of.1  
Beer, light, pint of.04  
Beer, pitcher of.5  
Brandy, pint of.1  
Bread, loaf of.0125 
Cider, pint of.08  
Flour, 10 lb. bag of.6100 
Food, merchant’s meal.1  
Food, rich meal.5  
Grain, horse meal, 1 day.0150 
Grog, pint of.03  
Juice, apple, pint of.08  
Juice, grape, pint of.08  
Juice, orange, pint of.09  
Juice, tomato, pint of.07  
Mead, pint of.05  
Milk, cow, pint of.02  
Milk, goat, pint of.01  
Rations, iron, 10 days2.575 
Rations, standard, 10 days1.5200 
Rum, pint of.05  
Tea, pint of.03  
Water, spring, pint of.03  
Wine, good, pint of.1  
Wine, watered, pint of.06  
Room and BoardCost(gp)Weight(cn)Notes
Night, common room.1  
Night, double room.2  
Night, private room.5  
Services, daily cost ofCost(gp)  
Armor repair6  
Guide, city.5  
Horse grooming.3  
Laundry.01  
Messenger1  
Night guard7.5  
Stable1  
Storage closet.5  
Weapon repair4.5  
Tack & HarnessCost(gp)Weight(cn)Notes
Barding, chain1503000 
Barding, leather501000 
Barding, plate2505000 
Barding, scale1002000 
Barding, splint2004000 
Bit & Bridle.1520 
Harness.12100 
Saddle5350 
Saddle Bags, large2150 
Saddle Bags, small1.5100 
Saddle Blanket.0340 
LivestockCost(gp)Weight(cn)Notes
Ape753500 
Boar51000 
Bull1010000 
Calf2.5500 
Camel7.59000 
Cat.5100 
Chicken.01100 
Cow57500 
Dog, guard10800 
Dog, hunting10650 
Dog, lap2.5500 
Dog, sled5800 
Dog, war15950 
Donkey48000 
Dove.320 
Elephant, labor100100000 
Elephant, war150120000 
Falcon, trained35080 
Goat.5600 
Hawk, large65400 
Hawk, small1570 
Horse, draft188000 
Horse, heavy war25013000 
Horse, light war1207000 
Horse, medium war1809000 
Horse, riding206000 
Hunting cat50001750 
Lama156500 
Mule107000 
Ox810000 
Pigeon.0115 
Piglet.5100 
Pig1.53000 
Pony, riding124000 
Pony, war214500 
Sheep1500 
Songbird.0110 
Musical InstrumentsCost(gp)Weight(cn)Notes
Bandore8100 
Chime12 
Drum2200 
Fife2.5100 
Flute850 
Gong2.55 
Harp25250 
Horn375 
Lute12.5150 
Lyre13.5100 
Mandolin14150 
Pipes150 
Rebec & bow15150 


Hand of Fate
GM, 1421 posts
Teller of Tales
Sat 11 Nov 2023
at 17:30
  • msg #8

Simple Character Creation

Determine Other Numbers and Rolls
Armor class, attack rolls, and saving throws are numbers which you'll calculate from the character's other attributes or find on provided tables which are important to the way the character performs in combat.

Record your armor class, sometimes abbreviated as AC, is a number indicating how tough it is to hit your character. With the armor class, unlike most numbers in the D&D game, a low number is good for a character, and a high number is bad. Your armor class is a combination of the type of armor you are wearing, plus any adjustments due to Dexterity. First, find your armor type on the Armor Type and Armor Class Table.

Once you know your armor class as provided by your armor type, you can determine adjustments to your armor class from your Dexterity. Find your Dexterity score on the Bonuses and Penalties For Ability Scores table. For every +1 on the table, subtract 1 from your armor class. For every —1, add 1 to your armor class.

Record your THACO: The abbreviation THACO stands for "To Hit Armor Class 0." There's nothing mysterious about it: It's just the number your character needs to roll to hit an armor class of 0. To use THACO, you have to do some adding and subtracting during combat. You subtract your modified attack roll (the number rolled on a 20-sided die plus any bonuses) from your THACO, and the result is the armor class your character hits. When in combat, this should be copied from the dice roller page and pasted into an Out of Character line of your post for the active GM scene.

For example, Ruggin is a 3rd level dwarf, and he's fighting a hobgoblin clad in chain mail (AC5). Ruggin's THACO is 19, and he rolls a 16; Ruggin successfully hits his opponent's armor class (19-16=3) since he hit an AC3 (two better than AC5).

Record Adjustments for Ability Scores.  You've already seen, on several occasions, that high abilities give your character special bonuses, while low ones give the character special penalties. Below are the character's abilities and notes on what sorts of adjustments high and low abilities will bring him.

Abilities and Adjustments Table
StrengthAttack Rolls (Melee and Unarmed Combat), Damage rolls (Melee and Thrown Weapons), Opening Doors (5-6 on d6)
IntelligenceLanguages, General skills, Transcribing, Learning spells, Investigation
WisdomSaving throws vs. spells, Transcribing, Perception
DexterityAttack rolls (Thrown and Missile weapons), Armor Class
ConstitutionHit points per experience level, Endurance
CharismaReactions from NPCs

This message was last edited by the GM at 00:24, Tue 16 Jan.
Hand of Fate
GM, 1422 posts
Teller of Tales
Sat 11 Nov 2023
at 18:16
  • msg #9

Simple Character Creation

Choose Character Alignment
An alignment is a code of behavior or way of life which guides the actions and thoughts of characters and monsters. There are three alignments in the D&D® game: Law, Chaos, and Neutrality.

Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the Dungeon Master. Most Lawful characters will reveal their alignments if asked.

When picking alignments, the characters should know that Chaotic cannot be trusted, even by other Chaotic. A Chaotic character does not work well with other PCs. Alignments give characters guidelines, to live by. They are not absolute rules: characters will try to follow their alignment guidelines, but may not always be successful. To better understand the philosophies behind them, let's define the three alignments.

Law (or Lawful)
Law is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws that are fair, keep promises, and care for all living things.

If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as "good" behavior.

Chaos (or Chaotic)
Chaos is the opposite of Law. It is the belief that life is random and that chance and luck rule the world. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.

To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of Life, and the group is not important. Chaotic often act on sudden desires and whims. They have strong belief in the power of luck. They cannot always be trusted. Chaotic behavior is usually the same as behavior that could be called "evil." Each individual player must decide if his Chaotic character is closer to a mean, selfish "evil" personality or merely a happy-go-lucky, unpredictable personality.

Neutrality (or Neutral)
Neutrality is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together.

A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither).
This message was last edited by the GM at 00:25, Tue 16 Jan.
Hand of Fate
GM, 1423 posts
Teller of Tales
Sat 11 Nov 2023
at 18:24
  • msg #10

Simple Character Creation

Select Name, Personality, and Background
You may have been thinking about this all during the character-creation process, but now it's time to give your character his name, personality, and background; the traits which make him a real character.

Name
You should give your character a name appropriate to the world in which he'll be adventuring. Choose a name carefully. It should represent the character in some way, or at least be a name you like. You might find yourself playing this character for years, and if you give him a silly or inappropriate name, you might regret it later. The GM will change the name of your game name once you have this selection made.  Notify the GM when you have selected a name for the character in a private message.

Personality
Alignment isn't all there is to a character's personality. You should think about your character, about his mannerisms, the way he speaks, the way he dresses, how he spends money, what sort of people he likes, how he likes to spend his non-adventuring time, and so on. The more attention you invest in imagining your character, with all his traits, virtues, and vices, the more interesting and "real" you will make him. Sure, it's useful for your character to be the mightiest warrior in the world . . . but none of the other player characters will care whether he lives or dies unless he has a personality. Nor will he be remembered.

Background
At some point, you'll need to decide on your character's background: where and when he was born, how he was reared, who his family is, who his friends were, and what he did up until the time he enters play. A background is important because it can give you pre-adventuring skills that may come up as being useful some time down the road in the story. While not entirely required to play the game, it is useful for character development and a tool the GM can use to build a backstory, a story arc, etc.
Hand of Fate
GM, 1424 posts
Teller of Tales
Sat 11 Nov 2023
at 18:54
  • msg #11

Simple Character Creation

Determine Character Height and Weight
The player can choose any height and weight for his character which the GM agrees is appropriate. The Character Height and Weight Table will give you an idea what height and weight ranges are average for character races. For use with later encumbrance rules, all character weights are given in coin-weights: one coin equals one-tenth of a pound, so a character weighing 2,000 en actually weighs 200 Ibs.

CHARACTER HEIGHT AND WEIGHT TABLE
 
Human Characters
 MaleFemale
HeightWeight(en)
4'10"1,1001050
5'0"12001100
5'2"13001200
5'4"14001250
5'6"15001300
5'8"15501400
5'10"16501500
6'0"17501550
6'2"18501650
6'4"20001750
 
Dwarf Characters
 MaleFemale
HeightWeight(en)
3'8"13001250
3'10"14001350
4'0"15001450
4'2"15501500
4'4"16501600
 
Elf Characters
 MaleFemale
HeightWeight(en)
4'8"900750
4'10"950775
5'0"1100800
5'2"1200900
5'4"13001000
5'6"13001100
5'8"14001200
 
Hafling (Hin) Characters
 Both Sexes
HeightWeight(en)
2'10"580
3'0"600
3'2"620

This message was lightly edited by the GM at 18:55, Sat 11 Nov 2023.
Hand of Fate
GM, 1425 posts
Teller of Tales
Sat 11 Nov 2023
at 21:58
  • msg #12

Simple Character Creation

Earn Experience

As characters go through a lot of adventures, they gradually get better and better at what they do. Everyone learns to fight better (especially fighters). Everyone learns to withstand damage better (more hit points and better saving throws), and so forth. This is all accomplished through the use of experience points and experience levels.

As the story progresses, your character will receive experience point awards.  These are doled out and a certain amount for certain things.

Being an online play by post game, Tales of Adventurers is a little different to a table top game in many ways. First, it's much, much slower -- a lot slower since we have a post  of 3-5 times per week. Second, it requires a lot more dedication and effort from its players over the long term. In that light, that effort is rewarded with experience points for their characters to give that sense of accomplishment and progression in the course of real time.

Awards Table
Individual Awards
Courtesy AwardCharacters receive an individual award for simply posting.  1st paragraph max is 5XP. The second paragraph is max 10xp, and so on with each paragraph. XP value increases a hundred fold every ten levels. No 10% bonus to the bonus xp for participation.
Skills AwardWhen a character describes the use of a skill and brings it to life
Flavor AwardAn individual XP award for creative writing that enhances the GM's world or story arc
Clever AwardAn individual award.  If you surprise the GM with some cleverness, meaning, coming up with some good solution to a problem, or finding an unexpected way out of a trap
Brilliance AwardAn individual award. When a character comes up with one of those truly special posts (maybe a character who fancies themself a bard actually tells a story, or a cleric runs a ceremony in-character) then I will award extra experience points
Group Awards
Treasure AwardA group award when magical items are sold.  Mundane items do not count toward this amount
Combat AwardA group award given for defeating monsters. This is usually tallied at the end of an encounter
Chapter AwardA group award given for making a milestone in the story.  Usually, these milestones indicate the end of a chapter and the beginning of the next
Adventure AwardA group award given for the completion of the main task in the current adventure or story arc

This message was last edited by the GM at 15:57, Sat 27 Jan.
Hand of Fate
GM, 1550 posts
Teller of Tales
Thu 18 Jan 2024
at 19:21
  • msg #13

Simple Character Creation

THIEF SKILL ADVANCEMENT
Thieves in this game will not follow the skills increase chart given in the D&D Rules Cyclopedia. To give players more control over what they are good at, new thief characters will receive 30 pts to be distributed on the following table. These points will be gained on every new level to be distributed as the player sees fit. No more than ten points can be allotted to a score per level.

BASE SKILL
PP10%
OL10%
FRT10%
MS10%
HiS10%
DN10%
CW60%

An additional 15 points may be distributed (GMs option) to first level skills that are described in a detailed character background history.

Additionally, DEX scores of 13-15 will receive 1 point, 16-17 gets 2 points, and a score of 18 gets 3 additional points to distribute (eg, 33 points per level with an 18 Dex)
This message was last edited by the GM at 13:57, Sun 05 May.
Hand of Fate
GM, 1551 posts
Teller of Tales
Thu 18 Jan 2024
at 19:24
  • msg #14

Simple Character Creation

WEAPON SKILL ADVANCEMENT
Starting characters begin the game with a number of weapon choices in which they have Basic skill.  Fighters start the game with four choices, Demi-human characters start with three, and all others start with two choices.  No character can train to expert level until third level.

Note: All weapon choices must be made at first level. Slots cannot be saved for later.

Weapon Choices by Experience Level Table

LevelFightersDemi-humansAll Others
1432
3543
6654
9765
11876
15987
191097
2311108
2712108
3013119
3314119
36151210


This message was last edited by the GM at 12:29, Fri 19 Jan.
Hand of Fate
GM, 1742 posts
Teller of Tales
Sun 5 May 2024
at 18:39
  • msg #16

Simple Character Creation

NON-WEAPON PROFICIENCIES (OPTIONAL)

All first level characters start with four slots.  Characters with an INT score of 13-15 get an additional slot; if INT is 16-17 they get two slots additional; and if INT is 18, they get three additional slots at first level. Characters gain an additional skill point every level that is divisible by three.

Choose from the following list.  The skill will be listed on the character sheet.

STRENGTHINTELLIGENCEDEXTERITYWISDOMCONSTITUTIONCHARISMA
BlacksmithingAgricultureBlind FightingAnimal HandlingEnduranceDisguise
CarpentryAnc. HistoryBowyer or FletcherAnimal TrainingRunningEtiquette
JumpingAnc. LanguageCharioteeringArtistic Ability Gaming
MountaineeringAnimal LoreCheating (chaotic)Direction Sense Singing
MuscleAppraisingCobblingFire Starting Local History
StonemasonryArmorerDancingFishing  
SwimmingArtilleryEscapeHealing  
WrestlingAstrologyForgeryHunting  
 BrewingGem CuttingMining  
 CookingJugglingReligion  
 EngineeringMusical InstrumentRiding, Airborne  
 HeraldryPotteryRiding, Landbased  
 HerbalisQuick DrawTracking  
 LeatherworkRope UseWeather Sensing  
 Lip ReadingSeamanship   
 Modern Lang.Seamstress/Tailor   
 NavigationSet Snares   
 Read/WriteTightrope Walking   
 Science (type)Tumbling   
 Spell craft    
 Survival (terrain)    
 Ventriloquism    
 Vet Healing    
 Weaving    


SKILL DESCRIPTIONS AND EXPLANATIONS
AgricultureBasics of farming.
Ancient HistoryLearned of legends, lore, and history of some ancient time and place.
Anc. LanguageCan know an ancient language of given type.
Animal HandlingCalm an excited pack animal or beast of burden.  Otherwise 20% chance.
Animal TrainingChoose a type of animal. Obeys simple commands.
Animal LoreInterpret animal behaviour, imitate calls and cries, +2 tracking, +2 hunting, +2 trapping
AppraisingEstimate values of antiques, art, jewelry, gems, or other crafted items.
ArmorerCan makes many types of armor given the facilities and resources. Can repair.
Artistic AbilityChoose type.  Can create in type.
ArtilleryCan command the crew in the use of artillery (catapult or trebuchet, etc.)
Astrology+1 to navigation if stars available.  Insight to future limited to thirty days.
BlacksmithingMaking of most tools, and implements from iron.  Cannot make armor/weapons.
Blind fightingSkill at fighting in the dark.  -2 instead of -4 to attacks.
Bowyer/FletcherCan make bows and arrows
BrewingAles, beers, and other strong drinks.
CarpentryWoodworking jobs.  Unusual or highly complex items created require a check
CharioteeringSelf-explained
Cheating (chaotic)Winning at a type of game by deception or misdirection.
CobblingFootwear repair
CookingAn accomplished cook. check required for only a magnificent feast.
DancingSelf-explained
Direction SenseConcentrate 1d6 rounds, determine direction.  Less chance to get lost in woods.
DisguiseSelf-explained.  -7 to check if disguising as another race or sex.
EnduranceTakes twice as long to become exhausted with physical exertions.
EscapeAbility to get loose from bondage.
EngineeringCan prepare plans, oversee construction of small to grand things.
EtiquetteBasic understanding of proper forms of behaviour of court or similar construct.
Fire StartingTinderbox not required.  Adverse conditions, make a skill check w/penalties.
Fishinghook/line, spear, or net.  WIS score minus rolled score is number of fish caught.  Net scores three times the amount.
ForgerySelf-explained
GamingKnows most commonly played games of chance and skill.
Gem Cutting1d10 stones per day.  Requires tools.  Refine uncut gemstones.
HealingFirst aid and doctoring knowledge. 1d3 restorative to recent wounds once. Increased healing rate to 2 hp per day under the care of a healer.
HeraldryIdentify crests and symbols of Glastrea
HerbalismIdentify plants and fungus, and prepare nonmagical potions, poultices, balms, salves, ointments, infusions, and plasters for pseudo-medical purposes.
HuntingStalk and bring down game in wilderness settings.
JugglingSelf-explained.
JumpingCan attempt exceptional leaps vertical or horizontal. Can attempt pole vault.
LeatherworkingSelf-explained.
Lip ReadingSelf-explained.
Local HistoryHistory of a region or small province. Tell stories of local flare.
MiningDetermine site (1 week).  Supervise operations.
MountaineeringGiven the gear, can climb steep slopes, cliffs, leges, etc.
MuscleExperienced with heavy lifting techniques.  +2 to STR open doors roll.
Musical InstrumentSelf-explained.  Select type.
NavigationAt sea, reduces the chance of getting lost by 20%.  Navigate by stars on land.
PotteryWork clay into vessels.  Requires wheel, kiln, supply of clay, and glaze.
Read/WriteCan read/write one language he can speak.
ReligionKnows the common beliefs/cults of their homeland and the major faiths of neighboring regions.
Riding, AirborneChoose type. See description in AD&D2E
Riding, LandbasedChoose type. See description in AD&D2E
Rope UseKnowledge of knots. -6 to skill roll to escape bonds.  -2 if Escape is also known.
RunningCan move at twice normal movement rate for a day.  Have to rest 8 hrs after.
ScienceChoose a type.
SeamanshipQualified to work as crew.  Does not convey navigation.
Seamstress/TailorSelf-explained.
Set SnaresSelf-explained.
SingingSelf-explained.
Spell-craftDetermine spell being cast.  1/2 chance of check to recognize magical construct
StonemasonrySelf-explained.
SurvivalChoose type environment in which the character knows survival techniques.
SwimmingAllows a character to swim.
Tightrope WalkingAttempt to fight (-5) or walk on ropes or beams.
TumblingAcrobatics.
VentriloquismCharacter can deceive an audience a voice spoke from elsewhere
Veterinary HealingLike that of healing, but for animals and monsters.
Weather senseCan make intelligent guesses about upcoming weather conditions.
WeavingCan create garments, tapestries, and draperies from wool or cotton.  Requires the use of a loom.
WrestlingSuccess adds a +1 to the WR rating when wrestling.

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