Dungeons&D6:Creation: Difference between revisions
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* Record 600 Experience Points. | * Record 600 Experience Points. | ||
* Write down all given class abilities up to 4th level and select pertinent class abilities. | * Write down all given class abilities up to 4th level and select pertinent class abilities. | ||
** Warrior: Record +2 Combat Bonus. | ** Warrior: Record +2 Combat Bonus, 4 Damage Dice, +1 Saving Throws, and Select a Combat Style. | ||
* | ** Sorcerer: Record +2 Magic Bonus, +1 Saving Throws vs. Spells, and Select two Complexity 1 and two Complexity 2 spells. | ||
** Rogue: Record +1 Combat Bonus, +1 Magic Bonus, 2 Damage Dice, +1 Saving Throws, and Select two Complexity 1 spells. | |||
* Select Starting Equipment: | |||
** Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack. | |||
** Sorcerer: light armor, a single weapon of choice, and a standard adventurer pack. | |||
** Rogue: light armor, two weapons of choice, and a standard adventurer pack. | |||
** All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve. | |||
* Start play! | * Start play! |
Latest revision as of 06:42, 4 July 2016
Character Creation[edit]
- Choose a Character Class: Warrior, Sorcerer, Rogue
- Select an Attribute to be favored. Record it.
- Strength: Bonus added to every damage die in melee combat, as well as a general bonus to skill checks involving Strength.
- Intelligence: Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
- Wisdom: Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
- Constitution: Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
- Dexterity: Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
- Charisma: Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have.
- Optional: select a second Attribute to be favored and select an Attribute to be exceptionable. Record both.
- Determine Vitality: Record 5 +/- Constitution adjustment. This is the character's physical ability to absorb damage. All damage to Vitality is physical wounds that can incapacitate, permanently injure, or possibly kill the character.
- Determine Hit Points: Record 12 for a Warrior, 8 for a Rogue, and 4 for a Sorcerer. Add 4 if the character has advantaged Constitution. Likewise subtract 4 if the character has exceptionable Constitution. Hit Points represent the combination of skill, experience, luck, innate magic, and blessing of the gods that allows a powerful character to avoid attacks that would grievously wound lesser people. So long as a character has Hit Points, no hit is considered to have done physical damage to the character.
- Record 600 Experience Points.
- Write down all given class abilities up to 4th level and select pertinent class abilities.
- Warrior: Record +2 Combat Bonus, 4 Damage Dice, +1 Saving Throws, and Select a Combat Style.
- Sorcerer: Record +2 Magic Bonus, +1 Saving Throws vs. Spells, and Select two Complexity 1 and two Complexity 2 spells.
- Rogue: Record +1 Combat Bonus, +1 Magic Bonus, 2 Damage Dice, +1 Saving Throws, and Select two Complexity 1 spells.
- Select Starting Equipment:
- Warrior: any armor, weapons to match the character's Combat Style, a dagger, standard adventurer pack.
- Sorcerer: light armor, a single weapon of choice, and a standard adventurer pack.
- Rogue: light armor, two weapons of choice, and a standard adventurer pack.
- All: start with 20 xxx. With Charisma bonus double, with Charisma disadvantage, halve.
- Start play!