Difference between revisions of "Dungeons&D6:Creation"

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== Character Creation ==
 
== Character Creation ==
  
* Write down the attributes in order:  Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma
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* Choose a [[Dungeons&D6:Classes|Character Class]]:  [[Dungeons&D6:Fighter|Warrior]], [[Dungeons&D6:Mage|Sorcerer]], [[Dungeons&D6:Rogue|Rogue]]
* Roll 3d6 for each attribute and note the total
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* Select an [[Dungeons&D6:Attributes|Attribute]] to be favored. Record it. 
* Choose a class
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** Strength: Bonus added to every damage die in melee combat, as well as a general bonus to skill checks involving Strength.
* Adjust any attribute up 1 by adjusting another attribute down by 2
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** Intelligence:  Bonus added to starting skill points and must be favored by Sorcerers to get access to the most powerful spells.
** Attributes may never be lower below 11
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** Wisdom:  Bonus added to the ability to read people and situations, and as a bonus against mind altering magic.
** Attributes my never be increased past 18
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** Constitution:  Bonus added to Vitality and Hit Points at every advancement, in addition to a bonus for saves against disease and poison.
* Note all attribute modifiers
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** Dexterity:  Bonus added to missile combat in addition to any skill checks involving hand-eye coordination.
* Determine hit points
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** Charisma:  Bonus added to all Reaction Rolls and determines total number of loyal retainers a character can have. 
* Write down all given class abilities
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* Optional:  select a second [[Dungeons&D6:Attributes|Attribute]] to be favored and select an [[Dungeons&D6:Attributes|Attribute]] to be exceptionable.  Record both.
* Select pertinent class abilities (spells, combat styles, and so forth)
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* 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.
* Roll 3d6 x 10 for starting silver
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* 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.
* Purchase equipment
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* Record 600 Experience Points.
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* 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:
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** 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 23:42, 3 July 2016

Main Page

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!