Difference between revisions of "Exploring the Halls of Arden Vul: chargen"

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The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using a modified version of ''Old School Essentials'' by Gavin Norman (a B/X clone), using some elements from ''Into the Wild'' by Todd Leback and ''Perilous Wilds'' by Jason Lutes.
 
The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using a modified version of ''Old School Essentials'' by Gavin Norman (a B/X clone), using some elements from ''Into the Wild'' by Todd Leback and ''Perilous Wilds'' by Jason Lutes.
  

Revision as of 23:23, 11 July 2021

Back to main page

The material of the Halls of Arden Vul was created by Richard Barton and Andreas Claren for the OSRIC system, a clone of 1e Advanced D&D. We'll be using a modified version of Old School Essentials by Gavin Norman (a B/X clone), using some elements from Into the Wild by Todd Leback and Perilous Wilds by Jason Lutes.

We'll be using the Advanced Fantasy version of Old School Essentials, which incorporates the classes, spells, and some other material of 1e AD&D. If you do not have the books, an SRD of the Basic Rules ("Classic Fantasy") can be found here. The Basic Rules can be downloaded for free on their website.

Chargen Order

  • I will roll 2 sets of attributes for you using 3d6. You'll select one set for your PC.
  • Choose a class, some of which have minimum ability score requirements, all of which have prime requisites (see below). This is a race as class system.
    • Non-human characters may multi-class, as described below
    • Human characters may dual class later in play (permanently leaving a non-racial class to pursue another non-racial class)
  • Adjust Ability Scores. Attributes will be rolled in order (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma). You may swap one (1) roll for another result (swapping the Strength roll for the Wisdom roll, for example). You may also raise your PC's prime requisite attribute(s) at chargen by 1 point for every 2 points by which another ability score is lowered.
    • Only Strength, Intelligence, and Wisdom may be lowered in this way.
    • No score may be lowered below 9.
    • Some character classes may have additional constraints.
  • Once fixed, make note of attribute modifiers:
    • Score of 3 = -3 | 4-5 = -2 | 6-8 = -1 | 9-12 = none | 13-15 = +1 | 16-17 = +2 | 18 = +3
    • Prime requisite XP modifiers: 3-5 = -20% XP | 6-8 = -10% XP | 9-12 = none | 13-15 = +5% XP | 16-18 = +10% XP
  • Note Attack Values. We'll be using Ascending AC as an optional rule, so you'll note the associated attack bonuses of your PC.
  • Note Saving Throws and Class Abilities
  • Hit Points at L1 are maximum for the HD of the class. Add any CON modifiers.
  • Alignment. Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer.

Perilous Wilds alignment.png

Perilous Wilds traits.png

  • Note Known Languages (see below)
  • Buy equipment, starting with 100 gp, using the Old School Essentials rulebook or SRD
  • Note Armor Class
  • You are starting at L1 with 0 XP
  • Determine a Secondary Skill
  • Name and describe your character

Classes

  • Acrobat (change: HD d6)
  • Assassin (change: HD d6)
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Illusionist
  • Knight
  • Magic-User
  • Paladin
  • Ranger
  • Thief (change: HD d6)

Racial Classes

  • Imperial Goblin
  • Halfling
  • Sylvari
  • Stone People