Thread: Character Creation
Board: Accidental Adventurers
Group: Players
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Admin

posted... Character Creation 
on Sat 5 Jan 2019 @ 11:52 AM (PBW Time)

  Familiarity with the 2nd ed rules is not required.

Rather than trust your traits to the dice roller, I am using an alternative method of creation.

Your six stats will have a sum of 80.

You are limited to one score of 18.
You may have two scores that are 17 or higher (ie two scores of 17 or one 17 and one 18)
You may have three scores that are 16 or higher.
No scores 5 or lower (may be appealed with solid in-game justification)

You will start with 6 hit points + CON bonus if applicable. (Note that, since you cannot start as a fighter, the CON bonus is limited to +2)

Your initial alignment is Neutral (more about that in the following post), and your choices up to the point of reaching 0 and choosing a character class will impact your choices of alignment.

You will start with -500 xp. Your character never intended to become an adventurer and does not have a character class. Experience gained (and how it is gained) will impact the choices available for character class when 0 is reached.

Your character is starting as a captive of kidnappers, and will have no possessions and clothing is limited to a chemise and/or drawers, no socks/shoes.

Admin

posted... Thoughts on Alignment 
on Sat 5 Jan 2019 @ 1:05 PM (PBW Time)

  There are nine potential alignments, although some are rather ill-suited to membership in an adventuring party. Following are my thoughts on what these alignments mean.

I believe that the good/evil axis is an absolute. Regardless of what one thinks about an action, it can be measured against an absolute standard rather than a relative one. I think of the law/chaos axis a more of a description of where the moral compass can be found--law is external, chaotics tend to not think about what the laws are but what the internal compass points toward.

I see two types of neutrality.

There is Neutral--typical of the common people who are "good folk" who simply go about their lives without getting into heady philosophical thought about what is good, what is evil, and the place for laws in society. These people are more ruled by custom and tradition without introspection as to the rightness or wrongness of the practice.

This is also typical of most animals--a carnivore kills, not because it is evil but because it must eat. The wolf is not evil because it eats sheep and the sheep are not good because they eat vegetation--they are both neutral. (Though the humans tending sheep don't see it that way!)

Then there is True Neutral. This is the realm of those who believe that not only is there a balance between good/evil and law/chaos but that there is a good in actively seeking and promoting Balance.

Characters may maintain that Neutral alignment (although unlikely, the course of the adventure is likelier to tilt someone one direction or another) or determine that True Neutral is their alignment.

Of course--there are the other classical choices:

Lawful Good. This alignment is characterized by those who think a strong, organized government is good. This character is altruistic and self-disciplined with honor and compassion as the highest virtues. The classic archetype is the knight in shining armor.

Lawful Neutral. This alignment is characterized by those who value law, order, and structure above other considerations. Consider Javert an archetype of this alignment.

Lawful Evil. This alignment values order and structure, with a solid bit of ruthlessness. In this world, leaders of criminal guilds are usually of this alignment. Consider a mafia don as an archetype for this alignment.

Neutral Good This alignment finds that striving for good is necessary to maintain Balance (see True Neutral, above). Gandalf may be the best archetype here.

Neutral Evil This alignment is for those who are ruthless and selfish. Willing to ally with anyone who can help them achieve their ends, but just as likely to kill allies when the end is achieved. In my games, this is not an acceptable PC alignment.

Chaotic Good This alignment is for those who consider law utterly irrelevant (and sometimes just too constraining). While not going about breaking laws just to break laws, illegal isn't a consideration when trying to do good. A good archetype is Robin Hood in most legends.

Chaotic Neutral This alignment abhors order and structure, and considers personal freedom to be the virtue above all others. Think of Peeves in the Harry Potter novels.

Chaotic Evil This alignment abhors structure, is utterly ruthless, and likes to create havoc and suffering just for the sake of havoc and suffering. This is not an acceptable PC alignment for my games.

.DM

posted... Proficiencies 
on Sat 5 Jan 2019 @ 1:42 PM (PBW Time)

  Both weapon and non-weapon proficiencies will be used.

Your character may be proficient in the use of one of the following weapons: dagger, quarterstaff, or dart. You may, if desired, choose no proficiency to start with. Weapons found in the course of the adventure will be used without non-proficiency penalties until reaching character class (0xp), and successful use of a weapon can lead to acquired weapon proficiency.

You may have three non-weapon proficiencies, plus bonus slots for high intelligence if applicable, from the general category. You also may choose to leave some/all slots open to development during the course of the game up to acquiring the character class. Languages (including reading/writing) are handled differently.

.DM

posted... Languages 
on Sat 5 Jan 2019 @ 1:58 PM (PBW Time)

  Be sure to have an in-game reason for learning any languages other than the native tongue. Depending on your character's background, you may choose from the following languages:

Calandian: This is the common human tongue of the region.

Elven (Neroli dialect)
Elven (Tanasi dialect)

Gnomish

Old Karakulian: Think Latin in medieval times--this is the language of highly educated people

Karakulian: Common language in Karakul

Gnoll
Goblin
Hobgoblin
Kobold
Orcish

To determine if you can learn the language, roll against INT for speech and separately for literacy. You don't have to roll for native tongue, and any demi-human whose native tongue is not Calandian will be able to speak Calandian at an "acceptable" level without rolls.

Note that of the monster languages listed, only orcish has a written form.

.DM

posted... Proficiency with a language 
on Sat 5 Jan 2019 @ 2:15 PM (PBW Time)

  Once you've determined that there is reason for your character to know the language and that the character does actually know it, the next question is "how well"?

To determine this, roll d100 for each language other than the spoken native tongue.

Additions to the roll for INT










INTAddition
9+15
10+20
11+23
12+25
13+28
14+30
15+33
16+35
17+38
18+40

.DM

posted... More on language 
on Sat 5 Jan 2019 @ 2:44 PM (PBW Time)

  If initial results are less than "excellent", a NWP slot may be used to increase skill, but cannot improve speech beyond "excellent".






Skill LevelSpeakingLiteracy
Perfect 100+Speaks non-native language as if it were native languageReads/writes in the language without difficulty, able to comprehend and communicate complex concepts
Excellent 90-99Speaks with nearly imperceptible accent, few difficulties with complex conceptsReads/writes in the language without difficulty, able to comprehend and communicate most complex concepts but may have difficulty
Acceptable (60-89)Speaks with notable accent, some struggle with complex or abstract conceptsReads/writes language reasonably well. May have issues with grammar or complexity above a standard newspaper article
Basic (30-59)Speaks with a thick accent, may have gaps in vocabularyReads/writes with difficulty above Dr Seuss complexity; may have to read out loud
Rudimentary 1-29Knows a few words/phrasesCan recognize a few isolated words

.DM

posted... Achieving Character Class 
on Sat 12 Jan 2019 @ 10:23 AM (PBW Time)

  I will be tracking choices that the characters make, as well as the XP earned by a character.

There is no bonus XP for high skill level prior to taking a character class.

When the character has reached 0 xp, I'll let you know and let you know how I think your character developed. Now, I don't want to impose anything that the player doesn't want, so let's say for example that the character has been behaving as a neutral good thief. If the player agrees, that will be the new alignment and character class. If the player doesn't like that, we can discuss how a different alignment or character class might be appropriate.

If your character takes a class that is a warrior or priest category, extra HP will be added so that the character has full (10 or 8 + CON bonus) hp as a first level character. A warrior will also gain the warrior's CON bonus, and could also potentially make a roll for extraordinary strength if choosing to be a fighter with a pre-existing 18 STR.

If your character becomes a mage or priest, there will be an additional NWP slot. At that time, you may also fill any unfilled NWP slots that are proper to a character class instead of out of the general category. Some slots might be filled by actions taken up to this point--for example, your character had some rope and used it to successfully make a snare and becomes a thief, that NWP may be gained.
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