|Thread: Character Creation|
|Board: Accidental Adventurers|
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 full HP (plus CON adj, as applicable) per character class.
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 be of True Neutral alignment, but PCs will not have Neutral 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.
on Sat 5 Jan 2019 @ 1:42 PM (PBW Time)
Both weapon and non-weapon proficiencies will be used.
Weapon proficiencies are to be determined as per PHB.
Languages (including reading/writing) are handled separately from the NWP. The details on languages will be described below, and supersede the PHB on languages.
Non-weapon proficiencies are to be chosen according to character class. Bonus NWP for INT (# of languages on the PHB table) are used.
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)
Old Karakulian: Think Latin in medieval times--this is the language of highly educated people
Karakulian: Common language in Karakul
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.
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
posted... More on language
on Sat 5 Jan 2019 @ 2:44 PM (PBW Time)
1. The native language doesn't need to be rolled for, and will be at native fluency.
For elves and right-side half elves, the native language will be one of the elven dialects.
For humans and wrong-side half elves, the native language will be Calandian.
Gnomes would speak Gnomish as a native tongue.
2. Knowledge of one language may give you a bonus to learn another. For example, an elf who is from the Tanasi clan will have a bonus on chance to learn and fluency, if learned, for the Neroli dialect.
3. A demi-human whose native language is not Calandian will automatically speak Calandian (do not have to roll for INT to determine whether it can be learned). Roll normally for ability (include the INT modifier), and if the level is below acceptable, just move it up to acceptable.
4. For all other languages, and for literacy in all languages, a roll vs INT is needed to see if the character can learn the language and/or be literate in the language. Roll for ability with the language for any learned language. No slots are required for any language learned at character creation.
5. To improve in a known language after the character is created, a NWP slot is used. One NWP slot will improve ability by one level. Spoken languages cannot be improved in this manner beyond Excellent.
6. Language may be improved over the course of the game. NWP slots may be used when available, or we (DM and player) may agree that the character has been using a particular language so much that fluency should be improved.
posted... Special Rules for Mages
on Sat 16 Feb 2019 @ 12:21 PM (PBW Time)
One of the limitations of low level mages is the severe restrictions on their capabilities. I am modifying that, so that there will be a benefit to being a mage with high INT even at the lower levels. In all honesty, as it stands, there's little more than theoretical advantage to having a mage with an INT higher than 9 until 9th level is achieved.
In other words, a 1st level mage with an INT 13 will be able to cast two spells/day, and a 1st level mage with an INT 14+ will be able to cast 3 spells/day.
posted... Revised Bard
on Sun 17 Feb 2019 @ 8:41 PM (PBW Time)
The bard class has gone through a lot of variations over the years, but what I really liked was a version created for original D&D (those long time players will remember the game in which dwarf, elf, and halfling were not just character races, they were also character classes).
I've decided to adapt this (from a fanzine named OD&Dities) for use with AD&D.
Prime req: DEX + CHA
Races allowed: Human, half-elf
Alignment: LN, NG, N, NE, CN
XP and Hit points as per 2nd ed AD&D PHB
Armor allowed: any up to, and including, chain mail. penalties for heavy armor for thief skills apply
Thief skills: As 2nd ed AD&D PHB
Required NWP: Singing, Music (instrument--must be a string or percussion instrument)
Magic - Here is the big difference
Bards use spell-songs. In order to cast a spell song, an enchanted instrument must be used. Spell-songs are musical compositions that draw upon and shape the ambient magical energies of the world. Spellsongs may be sung without calling forth the magic potential of the song, and can thereby earn money from an audience. The decision to use the magic of a song is made just prior to singing.
Each song may be sung once per day. At this time, there are five known spell songs per spellsong level; however as from 9th level onward, a bard may compose his/her own songs, there may be others that can be discovered.
The first level spell songs are:
Range: 10' + 2'/level of bard
Duration: 4 hours + 1 hr/level of bard
When performed, this spellsong allows the bard and anyone within the spell range to move at triple normal movement rates without tiring for the duration of the spell. However, travelers will need to spend an equal amount of time resting as had been spent traveling after the spellsong duration has expired.
Range: 10' + 10'/level of bard
Duration: 6 turns
This spell song creates a series of shimmering lights that dance around any target, organic or not. This provides the same amount of light as a conventional wizard light spell. The dancing and flickering of lights may also dazzle creatures with animal or lower intelligence.
Duration: 1d4 hours
When sung, this spellsong puts a number of monsters, up to 2d4 hit dice, to sleep. Creatures with hit dice less than half of the bard's level receive no saving throw; others may make a saving throw to avoid the effect. The bard may choose which creatures are to be affected, as long as the total number of hit dice hasn't been exceeded and the target stays in range. The bard may sing as many rounds as equal to the CON score, and saving throws for targets must be made each round (so a monster may suceed on round 1 but succumb on a subsequent round, needing to save vs spell each round until either falling asleep or the bard has to quit singing the song, or total HD affected has been reached). Those affected may be roused by shaking/poking for 1d4 rounds or will remain asleep for 1d4 hours. Only man-size or smaller creatures can be affected.
Duration: 1d4 turns
This spellsong may be cast only on a moonlit night or in a daytime area with considerable shadow. The bard calls to the shadows by singing or quietly playing this spellsong, causing them to appear to deepen or thicken over a period of 1d6 rounds. The spell song affects an area roughly 30 feet diameter, with an increase in 5 feet diameter/3 levels of the bard to a max of 60' diameter. Rogues get a 25% bonus (+5% for every three levels of the bard, to a max of 55% bonus on top of existing skill) to Hide in Shadows. Non-rogues get a flat 25% chance to hide in the shadows.
Seeker of Magic
Range: 0 (bard only)
Duration: 6 turns
When sung, this song reveals the magical nature of all magical items in the area of effect. All magical items, including those worn, will have a soft blue halo around them for the duration of the spell. There is a 3% chance per level that the bard can identify correctly the exact nature of the magical item(s) examined but cannot get a read on the number of charges that an item might hold.