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So how do I do this? (beginners' guide)
This campaign is based on First Edition AD&D rules. Players should use the
First Edition Players Handbook for creating characters (also known as
"player characters" or "PCs"). Players may also refer to
the Complete X Handbook supplements for any character class or
race,
but this isn't necessary ("X" being the various classes
or races, e.g. Complete Thieves Handbook, etc). The Dungeon Master does
not allow all
the rules from these supplements, but they are useful resources for
skills, equipment, and other class and race-related info.
To get
started, get out your Players Handbook, open the online campaign
character sheet and, if desired, print out a copy. Type in or
write down everything you roll, look up, or choose on the character
sheet.
Below are the basic steps for creating a character:
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Roll ability scores
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Choose a race, class, and alignment
according to the Players Handbook.
When choosing race
and class, make sure to check the Level Limits chart
to see if the PC race and class combination you
choose is permitted. Due to racial characteristics and/or
campaign conditions, some combinations are not permitted. For
example, because of the typical dwarven dislike of magic, there are no PC
dwarven magic-users in this campaign. Similarly, you may want
to consider the maximum level advancement for certain race-class
combinations; this information is also available on the Level
Limits chart.
-
Roll your character's age according to the
Character Age charts. Adjust ability scores according to
your PC's age category.
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Using the Players
Handbook, adjust ability scores according to race, making sure that your
ability scores still meet the class minimums. Look up special
penalties or bonuses according to ability scores.
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Roll hit points.
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Come up with a name, basic history, and
profile for your character. What kind of person is he?
What motivates him? What are his interests?
Thinking about these things will make your role playing more
interesting, believable, and enjoyable, and may make it easier to
choose proficiencies and equipment for your character.
-
Look up special
class and race abilities, and choose spells if a spellcaster.
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Look up the starting
number of proficiency slots your character has, making sure to add
bonus slots for intelligence, if applicable.
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Choose weapon
proficiencies. First, review the
weapons permitted by class list to see the weapons from which
you are permitted to choose. You may spend your proficiency
slots on single weapons or weapons groups.
If your character is a fighter, consider
specializing in a weapon to be more effective in combat.
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Choose non-weapon proficiencies. Choose
languages, if desired, keeping in mind
that all non-human characters automatically gain the ability to
speak racial languages as specified in the First Edition Players
Handbook.
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Roll for money and
buy armor, equipment,
and other necessities. Your character starts out with (i.e. does not
need to buy) one change of clothes - leggings, shirt, undergarments,
and shoes.
-
Armor class (AC) is based on dexterity,
the type of armor you have, and whether you're using a shield.
Determine your AC with and without shield using the
Armor Class table.
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Determine your "To Hit" combat
modifiers, based on class and level, using the
Combat Modifiers table.
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Determine your saving throws, based on
class and level, using the Saving Throws page.
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Get your character's height, weight,
birthday, Encumbrance, and Movement Rate from
the
Dungeon Master.
Encumbrance and movement rates must be known, at least to a
relative degree. PCs should know whether they're currently Unencumbered
compared to Lightly Encumbered, etc.
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Everything on your character sheet
should now be filled in, and you are ready to play!
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Ability Score Generation
Players rolling new characters may use either of the following
methods for rolling up PC abilities (the first method is preferred by
the DM):
- DM's Method: Roll 3d6 six times. Any total that equals less
than seven automatically becomes a seven (unless the player chooses
to take the number rolled). Once all six scores are generated, the
scores may be assigned to whichever abilities the player wishes.
Players may re-roll their stats if they wish, but ALL SIX scores must
be re-rolled.
- Goblin-Baby Method: Roll 4d6, and discard the lowest die of
each roll. All scores are kept, even if they total less than seven,
and any 18's become 17s instead. Players may re-roll their stats if
they wish, but ALL SIX scores must be re-rolled.
Hit Points
All first-level PCs begin with maximum Hit Points (HPs) for their class,
plus constitution bonuses. At succeeding levels, all HPs are rolled, but 1's may
be re-rolled. Note that at certain levels, all classes stop rolling for
HPs are simply assigned a specific HP number, per First Edition
AD&D rules.
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Special Classes
Assassins
There are no PC assassins in this campaign.
Bards
Please click here for more
information on creating a Bard PC.
Monks
Please click here for more
information on creating a monk PC.
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Exceptions and Additional Info
Followers
The Dungeon Master uses modified Follower listings for classes.
Spellcasters (in general)
- Spellcasters do not use any "Chance to Know Spell"
rules unless involved in spell research or spell transcribing, at the
DM's discretion.
- Spellcasters do not use "Spell Failure" rules,
unless wearing armor (See the Armor
Types table) or intoxicated (See
Alcohol Impairment tables).
- Spellcasters do not use any material components UNLESS components are specified by
the DM as required for a particular spell; spellcasters are responsible for
checking with the DM for component requirements.
- Spellcasters of any class must be aware that in any case, the spell
stats and descriptions presented in the "Spell Compendium"
volumes override spell information from any other source, unless the DM
specifically notes otherwise.
Clerics
- Clerics use the Turning Matrix against undead, not the
First Edition charts. See the Undead
Levels chart for an idea of what types of undead your cleric can
turn at various levels.
- Deities and Demigods lists human deities of various
pantheons, but only the most well-known deities of the major nonhuman
races, and the stats and game info are mostly obsolete. DD is a start if
players want a general idea of their religion's head god, but it is almost essential
for nonhuman-deity followers to browse a copy of the Monster
Mythology supplement if they want any sort of details on their
religion or deity-granted special powers at all.
Magic-Users
Mages may receive four (4) cantrips to replace one first
level spell. These must be memorized as normal spells - you can't
memorize a 1st level spell and then "convert" it into cantrips
later - but
require only a few minutes to learn and require little rest. Note that
cantrips may be substituted for higher level spells, too, at a "4+1 per
additional level" ratio. A 2nd level spell will get you 5 cantrips,
a 3rd will get you 6 cantrips, etc.
Thieves
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