Post by XAVIOK on Mar 29, 2013 22:55:58 GMT -8
1.) Roll ability scores:
Use 1 of the following methods:
-Roll 4 D6 (6 times) keeping the sum of the best 3, placing these in the traditional order (str-cha).
Or
-Roll 3D6 (again; once for each stat) placing the results in any order desired.
2.) Choose A Character Class: Each will have 1 or more Prime-Requisite(s) associated w/it (see below).
Available classes are: Cleric (Wis), Magic-User (Int), Fighter (Str), Rogue (Dex), Halfling (Dex/Str), Elf (Dex/Int), Dwarf(Str/Con), Druid (after attaining 9th level as a cleric) & Mystic (Str/Dex).
Multi-classing is made available to a degree based on character race, this is explained in detail in the individual (& optional) race descriptions. Coming (nearly done) classes to be integrated will be: Scouts, Assassins, Paladins, Cavaliers (chaotic paladins), & (not so done) possibly; Half-orcs (or other 'monsters') & Gnomes as PC classes
3.) Adjust Ability Scores: A character may modify his prime-Req. & 1 additional stat on a 2 for 1 exchange basis. Thus all humans may modify 2 stats, & demi-humans 3 unless spcl. considerations state otherwise. No stat may be reduced below 9 or raised above 18.
4.) Details: Roll for money, recieve/buy starting gear, choose alignment & campaign cultural modifiers (if being used), note saves, etc, etc.....You know the drill (Pg#6-#12 of TSR's D&D Rules Cyclopedia-1991).
5.) Character Skills & Weapon Mastery: All characters start w/1 skill-slot, PCs w/a 13-15 Int start w/2, 16-17 w/3 & 18 Int w/4 Skill-slots, a sample skills list can be found on Pg#82 of the D&D Cyclopedia, but should be heavily edited.
Weapon mastery & special-effects weapons rules (blackjack, net, whip, blowgun etc) will also be used as per pages #75-#81
6.) Starting Gear(a footnote): PC starting gear should be heavily tailored to reflect his/her native culture (if used) in the campaign. With pro's & cons where possible, for example a simple ivory trinket made of common narwhal tusk & worth 5gp in the Isles of Euric, could be worth 500gp as a rare spell component to a Kylosian smuggler or V'thalian mage (even another PC) from the south. Vandalorian leather-armor would be made of sturdy rawhide & bone studs, where a Vaxxian rogue would use sharkhide & eelskin, more fragile, but with other benefits perhaps. Exemplifying the uniqeness of each character & thier cultures never hurts.
Use 1 of the following methods:
-Roll 4 D6 (6 times) keeping the sum of the best 3, placing these in the traditional order (str-cha).
Or
-Roll 3D6 (again; once for each stat) placing the results in any order desired.
2.) Choose A Character Class: Each will have 1 or more Prime-Requisite(s) associated w/it (see below).
Available classes are: Cleric (Wis), Magic-User (Int), Fighter (Str), Rogue (Dex), Halfling (Dex/Str), Elf (Dex/Int), Dwarf(Str/Con), Druid (after attaining 9th level as a cleric) & Mystic (Str/Dex).
Multi-classing is made available to a degree based on character race, this is explained in detail in the individual (& optional) race descriptions. Coming (nearly done) classes to be integrated will be: Scouts, Assassins, Paladins, Cavaliers (chaotic paladins), & (not so done) possibly; Half-orcs (or other 'monsters') & Gnomes as PC classes
3.) Adjust Ability Scores: A character may modify his prime-Req. & 1 additional stat on a 2 for 1 exchange basis. Thus all humans may modify 2 stats, & demi-humans 3 unless spcl. considerations state otherwise. No stat may be reduced below 9 or raised above 18.
4.) Details: Roll for money, recieve/buy starting gear, choose alignment & campaign cultural modifiers (if being used), note saves, etc, etc.....You know the drill (Pg#6-#12 of TSR's D&D Rules Cyclopedia-1991).
5.) Character Skills & Weapon Mastery: All characters start w/1 skill-slot, PCs w/a 13-15 Int start w/2, 16-17 w/3 & 18 Int w/4 Skill-slots, a sample skills list can be found on Pg#82 of the D&D Cyclopedia, but should be heavily edited.
Weapon mastery & special-effects weapons rules (blackjack, net, whip, blowgun etc) will also be used as per pages #75-#81
6.) Starting Gear(a footnote): PC starting gear should be heavily tailored to reflect his/her native culture (if used) in the campaign. With pro's & cons where possible, for example a simple ivory trinket made of common narwhal tusk & worth 5gp in the Isles of Euric, could be worth 500gp as a rare spell component to a Kylosian smuggler or V'thalian mage (even another PC) from the south. Vandalorian leather-armor would be made of sturdy rawhide & bone studs, where a Vaxxian rogue would use sharkhide & eelskin, more fragile, but with other benefits perhaps. Exemplifying the uniqeness of each character & thier cultures never hurts.