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13:38, 28th March 2024 (GMT+0)

Adventuring Party Generation.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 3 posts
Mon 25 Sep 2017
at 05:14
  • msg #1

Adventuring Party Generation

To create your adventuring party, follow these guidelines:

First, you have 8 character points to spend. Adding a single-classed character to your party costs 1 point. Adding a multi-classed character to your party costs 2 points for a character with two classes and 3 points for a character with three classes. You must have at least four characters in your party, and obviously no more than eight.

You can balance your party as you like. If you want to try a party with eight magic-users each with a different selection of spells, go for it.

For each character, you can choose one of two methods for rolling ability scores:

Roll 4d6 and subtract the lowest die. Do this six times and record the results IN ORDER of:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma
    -or-
Roll 3d6 six times, and place each score as you like in the six ability scores.

ScoreModifierReactions
4-5-2-1
6-8-1-1
9-12+0+0
13-15+1+1
16-17+2+1
18+3+2
Modifiers are for Str (attacks and damage in melee), Int (languages), Wis (saves vs spells), Dex (AC and ranged attacks) and Con (hit points). Reactions are for Cha adjustments to reaction rolls.

Select a race and class (classes) for that character. Make sure they meet all minimum scores for the race and class selected.

Each character has 3d6x10 gold pieces to spend on equipment. The party can pool its gold if you prefer.

Repeat until all of your character creation points have been spent.

All characters begin play with maximum hit points, but will roll for each level as they advance.

For Magic-Users, Bards and Illusionists: You can select one 1st level spell you want them to have in their spell book. I will select a few other spells randomly.

Character Death
If a member of your party dies, you are refunded their character creation cost. When the party returns to town, you can roll up a new 1st level character (or characters) to replace those that have fallen.
This message was last edited by the GM at 14:31, Thu 28 Sept 2017.
Dungeon Master
GM, 26 posts
Sun 1 Oct 2017
at 06:02
  • msg #2

Adventuring Party Generation

Adventuring Party Roster
NameRaceClass/LevelACHP current/maxCarrying CapacitySpeedSpells PreparedXP
    */**/*   
    */**/*   
    */**/*   
    */**/*   
    */**/*   
    */**/*   
    */**/*   
    */**/*   

Character Details
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
NameStr(mod)Int(mod)Wis(mod)Dex(mod)Con(mod)Cha(mod)Special AbilitiesGear
 *()*()*()*()*()*()  
Other Notes:
This message was last edited by the GM at 06:34, Mon 07 May 2018.
Dungeon Master
GM, 63 posts
Mon 23 Oct 2017
at 03:20
  • msg #3

Adventuring Party Generation

Encumbrance And Speed

EncumbranceTurn SpeedEncounter SpeedRunning Speed per Round
up to 400cn12040120
401-800cn903090
801-1200cn602060
1201-1600cn301030
1601-2400cn15515
2401cn or more000


I'll assume a party moves together, at the speed of the slowest member, unless you the player say otherwise. Occasionally, you may want to have a stealthy character scout ahead, or when running from a monster you may risk sacrificing a slow PC to give the rest of the party a better chance to get out of danger, for example.

Your encumbrance numbers are not modified based on Strength scores. It's not realistic, but remember that those unarmored mages can carry extra treasure since they have fewer arms and armor to lug around!

Exploration rates (turn speed) are slow. I assume this means the party is trying to be stealthy, is actively searching for traps and hidden monsters, etc. Also remember that your party is travelling through generally dark places with limited range of light. It makes sense to move slowly and carefully. I've experienced zero light subterranean environments before, and limited light ones as well. Moving slow is smart.
Dungeon Master
GM, 195 posts
Sat 9 Dec 2017
at 14:49
  • msg #4

Adventuring Party Generation

Languages

All characters start knowing Common and their alignment language: Lawful, Neutral or Chaotic.

Most races give bonus languages.

Characters gain additional languages for each point of Int adjustment (13-15 +1 language, etc.).

Characters with below average intelligence have the following penalties:
Int 6-8: Can read slowly, but can only write simple words.
Int 4-5: Cannot read or write. (Cannot use scrolls, cannot use Thief Read Languages ability)
Int 3: Cannot read or write, has trouble speaking. (Cannot use scrolls, cannot use Thief Read Languages ability)

List of Common Languages
Bugbear
Doppelganger
Dragon
Dwarf
Elf
Gargoyle
Gnoll
Gnome
Goblin
Halfling
Harpy
Hobgoblin
Kobold
Lizard Man
Medusa
Minotaur
Ogre or Giant
Orc
Pixie
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