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Character Creation and Leveling.

Posted by Mr. DMFor group 0
Mr. DM
GM, 3 posts
Mon 27 Apr 2009
at 16:30
  • msg #1

Character Creation and Leveling

Starting level:

Once I've approved your concept, create a level 1 character using these guidelines.

The level you start at will be decided by group consensus, but will be no higher than level 4. So, if some folk want to start at the very beginning as novice adventurers, that's fine, and another group might want to start as veterans with a past in the business.

Stats:

4d6 drop lowest, re-roll 1s.
You must check your scores with me - if they are too low or too high I'll get you to re-roll to keep players within the same (very rough) power level.

The Acid Test

If I say I will consider something as long as it passes the Acid Test this is what I mean.

Any supplement, official or not.
Must fit the following vague criteria:
a) the world (low-magic gritty medieval)
b) the power level (you are heroes, but so are some other people)
c) my taste
d) I have access to the supplement

Races:

Note: see the world info threads for details on the races as your decision may be affected by in-game circumstances.

Any core except elf allowed.
Elf allowed by special dispensation! Ie., convince me you can role-play one properly, and I won't allow many (if at all).

Given the proliferation and dilution of the main races (see world info thread) I have several half-races available. In fact I think I can offer the possibility of playing any half-combination of the core races, so if you've ever been annoyed that there are half-elves and orcs but no half-dwarfs or dwarf-elfs then you may be in luck!

I will consider any other race meeting the Acid Test.

If you play a race I haven't yet introduced then you'll have to work with me to fill out the background.

Note: I vastly prefer humans as a race.
Note: There is a seperation between race and country in this game - in other words your culture is more likely to be affected by your birthplace than your race.

Classes:

All core classes allowed, though monks are not encouraged as they need adjusting to fit the setting.
Additional classes considered that meet the Acid Test.

Due to the rarity of magic I favour classes without spell abilities.

Prestige classes are NOT allowed but may be introduced during gameplay in special circumstances.

All multi-classing must be RP justified.

Feats:

Any considered that meet the Acid Test.
A good example of one that doesn't is Monkey Grip. No Buster swords!

Spells:

You'll have to be patient with me if you're a spellcaster...
I will be vetting all spell-lists as I receiver them, as there are quite a few spells I will probably want to ban or alter. I don't have time to go through the whole PHB so I'll give you a few guidelines as to what I'm more likely to allow.

I prefer subtle spells, or ones that could be called 'utility' spells. Message is a good example.
I'm wary of things that make magic obvious and flashy or that mess too much with the way the world would work. Druid spells that cure/plant/grow huge areas of crops are a good example.

I am willing to add spells from other supplements but am more likely to say no than yes - especially to damage causing spells. There are enough spells that deal damage already - if you want to re-flavour a spell so it looks and feels different but follows the same rules, that's great.

On the plus side I will occasionally offer spell-casters a pre-approved list of new spells to choose from. This is even easier for me if your spell-caster has a theme or specialisation to the sort of spells they cast.

Leveling:

This is a big one. I don't use experience points.

Your character will level up at appropriate points in the campaign, when I feel they've been through enough to justify leveling. This will be done on a group basis however, so everyone who is in a group will stay together.

Leveling will also generally require downtime while you train. You may also need access to gold and a trainer if you want to learn something that you couldn't possibly have learned on the job; aside from that the downtime will represent time spent away from adventuring refining and practicing new techniques you may have learnt out in the field. You can also use this time to other things (such as earn some money weaving pots, if you're a weaver).

Literacy:

Unless you're a member of an educated class (class as in level of society not D&D class) then your character isn't literate. If you think you should be, let me know, otherwise you must spend 1 skill point in Speak Language to be able to read and write. It also only costs 1 point for barbarians to learn to read.

HP

Max at level 1. See below for levelling.

Starting gold and equipment

Regardless of starting level, starting gold is rolled as level 1 only. If you begin play at a level greater than 1, you'll get some form of bonus item or gold - ask me.

Languages
Regardless of race, choose from the following:
Common, Draconic (no dragons, but applies for other races), Druidic (druids only), Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Orc, Sylvan

There are additional races, with their own languages in some cases, but they're rare enough that they'll apply only in special circumstances.

A note on Elven: Most characters who take this will be able to speak a limited, scholarly form of Elven that has significant differences from the language used by Elves. Think of it a bit like learning Latin today, and then trying to converse with some Romans...
This message was last edited by the GM at 22:43, Mon 28 Mar 2011.
Mr. DM
GM, 75 posts
Thu 7 May 2009
at 12:16
  • msg #2

Re: Character Creation and Leveling

Leveling

When you level up, take the best of two rolls for your hit points, and re-roll any ones. You must use the dice roller here and send the results to me in a PM.

Leveling up may require paying a trainer if you're taking a feat or ability that you couldn't reasonably have gained out in the field.
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