Nitty Gritty - CharGen
Ok, nuts and bolts time.
In no particular order:
General Info:
* ruleset will be 2e. With the exception of specialized settings (i.e. Dark Sun), it's pretty much an open basket. If it was printed, I'm probably allowing it. I have most if not all 2e books, so can help find things you might not have. I'm also fairly open to Dragon stuff, so if you have something you'd like to bring in, let me know and we can talk. I respond best to well-thought-out explanations.
* kits are available to any class that is allowed to have them. Multi-class characters can probably have multiple kits, as long as they all fit the same theme. The sole exception here in the Complete Book of Priests. Want a non-standard cleric? Try a specialty priest.
* psionics will be the Complete Handbook variety, with additional powers from Dark Sun (ie: The Will and the Way).
* all of the specialty priests from the Godbook Trio are allowed; they advance using the cleric XP table.
* no racial level caps, though class restrictions will be enforced. Multi-classing and dual-classing allowed, per PHB.
* starting XP is 160,000. Multi-class characters split XP evenly between all of their classes.
Stat Generation:
* I like to have PC's be more on the heroic scale, so stat gen is either 3d6 x 12, take best 6, or 4d6 take highest 3 x 6, and arrange as desired. If you don't end up with at least one 15, reroll.
* I am also happy to fudge things if we agree on a character concept that requires high stats (i.e. paladin or some multi-classes)
Hit points:
* Max at first level, then roll for all additional levels. Half or better (so minimum of 5, 4, 3, or 2 hp/level), plus any Con bonus
Proficiencies:
* We are using proficiencies, and you get extra slots as per your intelligence. Proficiencies and optional rules from the Complete books are also allowed.
* All characters start knowing Common, their racial language, if any, and one other language of the player's choice. I am not going to bother with different human dialects, I think it's an unnecessary complication.
* All characters are automatically able to read and write any modern language they speak (the defaults at the beginning, and any others they may pick up using proficiency slots). This to me was one of the stupider aspects of the proficiency system. Reading/writing ancient languages, however, is a separate proficiency than speaking them.
Equipment:
* You're all experienced adventurers, and you've had chances to pick over battlefields and tombs as victors. You can have, within reason, pretty much whatever non-magical equipment you want. You can also have a riding horse or war horse (any type), as well as a pack horse if you wish.
* All characters also start with 1 extra healing potion, one +2 weapon of the player's choice, and 7,000 XP total of magical equipment of the player's choice, subject to DM approval. Spell scrolls count as 50 XP/spell level.
* Ioun stones in the DMG are 300 XP regardless of what they do. I am therefore ruling out three: pale green (+1 experience level), lavender and green (major spell turning), and vibrant purple (stores spells). Characters can take any other stone as they wish.
Smokepowder:
* Does exist, but is mostly confined to Realmspace and the rest of Spelljammer. Not available at chargen. If you really want it, you can go looking for it.
Spells:
* Wizard starting spells: 7 1st level spells, 6 2nd level spells, 4 3rd level spells, 1d4+1 4th level spells, 1d4 5th level spells. Anything from the PHB or Tome of Magic you don't need to get approval for (wild magic is banned for non-wild mages, of course). For anything else, give me a decent justification, and I shouldn't have a problem.
* Read Magic and Detect Magic are free.
* Stoneskin is free to cast on yourself, as long as you have diamond dust on your person. Casting it on another person costs 200 gp worth of diamond dust
* See also Spellbooks, below.
Spellbooks:
* All wizards start with enough traveling spellbooks, each with 50 pages, to contain all of their spells.
* We are using the standard DMG spell page count formula: 1 page/spell level + 1d6-1 extra pages.
* For new spellbooks, consult Pages from the Mages. Standard spellbooks cost 1,000 gp, traveling books cost 500 gp. Both take 1d4+3 weeks to create, and can either be made by the character, or bought if a suitable merchant or mage can be found.
* Adding new spells to your spellbook requires time (determined by the DM) and 100 gp/spell level. Obviously, memorizing spells you've learned from a captured spellbook does not require any scribing or gold, unless you want to transfer the spell to a different book.
* Please note in your character description which spells are in which book, and how many unused pages each book contains. Just in case... :)
This message was last edited by the GM at 02:45, Tue 18 July 2023.