System and Character Creation.   Posted by Da Rules.Group: 0
Da Rules
Tue 13 Feb 2018
at 22:00
System and Character Creation
Dice rolling and number crunching will primarily be done behind the scenes, thus allowing players to take a much more free-form style of play.  The GM will be the one doing the bulk of dice rolls where necessary.  Rolls will generally only be needed when an action really tests a character's abilities, if there is a large reliance on luck, or during combat.




-=Summary of Character Creation=-

When building a character, you can refer to this quick checklist to make sure you hit all the required steps.

1 - Race
2 - Class & Background
3 - Equipment & Wealth
4 - Hooks & Connections
5 - Magic Items

This message was last edited by the GM at 02:22, Sun 18 Feb 2018.

Da Rules
Tue 13 Feb 2018
at 22:00
System and Character Creation
-=Building Your Character=-

-=Race=-

All character races and variants listed in official WotC rulebooks are available to play.

While standard races are readily found in the Player's Handbook and on various wikis, specific variants/subraces or exotic/Monstrous races may be harder to come by.  These can generally be found in "Volo's Guide to Monsters" or "Xanathar's Guide to Everything".  If you are having a hard time locating a specific bit of information, please do not hesitate to ask so that I, or other players, may assist you.

Standard Races

Humans are by far the most common individual race within this setting, occupying at least 50% of the total population just by themselves.  The remaining 50% of the population is spread fairly equally among Dwarves, Halflings, Tabaxi, and Goliaths.

Exotic Races
Races such as Firbolg, Kenku, Aasimar, and Genasi only make up a tiny fraction of the known population.  They are often seen as exotic and novel in common society, and thus are generally welcomed without bias.

Elves and Dragonborn hold a unique standing within the land.  They are both highly secluded races that choose to not intermingle with Humanity at large due to historical fallout in ages past.  While there is no open hostility between the three factions and they all behave quite respectfully toward one another, they also tend to keep themselves at arm's length.  It is unknown what sort of population density Elves and Dragonborn have within their own communities.  Seeing an individual of either race traveling through Human civilization, let alone in a group of their own kind or in a party of mixed races, is truly a rare sight.

Half-Breed Races vary in their level of acceptance within society.  Between the willing segregation of Elves and the treatment of Monstrous Races by society at large, Half-Breeds are the rarest of all peoples to encounter.  A Half-Elf of any variety is seen as a good omen among both Elves and Humanity, which often leads them to being used as political pawns.  Half-Orcs and Tieflings, however, are treated as second-class citizens at best and are generally met with distrust, aggression, and open bigotry wherever they go.




Monstrous Races

In general, Monstrous Races are met with direct hostility any time they encounter an individual or community of Standard/Exotic Races.  This is especially true for Orcs, who are seen as a common invading enemy of the people, and Yuan-ti who have been warring with the Dragonborn since ancient times.  Either Race can expect an immediately violent welcome upon being found in enemy territory.




Lizardmen and Gnolls hold a relatively equal standing in the eyes of the other Races as brutal, savage societies interested only in their own secluded survival.  They're generally left well-enough alone by everyone else, for better or worse.  While raiding parties do occasionally attack Human settlements, they are usually treated as outliers rather than taken as indicative of the goals of the races at large.  Both Lizardmen and Gnolls are given greater consideration and hospitality in more metropolitan cities, where they are often the subject of scholarly curiosity, than in smaller towns where they may be driven off.




The Goblinoid Races (Hobgoblins, Goblins, and Bugbears) occupy an uneasy truce with Humanity at large.  In the past they were considered cruel monsters and treated with as such, but over the past few generations there has been a general shift toward diplomacy as both Humanity and Goblinoids realized they could not defeat each other in a war of attrition.  This has resulted in territory being very clearly laid out and fiercely protected against any possible incursion on either side, albeit with a slow-moving integration effort.  Both sides are gradually learning to trust each other and the younger generations hope for a fruitful peace, though there are plenty who still refuse to give up on old grudges.  It is uncommon to see Goblins or Hobgoblins moving freely among Human society, but it does happen with mixed reactions.  Bugbears, however, are usually not seen outside their own territory.




Kobolds hold a unique place within common society.  They are longtime companions of the Dragonborn and are treated as normal citizens within that culture.  Elves are generally distrustful of them given the races' common association with Dragons, and Humanity at large tends to see Kobolds as little more than yapping pests.  While not met with the same hatred as other lesser-regarded Races, Kobolds tend to be given no respect among Humanity and are widely considered to be the "idiot cousins" of Dragonborn.  However, both Dragonborn and Kobolds tend to use this misconception to their advantage as it allows Kobolds to operate within Human society widely underestimated and ignored.
Da Rules
Wed 14 Feb 2018
at 21:25
System and Character Creation
-=Building Your Character=-

-=Class=-

All characters begin play at Level 2.

When assigning your Ability Scores, we will be using a 27 Point Buy system.  Please refer to this link for a helpful stat calculator that will make assigning points and getting your character's Racial Traits a breeze.

<a href="http://chicken-dinner.com/5e/5e-point-buy.html">Point Buy Calculator</a>





-=Background=-
Almost all character backgrounds and variants listed in official WotC rulebooks are available to play.  This is only at "almost" simply because a few of the Backgrounds are specific to established D&D lore that is not relevant to this game.  I encourage you to customize Backgrounds to suit your character as you please, particularly when dealing with Traits, Ideals, Bonds, and so forth.

You can find all necessary information on Backgrounds, as well as customizing your own, here:

<a href="http://engl393-dnd5th.wikia.com/wiki/Backgrounds">Backgrounds</a>

This message was last edited by the GM at 21:25, Wed 14 Feb 2018.

Narrator
 GM, 36 posts
Wed 14 Feb 2018
at 22:14
System and Character Creation
-=Building Your Character=-

Equipment
It is important for characters to pack light when they spend much of their time traveling.  Please be certain to pay attention to your character's carrying capacity (as determined by their STR stat and associated Feats) so as not to overburden yourself.

In regards to carrying capacity: I am assuming that a character is at-ease with familiar,
 properly packed gear.  As such, all items currently being worn or carried in a Backpack (including the Backpack itself) are considered to be 1/2 their listed weight.

So long as your characters are within relative civilization or have suitable methods to hunt/forage for food while traveling, I will not be requiring you to keep track of food and water supplies.  It will simply be assumed that your characters are able to feed themselves in those situations.  However, food and water will become vital if your characters end up in extreme environments or trapped somewhere with limited resources.  Please keep that in mind and plan accordingly.




Trinkets
Every character begins play with at least one Trinket.  This is some kind of small item that holds personal sentimental value to the character, and may even have a hint of magic to it.  You can find a list of Trinkets to pick from, or to draw inspiration from if you'd like to design your own, here:

Trinkets

A Trinket should be important to your character in some manner and should not be something they will readily let go of.  If they lose their Trinket, it should cause them some level of distress and be something they'd feel a need to recover or replace.  It is not something they should willingly part with unless in notable urgency to do so.  A Trinket may have some level of mystery surrounding it, or it may be an iconic part of your character's image, or it may become a plot hook within the story.  Be imaginative and have fun with this.




Wealth
There are three common forms of coinage within the setting - Gold, Silver, and Copper Coins.  Additionally, there is a rare coinage - Platinum.  These coins operate at the following conversion rate:

Coin                 CP      SP      GP      PP
Copper (cp)          1       10      100     1,000
Silver (sp)          1/10    1       10      100 
Gold (gp)            1/100   1/10    1       10   
Platinum (pp)        1/1,000 1/100   1/10    1   


Generally speaking, characters in this game will commonly deal in Silver Coins as their standard currency if they come from non-Noble origins.  Gold Coins are commonly used by merchants, businesses, and banks.  The common civilian may have a nest egg of Gold saved up for a rainy day, while casually having a large volume of Gold on one's person is a sign of great affluence.  Individuals use Copper and Silver, Organizations use Gold, Governments use Platinum.

To give some perspective; the average person could expect wages of 2 to 5 Silver for a day of unskilled labor as a bare minimum.  More is socially expected and any less would be an insult.  Higher wages are to be expected of specialist trades or exclusive services.

All characters start play with 5 Gold Coins to represent their personal savings based on their Background.  This excludes Backgrounds that already grant money, such as Noble, Entertainer, and Criminal.

This message was last edited by the GM at 19:25, Thu 15 Feb 2018.

Narrator
 GM, 37 posts
Thu 15 Feb 2018
at 19:52
System and Character Creation
-=Building Your Character=-

-=Hooks & Connections=-

NPC Relationships
Nobody is truly alone in the world.  Even the most reclusive of people still make an impact on others simply by getting along day by day, and the majority have a web of connections to their family, friends, home, and career.  You are not just a murder-hobo that has spontaneously popped into existence apropos of nothing - your character has lived in this world and should reflect that in how they manage themselves within society.

As part of character creation, choose two specific NPCs your character is directly associated with, for better or worse.  You can make this as specific or as vague as you please - it could be an involved description of your character's beloved siblings whom they've helped raise after their parents' death, or it could be as simple as "I'm friends with Carl the barkeep".  Your character may be married with children, or perhaps you have a hated enemy who wants you dead.  The relationships might even be to a generalized organization, such as being associated with "the local clergy" or that the town guard likes to hassle you for whatever reason.  The point is to ground your character into the setting and give them connections they can potentially rely on.

An additional option, but one that is highly encouraged, is making connections with your fellow players.  Before gameplay begins, spend time talking with one another and seeing if you can forge relationships ahead of time.  Maybe your characters are family, or perhaps they're rivals, or maybe you're lovers.  You may have grown up together in the same town or become fast friends when attending academy together.  Maybe you have hired another character as a bodyguard or companion.

This is not required, but it is highly encouraged to strengthen the bonds within the party and to promote creative roleplay.  Characters will receive a reward for each inter-party relationship they forge and maintain.  The specific reward will vary based on DM discretion, but will generally take the form of an enduring mechanical or narrative benefit.




Story Hooks
A Story Hook is a feature within your character's tale that can open up new adventures.  Like Connections, they are used to strengthen your place within the setting and facilitate interactivity with the rest of the party.

At character creation, write at least one Story Hook.  Examples include your character's family having a bad reputation that your character is trying to fix, or having fallen in love with someone they can never be with, or wanting to become rich and famous.  A Story Hook is meant to flesh out your history and offer future opportunities, so it's okay to work in broad strokes.  Where "Connections" generally have immediate effects on the game, "Story Hooks" are intended to be longer and slower-to-develop impact.

This message was last edited by the GM at 02:20, Sun 18 Feb 2018.

Narrator
 GM, 38 posts
Sun 18 Feb 2018
at 02:43
System and Character Creation
-=Building Your Character=-

-=Magic Items=-
Magical Items fall into two categories within this setting - Minor and Major.

Minor Magical Items
A Minor Magical Item generally has a one-time use and are not considered to be especially powerful, though they do tend to be seen as incredibly useful.  It takes a particular amount of magical and technical skill to create a Minor Magical Item, which makes them specialty goods that demand a high price.  Minor Magical Items commonly include Scrolls, Rings, Potions, and Wands.

Major Magical Items
Major are exceptionally rare in this setting, to the point of being singular.  Your party will not all be carrying +2 Swords and just waiting to upgrade to +3.  There is a single +3 Sword - it has a name, a history, and was wielded by a legendary hero responsible for helping to shape the nation in ages past.  The methods for producing Major Magical Items are varied and widely lost to time, so it is generally considered impossible to make any new ones.  The majority of the setting's population have never seen a Major Magic Item in their lives - they are the stuff of legends and are considered to be priceless.  Major Magical Items commonly include Weapons, Armor, and Wondrous Items.

Gaining a Magical Item
At character creation, roll 1d100.  If you roll between 50 and 75, your character begins play with knowledge of the location and/or manner in which to gain a Magical Item somewhere in the world.

If you roll higher than 75, congratulations!  You may begin play in possession of a rare and valuable Magic Item!

To determine what kind of Magical Item you have, roll 1d100.  If you roll 95 or below, you may select a Minor Magical Item.  If you roll between 96 and 99, you may select a Major Magical Item.

If you roll a 100, you begin play not only with a Major Magical Item, but with a destiny - you have been given not only a powerful item but have been ordained by the powers-that-be to use it in a quest for the greater good... or the greater evil, depending on the situation.

Regardless of what kind of item you may have, it is strongly suggested that you work it into your character's backstory in some manner.  If you end up in possession of a unique weapon or a ring of power, it should have a story attached to it along with how your character came to own it.