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5e Chargen

Started by dragoner, July 03, 2014, 04:44:17 PM

Previous topic - Next topic

crkrueger

#90
Quote from: jibbajibba;766367But roleplayers will do it anyway for its own reward or more acurately because they can't help it. You don't need to get them engaged. The occassional treat from the DM when he likes a nice turn of phrase or thinks you have captured "You like to win arguments on the internet and seldom back down even when faced with clear evidence" does no harm and eventually will be ignored.
These are training wheels just like alignment. The idea is to help people try to stick to a coherent personal identity.
As you say advantage is a very minor boon and if you think your players are going to be hamming up traits just to score a transitory single bonus to a roll I don't think you trust your ability to engender a game where roleplay is the norm

That's just it, I have been engendering all kinds of games where roleplay is the norm for decades, by Roleplaying, not by not Roleplaying.  The idea that you can Pavlov it is akin to getting your children to like reading by giving them extra time on the Xbox after they read.  You teach your kids to like reading, by reading to them and by reading yourself.

Training wheels, crutches, etc... are NOT learning tools, they're essentially just protections against physical activity that without them, could cause injury.  All training wheels do is help you learn how to pedal.  Think I'm wrong, look up the proven research on training wheels vs. balance bikes.  That's always been a lousy comparison.

You have a table that roleplays, and bring in a non-roleplayer, they'll either leave or they'll try it on for size.  Nothing will be accomplished either way through OOC mechanical reinforcement except reinforcing OOC thought.

So like I said, if you count OOC thought about the character as "Roleplaying" then yeah mission accomplished.

There's a whole Inspiration thread, so going to continue any conversation about it over there.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

cranebump

Of the mechanics presented, I think that, if you're going to present a tangle reward, the reward should be tied to something that makes the adventure harder. For example, a character who WON'T leave a man behind refuses to retreat when his friend goes down against a particularly harsh enemy. The greedy character is bribed into doing something counter to his group's interest. The pious character spares and enemy and the enemy returns. All these are just good story-telling, but inspiration grants a reward for self-introducing complication.

That said, I likely won't play with Insp points, outside of my Supers! campaign, which allows liberal rewarding of Competency Dice for all sorts of things (being a big, damned hero; playing into a disad; turning a cheesy phrase [our own invention--it's a Lee/Kirby campaign style]).
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Opaopajr

#92
First Marleycat bad stat roll. Good practice for 5e. Notice it is kinda hard to make a bad character, as there's lots of bennies flying around. This first stat line was very easy as is, so much so I had to dabble in the crazy High Elf cantrip advantage and Human +1 to all stats. The power is just incredible.

Stat Line 1
STR 17 (3), DEX 11 (0), CON 8 (-1), INT 7 (-2), WIS 8 (-1), CHA 11 (0)

Human Rogue, Soldier Scout
Lvl 1, prof +2. Saves: DEX, INT. Alg: LN
HD: d8. HP: 7 AC: 12

STR 18 (4), DEX 12 (1), CON 9 (-1), INT 8 (-1), WIS 9 (-1), CHA 12 (1)

Skills: Acrobatics (exp) +5, Athletics (bkrd) +6, Deception +3, Intimidation (bkrd) +3, Sleight of Hand +3, Stealth (exp) +5.

Tools: Thieves' Tools, Dice Gaming Set. Riding Horse.

Background: Soldier. Specialty: Scout. Feature: Military Rank.
Pers: full of tales. Ideal: responsible. Bond: crushing defeat. Flaw: terrible mistake.
Gear: Military Insignia, Enemy Trophy, Dice Set, Common Clothes, pouch +10 gp.

Wealth : 4d4x10 gp. Roll 10. 100+10 gp. Spent: 92 gp. Left: 18 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
4x hand axe - 5 gp.  +6 atk, 1d6+4, light, thrown (rng 20/60)
(twf hand axe +6 atk, 1d6+4/1d6)
20x dart - 5 cp. +6 atk, 1d4+4, finesse, thrown (rng 20/60)
1x s. bow - 25 gp. +3 atk, 1d6+1, ammo (rng 80/320), two-hand
20x arrow - 1 gp.
Gear: Explorer's Kit - 10 gp, Thieves' Tools - 25 gp.

Style/Bio: Scout with strafe and kite tactics. Even without Sneak Attack and allies, this character is gross at medium range. Stealth hiding, or Athletics and Acrobatics terrain cover, plus darts/hand axes just equals death. Surprise and strafe until you close for the Shove Prone, TWF kill. S. bow is to soften far targets up, and along with darts and hand axes, still triggers with Sneak Attack.

------------------------------------------

High Elf Rogue, Criminal Highway Robber
Lvl 1, prof +2. Saves: DEX, INT. Alg: NG
HD: d8. HP: 7 AC: 12

STR 17 (3), DEX 13 (1), CON 8 (-1), INT 8 (-1), WIS 8 (-1), CHA 11 (0)

Racial: Darkvision, Perceptive, Fey Nature, Trance.
sub race: l./s. sword, l./s. bow, Cantrip.

Skills: Acrobatics (exp) +5, Athletics +6, Deception (bkrd) +2, Intimidation +2, Perception (race) +1, Sleight of Hand +3, Stealth (bkrd, exp) +5.

Tools: Thieves' Tools, Game Set.

Spell: Prestidigitation (zOMG! 3x lasting effect, and instant tricks?)

Background: Criminal. Specialty: Highway Robber. Feature: Criminal Contacts.
Pers: slow to trust. Ideal: redemption. Bond: terrible guilty crime. Flaw: flees failure.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 4d4x10 gp. Roll 11. 110+15 gp. Spent: 107 gp. Left: 18 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
2x hand axe - 5 gp.  +5 atk, 1d6+3, light, thrown (rng 20/60)
(twf hand axe +5 atk, 1d6+3/1d6)
20x dart - 5 cp. +5 atk, 1d4+3, finesse, thrown (rng 20/60)
1x l. bow - 50 gp. +3 atk, 1d8+1, ammo (rng 150/600), heavy, two-hand
20x arrow - 1 gp.
Gear: Explorer's Kit - 10 gp, Thieves' Tools - 25 gp.

Style/Bio: Big difference here is greater long bow long range peppering, and mid-close range Darkvision + Prestidigitation fire snuffing combo. Surprise and cover again are your friends, shoving prone is buffered with blindness for the close kill. The free illusions just add to the danger, and the Perception proficiency is a welcome mitigator to the WIS penalty.

These characters are likely far stronger than what I can whip up in 2e. But let's see!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Omega

#93
Im liking 5e simply because all of a sudden I cannot roll low characters.

Was rolling up another test and got in order STR:13, DEX:16, CON:14, INT: 13, WIS:14, CHA:17. And that is before the race boost!

I roll up one for an AD&D one off...

STR:8, INT:9, WIS:6, DEX:10, CON:5, CHA:6. hmmm... what the hell... Maybee an elf thief. They cant ALL be pretty. Can they? HP:1 le sigh... figures... I'll call him Marwolaeth...

Batman

I think with enough toys (ie. potions, scrolls, fun and unique items, and tools) I can create Batman. In v3.5 he was a Wizard though in 4E he was a Monk / Fighter (well, that's how I made him). In 5E I think it'll work well with Monk + something else. Proficiency seems to be based on Character level (not class level) which, to me, makes mixing and match classes a bit easier. Might even multiclass Wizard and just reflavor.

Aside from that, I like that I can instead go extra Skill Plus feat at 1st level for a Human so I can go with Shield Master for a Spartan-themed character.
" I\'m Batman "

Marleycat

#95
Quote from: Opaopajr;766777First Marleycat bad stat roll. Good practice for 5e. Notice it is kinda hard to make a bad character, as there's lots of bennies flying around. This first stat line was very easy as is, so much so I had to dabble in the crazy High Elf cantrip advantage and Human +1 to all stats. The power is just incredible.

Stat Line 1
STR 17 (3), DEX 11 (0), CON 8 (-1), INT 7 (-2), WIS 8 (-1), CHA 11 (0)

Human Rogue, Soldier Scout
Lvl 1, prof +2. Saves: DEX, INT. Alg: LN
HD: d8. HP: 7 AC: 12

STR 18 (4), DEX 12 (1), CON 9 (-1), INT 8 (-1), WIS 9 (-1), CHA 12 (1)

Skills: Acrobatics (exp) +5, Athletics (bkrd) +6, Deception +3, Intimidation (bkrd) +3, Sleight of Hand +3, Stealth (exp) +5.

Tools: Thieves' Tools, Dice Gaming Set. Riding Horse.

Background: Soldier. Specialty: Scout. Feature: Military Rank.
Pers: full of tales. Ideal: responsible. Bond: crushing defeat. Flaw: terrible mistake.
Gear: Military Insignia, Enemy Trophy, Dice Set, Common Clothes, pouch +10 gp.

Wealth : 4d4x10 gp. Roll 10. 100+10 gp. Spent: 92 gp. Left: 18 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
4x hand axe - 5 gp.  +6 atk, 1d6+4, light, thrown (rng 20/60)
(twf hand axe +6 atk, 1d6+4/1d6)
20x dart - 5 cp. +6 atk, 1d4+4, finesse, thrown (rng 20/60)
1x s. bow - 25 gp. +3 atk, 1d6+1, ammo (rng 80/320), two-hand
20x arrow - 1 gp.
Gear: Explorer's Kit - 10 gp, Thieves' Tools - 25 gp.

Style/Bio: Scout with strafe and kite tactics. Even without Sneak Attack and allies, this character is gross at medium range. Stealth hiding, or Athletics and Acrobatics terrain cover, plus darts/hand axes just equals death. Surprise and strafe until you close for the Shove Prone, TWF kill. S. bow is to soften far targets up, and along with darts and hand axes, still triggers with Sneak Attack.

------------------------------------------

High Elf Rogue, Criminal Highway Robber
Lvl 1, prof +2. Saves: DEX, INT. Alg: NG
HD: d8. HP: 7 AC: 12

STR 17 (3), DEX 13 (1), CON 8 (-1), INT 8 (-1), WIS 8 (-1), CHA 11 (0)

Racial: Darkvision, Perceptive, Fey Nature, Trance.
sub race: l./s. sword, l./s. bow, Cantrip.

Skills: Acrobatics (exp) +5, Athletics +6, Deception (bkrd) +2, Intimidation +2, Perception (race) +1, Sleight of Hand +3, Stealth (bkrd, exp) +5.

Tools: Thieves' Tools, Game Set.

Spell: Prestidigitation (zOMG! 3x lasting effect, and instant tricks?)

Background: Criminal. Specialty: Highway Robber. Feature: Criminal Contacts.
Pers: slow to trust. Ideal: redemption. Bond: terrible guilty crime. Flaw: flees failure.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 4d4x10 gp. Roll 11. 110+15 gp. Spent: 107 gp. Left: 18 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
2x hand axe - 5 gp.  +5 atk, 1d6+3, light, thrown (rng 20/60)
(twf hand axe +5 atk, 1d6+3/1d6)
20x dart - 5 cp. +5 atk, 1d4+3, finesse, thrown (rng 20/60)
1x l. bow - 50 gp. +3 atk, 1d8+1, ammo (rng 150/600), heavy, two-hand
20x arrow - 1 gp.
Gear: Explorer's Kit - 10 gp, Thieves' Tools - 25 gp.

Style/Bio: Big difference here is greater long bow long range peppering, and mid-close range Darkvision + Prestidigitation fire snuffing combo. Surprise and cover again are your friends, shoving prone is buffered with blindness for the close kill. The free illusions just add to the danger, and the Perception proficiency is a welcome mitigator to the WIS penalty.

These characters are likely far stronger than what I can whip up in 2e. But let's see!
I accidently rolled 4d6d1 for those sets Opa, I knew something was off but they're legal anyway.:)

And not bad characters at that.
Don\'t mess with cats we kill wizards in one blow.;)

dragoner

The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

Opaopajr

#97
Oh God, those two are flawed and contaminated with 4d6! :jaw-dropping: NOOOOOOOoooooooo! /insert bad Darth Vader "no!" here

Well this one may be more representative. The easy way would have been focusing on the DEX for a Rogue, but why do easy? Let's do flavor and spells. :)
Still a nasty NPC to face, as 5e characters seem to start higher on the power curve.


STR 6 (-2), DEX 13 (1), CON 12 (1), INT 11 (0), WIS 8 (-1), CHA 11 (0)

Human Wizard, Criminal Fence
Lvl 1, prof +2. Saves: INT, WIS. Alg: LE
HD: d6. HP: 7    AC: 12 (15 mage armor)

STR 7 (-2), DEX 14 (2), CON 13 (1), INT 12 (1), WIS 9 (-1), CHA 12 (1)

Skills: History +3, Deception (bkrd) +3, Investigation +3, Stealth (bkrd) +4.

Tools: Dice Gaming Set, Thieves' Tools

Spells DC: 11. Spell Atk: +3
Slots: at-will/2. Prep: 2 (usually Mage Armor & Charm)
Cantrips - Fire Bolt, Mage Hand, Prestidigitation
1st - Charm, Comprehend Language (rite), Detect Magic (rite), Identify (rite), Mage Armor, Sleep.

Background: Criminal. Specialty: Fence. Feature: Criminal Contacts.
Pers: notice valuables. Ideal: honor. Bond: old debt (100 gp pearl). Flaw: patsy.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 4d4x10 gp. Roll 8. 80+15 gp. Spent: 83.1 gp. Left: 11.9 gp.

Armor:  none.
Weapon:
5x Dagger - 2gp. +4 atk, 1d4+2, finesse, light, thrown (rng 20/60)
(TWF Dagger. +4 atk, 1d4+2/1d4)
20x Dart - 5 cp. +4 atk, 1d4+2, finesse, thrown (rng 20/60)
Lt. Xbow - 25 gp. +4 atk, 1d8+2, ammo (rng 80/320), loading, two-handed
20x Arrows - 1 gp.

Gear: Burglar's Kit - 16 gp, Arcane Focus: Staff - 5 gp, Dice Set - 1 sp, Thieves' Tools - 25 gp.

Style/Bio: Owes a debt for 100 gp pearl that fuels Identify, and thus Fencing profession. Avoids combat if possible, but can Hide and use magic in a pinch. Prefers distance combat and fleeing, but with 3/4 cover and Mage Armor can get up to a nice AC 20 so as to survive.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Marleycat

This one might be fun to multiclass into Fighter.....
Don\'t mess with cats we kill wizards in one blow.;)

Opaopajr

9, 12, 12, 12, 5, 7

Again, another Rogue or Wizard in the making. Ho-hum. I can do better than being repetitive. Let's try a Halfling Fighter -- and let's keep it in order, too!

STR 9 (-1), DEX 12 (1), CON 12 (1), INT 12 (1), WIS 5 (-3), CHA 7 (-2)

Lightfoot Halfling Fighter, Criminal Bodyguard
Lvl 1, prof +2. Saves: STR, CON. Alg: NN
HD: d10. HP: 11  AC: 16 w/ shield

STR 9 (-1), DEX 14 (2), CON 12 (1), INT 12 (1), WIS 5 (-3), CHA 8 (-1)

Racial: +2 DEX, Lucky (re-roll 1s), Brave (adv v. fear), Nimble (move thru larger size)
sub-racial: +1 CHA, Natural Stealth (can Hide even behind +1 size creature)

Class: Fighter Style - Protection (use react to give disadv. v. attacked ally)
Second Wind (bonus act - regain d10+lvl HP)

Skills: Acrobatics +4, Deception (bkrd) +1, History +3, Stealth (bkrd) +4.

Tools: Dice Gaming Set, Thieves' Tools

Background: Criminal. Specialty: Enforcer. Feature: Criminal Contacts.
Pers: risky. Ideal: people. Bond: remittances. Flaw: forget/ignore plans.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 5d4x10 gp. Roll 12. 120+15 gp. Spent: 110 gp. Left: 25 gp.

Armor: Hide - 10 gp, AC 12+DEX. Shield - 10 gp, AC +2.
Weapon:
2x S. Sword - 10 gp. +4 atk, 1d6+2, finesse, light
(TWF s. swd. +4 atk, 1d6+2/1d6)
20x Dart - 5 cp. +4 atk, 1d4+2, finesse, thrown (rng 20/60)
1x Whip - 2 gp. +4 atk, 1d4+2, finesse, reach
Lt. Xbow - 25 gp. +4 atk, 1d8+2, ammo (rng 80/320), loading, two-handed
20x Arrows - 1 gp.

Gear: Explorer's Pack - 10 gp, 5x Ball Bearings - 5 gp, Dice Set - 1 sp, 9x Oil - 9 sp, Thieves' Tools - 25 gp.

Style/Bio: Defender halfling, hides behind employer waiting to interrupt assaults with Protection. Whips, oil, and ball bearings to control the field for getaway (AoOs, fire, & DEX checks). TWF swords for a quick finish. Again Stealth and Cover used for long and med range Xbow and Dart kiting.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#100
15, 7, 11, 9, 7, 8

Sooo many odd numbers. Easily persuades me to choose human as the race. Tempting to make a fighter, but again that is too easy. Besides, there's plenty of spells that don't slavishly run off of spell mods.

Human Cleric, Soldier Chaplain
Lvl 1, prof +2. Saves: WIS, CHA. Alg: LG
HD: d8. HP: 9  AC: 16 (18 w/ shield, 20 w/ Shield of Faith)

STR 16 (3), DEX 8 (-1), CON 12 (1), INT 10 (0), WIS 8 (-1), CHA 9 (-1)

Skills: Athletics (bkrd) +5, History +2, Intimidation (bkrd) +1, Religion +2

Tools: Card Gaming Set, Vehicle - land

Life Domain: Heavy Armor, Disciple of Life (heals extra HP = 2+spell lvl), Domain Spells (1st - Bless, Cure Wounds)

Spells DC: 9. Spell Atk: +1
Slots: at-will/2. Prep: 1+domain (Bless, Cure Wounds)
Cantrips - Guidance, Resistance, Spare the Dying
1st - usually Shield of Faith (bonus action)

Background: Soldier. Specialty: Support - Chaplain. Feature: Military Rank.
Pers: polite. Ideal: greater good. Bond: lay down life. Flaw: prideful.
Gear: Rank Insignia, Enemy Trophy, Deck of Cards, Common Clothes, pouch +10 gp.

Wealth : 5d4x10 gp. Roll 15. 150+10 gp. Spent: 135 gp. Left: 25 gp.

Armor: Chain Mail - 75 gp, AC 16. Shield - 10 gp, AC +2
Weapon:
4x Handaxe - 5 gp. +5 atk, 1d6+3, light, thrown (rng 20/60)
(TWF Handaxe. +5 atk, 1d6+3/1d6)
20x Dart - 5 cp. +5 atk, 1d4+3, finesse, thrown (rng 20/60)
4x Javelin - 5 sp. +5 atk, 1d6+3, thrown (rng 30/120)

Gear: Explorer's Pack - 10 gp, 3x Caltrops - 1 gp, Emblem - 5 gp, Lamp - 5 sp, 5x Oil - 1 sp, Donkey - 8 gp

Style/Bio: Military chaplain to stabilize dying, counsel strategists, and soothe troops. Close-mid tank, especially with Shield of Faith, for up to AC 20. Cover and ranged attacks are still important. Can shove people prone, as well as caltrops or oil the field. Highly defensive in nature.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

Quote from: Omega;766817I roll up one for an AD&D one off...

STR:8, INT:9, WIS:6, DEX:10, CON:5, CHA:6. hmmm... what the hell... Maybee an elf thief. They cant ALL be pretty. Can they? HP:1 le sigh... figures... I'll call him Marwolaeth...

This shall be extra credit. I think I can whip up something for both 5e and 2e on this. Mercifully stat mods are mostly superfluous for 2e.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

8, 10, 5, 9, 6, 6

Ahh, a challenge. Though I am getting tired of so many good stats in DEX. Again, the easiest way is work Expertise's Proficiency Bonus and let distance be your armor. That said, this one turns out into an interesting street urchin, and possible tomb raider. This is a finesse character to level up, but after lvl two Cunning Action things should go swimmingly. I love the low HP.


High Elf Rogue, Pickpocket
Lvl 1, prof +2. Saves: DEX, INT. Alg: CN
HD: d8. HP: 5.  AC: 12

STR 8  (-1), DEX 12 (1), CON 5 (-3), INT 10 (0), WIS 6 (-2), CHA 6 (-2)

Racial: Darkvision, Keen, Fey Nature, Trance.
sub race: l./s. sword, l./s. bow, Cantrip. +1 lang.

Skills: Acrobatics +3, Athletics +1, Deception (bkrd) +0, Investigation +2, Perception (race) +0, Sleight of Hand (exp) +5, Stealth (bkrd, exp) +5.

Tools: Thieves' Tools, Game Set.

Spell: Prestidigitation (snuff lighting, illusionary trinkets, etc.)

Background: Criminal. Specialty: Pickpocket. Feature: Criminal Contacts.
Pers: temper. Ideal: freedom. Bond: deadly mistake. Flaw: bad liar.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 4d4x10 gp. Roll 8. 80+15 gp. Spent: 80 gp. Left: 15 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
20x Dart - 5 cp. +3 atk, 1d4+1, finesse, thrown (rng 20/60)
1x L. Bow - 50 gp. +3 atk, 1d8+1, ammo (rng 150/600), heavy, two-hand
20x Arrow - 1 gp.

Gear: Explorer's Kit - 10 gp, 4x Ball Bearings - 1 gp, 3x Caltrops - 1 gp, Dice Set- 1 sp, Lamp - 5 sp, 4x Oil - 1 sp

Style/Bio: Can't afford dual s. swords or thieves' tools yet. Basic combat strategy is hide, cover, darkness, distance, and run. Similar strategy to work pickpocket trade. Close confrontation is the very last thing you want.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Bill

Quote from: Opaopajr;7670968, 10, 5, 9, 6, 6

Ahh, a challenge. Though I am getting tired of so many good stats in DEX. Again, the easiest way is work Expertise's Proficiency Bonus and let distance be your armor. That said, this one turns out into an interesting street urchin, and possible tomb raider. This is a finesse character to level up, but after lvl two Cunning Action things should go swimmingly. I love the low HP.


High Elf Rogue, Pickpocket
Lvl 1, prof +2. Saves: DEX, INT. Alg: CN
HD: d8. HP: 5.  AC: 12

STR 8  (-1), DEX 12 (1), CON 5 (-3), INT 10 (0), WIS 6 (-2), CHA 6 (-2)

Racial: Darkvision, Keen, Fey Nature, Trance.
sub race: l./s. sword, l./s. bow, Cantrip. +1 lang.

Skills: Acrobatics +3, Athletics +1, Deception (bkrd) +0, Investigation +2, Perception (race) +0, Sleight of Hand (exp) +5, Stealth (bkrd, exp) +5.

Tools: Thieves' Tools, Game Set.

Spell: Prestidigitation (snuff lighting, illusionary trinkets, etc.)

Background: Criminal. Specialty: Pickpocket. Feature: Criminal Contacts.
Pers: temper. Ideal: freedom. Bond: deadly mistake. Flaw: bad liar.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 4d4x10 gp. Roll 8. 80+15 gp. Spent: 80 gp. Left: 15 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
20x Dart - 5 cp. +3 atk, 1d4+1, finesse, thrown (rng 20/60)
1x L. Bow - 50 gp. +3 atk, 1d8+1, ammo (rng 150/600), heavy, two-hand
20x Arrow - 1 gp.

Gear: Explorer's Kit - 10 gp, 4x Ball Bearings - 1 gp, 3x Caltrops - 1 gp, Dice Set- 1 sp, Lamp - 5 sp, 4x Oil - 1 sp

Style/Bio: Can't afford dual s. swords or thieves' tools yet. Basic combat strategy is hide, cover, darkness, distance, and run. Similar strategy to work pickpocket trade. Close confrontation is the very last thing you want.


A pickpocket of average intelligence, and an appalling lack of wisdom.

Epic fun!

Opaopajr

Same statline for 2e.

The larger average range for stat mods, and the lack of interconnected functions to those stat mods, really allows this character to shine. First, racial requirements means this character must be human as the CON is too low for everyone else, making my choice easy. Second, the character does quite well out of the box, and with some optional widgets starts to really sing.

Human Rogue: Thief
1st lvl. AL: CG
HD: d6. HP: 4   AC: 10

STR 8.   Wgt Alw 35, Max Prs 90, Open Door 5, BB/LG 1%
DEX 10.
CON 5.  HP Adj -1, Sys Shk 45%, Rez 50%
INT 9.   #Lang 2, Spl Lvl 4th, Learn 35%
WIS 6.   MD Adj -1
CHA 6.   Max Hnc 2, Loy -3, React -2

PPD 13, RSW 14, Pet/Poly 12, Brth 15, Spll 16

Skills.   PP    OL    FRT   MS   HIS    DN    CW   RL
Base.   15    10     05    10     05    15     60      --
DEX.   -10   -05   -10   -15   -05     --      --      --
Armor.  05     --     --     10     05     --     10      --
1st Lv.  30    --      --      --     25     05     --      --
Total.    40    05    -05    05    30     20     70     --

Allowed Armor: padded, leather, studded, elven chain.
Allowed Weapon: club, dagger, dart, hd. xbow, knife, lasso, s. bow, sling, b. swd, l. swd, s. swd, staff.

Backstab x2.   Starting Wealth: 2d6x10. Roll 6. 60 gp

OPTION
WP: Blackjack (optional weapon & KO% subdue rules), Knife
NWP: Rope Use, Tightrope Walk, Tumbling

Style/Bio: Parkour pickpocket. Blackjack is for fun. No need for armor as you should run away. Let skills get you away, otherwise use falling damage as your weapon. Recommend purchasing rope, caltrops, oil, flour, more sacks, etc.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman