Let's talk chargen, post up your characters and initial impressions.
My fisrt:
QuoteHarald Barkman
Human, Male, Illuskan, Spd 30', Black Hair, Blue Eyes, Hgt 6'3, Wgt 195lbs, Age 18
Fighter (Prof.- Defense), Level 1(PB +2), AC 16 (18 w/shield), HP 11, Exp 0
Str 16 (+3) Dex 14 (+2) Con 13 (+1) Int 11 Wis 11 Cha 9 (-1) (Human (+1) all)
Alignment: Lawful neutral, Languages: Common, Elvish;
Background: Soldier, Specialty: Officer, Personality Trait: I face problems head-on. A simple, direct solution is the best path to success. Ideals: Responsibility. I do what I must, and obey just authority. (lawful) Bonds: Those who fight beside me are worth dying for. Flaw: I obey the law, even if the law causes misery.
Skills: Athletics, Intimidation; Tools: Gaming set, vehicles (land)
Bio - Third son of a northern peasant woodcutter's family, he was part of a levy for the Queen's army. After two years in a Pikeman's Square, he thought, "This is bull", and after discharge, sought adventure elsewhere; maybe to a mercenary company, or group of adventurers.
Wealth: 16gp (Starting wealth 11gp)
Equipment: (240lbs Carry Cap)
Longsword, Chain shirt, Shield, Light Crossbow & 20 bolts, Explorer's Pack, Pike
Rank Insignia (Lieutenant of the Queen's Pikes), Orc Dagger, Deck of Cards, Common clothes, Belt Pouch cont. 10gp, A shard of obsidian that always feels warm to the touch.
Saves:
Does this look right?
Overall I found it interesting, a bit fiddly, but not too much, maybe other classes might be worse. Impression is that I hope he lives for the time it took to make him.
Let's see what other people come up with. :)
So do I get two skills from class and two from background?
Quote from: dragoner;763999So do I get two skills from class and two from background?
I believe so.
And my first PC I posted in the other thread
If anyone wants a blank high res version, here you go (https://dl.dropboxusercontent.com/u/33128954/basic%20char%20sheet.pdf), from my dropbox.
(https://lh6.googleusercontent.com/-tjgOk-t_Pog/U7XCVCrLE7I/AAAAAAAABBU/SJySrzmaW68/w612-h797-no/jax+the+sly.jpg)
Thanks for the sheet. So do ftrs get +2 in anything to do with their str and dex, so his AC would be? ... huh, still only +2 max with the chain shirt though, I think.
Quote from: dragoner;764004Thanks for the sheet. So do ftrs get +2 in anything to do with their str and dex, so his AC would be? ... huh, still only +2 max with the chain shirt though, I think.
All that Saving throw for STR and CON mean is that whenever you are making a STR or CON saving throw, you add your prof bonus to your die roll (along with the appropriate ability mod)
For example, if you had 16 DEX and had to make a DEX save to avoid a trap, you'd roll 1d20+3 (dex mod). If you had a dexterity saving throw as part of your class, you'd add your prof bonus to that as well. That's my understanding anyway.
Quote from: Sacrosanct;764006All that Saving throw for STR and CON mean is that whenever you are making a STR or CON saving throw, you add your prof bonus to your die roll (along with the appropriate ability mod)
For example, if you had 16 DEX and had to make a DEX save to avoid a trap, you'd roll 1d20+3 (dex mod). If you had a dexterity saving throw as part of your class, you'd add your prof bonus to that as well. That's my understanding anyway.
Yep, thanks, that looks right, now it would be nice to lean the rules by playing, reinforce the muscle memory.
QuoteAlora
"I don't think you are happy enough! I'll teach you to be happy!"
Small Halfling (Lightfoot) Rogue (Thief)
Armour Class 15 (Leather)
Hit Points 9 (1d8+1)
Speed 25 ft.
STR 8 (-1) DEX 19 (+4) CON 12 (+1) INT 14 (+2) WIS 7 (-2) CHA 10 (+0)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +2, Investigation +4, Performance +2, Persuasion* +4, Stealth +6
Senses passive Perception 8
Languages Common, Halfling
Alignment Chaotic Good
Proficiencies Light Armour, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Dice, Playing Cards, Thieves' Tools* +
Background. Criminal (Burgler)
Feature. Criminal Contact (in Baldur's Gate)
Personality Trait. I don't pay attention to the risks in a situation.
Personality Trait. I would rather make a new friend than a new enemy.
Ideal. Freedom – Chains are made to be broken
Bond. I will become the greatest thief who ever lived.
Flaw. If there is a plan, I will forget it.
Lucky. Re-roll 1s on attacks, skills and saving throws
Brave. Advantage on saving throws versus fear
Expertise. Double Proficiency Bonus on Investigation and Thieves' Tools (already included in skills)
Halfling Nimbleness. Move through squares occupied by creatures bigger than small
Naturally Stealthy. Can hide behind creatures bigger than small
Sneak Attack. Deal extra d6 damage on first finesse attack that hits if have advantage or target within 5 foot of ally.
Thieves' Cant. Can secretly communicate with other rogues.
Equipment Shortsword [1d6 Piercing, Finesse, Light] (x2), Dagger [1d4 Piercing, Finesse, Light, Thrown (20/60)] (x2), Leather Armour, dark Clothing, Hood, Burgler's pack, Crowbar, Thieves' Tools, A four-leaf clover pressed inside a book on etiquette, 15 sp
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d6+4) piercing damage.
Thoughts.
- Character looks playable and the only thing i cheated on was taking her pre-existing Ability Scores.
- It was a lot fiddlier than I anticipated, but still nowhere near as bad a 3.5 would have been.
- Not being able to cut and paste special ability text from the .pdf is really annoying.
Quote from: jadrax;764031Thoughts.
- Character looks playable and the only thing i cheated on was taking her pre-existing Ability Scores.
- It was a lot fiddlier than I anticipated, but still nowhere near as bad a 3.5 would have been.
- Not being able to cut and paste special ability text from the .pdf is really annoying.
I chose only a few things, like soldier background, pretty meaningless anyways. Dex 19 ...schweet.
The lack of cut and paste is highly annoying; yes, it did seem fiddlier.
Quote from: dragoner;764004Thanks for the sheet. So do ftrs get +2 in anything to do with their str and dex, so his AC would be? ... huh, still only +2 max with the chain shirt though, I think.
Correct. And whatever skills your race or background is profiencent in.
Quote from: dragoner;764009Yep, thanks, that looks right, now it would be nice to lean the rules by playing, reinforce the muscle memory.
Always the best way in my opinion. You really can skip skills once you have it down and just do ability checks + your total because only your profiencency ever really changes unless you're a Rogue. And everyone has every skill anyway.
Quote from: Marleycat;764037Always the best way in my opinion. You really can skip skills once you have it down and just do ability checks + your total because only your profiencency ever really changes unless you're a Rogue. And everyone has every skill anyway.
I threw my rusty nickel in on a pbp on the geek, we'll see how it goes. I should go hunt up a pic.
Thought I'd sign up for this. Here is my first character using only the book on a first read through without any real figure checking. Only took a half an hour, which would be almost impossible on a first run through in 3.x. I'm pretty happy so far.
Name: Alton Brushgather
Race: Halfling
Class: Fighter
Level: 1
AC: 20
Initiative: 13
Hit Points: 10
Proficiency: +2
STR: 13 (+1)
DEX: 13 (+1)
CON: 11 (+0)
INT: 18 (+4)
WIS: 11 (+0)
CHA: 18 (+4)
Size: Small
Speed: 25'
Halfling Traits: Lucky (reroll ones, use second roll), Brave (Advantage against being frightened), Nimble (Move through the space of larger creatures), Stout Resilience (Advantage & resistance vs poison)
Proficiencies:
Armor: All
Weapons: Simple, Martial
Tools: Cartographer's, Vehicle (land)
Saves: STR, CON
Skills: Animal Handling, History, Investigation, Survival
Class Features:
Fighting Style: Defensive (+1 AC while wearing armor)
Second Wind
Background: Folk Hero
Feature: Rustic Hospitality
Equipment: Chain Mail (AC 17, Stealth disadvantage), Morningstar (+3, 1d8/B), shield (+2 AC) Light Crossbow (+3,1d8/P, range 80/320) loading, two handed), Explorer’s pack, Cartography tools, Shovel, Iron Pot, common clothes, belt pouch, 10 GP
Alignment: Neutral
Personality: When I set my mind to something, I follow through no matter what gets in my way.
Ideals: Sincerity. There’s no good in pretending to be something I’m not.
Bonds: I worked the land, I love the land, and I will protect the land.
Flaws: The tyrant who rules my land will stop at nothing to see me killed.
I assigned attribute rolls in order, so he might not be an ideal fighter, but I am going to hope that my high AC and mobility will let me run around with advantages breaking kneecaps.
Looks good. Yes, it does look like his stats are assigned. :)
o.k., I'll make this gripe only once and I understand it applies to more or less all roleplaying games, but here it is: Any ST score over 8 or 9 is totally ridiculous for a halfling. They weigh 40 pounds! Do you have any idea what it would look like if a 3' tall, 40 pound person got in a cage fight with a grown man? It would look like the fastest and must disturbingly unfair murder you ever witnessed. They should have ST modifier of something like -6. Or worse. I understand no one wants to play a game that recognizes this sort of reality, but I just wanted to drop my tiny truth bomb before we carry on with this deranged exercise.
Quote from: Manic Modron;764053Thought I'd sign up for this. Here is my first character using only the book on a first read through without any real figure checking. Only took a half an hour, which would be almost impossible on a first run through in 3.x. I'm pretty happy so far.
Name: Alton Brushgather
Race: Halfling
Class: Fighter
Level: 1
AC: 20
Initiative: 13
Hit Points: 10
Proficiency: +2
STR: 13 (+1)
DEX: 13 (+1)
CON: 11 (+0)
INT: 18 (+4)
WIS: 11 (+0)
CHA: 18 (+4)
Size: Small
Speed: 25'
Halfling Traits: Lucky (reroll ones, use second roll), Brave (Advantage against being frightened), Nimble (Move through the space of larger creatures), Stout Resilience (Advantage & resistance vs poison)
Proficiencies:
Armor: All
Weapons: Simple, Martial
Tools: Cartographer's, Vehicle (land)
Saves: STR, CON
Skills: Animal Handling, History, Investigation, Survival
Class Features:
Fighting Style: Defensive (+1 AC while wearing armor)
Second Wind
Background: Folk Hero
Feature: Rustic Hospitality
Equipment: Chain Mail (AC 17, Stealth disadvantage), Morningstar (+3, 1d8/B), shield (+2 AC) Light Crossbow (+3,1d8/P, range 80/320) loading, two handed), Explorer's pack, Cartography tools, Shovel, Iron Pot, common clothes, belt pouch, 10 GP
Alignment: Neutral
Personality: When I set my mind to something, I follow through no matter what gets in my way.
Ideals: Sincerity. There's no good in pretending to be something I'm not.
Bonds: I worked the land, I love the land, and I will protect the land.
Flaws: The tyrant who rules my land will stop at nothing to see me killed.
I assigned attribute rolls in order, so he might not be an ideal fighter, but I am going to hope that my high AC and mobility will let me run around with advantages breaking kneecaps.
The only thing I can see is that you applied DEX mod to AC when you're in heavy armor and it doesn't apply. So your AC should be 19. Pretty darn good though for not looking at the rules in detail. Lord knows I forget lots of stuff
AC is a bit high. Should be 19 if Chain is 17. Dexterity would need to be 14.
Chain 17, Shield +2, Defensive Fighting Style +1
Quote from: jadrax;764080Chain 17, Shield +2, Defensive Fighting Style +1
Chain is AC 16. Splint mail is 17
Quote from: Sacrosanct;764083Chain is AC 16. Splint mail is 17
Ah, so it is.
Quote from: dragoner;764034The lack of cut and paste is highly annoying
Download the Printer friendly version ;o)
Quote from: jadrax;764088Download the Printer friendly version ;o)
Nice, I'll check that out.
QuoteDynaheir
"Go here, do that. What about MY needs!?"
Medium Human Wizard (Evoker)
Armour Class 11
Hit Points 9 (1d6+3)
Speed 30 ft.
STR 11 (+0) DEX 13 (+1) CON 16 (+3) INT 17 (+3) WIS 15 (+2) CHA 12 (+1)
Saving Throws Int +5 Wis +3
Skills Arcana +5, History +5, Investigation +5, Persuasion +3
Senses passive Perception 12
Languages Common, Dwarvish, Giant
Alignment Lawful Good
Proficiencies Daggers, Darts, Slings, Quarterstaffs, Light Crossbow, Dragonchess Set
Background Noble* (Reverse engineered from starter set)
Feature. Position of Privilege
Personality Trait. I see omens in every event and action. The gods try to speak to us, we just need to listen.
Personality Trait. I blow up at the slightest insult.
Ideal. Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld.
Bond. I will complete my right of passage as a Wychlaran.
Flaw. I am not mindful of the needs of others.
Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Equipment Quarterstaff [1d6 bludgeoning, Versatile (1d8)], Spellbook, Component Pouch, Explorer’s Pack, Set of Fine Cloths, Signet Ring, Scroll of Pedigree, A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
Cantrips (3): Fire Bolt, Light, Mage Hand
Spells (6): Burning Hands, Comprehend Languages, Detect Magic, Magic Missile, Shield, Thunderwave
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d6+0) bludgeoning damage.
This one took a lot longer, not because she is a wizard but because none of the backgrounds really fit and I ended up reverse engineering noble from the starter set. The actual spell casting stuff (i.e. picking spells) took next to no time at all.
While this is true to how Dynaheir was built in second edition, now days you might want to assume she is a warlock instead. Nevertheless, I think she has worked out as a perfectly acceptable wizard PC/NPC.
Quote from: jadrax;764080Chain 17, Shield +2, Defensive Fighting Style +1
Still 19. 16+1+2. No DEX chain is heavy armour.
Quote from: jadrax;764105This one took a lot longer, not because she is a wizard but because none of the backgrounds really fit and I ended up reverse engineering noble from the starter set. The actual spell casting stuff (i.e. picking spells) took next to no time at all.
While this is true to how Dynaheir was built in second edition, now days you might want to assume she is a warlock instead. Nevertheless, I think she has worked out as a perfectly acceptable wizard PC/NPC.
Not bad.:)
Quote from: jadrax;764105This one took a lot longer, not because she is a wizard but because none of the backgrounds really fit and I ended up reverse engineering noble from the starter set. The actual spell casting stuff (i.e. picking spells) took next to no time at all.
While this is true to how Dynaheir was built in second edition, now days you might want to assume she is a warlock instead. Nevertheless, I think she has worked out as a perfectly acceptable wizard PC/NPC.
Not bad.:)
This took about 10 minutes, all random rolls.
Started off deciding to play a human fighter, as that was the first D&D character I ever made. The dice were on fire during the attribute rolls; I did 4d6-drop-lowest, in order, and pretty much got the best possible score in Str. I actually rolled all 6s for Str, so perhaps I might need to actually play this character...human adds 1 to every attribute, which is nice, but not enough to eliminate the Int penalty. He's slow, oh well.
Seriously like the backgrounds. Picked Acolyte, hey, he's a wannabe Paladin right off the bat, without any mystic abilities. That is sweet. Decided on Two-weapon fighting, but also bought a shield and longsword just in case. The equipment buying was pretty straightforward because of the packages already listed. Armor, weapons, one of those, done. I suppose I could have picked the starting equipment in the description, but rolling for starting funds is just D&D, right?
Overall, looks like a pretty capable dude to have around in a fight.
Str: 18 (all 6s)+1: 19 (+4)
Dex: 15+1: 16 (+3)
Con: 14+1: 15 (+2)
Int: 8+1: 9 (-1)
Wis: 14+1: 15 (+2)
Cha: 12+1: 13 (+1)
Human
Fighter
Fighting Style: TWF
Alignment: LG
Background: Acolyte
Personality: Nothing can shake my optimistic attitude
Ideal: Charity
Bond: I owe my life to the priest who took me in when my parent's died
Flaw: I judge others harshly, and myself even more severely
HD: d10
HP: 12
AC: 16/18
Ht: 5'10"
Weight: 236#
Skill Profs: Insight, Religion
Languages: Common, Elvish, Dwarvish, Celestial
Money: 140gp, 10gp remaining
Chainmail
Shield
Two short swords
Longsword
Explorer's Pack
I will post something Saturday but you guys vote... do you want me to roll or use the array?
Sweet, 19 str. If nothing else, we're building a helluva list of NPC's.
Quote from: Marleycat;764170I will post something Saturday but you guys vote... do you want me to roll or use the array?
What do you want to do? Personally I would do random, but I would also be interested to see what you can do with array.
Quote from: dragoner;764172What do you want to do? Personally I would do random, but I would also be interested to see what you can do with array.
Well as you know I'm horrible at rolling so it's your choice and risk I roll well. I'm sure I could make several good characters with the array.
I'd prefer the rolling method just to see if I can make a viable character like in 2e.:)
Quote from: Marleycat;764176Well as you know I'm horrible at rolling so it's your choice and risk I roll well. I'm sure I could make several good characters with the array.
I'd prefer the rolling method just to see if I can make a viable character.
It is up to you, but hey, you can do both! Why not?
Quote from: dragoner;764177It is up to you, but hey, you can do both! Why not?
I could probably do that. It would be fun. Should be able to do a standard array on my phone. When I have time tomorrow.:)
I seriously haven't rolled for ability scores in forever. So I rolled 4d6 drop 1... and rolled some ridiculous stats. 18, 17, 16, 14, 11, 9
So I decided to make a High Elf Fighter. He's better than you. Stronger than you. Faster than you. Smarter than you. He's kind of an asshole.
QuoteLorethain
Chaotic Good High Elf Fighter
Str 18 (+4) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 11 (+0) Cha 9 (-1)
Spd 30', Blonde Hair, Blue Eyes, 5'9", 135lbs
HP 12, AC 16, Initiative +4
Longsword: +6, 1d8+6, Melee
Dagger: +6, 1d4+6, Melee
Longbow: +6, 1d8+4, Range (150/600)
Racial Abilities
Cantrip: Prestidigitation, Dark Vision, Elf Weapon Training, Fey Ancestry, Trance
Class Abilities
Fighting Style: Dueling, Second Wind
Background Feature
Researcher
Proficiencies
Saving Throws: Strength, Constitution
Skills: Acrobatics, Arcana, Athletics, History, Perception
Armor: All Armor & Shields
Weapons: Simple Weapons, Martial Weapons
Languages: Common, Celestial, Draconic, Elvish, Infernal
Background: Sage
Specialty: Researcher
Personality Trait: I speak slowly when talking to idiots which almost everyone is compared to me.
Ideal: No Limits: Nothing should fetter the infinite posibility inherent in all existence.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands
Flaw: I speak without really thinking through my words, invariably insulting others.
Equipment: Studded Leather, Longsword, Longbow, Quiver and 20 Arrows, Dagger, Ink, Ink Pen, 20 pieces of Parchment, Traveller's Clothes, Explorer's Pack, Belt Pouch, 1 Gold, 4 Silver, 8 Copper
Hilariously, I even rolled his background stuff. He was just destined to be an asshole. I'm assuming that probably has something to do with the shit Charisma.
I took Prestidigitation for his cantrip because A) lots of neat small abilities, B) I figure he uses it to always look flawless, even after trudging through a swamp for 8 hours (Instant clean). Because he's better than you. And prettier too.
O.k. I really want to play Lorethain, that's some good work.
Even if feats were used in a game, if I was playing him unless something really really really looked juicy, I would be hard pressed not to have the first 3 ability increases be +2 Str, +2 Dex, +2 Int. Just to make him that much better than you.
I'm half-way through making Calandrin 'the loon'. High-Elf Rogue Folk Hero.
He steals from the rich and gives to the poor - despite his half-arsed plans, beloved of the people.
I'll try to post him up later.
Quote from: Brad;764168Personality: Nothing can shake my optimistic attitude
Man, if I rolled straight 6s for STR, I'd have an optimistic attitude as well!
Keep the characters coming, guys. This is a fun read.
Here is my first character. I randomized everything. Abilities were 4d6(drop lowest) in order. I also randomized his Cantrips (d8) and Spells Known (d12), as well as to which Background (d5) to take. I think the only thing I didn't randomize was his name, gear, hair and eye color, and his extra language.
QuoteSoveliss Amakiir
Level 1 Chaotic Neutral High Elf Wizard
Background: Criminal (Smuggler)
5’7”, 142lbs, Black Hair, Grey/Blue Eyes
Str 11
Dex 10
Con 12 +1
Int 15 +2
Wis 13 +1
Cha 11
HP: 7, AC: 10, Initiative: 0, Speed: 30’
Saving Throws: Str 0, Dex 0, Con +1, Int +4, Wis +3, Cha 0
Shortsword (Attk: +2, 1d6)
Dagger (Attk: +2, 1d4)
Shortbow (Attk: +2, 1d6)
Racial Abilities
Darkvision, Keen Senses, Fey Ancestry, Trance
Prestidigitation
Languages
Common, Elvish, Goblin
Class Abilities
Spellcasting, Arcane Recovery
Saving Throws: Int, Wis
Skills
Arcana, History, Deception, Stealth
Thieves Tools, Dicing Set
Cantrips
Cancing Lights, Mage Hand, Minor Illusion
Spells Known
Thunderwave, Charm Person, Detect Magic, Burning Hands, Mage Armor, Comprehend Languages
Personality
Slow to Trust
Ideal
Honor
Bond
I will become the greatest Smuggler of them all
Flaw
I turn tail and run when things look bad
Gear
Shortsword, Dagger, Shortbow, Quiver and Arrows (20), Crowbar, Thieves Tools
Spellbook, Component Pouch, Rod, Pen and Ink (1oz Bottle)
Dark common Clothes with hood, belt pouch, Explorers Pack, Mess Kit
Rabbits foot Trinket
Coin
72gp, 7s
Quote from: Emperor Norton;764315So I decided to make a High Elf Fighter. He's better than you. Stronger than you. Faster than you. Smarter than you. He's kind of an asshole.
Ack you beat me to it! I was gonna make a Fighter-Sage and be all :cool:
Ah well, I'll do it anyway. I was going for more of a Fantasy version of Indiana Jones.
QuoteBran Windrivver
Neutral Good Human Fighter (Sage)
"Hey pal: that Infernal Idol you've got belongs in the University! Hand it over!"
Str 15 (+2) Dex 14 (+2) Con 14 (+2) Int 13 (+1) Wis 13 (+1) Cha 11 (+0)
Spd 30', Brown Hair, Green Eyes, 5'11", 146lbs
HP 12, AC 15, Initiative +2
War Pick: +4, 1d8+2, Melee
Whip: +4, 1d4+2, Melee (Finesse, Reach)
Dagger: +4, 1d4+2, Melee
Light Crossbow: +4, 1d8+2, Range (80/320, loading, two-handed)
Class Abilities
Fighting Style: Two-Weapon Fighting, Second Wind
Background Feature
Researcher
Proficiencies
Saving Throws: Strength, Constitution
Skills: Acrobatics, Arcana, Athletics, History
Armor: All Armor & Shields
Weapons: Simple Weapons, Martial Weapons
Languages
Common, Dwarvish, Elvish, Halfling
Background: Sage
Specialty: Professor
Personality Traits: There’s nothing I like more than a good mystery. I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Bond: I work to preserve a library, university, scriptorium, or monastery.
Flaw: I am easily distracted by the promise of information.
Equipment
Chain shirt, War Pick, Whip, Dagger, light crossbow, 20 bolts, explorer's pack, bottle of black ink, quill, 5 sheets of parchment, Case (map or scroll), small knife, a letter from a dead colleague (rival) posing a question you have not yet been able to answer, set of common clothes, set of traveler's clothes, grappling hook, crowbar, belt pouch.
I went with point-build for stats ('cause I've never really done that before) and I chose weapons not for mechanical efficiency but because I thought that they were cool and thematic.
EDIT: even with all of the similarities, these two characters feel pretty different!
First Attempt.
Used 3d6 in order, exchanged one roll for another (in this case, STR with DEX). I used an electronic dice roller, which, to me, rolled a tad high, but...
Balthazar Jonas (aka "Credit Jones")
Saying you're not out for yourself is the first, and worst, lie we ever tell."
Lvl 1 Human Rogue (Smuggler) Really thought about making this guy a fighter with the criminal BG, because I wanted to use the Duelist style (I like single-weapon). May still do this.
Balthazar was a "businessman," a smuggler who was a bit too soft-hearted for the harsh end of his trade. His tendency to extend too much credit gained him his nickname. After several years of general success selling illegal wares up and down the rivers and coastline, he was betrayed by his partners and tossed in the klink with villains of all stripe. There, he earned the respect of an old half Orc named Gort, from whom he learned how to read people and situations, and to use knowledge to his own benefit. After serving 5 years hard labor (of a 10 year sentence), he obtained his freedom by exchanging favors and influence to garner the help of a single guard, who then attempted to renege on the deal, and extort additional payments from Balthazar, in perpetuity. Credit was forced to kill the man to cover his tracks. He fled to parts unknown, laid low for two years, then re-emerged, seasoned, in-shape, and certainly, a great deal wiser. He took his pejorative nickname as his new moniker, and returned to the scene of his "first life," as he calls it, using the skills his harsh experiences have taught him. Though ostensibly not a criminal by trade, his lifestyle has forced him to earn money through mostly disreputable means. Even so, Credit tries to maintain his own sense of honor in his dealings, and still burns to take vengeance on the people who abandoned him, not by taking their blood, but by destroying their livelihood. He will work with almost anyone, take almost any job that gains him favor or influence, which he intends to someday use against his ex-partners.
STATS:
STR 13 (+1), CON 13 (+1), DEX 17 (+3), INT 9 (-1), WIS 14 (+2), CHA 14 (+2)
Alignment: Nuetral (though I'm wondering about CG?)
Skills: Deception (+4)*, Insight (+4)*, Stealth +2, Intimidation +2, Persuasion +2
Tools: Thieve's Tools +2, Gaming Set (Cards) +2
Languages: Thieve's Cant, Orc
Abilities: Sneak Attack (d6), Expertise*
Personality:"
IRONICALLY SANCTIMONIOUS: "I know bad people, I've done bad things. But I'm not bad."
ETERNALLY SUSPICIOUS: "Earning my trust is nigh impossible (but once you have it, it is yours forever)."
Ideals:
JUSTICE: "I pursue individual justice, regardless of what the law says."
Bonds:
REVENGE: "I will eventually find and destroy the partners who abandoned me."
Flaws:
LIAR: "Because of my first life, I'm a pathological liar, especially when it comes to lies of omission."
QuoteKagain
"Gold runs the world kid, the faster ya learn that the better life'll treat ya."
Medium Dwarf (Mountain) Fighter (Champion)
Armour Class 19 (Chain Mail and Shield)
Speed 25 ft.
Hit Points 15 (1d10+5)
STR 16 (+3) DEX 12 (+1) CON 20 (+5) INT 15 (+2) WIS 11 (+0) CHA 8 (-1)
Saving Throws Str +5 Con +7
Skills Animal Handling +2, Deception +1, Intimidation +1, Stealth +3
Languages Common, Dwarvish
Alignment Lawful Evil
Proficiencies Simple Weapons, Martial Weapons, all Armor, Shields, Playing Cards, Smith’s Tools, Thieves’ Tools
Background Criminal (Enforcer)
Feature Criminal Contact (in Beregost)
Personality Trait. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
Personality Trait. I need an ale.
Ideal. I will do whatever it takes to become wealthy.
Bond. I was hired to guard a caravan that was lost, and the family that employed me wants their money back.
Flaw. When faced with a choice between money and my friends, I usually choose the money.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Fighting Style (Defense). While you are wearing armor, you gain a +1 bonus to AC.
Second Wind. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Equipment Battleaxe [1d8 Slashing, Versatile (1d10)], Light Crossbow [1d8 Piercing, Ammunition (range 80/320), loading, two-handed], Chain Mail, Shield, Dark Clothing, Hood, Crowbar, Explorer’s Pack, 15 gp, A gemstone that looks like a lump of coal when examined by anyone but you
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d8+3) Slashing damage.
Next in the sequence that is actually creatable under basic*. Possibly would be more true to the game if his background was some sort of shopkeeper than criminal, but this works. Looks really hard to kill, although the fact that he had Con 20 helps a lot!
*Edit, actually this is a lie, Imoen was the next in the sequence that could be done, but I wanted to do a fighter rather than a second rogue.
Quote from: Necrozius;764370EDIT: even with all of the similarities, these two characters feel pretty different!
Obviously they are very different.
Lorethain is just better.
:P.
Quote from: Emperor Norton;764315Hilariously, I even rolled his background stuff. He was just destined to be an asshole. I'm assuming that probably has something to do with the shit Charisma.
Same with the fighter I rolled, at first I going to make him a folk hero, but the lawful neutral "soldier" background just fit so much better.
Lorethain is a bit of a ringer; why not put that 18 score in one of his racially boosted stats and get a 20?
QuoteOmega - Chaotic Good Human Wizard Sage Level: 1
STR : 14 +2
DEX : 16 +3
CON : 14 +2
INT : 16 +3
WIS : 10 -
CHA : 16 +3
AC : 3 - Speed : 30
HD : 1d6 - HP : 8
EXP : - Need : 300 - Proficiency : +2 - Saves : INT/WIS
SPELLS: c: 3 - L1: 2 - L2: - L3: - L4: - L5: - L6: - L7: - L8: - L9:
Proficiencies: Arcana, History, Investigate, Nature (Took nature as Im doubled up on Arcana and History as is, and theres no other way to access Nature and it fits the character).
Wealth: 0gp. (Started with 160)
Weapon: Staff: 1d6/1d8 and Darts: 1d4 piercing. (till I can lay hands on a shield... heh-heh) I bought darts for when flinging spells is not an option. Six should cover the duration of most combats and I can hopefully retrieve them afterwards.
Spell focus: A fist sized chunk of Obsidian (Same as the one sitting on my desk and that has been with me for 4 decades now.)
Background: Sage - Specialty: Researcher.
Languages: Common, Elven, Gnoll, Draconic, last one left open to pick up later.
Trait: I loves me a mystery. Ideal: No limits! raaaah! Bond: I hide an ancient secret that must not fall into the wrong hands. Flaw: I sometimes overlook obvious solutions for complex ones. Fear my Rube Goldberg solutions!
Cantrips: Shocking bolt: (Rethemed Ray of frost. Same damage and effect) Mage Hand, Light
1st level spells: Sleep, Identify, Detect Magic, Mage Armour, Shield, Comprehend Languages.
Possessions:
A Caravan home and a draft horse to pull it. This breaks the bank for now. But I like my comfy little mobile base!
A Lantern that I will light with the Light cantrip.
Basic stuff, such as food, mapping paper, scholars kit.
Trinket: A medallion with a rat symbol. From one of my information contacts in a city.
Here is a preliminary. Rolled up just to see what would get and whooo! three 15s and two 13s??? Stats are in order. I went with Wizard as well. I usually do play one and I want to see how Basic Wizard plays vs the playtest Mage. Though with those stats I could have gone with any class well.
Main focus is on information gathering and knowing whats what.
Chargen whipped along pretty quick. No major hitches aside from having to scroll through a few pages to get to more of the chargen info. Feels a bit disjointed there. Otherwise nothing vexing.
Most of this fit on an index card.
All y'all are fucking up; you are supposed to pick 2 personality traits, not 1.
Quote from: Larsdangly;764526All y'all are fucking up; you are supposed to pick 2 personality traits, not 1.
Noted and fixed.
I think that we should start a thread to come up with more Traits, Ideals and Bonds. The ones in the Basic PDF are okay, but I think that we could use more.
Quote from: Necrozius;764527Noted and fixed.
I think that we should start a thread to come up with more Traits, Ideals and Bonds. The ones in the Basic PDF are okay, but I think that we could use more.
I think we will have plenty in about 10 days? Least I hope so.
Quote from: Larsdangly;764526All y'all are fucking up; you are supposed to pick 2 personality traits, not 1.
I took mine twice! :hand:
Quote from: Omega;764536I think we will have plenty in about 10 days? Least I hope so.
I must have missed something. Sorry: what's coming out in 10 days?
Quote from: Larsdangly;764526All y'all are fucking up; you are supposed to pick 2 personality traits, not 1.
This is kind of what this is all about, learning to fly.
Quote from: Larsdangly;764526All y'all are fucking up; you are supposed to pick 2 personality traits, not 1.
Not me. I'm skipping that part all together :)
Put me in the bucket of role-players who will ignore that rule because traits are something you roleplay out without needing to be written down anywhere. Character sheets are for stats, abilities, and inventory only.
Quote from: Sacrosanct;764573Not me. I'm skipping that part all together :)
Put me in the bucket of role-players who will ignore that rule because traits are something you roleplay out without needing to be written down anywhere. Character sheets are for stats, abilities, and inventory only.
So I guess you don't make a note of your character's appearance, or... I dunno, their name?
Quote from: Necrozius;764545I must have missed something. Sorry: what's coming out in 10 days?
Players Handbook on the 14th isnt is? That would be when it gets the first update?
Or am I mixing up dates?
Curse you low wisdom score! :o
Quote from: Omega;764604Players Handbook on the 14th isnt is? That would be when it gets the first update?
Or am I mixing up dates?
Curse you low wisdom score! :o
July 14th is the Official Release Date of the Starter Set, when it goes wide. Nothing gets added to Basic at that point except maybe the Starter Set stuff.
PHB is August 19th.
Hoard of the Dragon Queen is August 19th.
MM is September 30th.
Rise of Tiamat is October 21st.
DMG is November 18th.
So we ain't getting shit for Basic until August 19th.
Traits are worth noting because they are one of the bases of Inspiration, which is a cool rule that will encourage and enrich roleplaying. Not just cruft for the character sheet.
Quote from: Larsdangly;764617Traits are worth noting because they are one of the bases of Inspiration, which is a cool rule that will encourage and enrich roleplaying. Not just cruft for the character sheet.
If by "roleplaying" you mean exiting the point of view of the character, viewing the character from the third person and then making OOC decisions, then sure.
Me, I kind of mean by roleplaying, playing a role, YMMV.
Quote from: LibraryLass;764594So I guess you don't make a note of your character's appearance, or... I dunno, their name?
name, yes. Physical description, never have. Takes up space for no good reason. I know what my PC looks like and I describe him or her when they are first introduced.
and I have no use for a rule that encourages role-playing. I've been doing this long enough that I know how to roleplay, and do so because it's fun. Don't need another mechanic for it.
Quote from: CRKrueger;764611July 14th is the Official Release Date of the Starter Set, when it goes wide. Nothing gets added to Basic at that point except maybe the Starter Set stuff.
PHB is August 19th.
Hoard of the Dragon Queen is August 19th.
MM is September 30th.
Rise of Tiamat is October 21st.
DMG is November 18th.
So we ain't getting shit for Basic until August 19th.
PHB's coming early to preferred stores too. So I expect we'll get it whenever that happens like we did with the starter set.
Quote from: Sacrosanct;764626name, yes. Physical description, never have. Takes up space for no good reason. I know what my PC looks like and I describe him or her when they are first introduced.
and I have no use for a rule that encourages role-playing. I've been doing this long enough that I know how to roleplay, and do so because it's fun. Don't need another mechanic for it.
That's not a stat. :D
Quote from: CRKrueger;764611July 14th is the Official Release Date of the Starter Set, when it goes wide. Nothing gets added to Basic at that point except maybe the Starter Set stuff.
PHB is August 19th.
Hoard of the Dragon Queen is August 19th.
MM is September 30th.
Rise of Tiamat is October 21st.
DMG is November 18th.
So we ain't getting shit for Basic until August 19th.
PHB's coming early to preferred stores too. So I expect we'll get it whenever that happens like we did with the starter set.
Quote from: LibraryLass;764675PHB's coming early to preferred stores too. So I expect we'll get it whenever that happens like we did with the starter set.
So maybe August 1st? My FLGS is a WotC network store so they will get it early.
And we can see why I prefer point buy or an array, because below is 4d6 drop 1 in order:
QuoteLightfoot Halfling, Rogue 1, Criminal (Spy/Blackmailer)
Languages: Common, Halfling, Thieves' Cant
Str 7 -2
Dex 13(11) +1
Con 12 +1
Int 12 +1
Wis 13 +1
Cha 15(14) +2
Proficiencies:
Skills: Deception, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Expertise: Deception, Persuasion
I stopped there because I think that defines the core of the character and everything after that would depend a lot on the setting.
Quote from: Brander;764723And we can see why I prefer point buy or an array, because below is 4d6 drop 1 in order:
I stopped there because I think that defines the core of the character and everything after that would depend a lot on the setting.
Better than my usual rolls.
..
Quote from: Brander;764723And we can see why I prefer point buy or an array, because below is 4d6 drop 1 in order:
I stopped there because I think that defines the core of the character and everything after that would depend a lot on the setting.
You just wait I haven't shown you how bad I am with d6's...that's far better then my usual.
Dogonyaro Salaam, Fulani griot
Human Male Cleric, Hausa
Curly Black Hair, Almond Eyes, Hgt 5'6", Wgt 115 lbs, Age 29
Aln: NG. Spd 30'. Lang: Fulani, Arabic, Yoruba, Fon
Level 1(PB +2), AC 16 (18 w/shield), HP 8
point buy: 15, 15, 13, 9, 9, 8. +1 all for human.
Str 9 (-1) Dex 14 (+2) Con 10 (0) Int 10 (0) Wis 16 (+3) Cha 16 (+3)
Background: Sage/griot. Specialty: Researcher.
Personality: I like a good mystery. Bonds: It is my duty to protect my students.
Saves: Wisdom, Charisma.
Skills: Arcana, History, Insight, Persuasion.
Equipment:
starting class - mace, scale mail (AC 14+Dex cap2), lt. xbow + 20 bolts, explorer's pack, shield, holy symbol.
starting background - ink, quill, small knife, dead colleague's letter, set of common clothes, belt pouch +10gp.
planned purchases - dagger, mule, pack harness, trade goods: salt, cinnamon, goats...
Wealth: 5d4x10 gp. Roll 11. 110 gp.
Spells:
Cantrips - Guidance, Sacred Flame, Thaumaturgy.
Prepared - Command, Detect Magic, Healing Word, Sanctuary.
Trinket: a set of bone pipes
Bio - West African griot wandering his lord's lands collecting and dispersing news and wisdom. Thaumaturgy is ALWAYS ON, in triplicate, with Guidance a common follow-up; it announces his presence, demands respect of allies, intimidates enemies, and gives an excuse to practice his bone pipes. Preferring to read intentions and persuade others before combat, with ominous Thaumaturgy on intimidation and deception is often a solid back-up plan (esp. w/ Command & Sanctuary).
Don't forget your two domain spells that are auto-prepared.:)
I don't have a domain as Basic only covers Life domain, and his domain would be Knowledge at best.
Indira Sathrabani, Palace Daeva
Human Female TWF Fighter, Ceylon
Wavy Brown Hair, Hazel Eyes, Hgt 5'8", Wgt 145 lbs., Age 23
Level 1 (PB +2), AC leather 12 (shld 14), chain bikini 14 (shld 16), HP 13.
4d6 drop lowest, arrange to taste = 11,15,6,16,17,17. lucky s.o.b. Human, +1 all.
STR 18 (+4) DEX 12 (+1) CON 17 (+3) INT 7 (-2) WIS 18 (+4) CHA 16 (+3)
Background: Soldier. Specialty: Standard Bearer. Feature: Military Rank.
Personality: Like being strong and breaking things. Ideal: Nation. Bond: brothers-in-arms. Flaw: Hate Enemies Blind and Unreasoning
Saves: STR +6, CON +5
Skills: Athletics +6, Intimidation +5, Insight +6, Perception +6
Passive Perception: 16.
Equip:
start class - Leather, Longbow, 20x Arrows, Whip, Shield, 2x Handaxe, Explorer's Kit.
start background - gaming set (parcheesi), vehicle (chariot), rank insignia, enemy trophy, clothes set, pouch +10 gp.
Planned purchases: Chain Shirt (bikini), oodles more Handaxes, jewelry & pretty saris.
Wealth: 5d4x10 gp. Roll 14. 140 gp.
bow atk +5, dmg 1d8+3. whip atk +6, dmg 1d4+4 reach. TWF handaxes atk +6, dmg 1d6+4/1d6+4 thrown.
bio - Sri Lankan kingdom's palace nod to Kali-ma. Fiercely devoted to her land and people, explores the riches of Ceylon, and smashes things. Likes to look good afterwards. Attacks from a distance before closing in for the kill. Likes whipping solo combatants to death with kiting tactics when really mad.
Quote from: CRKrueger;764619If by "roleplaying" you mean exiting the point of view of the character, viewing the character from the third person and then making OOC decisions, then sure.
Me, I kind of mean by roleplaying, playing a role, YMMV.
I get the feeling that the Traits are just a more detailed version of straight up Alignment. Experienced roleplayers don't need them, really, but I find that they help to generate ideas (I'm loving random tables for this sort of thing). They're inspirational, at the very least.
Quote from: Necrozius;764768I get the feeling that the Traits are just a more detailed version of straight up Alignment. Experienced roleplayers don't need them, really, but I find that they help to generate ideas (I'm loving random tables for this sort of thing). They're inspirational, at the very least.
Traits so far seem like alignment hooks as it were. Or a way to randomly generate alignment.
I like the traits so far, so that playing around with them seems fun, if they became annoying I would chuck them over he side. I wrote the couple of lines of bio at the very beginning without rolling anything, just to give myself a mental picture of what kind of person I was creating. But with that in mind, people can and often do change over time, so it really is just a good start.
Quote from: CRKrueger;764619If by "roleplaying" you mean exiting the point of view of the character, viewing the character from the third person and then making OOC decisions, then sure.
Me, I kind of mean by roleplaying, playing a role, YMMV.
that's how you see it?
I would just consturct a world view that took the various traits into play and then play that. Just like if I am playing an NPC I have designated as "surley guard, likes beer"
They are training wheels for sure but it is always good practice to think through some of a PCs core attitudes about stuff before you start playing so you can react naturally when things come up.
,
Quote from: jibbajibba;765895that's how you see it?
I would just consturct a world view that took the various traits into play and then play that. Just like if I am playing an NPC I have designated as "surley guard, likes beer"
They are training wheels for sure but it is always good practice to think through some of a PCs core attitudes about stuff before you start playing so you can react naturally when things come up.
Going to have to agree with you,. They are just easy clues to how you want to play the numbers beyond just the numbers for people that just want to play and don't think about the game beyond the table. I mean...great a) I'm haughty, b) I know my way around Hammnet's church and maybe some Friar is an old friend c) I spend all my money on women any chance I get. Done. Probably good or neutral and lawful or chaotic, doesn't work as any evil for me. And we play and I have a solid idea how to play him or her immediately.
Quote from: jibbajibba;765895I would just consturct a world view that took the various traits into play and then play that. Just like if I am playing an NPC I have designated as "surley guard, likes beer".
Quote from: Marleycat;765898Going to have to agree with you,. They are just easy clues to how you want to play the numbers beyond just the numbers for people that just want to play and don't think about the game beyond the table.
That's how
you want to use them, ok, but that's
not what the Basic Rules say, they say...
Quote from: BasicYour DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game. You either have inspiration or you don't—you can't stockpile multiple "inspirations" for later use.
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
If it's
1. Something I can choose to spend as a Player that comes from roleplaying, it's by definition OOC.
2. If it gives mechanical advantage from an OOC pov, then it's a metagame mechanic.
3. If it can be transferred to another player, (which then allows me to get Inspiration again since I no longer have it) then it's an economy.
Choose to completely ignore it if you want to,(I suspect most people will) but don't pretend you're not houseruling the thing, because you are.
Quote from: CRKrueger;765906That's how you want to use them, ok, but that's not what the Basic Rules say, they say...
If it's
1. Something I can choose to spend as a Player that comes from roleplaying, it's by definition OOC.
2. If it gives mechanical advantage from an OOC pov, then it's a metagame mechanic.
3. If it can be transferred to another player, (which then allows me to get Inspiration again since I no longer have it) then it's an economy.
Choose to completely ignore it if you want to,(I suspect most people will) but don't pretend you're not houseruling the thing, because you are.
I will immediately toss the 'doling out' inspiration for roleplay in the trash.
Might possibly use the inspiration mechanic for unusual situations, such as a god empowering a cleric to do his will directly.
Quote from: CRKrueger;765906That's how you want to use them, ok, but that's not what the Basic Rules say, they say...
If it's
1. Something I can choose to spend as a Player that comes from roleplaying, it's by definition OOC.
2. If it gives mechanical advantage from an OOC pov, then it's a metagame mechanic.
3. If it can be transferred to another player, (which then allows me to get Inspiration again since I no longer have it) then it's an economy.
Choose to completely ignore it if you want to,(I suspect most people will) but don't pretend you're not houseruling the thing, because you are.
Wouldn't be the first time. I haven't decided how or even if Inspiration will be used in my games.
Quote from: Marleycat;765968Wouldn't be the first time. I haven't decided how or even if Inspiration will be used in my games.
In my game, I use luck, though I've seen people use karma (but that is kind of using karma wrong); it's just a little something for the something. Inspiration seems about the same deal.
Quote from: dragoner;765969In my game, I use luck, though I've seen people use karma (but that is kind of using karma wrong); it's just a little something for the something. Inspiration seems about the same deal.
Pretty much.
Inspiration=the carrot mentality. Probably the right approach to get player investment but for some reason reminds me of students who want extra credit for fulfilling expectations.
Quote from: honesttiago;766012Inspiration=the carrot mentality. Probably the right approach to get player investment but for some reason reminds me of students who want extra credit for fulfilling expectations.
Exactly. Playing well is its own reward. I prefer a Fate re-roll once per session.
Quote from: honesttiago;766012Inspiration=the carrot mentality. Probably the right approach to get player investment but for some reason reminds me of students who want extra credit for fulfilling expectations.
More like above and beyond. I think it was Napoleon who said: "Given enough ribbon, I can conquer the world." In regards to giving awards and medals for bravery in battle. I regard the award of inspiration similarly, but it is a GM fiat-ish thing.
You know, I can actually see the intent behind the mechanics for ideals/bonds/flaws.
It's no secret that the most recent iteration of D&D was all about combat tactics, and there didn't seem to be a lot of effort put into roleplaying. Most gaming sessions, because combat took so freaking long, comprised 90% of the actual time spent moving pieces around and not doing interaction or exploration.
So there were a lot of players introduced on the 4e model who never really spent a lot of time actually role-playing. So in order to incentive these players and to show them what they were missing, 5e has a hard coded rule that emphasizes the benefits of those other two pillars that were overshadowed by combat tactics.
Granted, it's a part of the game I'll never use, as like many have said, good role-playing is its own reward, but I can see why they went there.
Most of my group consists of experienced gamers, and even the less experienced ones have caught on very quickly, so I don't think we'll really need any extra incentive for the role-playing of personality traits or bonds.
And, at least for the time being, there are enough other new or modified things to adjust to, that we'll probably pass on this particular ornament.
Quote from: Sacrosanct;766025You know, I can actually see the intent behind the mechanics for ideals/bonds/flaws.
It's no secret that the most recent iteration of D&D was all about combat tactics, and there didn't seem to be a lot of effort put into roleplaying. Most gaming sessions, because combat took so freaking long, comprised 90% of the actual time spent moving pieces around and not doing interaction or exploration.
So there were a lot of players introduced on the 4e model who never really spent a lot of time actually role-playing. So in order to incentive these players and to show them what they were missing, 5e has a hard coded rule that emphasizes the benefits of those other two pillars that were overshadowed by combat tactics.
Granted, it's a part of the game I'll never use, as like many have said, good role-playing is its own reward, but I can see why they went there.
It's a classic Forge technique. Teach those filthy little Gamists how to be good Narrativists through Pavlovian reward mechanisms for thinking about their character's story. So we get RoS Passions-Lite.
Quote from: CRKrueger;766085It's a classic Forge technique. Teach those filthy little Gamists how to be good Narrativists through Pavlovian reward mechanisms for thinking about their character's story. So we get RoS Passions-Lite.
I never thought I'd see another human being get infected with Pundit's ridiculous paranoia.
Quote from: LibraryLass;766187I never thought I'd see another human being get infected with Pundit's ridiculous paranoia.
Yeah, I don't think it's nearly as tin foil hat as that. I just think it's a natural result of having a game where 95% of the actual game play was on tactical combat, and therefore role-playing for exploration and interaction were largely ignored or not part of the game, and most certainly didn't reward the PCs for it.
So I see the intent of having that mechanic, even if it's not a mechanic I personally like.
Quote from: Sacrosanct;766191Yeah, I don't think it's nearly as tin foil hat as that. I just think it's a natural result of having a game where 95% of the actual game play was on tactical combat, and therefore role-playing for exploration and interaction were largely ignored or not part of the game, and most certainly didn't reward the PCs for it.
So I see the intent of having that mechanic, even if it's not a mechanic I personally like.
I like the mechanic but understand why some would dislike it. But like the whole LBGT paragraph it doesn't hurt a thing and is probably needed because there will be plenty of players coming in that either never played or only played 4e which as we know largely ignored exploration and interaction to focus on combat.
Quote from: Marleycat;766195I like the mechanic but understand why some would dislike it. But like the whole LBGT paragraph it doesn't hurt a thing and is probably needed because there will be plenty of players coming in that either never played or only played 4e which as we know largely ignored exploration and interaction to focus on combat.
Well, unlike the LGBT paragraph, ideals/flaws/bonds is actually a pretty big baked in rule. That's a significant difference. With my own group it's a non issue because they all will be OK with ignoring that rule. I just need to make sure I state it up front that I won't be playing that rule when I do FLGS games.
Quote from: Sacrosanct;766199Well, unlike the LGBT paragraph, ideals/flaws/bonds is actually a pretty big baked in rule. That's a significant difference. With my own group it's a non issue because they all will be OK with ignoring that rule. I just need to make sure I state it up front that I won't be playing that rule when I do FLGS games.
I don't see it as being baked in so I see no reason it couldn't be ignored if that's your preference. But then again it's very White Wolf, Fate, Burning Wheel to me all games I like and play.
Quote from: LibraryLass;766187I never thought I'd see another human being get infected with Pundit's ridiculous paranoia.
Quote from: Sacrosanct;766191Yeah, I don't think it's nearly as tin foil hat as that. I just think it's a natural result of having a game where 95% of the actual game play was on tactical combat, and therefore role-playing for exploration and interaction were largely ignored or not part of the game, and most certainly didn't reward the PCs for it.
So I see the intent of having that mechanic, even if it's not a mechanic I personally like.
What paranoia? I didn't say Mearls was a Forgite, I said it was a classic Forge technique. Mearls threw it in as a bone thrown to the narrative folks. We all knew it was coming,
everyone is getting a bone in 5e. I'm just surprised to see it in the most trimmed down version of the rules.
WotC isn't really good at anything other then exception-based mechanics, so their attempt at "non-combat mechanics" so far hasn't been stellar. Inspiration and most Features are hamfisted proof that while Mearls may have figured out that the criticism of 4e was valid, he still hasn't gotten basic non-Magic game theory of the last decade down yet.
If you're debating that it wasn't a Forge technique to teach Gamists to be Narrativists, you're simply ignorant of the discussions on the topic there.
Quote from: CRKrueger;765906That's how you want to use them, ok, but that's not what the Basic Rules say, they say...
If it's
1. Something I can choose to spend as a Player that comes from roleplaying, it's by definition OOC.
2. If it gives mechanical advantage from an OOC pov, then it's a metagame mechanic.
3. If it can be transferred to another player, (which then allows me to get Inspiration again since I no longer have it) then it's an economy.
Choose to completely ignore it if you want to,(I suspect most people will) but don't pretend you're not houseruling the thing, because you are.
But traits etc are not directly tied to the inspiration mechanic.
Traits are character features the inspiration mechnaic is a tool that used traits just like saving throws are a tool that use your base statistics.
If you don't like the saving throw mechanic you can change it for something else without haveing to dump Str, Int, Wis etc.
So I can see that you might not like inspiration, personally I see it as no different to giving a bennie in SW for good roleplay and closely related to giving extra XP for roleplay in ever edition of D&D since whenever, however, I think that in the hands of a decent DM who encourages roleplay the whole thing will seem pretty seemless. The player will construct a character based round those traits they will role play it and occassionally the DM will give them a token they can spend to get advantage on a roll thus encouraging roleplay.
Quote from: jibbajibba;766241The player will construct a character based round those traits they will role play it and occassionally the DM will give them a token they can spend to get advantage on a roll thus encouraging roleplay.
I don't see how giving someone a token in an OOC economy encourages IC thinking. It does encourage meta-thinking about "how this character is supposed to act" from a third person authorial perspective, which is why otherwise very crunchy games like The Riddle of Steel and Burning Wheel were lauded by the Storygames crowd for encouraging the dramatic view of players choosing to engage in activities that reinforced the personality traits.
Compared to those systems, Inspiration is very minor, advantage on one single roll if I currently have the Inspiration condition flagged. Also true to design philsophy, it can easily be flushed with zero affect on the rest of the game.
However, IME, RPing is it's own reward. People try it straight, with no OOC tie-ins, no dramatic logic, no 4th wall breaking genre convention knowledge (and frankly there are people who have played for decades that have never done this, their mindset is always a layer removed) and they're hooked...or they're not, YMMV. In any case mechanical reinforcement of Roleplaying is not teaching or rewarding Roleplaying, it's by definition of being OOC when acquired and used rewarding director stance at best.
Quote from: CRKrueger;766366I don't see how giving someone a token in an OOC economy encourages IC thinking. It does encourage meta-thinking about "how this character is supposed to act" from a third person authorial perspective, which is why otherwise very crunchy games like The Riddle of Steel and Burning Wheel were lauded by the Storygames crowd for encouraging the dramatic view of players choosing to engage in activities that reinforced the personality traits.
Compared to those systems, Inspiration is very minor, advantage on one single roll if I currently have the Inspiration condition flagged. Also true to design philsophy, it can easily be flushed with zero affect on the rest of the game.
However, IME, RPing is it's own reward. People try it straight, with no OOC tie-ins, no dramatic logic, no 4th wall breaking genre convention knowledge (and frankly there are people who have played for decades that have never done this, their mindset is always a layer removed) and they're hooked...or they're not, YMMV. In any case mechanical reinforcement of Roleplaying is not teaching or rewarding Roleplaying, it's by definition of being OOC when acquired and used rewarding director stance at best.
But 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
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.
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]).
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!
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...
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.
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.
They look good.
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.
This one might be fun to multiclass into Fighter.....
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.
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.
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.
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.
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!
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.
I notice the 5e version is far more combat worthy, got Cantrip widgets, and almost emulates 2e Thief & NWP skills. The 2e advantage is those skills are considered professional level, and no real need for rolling out menial and moderate tasks. Also, 2e gave me a clear pre-req and got on with the chargen, the low stats in general not having that great a negative effect. Whereas I had to backwards engineer 5e by race/class/background bonuses to get something more viable, as stat mods and proficiency bonus manipulation is key.
5e still feels very WotC in chargen construction, as I still feel I have to construct backwards. I am surprised how much we have overlooked the stat mod progression, and its integrated usage everywhere, in WotC D&D criticisms. Inflationary treadmill is a good description. However, compared to 3e Voltron-esque multi-class dabbling, and 4e "must sport an 18 or pair of 16s to ride," it emulates TSR characters with less fuss.
The power curve is still high for me. But I'll have to play more to get a sense how this power level's perspective will shape setting. Again, a little too tightly calibrated to easily shuffle in new settings and adjust reception. Yet considering WotC's previous works, this might be a marked improvement.
7, 7, 15, 11, 13, 14
Five odd numbers, human is the obvious race choice. I decided to fashion my own Peace Domain to see how easy it is. So far the template is: bonus profs, 1st lvl power, bonus spells. I tried to tap material already extant, hence net weapon prof and fighter style - protection.
Human Cleric, Acolyte Mediator
Lvl 1, Prof +2. Saves: WIS, CHA. Alg: LG
HD: d8. HP: 11. AC: 13 (15 w/ shield)
STR 8 (-1), DEX 8 (-1), CON 16 (3), INT 12 (1), WIS 14 (2), CHA 15 (2)
Skills: History +3, Insight (bkrd) +4, Perform (domn) +4, Persuade +4, Religion (bkrd) +4
Tools: none.
Peace Domain: Bonus Prof - Net, Perform. "Break It Up" - Protection Fight Style
Spells - 1st. Command, Sanctuary
Spells DC: 12. Spell Atk: +4.
Slots: at-will/2. Prep: 3+Domain (Command, Sanctuary)
Cantrips - Guidance, Spare the Dying, Thaumaturgy.
1st - usually Bless, Healing Word, Shield of Faith.
Background: Acolyte. Specialty: Mediator, +2 Lang. Feature: Faithful's Shelter
Pers: empathetic. Ideal: charity. Bond: grateful orphan. Flaw: obsessive.
Gear: Holy Symbol, Scripture, 5x Incense, Vestments, Common Clothes, pouch +15 gp.
Wealth : 5d4x10 gp. Roll 17. 170+15 gp. Spent: 110 gp. Left: 75 gp.
Armor: Scale Mail - 50 gp, AC 14+DEX. Shield - 10 gp, AC +2.
Weapon:
Dagger - 2gp. +1 atk, 1d4-1, finesse, light, thrown (rng 20/60)
20x Dart - 5 cp. +1 atk, 1d4-1, finesse, thrown (rng 20/60)
3x Net - 1 gp. +1 atk, —. special, thrown (rng 5/15)
Gear: Explorer's Pack - 10 gp, Abacus - 2 gp, 5x Ball Bearings - 1 gp, 3x Caltrops - 1 gp, Lamp - 5 sp, 5x Oil - 1 sp, Manacles - 2 gp, Donkey - 8 gp, Pack Saddle - 5 gp, Trade Goods (flour, salt, spices) - 12 gp.
Style/Bio: "Let's make cookies instead!" Determined pacifist who would rather make friends than enemies. Uses Protection style to break up fights, along with skills to befriend. When more force is needed Command, Thaumaturgy, and nets/balls/caltrops are employed. The other weapons are mostly to distract opponents, not for lethal force.
Because the stats can make a bard, I made one. And one that's sort of against type. Hangs out in taverns, gets into brawls — and often loses if it wasn't for friends — and drinks and gossips like the rest. Etiquette allows him to blend with the crowd and talk nice out of trouble. Studded leather armor has patches with associations.
2e Bar Fly Bard
1st Lvl, HD d6, HP 5 AC 7
STR 7. -1 atk, wgt 20, prs 55, opn 4%
DEX 13.
CON 11. shk 75%, rez 80%
INT 14. lng 4, SLv 7th, Lrn 60%,
WIS 7. mag -1
CHA 15. hnc 7, loy +3, rct +3
PPD 13, RSW 14, Pet/Poly 12, Brth 15, Spll 16
Thief Skills, Limited Armor, All Weapons, Some Spells.
Starting Wealth: 2d6x10. Roll 5. 50 gp
Studded Leather, cuz it's cool.
OPTION
WP: Punching Spec., Club.
NWP: Brew, Etiquette, Local History.
Bio: 6'3", 193 lbs., 21 yrs. Lives like a hellion, trying to brew the best beer and live it up.
All of this serves to remind me why I like BX so much even today.
You could roll really crummy and still have a viable character.
Quote from: honesttiago;766012Inspiration=the carrot mentality. Probably the right approach to get player investment but for some reason reminds me of students who want extra credit for fulfilling expectations.
"So what you want, a COOKIE?"
-Chris Rock