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Character Generation

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#1
berelinde

berelinde
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Let's walk through character creation. I'll make up a character on the spot. The first thing I do is open up the Players' Guide to page 17 and I open a browser with Invisible Castle to verify my die rolls. I'll roll a Dalish archer rogue. Unlike the video game, there are 8 abilities, Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength, and Willpower. The explanations for each are on page 18.

 

I know that I'm going to need 8 ability rolls, and I'm going to discard all 1s. So I go to Invisible Castle, and I put in

 

Character Name: Archer

Campaign: Dalish Curse

Number of Rolls: 8 (one for each ability)

Dice: 3d6.minroll(2) (3 6-sided dice, with a minimum roll of 2)

 

I click "Roll the dice" and I get this:

3d6.minroll(2) → [3,3,6] = (12)
3d6.minroll(2) → [4,6,4] = (14)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [3,4,5] = (12)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [5,6,4] = (15)
3d6.minroll(2) → [5,4,4] = (13)
3d6.minroll(2) → [3,2,2] = (7)
 
I'm including the link so you know it's legit. I can arrange those rolls in any order, so I choose
 
Communication: 8 → 0
Constitution: 13 → 2
Cunning: 14 → 2
Dexterity: 15 → 3
Magic: 7 → 0
Perception: 14 → 2
Strength: 12 → 2
Willpower: 12 → 2

 

The number after the arrow is the attribute score, from the table on page 19. The background specific info is on pages 23-24.

 

Since Archer is a Dalish elf, he gets the following background benefits:

+1 Willpower

Choice: Dexterity Focus (Bows) or Constitution Focus (Courage). We're going with bows.

Speak and read: Trade Tongue (unless you opt out of literacy)

Speak: Elven

Roll 2d6 twice to generate bonus benefits from the table. Again, using Invisible Castle, type in 

 

Character: Archer

Campaign: DalishCurse

Number of Rolls: 2

Dice: 2d6

 

My results...

 

2d6 → [2,3] = (5)
2d6 → [1,5] = (6)
 
Looking on the table on page 24, that corresponds to 
Focus: Perception (Hearing)
Focus: Cunning (Cultural Lore)
 
So, let's look at your attributes again.
 
Communication: 0
Constitution: 2
Cunning: 2
Dexterity: 3
Magic: 0
Perception: 2
Strength: 2
Willpower: 3
 
 
Right! Next step: Pick a class. He's a rogue. So, from page 28.....
Primary Abilities
- Communication, Dexterity, and Perception.
Secondary Abilities
- Constitution, Cunning, Magic, Strength, and Willpower.
Starting Health
- 25 + Constitution + 1d6.
Weapon Groups
- Bows, Brawling, Light Blades, Staves
 
Might as well roll health now... result. So starting health is 25 + 2 + 6 = 33. Not bad!
 
It's important to note that as a rogue, you have the ability to ignore both fatigue and speed decreases from leather armor. And you get to choose your starting talent.
 
Starting Talents: You become a novice
in one of the following talents: Contacts,
Scouting, or Thievery.
 
Let's go with scouting.
 
Pick your Equipment according to the guide on page 30. It's fairly self-explanatory. I thought it was self-explanatory until fiance and I made up his character, at which point I realized that it was not. When it tells you that you get armor and weapons, it means that you get armor and weapons for free. It is part of your basic kit, along with your backpack and a set of traveling clothes. If you want any elegant, custom-dyed armor or any elaborate weapons, you have to pay for them. Also, keep in mind that things like tents, rope, and lanterns are *not* assumed. You need to purchase them. The game assumes that you can carry everything you can afford, and we're going to go with that, but please use some RP common sense. If you're carrying a large tent, mountain garb, winter blankets, 8 flasks of oil, a longsword, a bow, and a quiver of 120 arrows, and if you tell me that you're going to creep up on an enemy silently, I'm going to ask you what you're going to leave behind.
 
Calculating your Defense is straight-forward. It's 10 + Dexterity, so 13. See page 31
 
Last step, calculate your speed (see page 31). Assuming that you aren't carrying your weight in gear, it's 12 (Elf) + Dexterity (3) - Armor Penalty (0) = 15.
 
 
All done!

 



#2
berelinde

berelinde
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Name and Concept

 

Most people have this part down. This is more than the race/class combo you want, and includes gender, cultural background, and basic personality. You'll also have to decide if you want to specialize in a particular area. For example, if you're running a rogue, you'll need to decide whether you want to focus on exploration skills (scouting), or more urban skills (thievery). If you're a warrior, you'll need to decide whether you're going to go for tank or DPS. If you're a mage, you'll need to think about whether you prefer offensive abilities or defensive abilities. Note that in all cases, it is possible to create a character who has a mix of talents.



#3
berelinde

berelinde
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Abilities

 

This seems daunting, but really, the easiest thing to do is just to open the PDF, and follow along as we work through the example. If you follow each step, swapping your own die rolls for what is presented here, your character will be made.

 

The first thing I do is open up the Players' Guide to page 17 and I open a browser with Invisible Castle to verify my die rolls. I'll roll a Dalish archer rogue. Unlike the video game, there are 8 abilities, Communication, Constitution, Cunning, Dexterity, Magic, Perception, Strength, and Willpower. The explanations for each are on page 18.

 

I know that I'm going to need 8 ability rolls, and I'm going to discard all 1s. So I go to Invisible Castle, and I put in

 

Character Name: Archer

Campaign: DalishCurse

Number of Rolls: 8 (one for each ability)

Dice: 3d6.minroll(2) (3 6-sided dice, with a minimum roll of 2)

 

I click "Roll the dice" and I get this:

3d6.minroll(2) → [3,3,6] = (12)
3d6.minroll(2) → [4,6,4] = (14)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [3,4,5] = (12)
3d6.minroll(2) → [2,2,4] = (8)
3d6.minroll(2) → [5,6,4] = (15)
3d6.minroll(2) → [5,4,4] = (13)
3d6.minroll(2) → [3,2,2] = (7)
 
I'm including the link so you know it's legit. I can arrange those rolls in any order, so I choose
 
Communication: 8 → 0
Constitution: 13 → 2
Cunning: 14 → 2
Dexterity: 15 → 3
Magic: 7 → 0
Perception: 14 → 2
Strength: 12 → 2
Willpower: 12 → 2

 

The number after the arrow is the attribute score, from the table on page 19. The background specific info is on pages 23-24.



#4
berelinde

berelinde
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Private Walkthrough

 

If you'd like to walk through it together over skype, shoot me a PM so we can figure out a mutually-agreeable time.