1) Roll 3d6 and record the sum result for each Ability in order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and finally Charisma.
If none of your rolls is 13 or higher, then raise your lowest roll to 13.
You may swap two Ability scores.
Notate your Ability score modifiers under STR, DEX, CON, INT, WIS, and CHA.
Then generate your Luck score (2 + your highest Ability score modifier) and your Load stat (5 + STR / 10 + STR).
2) Select a race and write down any special abilities your character possesses.
3) Select a background and notate any abilities and learned skills from your chosen background (skills start at "0").
Generate your starting silver.
4) Select a class and write down any abilities inherent to the class.
5) Select a class kit. Notate the special kit ability amongst your class abilities, any equipment your kit comes with, and add skill levels where appropriate (skills start at "0" and receiving two of the same skill during character creation increases it to 1).
6) Generate your starting Hit Points (HP) by rolling your class Hit Dice and adding your CON modifier (do not decrease your HP rolled if the CON modifier is a negative).
7) Purchase additional equipment using your starting silver, if desired.
I want the chapter structure of my book to mirror the Holmes Basic Rules, despite the fact that I'm deviating from many of the B/X concepts. Still, starting my book with a good old character creation checklist seems like the best way to dip players' toes into the rules. This is how the checklist currently reads in the pdf.
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