Character Creation and Advancement

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What you need

Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.

  1. Dice! You need to get a d20 Dice set. Here is a URL to help get you started Google Search for "d20 Dice Set"
  2. A Character Sheet. We have one for free [here]!

Ability Scores

The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail here. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions.

There is two primary ways to decide Ability Scores. But of course Table top and d20 system has been around for a while and so natural over time there has been lot of additional rules that GMs can deiced wither or not they want the players to follow. In gaming the GM may want to create a "High Fantasy" or "Low Fantasy" like setting. "High Fantasy" simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as "Low Fantasy" you may have a less powerful character they is closer to the average joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play.

The two different systems below accommodate for both "Low" and "High" fantasy play styles. They are just different ways of pretty much doing the same thing.

  1. Dice roll. Like all things Table Top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.
    1. You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most.
    2. The GM may want players to re-roll totals that are too low. Or perhaps totals that are two high.
    3. The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.
  2. Point Buy. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered "average" or "normal" level for that ability.
    1. The amount of points given to the player to spend can change depending if the GM wants to play in a "Low","Standard","High","Epic" level of Fantasy/Sci-Fi. There is a table below detailing the ability points per fantasy type.
    2. You can have players start out at 9 or 8 instead of 10. The ability score isn't just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn't that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.

Both "Dice roll" and "Point Buy" have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may "Power Roll" super high scores. But on the other hand this removes a certain amount of individuality by creating a more "cookie cutter" character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing.

In the end its up for the GM to deiced. "Dice Roll" or "Point Buy".

Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by Species you pick. You pick a species in the next section. But don't forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.

Table: Ability Score Modifiers
Ability Score Modifier
1 –5
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24–25 7

Choose A Species

At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes.

Choose A Base Class

Advance Classes

Allocate Skill Ranks

Choose Feats

Determine Starting Hit Points(HP)

Getting Equipment

Determining, Initiative, Attack Values, Defense Values

Finial Description and Personalities