Post by Admin on Nov 25, 2017 22:47:47 GMT
0-level characters
Looks like I will be DMing T1-4 soon. The original idea was 1st Ed., but, due to the huge popularity of 2nd Ed., it looks like I will be DMing in 2nd Ed.
Now, the GHA(Greyhawk Adventures) book is intended for both 1e and 2e. The original idea was to use the 0-level rules by the book, but there are several problems with that, not the least of which is that it is intended for characters of levels 1-2.
What I am doing now is to try to drum up a character generation system based on GHA, kind of leaning towards TRAVELLER. (Yes, you can die during the chargen process).
Here is my rough copy. (No DM is needed).
Please send in comments, criticism, and ideas!
Feel free to post characters using this method, here.
Bracing myself for the Negative Reaction.
Prespos
0. You start with 100+d20 AP (Aptitude Points).
1. All your scores start at 3. Use AP to increase your scores.
You can have scores of up to 25 This simply means that you carry divine blood, that one of your parents was a deity.
2. Apply racial modifiers. Height/weight. Age.
3. Add class abilities, from any class. A class ability costs 1 AP. For each class ability, roll d100.
01-10 Terrible failure. Make a save vs. death magic to live. You pay 1 AP.
11-55 Failure. You pay 1 AP, but you can try again.
50-75 Partial success. You gain the ability as a 1st level character. You pay 1 AP.
76-85 Learning. You gain the ability as a 1st level character, without having to spend an AP.
86-97 Insight. You gain this ability as a 6th level character.
Pay 1 AP.
98-00 Great Insight. You gain the ability as a 12th level character.
Pay 1 AP.
To enter a class, you must have paid AP for all of the classes' class abilities.
4. Alignment (you can rate each component of your alignment on a scale of 1-5. Defaut is 3).
Choose a deity.
Determine homeland.
Optional: Make one % roll for personality (cf. DMG.88). This is simply a role-playing guide, and, is only one aspect of a character's personality.
5. Buy proficiencies. 1 AP for 1 proficiency. 1 AP per language.
6. Roll d100 for social class. Double this. This is your starting gold.
Bonus item:
Plate mail
Dagger +1
Random magic item
Each of the above can be bought for 1 AP.
You have a 1% chance of starting with an artifact/relic, too.
Lower class: buy 10 gp with 1 AP.
Middle class: buy 100 gp with 1 AP.
Upper class: buy 1000 gp with 1 AP.
7. Wizards start with 1 spellbook, detect magic, read magic, and 4 spells.
(Generate 2 of the spells randomly). You don't need to make % chance to know these spells.
8. Record the XP that you need for the next level(s).
Class abilities from other class groups gives you a -5% XP penalty, each.
Class abilities from your own class group give you a -10% XP penalty.
There is a 20% chance that you start at level 2.
There is a 10% chance that you start at level 3.
Note that 1 AP is gained per level.
At start, 2 or 3 for multi-classed characters.
9. You start with 3 HP. Buy HPs up to 18.
These are added to your 1st level HP, when you achieve 1st level.
Record AC and THACO (for a 1st level character).
10. Name your character. You can get an image through Google Images, or, use a painted mini to represent your character, if you want.
Voila! Done!
Looks like I will be DMing T1-4 soon. The original idea was 1st Ed., but, due to the huge popularity of 2nd Ed., it looks like I will be DMing in 2nd Ed.
Now, the GHA(Greyhawk Adventures) book is intended for both 1e and 2e. The original idea was to use the 0-level rules by the book, but there are several problems with that, not the least of which is that it is intended for characters of levels 1-2.
What I am doing now is to try to drum up a character generation system based on GHA, kind of leaning towards TRAVELLER. (Yes, you can die during the chargen process).
Here is my rough copy. (No DM is needed).
Please send in comments, criticism, and ideas!
Feel free to post characters using this method, here.
Bracing myself for the Negative Reaction.
Prespos
0. You start with 100+d20 AP (Aptitude Points).
1. All your scores start at 3. Use AP to increase your scores.
You can have scores of up to 25 This simply means that you carry divine blood, that one of your parents was a deity.
2. Apply racial modifiers. Height/weight. Age.
3. Add class abilities, from any class. A class ability costs 1 AP. For each class ability, roll d100.
01-10 Terrible failure. Make a save vs. death magic to live. You pay 1 AP.
11-55 Failure. You pay 1 AP, but you can try again.
50-75 Partial success. You gain the ability as a 1st level character. You pay 1 AP.
76-85 Learning. You gain the ability as a 1st level character, without having to spend an AP.
86-97 Insight. You gain this ability as a 6th level character.
Pay 1 AP.
98-00 Great Insight. You gain the ability as a 12th level character.
Pay 1 AP.
To enter a class, you must have paid AP for all of the classes' class abilities.
4. Alignment (you can rate each component of your alignment on a scale of 1-5. Defaut is 3).
Choose a deity.
Determine homeland.
Optional: Make one % roll for personality (cf. DMG.88). This is simply a role-playing guide, and, is only one aspect of a character's personality.
5. Buy proficiencies. 1 AP for 1 proficiency. 1 AP per language.
6. Roll d100 for social class. Double this. This is your starting gold.
Bonus item:
Plate mail
Dagger +1
Random magic item
Each of the above can be bought for 1 AP.
You have a 1% chance of starting with an artifact/relic, too.
Lower class: buy 10 gp with 1 AP.
Middle class: buy 100 gp with 1 AP.
Upper class: buy 1000 gp with 1 AP.
7. Wizards start with 1 spellbook, detect magic, read magic, and 4 spells.
(Generate 2 of the spells randomly). You don't need to make % chance to know these spells.
8. Record the XP that you need for the next level(s).
Class abilities from other class groups gives you a -5% XP penalty, each.
Class abilities from your own class group give you a -10% XP penalty.
There is a 20% chance that you start at level 2.
There is a 10% chance that you start at level 3.
Note that 1 AP is gained per level.
At start, 2 or 3 for multi-classed characters.
9. You start with 3 HP. Buy HPs up to 18.
These are added to your 1st level HP, when you achieve 1st level.
Record AC and THACO (for a 1st level character).
10. Name your character. You can get an image through Google Images, or, use a painted mini to represent your character, if you want.
Voila! Done!