The normal order to creating a character is as follows:
For creating a character higher than first level with previous experience points, the differences will be noted where they apply.
There are two basic ways to generate the set of numbers for a character’s stats. The first is to roll 4D6, and keep the three highest numbers. This is done six times. These numbers can be used in any order the player wishes. The second way is to generate six complete sets of stats. Roll 3d6 six times to generate each set of stats. Then pick the desired set of statistics. There are other methods described in the various books that may be used with my permission on a case by case basis. For an existing player who is creating a character with existing experience points the option to purchase an additional D6 is available. The cost is 6,000 XP per extra die, which must be assigned to a stat before being rolled. For example a player wants to play a warrior with a high strength. He could spend the XPs to roll 5D6 for strength instead of the normal 4D6.
A final word on creation here. If the player wishes to they can roll 1D4 for their player character. This number must be subtracted from one stat and added to another stat. This does not allow a player to bypass any racial or other maximum limits. This additional bonus is allowed only for Player Characters. Henchmen being created get the options of 4D6 or 3D6 methods without the bonus. When creating Hirelings the standard 3D6 method is the only one available.
Next, the players should choose a race and class to play. This should be done with the idea of what will be fun to play, or appropriate for the campaign, not based on what will give the best numbers. Most starting characters will be first level, or created at one half of the previous experience points from a previous character. However sometimes a new player will need to be integrated into the campaign at higher than first level. If this is the case, the player will be granted a higher level, but will not be granted any experience points. These must still be earned as normal. However the new player can utilize all skills and proficiencies available at the designated level.
The next step is to assign each of the stats rolled to a specific abilities. Scores cannot be in the blue shaded areas of the Players Handbook. Racial adjustments can put a score above 18 or below 3 on some abilities, but the blue shaded areas are obtainable only through magic and game play. (These areas are: Str: 1 or 19+; Dex: 1,2 or 20+; Con: 1 or 20+; Int: 1,2 or 20+; Wis: 1 or 19+; Cha: 1 or 19+)
After the basic abilities are done the player has the opportunity to divide these scores into sub-abilities. The breakdown can be found on SP13-19. In short, each ability can be separated into two sub-abilities. One of these can be higher than the other, but they cannot be separated by more than four points. For example, Wisdom is divided into Intuition & Willpower. The character starts with a Wisdom score of 12. She can raise her Intuition to as high as a 14, but then must lower her Willpower to a 10. The same restriction on the maximum or minimum a number can be applies to the average of the two sub-abilities.
Saving Throws are used to determine how an event will effect the character. The types of saving throws include: Paralyzation, Poison, and Death Magic, Rod, Staff, or Wand, Petrification or Polymorph, Breath Weapon and Spell.
When the character’s stats are finished, roll a D20. If the roll is below the average of the character’s Intelligence and Wisdom scores he or she is granted the ability to teach others. In the Training section of this chapter the mechanics of training are explained.
Next the player should determine the size, weight, hair color, eyes etc. of his character. There are no concrete rules for these facts, the player can pick them as desired. Or for a more accurate assessment, run the Height & Weight section of the program tree.
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