Post by Dead Greyhawk on Sept 24, 2004 20:20:02 GMT -5
Determining Characteristics
Characteristics are determined by rolling 4 six-sided dice six times (taking the top three dice in each set and re-rolling 1’s) and adding the total of each roll. The six numbers are then assigned to characteristics as determined by the player. Characters wishing to play a specific class or race must place their highest rolls in the required characteristics for that class or race. If the class/race minima are not met, those characteristics are increased to the class/race minima.
Increasing Characteristics
As characters advance in level, some characteristics may be increased. Upon a character advancing to the next level (in all classes if multiclassed) 1d100 is rolled and the points added as fractions to the characteristics chosen. For example, a character with a 10 STR rolls 1d100 and the total is 14, the player may put the 14 points as a fraction to STR, making the final result 10/14. The next level, a roll of 16 added to STR would result in a 10/30 and so on. When the percentage exceeds /99 then the characteristic increases to the next full point with the fraction carrying over. Thus a character with a 10/90 STR who rolls a 24 may assign those points to STR, resulting in an 11/14 STR. Only fighters may have STR of 18/XX. Characteristics may only be raised to racial maxima.
New Characteristics
Perception (PER): The PER characteristic denotes a person’s awareness of their surroundings. PER is calculated as the average of the character’s INT and WIS, rounded up.
Starting Hit Points
A character may choose to take, at and only at first level, the maximum hit points for his/her class hit point die, irrespective of CON bonus, as their hit point total in lieu of rolling. For example, a Fighter with an 18 CON (+4 HP/level) at first level could choose to take 10 HP, the maximum hit point for his class hit point die, or to roll 1d10+4 HP as starting hit points. A Ranger with an 18 CON would be eligible to take 16 HP or 2d8+4 HP. A Cleric with a 15 CON would be eligible to take 8HP or 1d8+1 HP.
If a character chooses to roll for 1st level HP, all rolls under ½ the maximum hit points for his/her class hit point die shall be considered as ½ the maximum hit point die. Thus, a Fighter with an 18 CON that rolled a 6 would start with 6 + 4 = 10 HP, while a Fighter with an 18 CON that rolled a 2 would start with 5 (½ 10HP) + 4 = 9 HP. A Cleric with a 15 CON who rolled a 5 would start with 5 + 1 = 6 HP, while a Cleric with a 15 CON who rolled a 3 would start with 4 (½ 8HP) + 1 = 5 HP.
Characteristics are determined by rolling 4 six-sided dice six times (taking the top three dice in each set and re-rolling 1’s) and adding the total of each roll. The six numbers are then assigned to characteristics as determined by the player. Characters wishing to play a specific class or race must place their highest rolls in the required characteristics for that class or race. If the class/race minima are not met, those characteristics are increased to the class/race minima.
Increasing Characteristics
As characters advance in level, some characteristics may be increased. Upon a character advancing to the next level (in all classes if multiclassed) 1d100 is rolled and the points added as fractions to the characteristics chosen. For example, a character with a 10 STR rolls 1d100 and the total is 14, the player may put the 14 points as a fraction to STR, making the final result 10/14. The next level, a roll of 16 added to STR would result in a 10/30 and so on. When the percentage exceeds /99 then the characteristic increases to the next full point with the fraction carrying over. Thus a character with a 10/90 STR who rolls a 24 may assign those points to STR, resulting in an 11/14 STR. Only fighters may have STR of 18/XX. Characteristics may only be raised to racial maxima.
New Characteristics
Perception (PER): The PER characteristic denotes a person’s awareness of their surroundings. PER is calculated as the average of the character’s INT and WIS, rounded up.
Starting Hit Points
A character may choose to take, at and only at first level, the maximum hit points for his/her class hit point die, irrespective of CON bonus, as their hit point total in lieu of rolling. For example, a Fighter with an 18 CON (+4 HP/level) at first level could choose to take 10 HP, the maximum hit point for his class hit point die, or to roll 1d10+4 HP as starting hit points. A Ranger with an 18 CON would be eligible to take 16 HP or 2d8+4 HP. A Cleric with a 15 CON would be eligible to take 8HP or 1d8+1 HP.
If a character chooses to roll for 1st level HP, all rolls under ½ the maximum hit points for his/her class hit point die shall be considered as ½ the maximum hit point die. Thus, a Fighter with an 18 CON that rolled a 6 would start with 6 + 4 = 10 HP, while a Fighter with an 18 CON that rolled a 2 would start with 5 (½ 10HP) + 4 = 9 HP. A Cleric with a 15 CON who rolled a 5 would start with 5 + 1 = 6 HP, while a Cleric with a 15 CON who rolled a 3 would start with 4 (½ 8HP) + 1 = 5 HP.