This post provides information on the initial steps to creating a character for the Dragon's Egg RPG.
Attribute Scores
Begin by assigning values to your six attributes or ability scores (I use the terms interchangeably): Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Those of you familiar with D&D will recognize these attributes. For those who are unfamiliar:
We will use a point-buy method of generating ability scores. Each character has 66 points that you can allocate among the attributes in any way you wish, except that no score can be greater than 18 after allocating points. Once you have assigned your scores, be sure to check your racial modifiers (if any) and make the appropriate adjustments (see the "Dragon's Egg RPG - Races" post.
You will have a modifier for each ability score, and the value of the modifier depends on the score. The modifiers for various ability scores are as follows:
Score / Modifier
1 / -4
2-3 / -3
4-5 / -2
6-8 / -1
9-12 / 0
13-15 / +1
16-17 / +2
18-19 / +3
There is a distinction between Prime attributes and other attributes. Each class has a corresponding Prime attribute, and when you choose your class that attribute will become one of your character's Prime attributes. The distinction is important because many of the actions you attempt will be based on an attribute check. For example, a Thief attempting to disable a trap will make a DEX check. Because DEX is a Prime attribute for Thieves, the character will be more likely to succeed than he would attempting something tied to a non-Prime attribute.
In addition to the Prime attribute designated by class, each player can choose one additional Prime attribute for the character. If the character is human, the player may also choose a third Prime attribute. This balances out some of the other advantages the non-human races get in the game.
Alignment
Select an alignment for your character. We will use a standard Law/Chaos:Good/Evil alignment system. The alignments are as follows:
The descriptions above are to give you an idea of the alignments. The boundaries between them are fuzzy. Further, the alignment you state at the start of the game will be the alignment your character is presumed to have when the game starts. Actual alignment through the course of the campaign will be determined by your character's actions.
Hit Points
At first level, every character will receive maximum hit points. Your maximum number of hit points is your hit dice plus your CON modifier. By class, the hit dice are as follows:
Starting Gold
All characters start with maximum starting gold. This varies by class as follows:
Coin exchange rates are as follows: 10 copper = 1 silver; 10 silver = 1 gold; 10 gold = 1 platinum.
Of course, in order to determine your starting gold you need to have selected a class. Please see the "Dragon's Egg RPG - Classes" thread for information on the various classes. Once you have selected your class, it will be time to purchase equipment.
Attribute Scores
Begin by assigning values to your six attributes or ability scores (I use the terms interchangeably): Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Those of you familiar with D&D will recognize these attributes. For those who are unfamiliar:
- Strength (STR) represents your character's physical strength.
- Dexterity (DEX) represents your character's reflexes, manual dexterity, and hand-eye coordination.
- Constitution (CON) represents your character's overall health, and the ability to withstand pain, suffer physical damage, avoid fatigue, and fight off sickness or poison.
- Intelligence (INT) represents your character's mental aptitude. This is the ability to learn quickly and apply learning effectively through deductive reasoning.
- Wisdom (WIS) represents the depth of your character's personal experience, intuition, the ability to make well-considered decisions or judgments, and personal connection to a deity (if any).
- Charisma (CHA) represents some combination of your character's attractiveness, personality, willpower, leadership, and ability to influence others. A high CHA doesn't necessarily mean physical beauty, though it may include that.
We will use a point-buy method of generating ability scores. Each character has 66 points that you can allocate among the attributes in any way you wish, except that no score can be greater than 18 after allocating points. Once you have assigned your scores, be sure to check your racial modifiers (if any) and make the appropriate adjustments (see the "Dragon's Egg RPG - Races" post.
You will have a modifier for each ability score, and the value of the modifier depends on the score. The modifiers for various ability scores are as follows:
Score / Modifier
1 / -4
2-3 / -3
4-5 / -2
6-8 / -1
9-12 / 0
13-15 / +1
16-17 / +2
18-19 / +3
There is a distinction between Prime attributes and other attributes. Each class has a corresponding Prime attribute, and when you choose your class that attribute will become one of your character's Prime attributes. The distinction is important because many of the actions you attempt will be based on an attribute check. For example, a Thief attempting to disable a trap will make a DEX check. Because DEX is a Prime attribute for Thieves, the character will be more likely to succeed than he would attempting something tied to a non-Prime attribute.
In addition to the Prime attribute designated by class, each player can choose one additional Prime attribute for the character. If the character is human, the player may also choose a third Prime attribute. This balances out some of the other advantages the non-human races get in the game.
Alignment
Select an alignment for your character. We will use a standard Law/Chaos:Good/Evil alignment system. The alignments are as follows:
- Lawful Good - These characters are dedicated to following the strictures of society and respecting law and order. They act for the benefit of society, and of others, and place great value on truth, honor, and life.
- Lawful Neutral - These characters place primary importance on order, structure, and regulation of behavior. Good and evil are largely irrelevant because everything flows from the order of law.
- Lawful Evil - These characters value structure and order and place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or have concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.
- Neutral Good - These characters have a healthy respect for both law and freedom, typically choosing a road between the two for the benefit of al.
- Neutral - These characters believe in a balance between law and chaos, and good and evil. They largely follow their own code, which may change according to the situation.
- Neutral Evil - These characters have beliefs similar to neutral good characters, except they tend to follow a road than benefits themselves as opposed to others.
- Chaotic Good - These characters view the greatest good as coming through individual freedom and liberty. They place primary importance on individuality over law or social structure.
- Chaotic Neutral - These characters value individual freedom and have no qualms over how to obtain it, whether through acts that are good or otherwise.
- Chaotic Evil - These characters tend to value little, disdaining others and often seeking to destroy for their own reasons or pleasure. They seek power and the ability to wield it as they see fit.
The descriptions above are to give you an idea of the alignments. The boundaries between them are fuzzy. Further, the alignment you state at the start of the game will be the alignment your character is presumed to have when the game starts. Actual alignment through the course of the campaign will be determined by your character's actions.
Hit Points
At first level, every character will receive maximum hit points. Your maximum number of hit points is your hit dice plus your CON modifier. By class, the hit dice are as follows:
- Fighter - d10
- Ranger - d10
- Rogue - d6
- Assassin - d6
- Barbarian - d12
- Monk - d12
- Wizard - d4
- Illusionist - d4
- Cleric - d8
- Druid - d8
- Knight - d10
- Paladin - d10
- Bard - d10
Starting Gold
All characters start with maximum starting gold. This varies by class as follows:
- Fighter, Ranger - 240 gp
- Rogue, Assassin, Bard - 120 gp
- Barbarian, Monk - 80 gp
- Wizard, Illusionist - 100 gp
- Cleric, Druid - 200 gp
- Knight, Paladin - 240 gp
Coin exchange rates are as follows: 10 copper = 1 silver; 10 silver = 1 gold; 10 gold = 1 platinum.
Of course, in order to determine your starting gold you need to have selected a class. Please see the "Dragon's Egg RPG - Classes" thread for information on the various classes. Once you have selected your class, it will be time to purchase equipment.
Valar Lord