Character Creation Challenge, Day 4 of 31

Sticking to the fantasy theme, let's go old school: first edition AD&D. The method of character creation was a bit different back then, somewhat similar to WFRP where race was chosen after generating stats.

We'll be using Method III from the DMG - roll 3D6 six times for each ability in order, and then use the highest value. Interesting to see that the order of abilities has changed since this time:

Strength: 10
Intelligence: 17
Wisdom: 17
Dexterity: 16
Constitution: 15
Charisma: 12

So let's look at what we can do with this. Strength of 10 means that we're too weak to be any of:

  • Assassin
  • Paladin
  • Ranger
  • Monk
Intelligence of 17 is great - it means that we're too smart to be a half-orc, and can cast magic-user spells of up to 8th level.

Similarly Wisdom of 17 is great - again we're too wise to be a half-orc, and this time it allows cleric spells of up to 6th level.

A dexterity of 16 is still very good - can't be a half-orc as it's too high (half-orcs really seem to be getting a rough deal). It's enough to get a bonus to missile combat and improves defences.

Constitution of 15 is likewise a good starting point, with a +1 to hit points for each hit die

Finally, Charisma of 12 means that they can't be a druid or a paladin.

With those wisdom and intelligence values there is a 2% chance of having psionic powers - rolled, and nope.

Taken together, I'd say that I'll follow the advice of the Player's Handbook and choose Cleric/Fighter/Magic-user:

One of the best of the multi-class options, this gives good offensive and defensive spell capability plus the fighter’s melee combat strength. Half-elves may be cleric/fighter/magic-users.

Half-elf it is then. Giving me 60' of infra-vision which is nice.

I'll choose Neutral Good for alignment.

This gives Common, Neutral Good, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish and Gnoll, and one more language known.

It would be interesting to see what happens if this is repeated. I'll come back again tomorrow to roll up a second part member.

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