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 AuthorTopic: Character creation (Read 1,433 times)
snorri
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 Character creation
« Thread Started on Dec 9, 2009, 3:57pm »

So, let's pretend we're in january 1974 and we heard about a new wargame called Dungeon & Dragons. It has been released among some gamers circles a few month ago, but it just arrived in our favorite local shop. We allready have Chainmail and Outdoor Survival*, so just let's try!

*In fact, I'm cheating absolutely. My OD&D is the OCE, my Chainmail a 3d edition which dates around the begining of 1975, so there are probably some little points missing - a 2nd edition Chainmail would be better!


Quote:
Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role.


So, here are the abilities for your characters:

Geordie
Strength 15
Intelligence 16
Wisdom 10
Constitution 12
Dexterity 07
Charisma 09

EdOWar
Strength 08
Intelligence 15
Wisdom 06
Constitution 09
Dexterity 13
Charisma 11

Deodanth
Strength 12
Intelligence 13
Wisdom 06
Constitution 09
Dexterity 08
Charisma 15

Burke [hoping you'll find time]
Strength 13
Intelligence 11
Wisdom 16
Constitution 14
Dexterity 11
Charisma 14

Makofan
Strength 10
Intelligence 07
Wisdom 10
Constitution 12
Dexterity 09
Charisma 10

Brumbar
Strength 11
Intelligence 12
Wisdom 10
Constitution 08
Dexterity 11
Charisma 12

Waw! You've been lucky folks!

Now, let's pick a race and a class :
human : fighting-man, cleric or magic-user.
dwarf or gnome : fighting-man
Elf (wood or meadow) or fairy: fighting man or magic-user [but you can switch for the other at the start of each adeventure).
hobbit: fighting man
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deodanth
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 Re: Character creation
« Reply #1 on Dec 9, 2009, 4:22pm »

Wow Snorri, nice quote... I never noticed per Men & Magic that the Ref is supposed to roll our abilities ! But of course I am fine with you rolling all the dice, it makes for a faster PbP in any case.

Quote:
Deodanth
Strength 12
Intelligence 13
Wisdom 06
Constitution 09
Dexterity 08
Charisma 15

Hmm, 2 points shy of Paladin (and yes I know they aren't unlocked yet...) Otherwise my best shot here is MU, but it looks like everyone else is too... EdoWar for certain, Geordie and Brumbar possibly as well.

I also forgot that Fairy was one of the races in Chainmail. I might give one a try, unless someone else wants to. Concept: she is a fairy familiar to one of the player MU's, or else an envoy from the "fairy realm."


« Last Edit: Dec 9, 2009, 4:33pm by deodanth »Link to Post - Back to Top  IP: Logged

"Monsters are assumed to have permanent infravision as long as they are not serving some character."
- Vol.3, p.9
geordie
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 Re: Character creation
« Reply #2 on Dec 9, 2009, 4:36pm »

Grunhild - Human, Fighting Woman, Neutral

Strength 15
Intelligence 16
Wisdom 10
Constitution 12
Dexterity 07
Charisma 09
HP: 6

A big brutish woman with an ugly temper.

Languages: Common, Neutral, Other...
Weapons: Battleaxe, Morning Star, Dagger.
Armour: Chainmail, Shield, Helmet.
Backpack (1x Standard Rations, 1x Iron Rations, Waterskin)
30gp

(EDIT: deleted garlic, wolvesbane, belladonna - as didn't fit my idea of the character)
« Last Edit: Jan 21, 2010, 6:20pm by geordie »Link to Post - Back to Top  IP: Logged
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 Re: Character creation
« Reply #3 on Dec 9, 2009, 4:43pm »

Brunhild the witch (magic - user)
Strength 11
Intelligence 12
Wisdom 10
Constitution 08
Dexterity 11
Charisma 12
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 Re: Character creation
« Reply #4 on Dec 9, 2009, 4:46pm »

( Oh no, a Brunhild and a Grunhild... what next... and are we going for an all-female party? )
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"Monsters are assumed to have permanent infravision as long as they are not serving some character."
- Vol.3, p.9
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 Re: Character creation
« Reply #5 on Dec 9, 2009, 5:08pm »

Taking a page from my own campaign, I rolled on Snorri's Chainmail Style OD&D Characters Table for inspiration:

Father Callum - Scottish Cleric
Strength 13
Intelligence 11
Wisdom 16
Constitution 14
Dexterity 11
Charisma 14

Father Callum is a pious, but also practical man. Trying to bring order to the wilderness.
« Last Edit: Dec 9, 2009, 5:10pm by burke »Link to Post - Back to Top  IP: Logged

The really old-school have character sheets that fit in the signature!
snorri
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 Re: Character creation
« Reply #6 on Dec 9, 2009, 6:20pm »

Perfect!

Now, after chosing your race and class, you can choose your alignment. Human can be any alignment - but it's better not to have Chaos types along with Law one in the same party. Please note this is not strongly linked with behaviour, apart for clerics: this is a side in the war between Law and Chaos. Burke, I suppose you're a Law cleric?

Fairies are neutral [Chainmail, p. 39] - in this campaign, this is because of their link with pagan gods. I'll post later about their special abilities, but they're treated like elves for game purpose. Fairies are 5' tall [chaimail, p. 28] and are rather discrete creatures, but their eaxct outlook can be developped.

For hit points, here are the first rolls:
Grunhild 6hp
Father Callum 2hp
Brunhild the witch 4hp

For Deodanth, it will depend if you're a fighter or magic-user during the first adventure. :D

Next step, while the otehr finish their characters, I'll send a table for equipement cost and your starting money.

The price list can be found here, or campaign purpose:
http://dnd.ezael.net/~snorri/price_list.pdf

The number after melee weapon is the weapon class. A higher weapon class may allow you to strike first, but a lower may allow you to strike more times during a melee round. Also, some weapons are better against some armors [I'll provide the full matrix if asked].

Dagger (1)
Hand Axe (1)
Mace (3)
Sword (4)
Battle Axe (5)
Morning Star (6)
Flail (7)
Spear (8)
Pole arms (9)
Halberd (10)
2-Handed Sword (10)
Mounted Lance (11)
Pike (12)

Starting money
Grunhild 140gp
Father Callum 70gp
Brunhild the witch 90gp
"The fairy" 70gp

For spells, Brunhild (an Deodanth's character if you play as a magic-user during the first adventure), you know all spells of level 1. You'll chose one for the adventure when it will be time to leave the castle!
« Last Edit: Dec 9, 2009, 6:38pm by snorri »Link to Post - Back to Top  IP: Logged

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 Re: Character creation
« Reply #7 on Dec 9, 2009, 6:45pm »

Vargas the Greek
Neutral Human Male Magic-User

Strength 08
Intelligence 15
Wisdom 06
Constitution 09
Dexterity 13
Charisma 11

AC 9
HP 3

Languages: Common, Neutral +5 others (+1 for each point of INT over 10, correct?)

Equipment:
Dagger x5 (I'm assuming magic-users can throw daggers)
Lantern
10 flasks of oil
Leather Backpack
1 week standard rations
1 week iron rations
1 waterskin
2 small sacks
1 flint & steel (deducted 1 gold for this, let me know if it should cost more)

66 GP remaining -- anyone need a loan? Reasonable rates offered. ;D

Memorized Spell to start: Charm Person

Edit: Edited to add equipment and nationality
« Last Edit: Dec 10, 2009, 6:28pm by EdOWar »Link to Post - Back to Top  IP: Logged

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deodanth
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 Character sheet: MARIGOLD
« Reply #8 on Dec 10, 2009, 5:20am »

(Ah, I was thinking more of little pixie types... so Chainmail fairies are sort of a second elven race...
I'll start off as a warrior, since we already have two MU.)


NAME: Marigold Freysdottir
RACE: Faerie
Sex: Female
Height: 5'0"
Weight: 90 lbs

CLASS (Current): Fighting-Maiden
Alignment: Neutrality
Languages: Common, (Elvish), Fae, Neutral (& can learn 2 others)
Personality: Shy, reserved with humans, but curious.

ABILITIES
Strength 12
Intelligence 13
Wisdom 06
Constitution 09
Dexterity 08
Charisma 15

Hit Points = 7

Armor: Mail shirt (AC 5)
Weapons: Shortbow, Dagger (WC 1)
Other Gear: Quiver & 20 arrows, small sack, personal items, (10 sp)
« Last Edit: Dec 10, 2009, 4:03pm by deodanth »Link to Post - Back to Top  IP: Logged

"Monsters are assumed to have permanent infravision as long as they are not serving some character."
- Vol.3, p.9
snorri
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 Re: Character creation
« Reply #9 on Dec 10, 2009, 5:52am »

Welcome Greenfielder!

Here are your character stats:
Strength 11
Intelligence 13
Wisdom 07
Constitution 16
Dexterity 11
Charisma 11

EdOWar
Vargas start with 3 hit points.

Deodanth
Marigold Freysdottir has the impressive number of 7 hit points when a fighter. Bows don't have a weapon class, as the range weapons are before melee in a fight round. Also, Faeries can "split-move-and-fire", so they can fire an arrow during the move - which make them quicker than humans.

I'll send a summary of the special abilities of each race and class this evening.

Weapons and armors restrictions
I read once again both M&M and Chainmail, and my conclusion is that, without further explanations, magic user can wear armor - but no magical one. For campaign purpose, I wil consider it would cancel their spells. But they can use only daggers as weapons (which could be an advantage).

Clerics can use any weapons but only blunt magical weapon. for campaign purpose, Clerics of the Law are suppose to avoid blood and dead bodies, and have to purify themseles when they do so. That's why they tend to use maces - but aren't expressively forbidden to use other weapons.









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 Father Callum
« Reply #10 on Dec 10, 2009, 6:20am »

Father Callum - Lawful Scottish Cleric

A pious and practical man. Struggling to bring order to the wilderness.

Level1Hit Points2
Strength13Constitution14
Intelligence11Dexterity11
Wisdom16Charisma14

Languages: Common, Law, Neutral

Valuables: none

Equipment: Brown robe, Wooden Cross, Chainmail, Shield, Pike, Sling, Small Sack (20 sling stones), Backpack (Rations x 7, Torches x 6, Water Skin, Wine Skin, Dagger, Bedroll, Large Sack, Flint and Tinder)

[Edit: I just read Snorri's comments on weapons, so now Father Callum fights with a traditional Scottish Pike (see Chainmail Style OD&D Characters Table).]
« Last Edit: Dec 10, 2009, 9:08am by burke »Link to Post - Back to Top  IP: Logged

The really old-school have character sheets that fit in the signature!
deodanth
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 Re: Character creation
« Reply #11 on Dec 10, 2009, 7:47am »


Dec 10, 2009, 5:52am, snorri wrote:
Weapons and armors restrictions
I read once again both M&M and Chainmail, and my conclusion is that, without further explanations, magic user can wear armor - but no magical one. For campaign purpose, I wil consider it would cancel their spells.

Clerics can use any weapons but only blunt magical weapon. for campaign purpose, Clerics of the Law are suppose to avoid blood and dead bodies, and have to purify themseles when they do so.

This would be a great topic for discussion, if there is not already a thread for it. :) But since the rule benefits my party and me, I'm not going to debate against it here!

Snorri, for languages should we use the list in M&M under Alignments, or will other languages be available?

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"Monsters are assumed to have permanent infravision as long as they are not serving some character."
- Vol.3, p.9
greenfielder
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 Re: Character creation
« Reply #12 on Dec 10, 2009, 7:48am »

I'll post a bit later, but with my stats being high con and low wis, I'm thinking of a dwarf, just to round out the group
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Burke's Searchers of the Unknown: Zulayman the Alchemist AC 5 (chainmail), MV 6, HD 2, HP 11, #AT 1, D 1d10 with falchion, 1d6 with bow, 1d4 with dagger. Items: 3 waterskins, small book of alchemical formulae, backpack, rope, 6 torches, 1 week iron rations, horse, saddle, saddlebags. Lvl 2, XP: 81, GP: 22.
snorri
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 Re: Character creation
« Reply #13 on Dec 10, 2009, 8:48am »


Dec 10, 2009, 7:47am, deodanth wrote:
This would be a great topic for discussion, if there is not already a thread for it. :) But since the rule benefits my party and me, I'm not going to debate against it here!


It does, for sure: http://odd74.proboards.com/index.cgi?board=menmagic&action=display&thread=2926

For sure, you can expect between two readings of the same rules, I will always go for the most unexpected one :D !



Dec 10, 2009, 7:47am, deodanth wrote:
Snorri, for languages should we use the list in M&M under Alignments, or will other languages be available?


Characters all speak speak common, for practical reasons [strictly by the book, demi-humans sould have to roll their chance to speak common ! M&M, p. 12 - so I make an exception to the 'weirdest rule' effect] and their alignement language. Then, the number of languages is the number you can learn - so you're not in obligation to list them all at start. By the way, we can use this method: http://odd74.proboards.com/index.cgi?board=menmagic&action=display&thread=2990. But if you want to choose some languages, yes, please pick in the list under alignments.

Some campaign languages
Common language is known as common - but an astronaut coming from another planet would be surprised how close it is from english. It writes in roman alphabet. Vikings and Scots have a different accent, but can understand each other.

Faeries have their own language, which is close enough from Elfin they can understand each other. It use Elfin pictograms.

Law language is mostly used for Theology, arts and sciences, and use Greek letters.

Neutral language is for ceremonial, sacrifices and poetry purpose. It writes in runes.



« Last Edit: Dec 10, 2009, 8:49am by snorri »Link to Post - Back to Top  IP: Logged

deodanth
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 Re: Character creation
« Reply #14 on Dec 10, 2009, 9:16am »

OK. If I understand you right, Marigold speaks Faerie for free and can get by in Elvish/Elfin. She has to spend one of her language slots to learn Common. Therefore her languages are:

Common, Faerie, Neutral, and two slots open for future development using the 20% rule... ?
« Last Edit: Dec 10, 2009, 9:18am by deodanth »Link to Post - Back to Top  IP: Logged

"Monsters are assumed to have permanent infravision as long as they are not serving some character."
- Vol.3, p.9
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