Post by foster1941 on May 9, 2005 0:13:35 GMT -5
Here's a little something I worked up this weekend for allowing characters to start above 1st level, both to allay the concerns of some about the fragility of low-level OD&D characters and for those just wishing to 'cut to the chase' by starting out with characters who have a bit more resiliency and can keep going longer in the dungeon. Steps 1-3 will be familiar to those who have been following Gary Gygax's latest OD&D campaign, Step 4 is my own addition but the 'prices' given for magic items match more-or-less those from the AD&D DMG.
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PRE-EXPERIENCED CHARACTERS IN DUNGEONS & DRAGONS
For “one-off” games and other short campaigns it may not be feasible or desirable to start new characters off at 1st level, because of the “trial and error” learning period that such characters must typically undergo – sometimes the campaign participants will prefer to “cut straight to the chase” by using characters who are already established and have acquired substantial previous experience. For such occasions the following alternate character creation system is offered:
1. ABILITY SCORES: In place of the standard method of rolling 3 six-sided dice for each ability, 4 dice are rolled with the lowest die being discarded and the other three scores totaled (thus if the 4 rolls were a 4, a 3, a 1, and a 5 the 1 would be discarded and the score would be 4+3+5=12). Six scores are generated thus, and arranged in the order desired by the player. If desired, points may be traded even further between scores as detailed in vol. I, pp. 10-11.
2. CHARACTER CLASS: The player may choose whichever class he desires (and presumably will have arranged his abilities in the most ideal manner for the preferred class), and begins at 3rd level, with a number of experience points equal to the minimum necessary to achieve that level (e.g. a magic-user character begins as a Conjurer with 5000 experience points). Dice for accumulated hits, fighting capability, spells, and all other abilities (saving throws, clerics vs. undead, etc.) are as normal for 3rd level characters. Magic-user characters only begin the game with knowledge of 3 spells (one for each level), and if additional spells are desired they must be purchased via scrolls (as detailed below).
3. HIT DICE: Dice for accumulated hits are rolled normally as for 3rd level characters of the appropriate class, but any die roll of 1 is re-rolled until it is no longer a 1 (thus for each hit die the character will have from 2-6 hit points).
4. STARTING GOLD AND EQUIPMENT: Each character begins with gold pieces equal to the roll of 3 six-sided dice x 100, for a total of 300-1800 GP. This gold may be spent on standard adventuring equipment, as detailed in vol. I, pp. 13-14, and may also be used in two special ways described below:
a. NON-PLAYER CHARACTER RETAINERS: Characters may begin the game with one or more non-player characters in their service if they so desire. A minimum investment of 500 GP + 100 GP/level (up to maximum of 2nd level) is required per retainer, and the liege must also supply all equipment for his retainers. Gifts of additional gold will improve retainers’ morale rating. Of course players may also hire men-at-arms and other standard hirelings at the usual rates as detailed in vol. III, pp. 22-23.
b. MAGIC ITEMS: Characters of 3rd level are likely to have acquired some magic items over the course of their previous adventures, and this is reflected by allowing players to “purchase” such items with their starting gold. Note that this system is intended solely as an abstraction for pre-experienced characters entering the campaign, and should not be taken as a precedent to allow players to purchase magic items within the normal course of campaign play. Many of the items listed are obviously too expensive for any single player to buy, but players may choose to pool their resources (or perhaps simply make loans to one another) to afford some of the more powerful items.
SWORDS:
Sword +1 2000
Sword +1, +2 vs Lycanthropes 3000
Sword +1, +2 vs Magic-Users and Enchanted Monsters 3000
Sword +1, Locating Objects 3500
Sword +1, +3 vs. Trolls (Clerics) 4000
Sword, Flaming +1, etc. 4500
Sword +1, +3 vs. Dragons 4000
Sword +2 4000
Sword +2, Charm Person Ability 5000
Sword +3 7000
(Note: all magic swords are assumed to have the same alignment as the owning character and no other special abilities)
ARMOR:
Shield +1 2500
Armor +1 5000
Shield +2 5000
MISCELLANEOUS WEAPONS:
Magic Arrow (1) 150
Dagger +1 vs. Man-Sized, etc. 750
Dagger +2 vs. Man-Sized, etc. 2000
Magic Bow 3500
Axe +1 1750
Mace +2 4500
War Hammer +1 2500
War Hammer +2 6000
Spear +1 3000
Spear +2 6500
POTIONS:
Growth 350
Diminution 600
Giant Strength 1000
Invisibility 600
Gaseous Form 450
Polymorph (Self) 400
Speed 500
Levitation 450
Flying 850
ESP 950
Healing 450
Longevity 1200
Clairvoyance 600
Clairaudience 500
Animal Control 500
Undead Control 3000
Plant Control 350
Human Control 1000
Giant Control 1200
Invulnerability 600
Fire Resistance 450
Treasure Finding 2500
Heroism 600
SCROLLS:
Protection: Lycanthropes 3000
Protection: Undead 4500
Protection: Elementals 4500
Protection: Magic 4500
Spells 350/spell level*
*limited to spells of levels 1-4; magic-users may choose to add spells to their spell books (but such spells are then no longer usable as scrolls, of course)
RINGS:
Invisibility 7500
Mammal Control 5000
Water Walking 5000
Fire Resistance 5000
WANDS AND STAVES:
Metal Detection 7500
MISCELLANEOUS MAGIC:
Crystal Ball 5000
Elven Cloak 6000
Elven Boots 5000
---------------------------------------------
PRE-EXPERIENCED CHARACTERS IN DUNGEONS & DRAGONS
For “one-off” games and other short campaigns it may not be feasible or desirable to start new characters off at 1st level, because of the “trial and error” learning period that such characters must typically undergo – sometimes the campaign participants will prefer to “cut straight to the chase” by using characters who are already established and have acquired substantial previous experience. For such occasions the following alternate character creation system is offered:
1. ABILITY SCORES: In place of the standard method of rolling 3 six-sided dice for each ability, 4 dice are rolled with the lowest die being discarded and the other three scores totaled (thus if the 4 rolls were a 4, a 3, a 1, and a 5 the 1 would be discarded and the score would be 4+3+5=12). Six scores are generated thus, and arranged in the order desired by the player. If desired, points may be traded even further between scores as detailed in vol. I, pp. 10-11.
2. CHARACTER CLASS: The player may choose whichever class he desires (and presumably will have arranged his abilities in the most ideal manner for the preferred class), and begins at 3rd level, with a number of experience points equal to the minimum necessary to achieve that level (e.g. a magic-user character begins as a Conjurer with 5000 experience points). Dice for accumulated hits, fighting capability, spells, and all other abilities (saving throws, clerics vs. undead, etc.) are as normal for 3rd level characters. Magic-user characters only begin the game with knowledge of 3 spells (one for each level), and if additional spells are desired they must be purchased via scrolls (as detailed below).
3. HIT DICE: Dice for accumulated hits are rolled normally as for 3rd level characters of the appropriate class, but any die roll of 1 is re-rolled until it is no longer a 1 (thus for each hit die the character will have from 2-6 hit points).
4. STARTING GOLD AND EQUIPMENT: Each character begins with gold pieces equal to the roll of 3 six-sided dice x 100, for a total of 300-1800 GP. This gold may be spent on standard adventuring equipment, as detailed in vol. I, pp. 13-14, and may also be used in two special ways described below:
a. NON-PLAYER CHARACTER RETAINERS: Characters may begin the game with one or more non-player characters in their service if they so desire. A minimum investment of 500 GP + 100 GP/level (up to maximum of 2nd level) is required per retainer, and the liege must also supply all equipment for his retainers. Gifts of additional gold will improve retainers’ morale rating. Of course players may also hire men-at-arms and other standard hirelings at the usual rates as detailed in vol. III, pp. 22-23.
b. MAGIC ITEMS: Characters of 3rd level are likely to have acquired some magic items over the course of their previous adventures, and this is reflected by allowing players to “purchase” such items with their starting gold. Note that this system is intended solely as an abstraction for pre-experienced characters entering the campaign, and should not be taken as a precedent to allow players to purchase magic items within the normal course of campaign play. Many of the items listed are obviously too expensive for any single player to buy, but players may choose to pool their resources (or perhaps simply make loans to one another) to afford some of the more powerful items.
SWORDS:
Sword +1 2000
Sword +1, +2 vs Lycanthropes 3000
Sword +1, +2 vs Magic-Users and Enchanted Monsters 3000
Sword +1, Locating Objects 3500
Sword +1, +3 vs. Trolls (Clerics) 4000
Sword, Flaming +1, etc. 4500
Sword +1, +3 vs. Dragons 4000
Sword +2 4000
Sword +2, Charm Person Ability 5000
Sword +3 7000
(Note: all magic swords are assumed to have the same alignment as the owning character and no other special abilities)
ARMOR:
Shield +1 2500
Armor +1 5000
Shield +2 5000
MISCELLANEOUS WEAPONS:
Magic Arrow (1) 150
Dagger +1 vs. Man-Sized, etc. 750
Dagger +2 vs. Man-Sized, etc. 2000
Magic Bow 3500
Axe +1 1750
Mace +2 4500
War Hammer +1 2500
War Hammer +2 6000
Spear +1 3000
Spear +2 6500
POTIONS:
Growth 350
Diminution 600
Giant Strength 1000
Invisibility 600
Gaseous Form 450
Polymorph (Self) 400
Speed 500
Levitation 450
Flying 850
ESP 950
Healing 450
Longevity 1200
Clairvoyance 600
Clairaudience 500
Animal Control 500
Undead Control 3000
Plant Control 350
Human Control 1000
Giant Control 1200
Invulnerability 600
Fire Resistance 450
Treasure Finding 2500
Heroism 600
SCROLLS:
Protection: Lycanthropes 3000
Protection: Undead 4500
Protection: Elementals 4500
Protection: Magic 4500
Spells 350/spell level*
*limited to spells of levels 1-4; magic-users may choose to add spells to their spell books (but such spells are then no longer usable as scrolls, of course)
RINGS:
Invisibility 7500
Mammal Control 5000
Water Walking 5000
Fire Resistance 5000
WANDS AND STAVES:
Metal Detection 7500
MISCELLANEOUS MAGIC:
Crystal Ball 5000
Elven Cloak 6000
Elven Boots 5000