Wednesday, August 10, 2005

Player Introduction Part I (character creation)

So, here's a new Dungeons & Dragons campaign run by me. I want to lay a few ground rules for everyone before we get started. This document is intended to introduce everyone to the game world and to give instructions for character generation. You will also find information regarding the available books and such that we will use.

Books and Such Allowed
Only material from the Dungeons & Dragons 3.5 core books (Player's Handbook, Dungeon Master's Guide, and Monster Manual) will be allowed initially. I will allow limited access to spells, feats, prestige classes, etc. from the Complete series of books and the Miniatures Handbook on a case-by-case basis. If there's something from one of these books you want (especially a prestige class) let me know now so I can see if it will work.

Ability Score Generation
We will use a 28-point point buy system for character ability score generation. This is significantly less powerful than what we have been using (16, 15, 14, 13, 12, 10 ability scores), but it is also slightly more powerful than the standard ability score array (15, 14, 13, 12, 10, 8). See the Dungeon Master's Guide for a description of how to do a point buy. Note that racial modifiers to ability scores apply AFTER the point buy.

Races Allowed
All Player's Handbook races are allowed. Additionally, anyone can petition me for the right to play a character of another race from some other source. If the race makes sense for the game I will allow it. As we are starting at first level I will impose the following rules on races with ECL greater than 0:

  • No races with greater than ECL +2 will be allowed.
  • Characters with an ECL greater than +1 will suffer a semi-permanent negative level for each point of ECL. Basically, an ECL 1 race (such as Aasimar or Tiefling) will build a normal first level character. All attack rolls, skill checks, saves, etc. (any d20 roll) suffer a minus one penalty on the roll AND if the character is a spell-caster s/he loses one spell from his/her highest spell level. For an ECL 2 race the penalty is -2 on all d20 rolls AND a loss of two spells from the highest spell level. When the character achieves second level s/he does not gain a new level (or Hit Die), but instead removes one negative level. Repeat again at third level for ECL 2 races.
  • Characters with Level Adjustment 1 or 2 races may use the Unearthed Arcana rules for buying off the racial level adjustment. An LA 1 character can spend current character level times 1,000 XP after gaining three class levels to permanently remove the LA penalty. Typically an LA 1 character will spend 3,000 XP on achieving character level three to permanently get rid of the LA penalty. An LA 2 character can spend current level times 1,000 XP after gaining six class levels to remove the first point of LA. That same LA 2 character can remove the second point of LA no earlier than three class levels after removing the first level. Typically an LA 2 character will spend 6,000 XP on achieving character level three and 9,000 XP on achieving character level nine.
  • Note that it is not possible to buy off racial hit dice in this way. If you choose an ECL 1 or greater race that has one or more racial hit dice then you will always suffer by not having a class level for the racial hit die level(s).

Classes Allowed
All of the Player's Handbook classes are allowed. Base classes from the Complete series or the Miniatures Handbook may be allowed if you can convince me it's a good idea. I would strongly recommend a party of four (or five if we can find the players) iconic characters. That is, I think we should have one fighting type (barbarian, fighter, paladin, or ranger), one skill character (bard, ranger, rogue, scout or spellthief), one arcane caster (sorcerer or wizard) and one divine caster (druid or cleric). If a fifth player is available then that character could be pretty much anything. A ranger (or someone with the Track feat) will be very useful throughout the campaign. I would suggest that the fighting type person look at having a level or two of ranger to go along with whatever s/he plans to do. In my opinion, wizards make better campaign characters than sorcerers due to wider spell selection, but if someone wants a sorcerer instead of a wizard it is certainly allowed. A druid will definitely work, although the party will suffer from lack of healing at mid levels and lack of turning ability at all levels if there is no cleric. A rogue, scout or spellthief would be the best bet for the hidey/sneaky/locksmith type, but a bard or wizard can do in a pinch if s/he is willing to put skill points in cross-class skills or take the Able Learner feat from Complete Adventurer and a level of rogue, scout or spellthief.

Spell Lists
For divine casters that have access to all spells on their spell lists only spells from the Player's Handbook will be available initially. As the campaign progresses additional spells may become available. A PC may research any spell from the Complete series and the Miniatures Handbook (using the standard spell research rules), and I will consider allowing access to spells from other sources on a case-by-case basis.

Wizards, sorcerers and bards can choose as spells known from the Player's Handbook and the Complete series and the Miniatures Handbook. Why the double standard? Divine casters are WAY too powerful when they have dozens of spells per spell level from all of those sources. Even with access to all spells from six different books the arcane casters have a limited number of spells available to them as they have a limited number of spells known. Wizards could theoretically learn all of the spells in the books, but it would take an incredible amount of cash that they will never have.

Skills
I would strongly recommend that at least one member of the party have a few skill points in each of the social skills. That is, someone should have bluff, someone should have gather information, etc. If there is a bard or other "face-man" type PC that covers all of these skills that's fine, but if there's not then everyone should put a few points in one or two of the social skills so that at least one person in the party has a few points in all of them.

Spellcraft checks made to understand or recognize non-standard spells (that is, spells not in the Player's Handbook) will require a DC 25 + spell level instead of the standard DC 15 + spell level. This check applies to all spells that are not in the Player's Handbook excepting those that a PC has already learned.

Regional Feats
All PCs will begin with a single regional feat (in addition to their normal feat(s)) at first level. Choose a feat from the Player's Guide to Faerûn that makes sense for your character. All regional feats must be approved by me.

Next Post