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Legacy of the Silver Dragon (Swords and Wizardry Core, 4th Ed)
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<blockquote data-quote="gambler1650" data-source="post: 5654675" data-attributes="member: 11033"><p>One thing I'm debating is starting stats and character generation:</p><p></p><p>Unlike more modern iterations, abilities really aren't as important - or at least don't appear to be at first blush. The range of modifiers and what they modify is generally less (though 4th edition S&W did add a few additional modifiers). What a high attribute is often best for is that it provides a 5% increase in XP received if your profession's prime attribute (strength for a fighter for instance) is 13+, so the character advances more quickly.</p><p></p><p>The REAL killer is hit points. If you roll a 1 for HP, your character pretty much is guaranteed to die unless you're super cautious and lucky). And unless you have a CON of 13+, you always have a chance of starting with 1 HP. I do plan to run this without fudging die rolls, though I plan to provide some help (see below) since most of us aren't used to the old school style.</p><p></p><p>I propose the following for character generation:</p><p></p><p>3D6 in order (in other words, roll the dice for each attribute).</p><p></p><p>If your character has either of the following conditions, you may reroll it:</p><p></p><p>Less than 54 TOTAL points for attributes (the average is 63 - 10.5 per attribute, 54 is if you rolled a 9 on every attribute), OR</p><p></p><p>No attribute 13 or above.</p><p></p><p>Now it's also possible to have 3-4 people who all roll up a character that would be a better fighter than anything else. To allow for party flexibility, I will permit each character to switch any two attributes.</p><p></p><p>For Hit Points: Roll the die for your class as given, divide by 2 (rounding down) and add to HALF the maximum HP you could have achieved. Then add/subtract your CON modifier.</p><p></p><p>So, let's say you're a Fighter with a CON of 14 (+1 to HP). Your hit die is 1D10. Half of your maximum HP (10) at Level 1 is 5. You roll a 3, which is halved and rounded down to 1. 5 + 1 (Die Roll) + 1 (CON Bonus) = 7</p><p></p><p>So, what I suggest is.. once you've looked at the rules, roll up a set of attributes. One way to determine the party composition would be to then post the attributes with your first and second choice of character (profession and race). Then discuss amongst yourselves who (if anyone) will switch attributes in order to make the party more diverse.</p><p></p><p>If you prefer to keep your character's attributes/class (even race) secret for some reason, then feel free to message me with the attributes/character class/race, and when I've seen the whole list, I can make suggestions as to if someone should change their classes, or do a swap of two of their attributes.</p><p></p><p></p><p>So, additional 'help' to the party. I plan to use a 'Hero Point' type system, where you can spend a Hero Point to:</p><p></p><p>1. Force one reroll (but you must take the result).</p><p>2. Cause any damage that would reduce you to 0 or less HP to leave you at 1 HP.</p><p>(Possibly others if I think of them)</p><p></p><p>Players will start with 1 Hero Point, and gain extra Hero points by, well, doing things heroically.</p><p></p><p>There's a fine line between heroic and foolhardy however. Simply charging 10 orcs as soon as you see them (think Han Solo and stormtroopers), isn't going to get a Hero Point. If somehow you do so and take out all 10, then probably you'll get a Hero Point. If you hold a doorway against 10 orcs when one of your company is down, and the other is desperately trying to find a way out of the apparently dead end you're in - you'll probably get a Hero Point, possibly even before the scene is completed (allowing you to hold out longer).</p><p></p><p>Hero Points will also be awarded for good roleplaying. If you consistently write:</p><p></p><p>"I'm swinging my sword at the nearest Orc, hoping to protect the wizard."</p><p></p><p>you'll only get Hero Points for actions described above. If however you provide more description and make your character seem to come alive through your writing, you'll likely get a Hero Point after major climaxes (the end of a particular adventure, or series of events). This doesn't mean that you have to write paragraphs of literature. But as in the example above, something like:</p><p></p><p><Character Name> steps forward menacingly, keeping himself between the slavering orc and the fallen wizard. "You're NOT getting past me," he says, and then brings his axe smashing down towards the orc's head.</p><p></p><p>would be sufficient if that level of description is done consistently.</p></blockquote><p></p>
[QUOTE="gambler1650, post: 5654675, member: 11033"] One thing I'm debating is starting stats and character generation: Unlike more modern iterations, abilities really aren't as important - or at least don't appear to be at first blush. The range of modifiers and what they modify is generally less (though 4th edition S&W did add a few additional modifiers). What a high attribute is often best for is that it provides a 5% increase in XP received if your profession's prime attribute (strength for a fighter for instance) is 13+, so the character advances more quickly. The REAL killer is hit points. If you roll a 1 for HP, your character pretty much is guaranteed to die unless you're super cautious and lucky). And unless you have a CON of 13+, you always have a chance of starting with 1 HP. I do plan to run this without fudging die rolls, though I plan to provide some help (see below) since most of us aren't used to the old school style. I propose the following for character generation: 3D6 in order (in other words, roll the dice for each attribute). If your character has either of the following conditions, you may reroll it: Less than 54 TOTAL points for attributes (the average is 63 - 10.5 per attribute, 54 is if you rolled a 9 on every attribute), OR No attribute 13 or above. Now it's also possible to have 3-4 people who all roll up a character that would be a better fighter than anything else. To allow for party flexibility, I will permit each character to switch any two attributes. For Hit Points: Roll the die for your class as given, divide by 2 (rounding down) and add to HALF the maximum HP you could have achieved. Then add/subtract your CON modifier. So, let's say you're a Fighter with a CON of 14 (+1 to HP). Your hit die is 1D10. Half of your maximum HP (10) at Level 1 is 5. You roll a 3, which is halved and rounded down to 1. 5 + 1 (Die Roll) + 1 (CON Bonus) = 7 So, what I suggest is.. once you've looked at the rules, roll up a set of attributes. One way to determine the party composition would be to then post the attributes with your first and second choice of character (profession and race). Then discuss amongst yourselves who (if anyone) will switch attributes in order to make the party more diverse. If you prefer to keep your character's attributes/class (even race) secret for some reason, then feel free to message me with the attributes/character class/race, and when I've seen the whole list, I can make suggestions as to if someone should change their classes, or do a swap of two of their attributes. So, additional 'help' to the party. I plan to use a 'Hero Point' type system, where you can spend a Hero Point to: 1. Force one reroll (but you must take the result). 2. Cause any damage that would reduce you to 0 or less HP to leave you at 1 HP. (Possibly others if I think of them) Players will start with 1 Hero Point, and gain extra Hero points by, well, doing things heroically. There's a fine line between heroic and foolhardy however. Simply charging 10 orcs as soon as you see them (think Han Solo and stormtroopers), isn't going to get a Hero Point. If somehow you do so and take out all 10, then probably you'll get a Hero Point. If you hold a doorway against 10 orcs when one of your company is down, and the other is desperately trying to find a way out of the apparently dead end you're in - you'll probably get a Hero Point, possibly even before the scene is completed (allowing you to hold out longer). Hero Points will also be awarded for good roleplaying. If you consistently write: "I'm swinging my sword at the nearest Orc, hoping to protect the wizard." you'll only get Hero Points for actions described above. If however you provide more description and make your character seem to come alive through your writing, you'll likely get a Hero Point after major climaxes (the end of a particular adventure, or series of events). This doesn't mean that you have to write paragraphs of literature. But as in the example above, something like: <Character Name> steps forward menacingly, keeping himself between the slavering orc and the fallen wizard. "You're NOT getting past me," he says, and then brings his axe smashing down towards the orc's head. would be sufficient if that level of description is done consistently. [/QUOTE]
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