[Recruiting Fresh Again!] The Old School: 1e AD&D

Well then, [MENTION=36150]Herobizkit[/MENTION] and [MENTION=12460]airwalkrr[/MENTION], get a-rolling! There's a lot more to fill out than just the ability scores!

And yes, we're only using the 1e PHB, DMG, and MM. No Unearthed Arcana. If you need my help with rolling anything, let me know and I'll help out. I can roll dice for you, too, should you wish it.
 

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My scores are up-thread somewhere, but I wouldn't mind if you'd put the character together, [MENTION=41485]InVinoVeritas[/MENTION]. Got high hopes for psionics. ;)
 

Just a head's up, I'll be out of town for a few days and will have limited access to internet (as in basically nil).

IVV pleas feel free to have Amirad boldly attack and charge things. Cause that's just the kind of guy he is. :lol:
 



Oh no. The one time my old group had a 1E character with psionics, it totally broke the game.

Zhantain already has psionics. See what good it gives him?

And, to be honest, D&D was originally designed expecting parties of henchmen, hirelings, mercenaries, and the like to join with the PCs, forming entourages that averaged around 10 people anyway. If you encountered a random adventuring party in 1e, that party contained 9 people.
 

Str: 14
Int: 18
Wis: 13
Dex: 18
Con: 14
Cha: 13

Dwarf Thief, huh?

Dwarves actually max out at Dex 17. So we lower the Dex to 17, then add +1 Con and -1 Cha. Let's get your age out of the way:
3d6+75=90
You are officially Mature, so that's +1 Str, +1 Con, +1 Wis, -1 Wis.

Str: 15 +200 GPW allowance, open doors 2/6, bend bars 7%
Int: 18 2 additional languages (see dwarf)
Wis: 13 none
Dex: 17 +2 attack, -3 defense, +5% pick pockets, +10% open locks, +5% move silently, +5% hide in shadows
Con: 16 +2 hit point adjustment, 95% system shock, 96% resurrection
Cha: 12(13) 5 max henchmen, +5% reaction adjustment with other dwarves

HP 8
AC ??
THACO 20 (+1 step)

Saving Throws:
Paralysis, Poison, Death Magic: 9
Petrification, Polymorph: 12
Rod, Staff, or Wand: 10
Breath Weapon: 16
Spell: 11

Age: 90
Height: 3' 8"
Weight: 164

Height, Weight (1d100=7, 1d100=73)
1d4=4, 2d12=14

Secondary Skill (1d100=29)
Secondary Skill: Animal Husbandry

Languages: Common, Dwarven, Gnome, Goblin, Kobold, Orc, Thieves' Cant, +2 languages

Dwarf skills:
+4 to saving throws vs. rods, staves, wands, spellls and poison (included above)
60' Infravision
Detect slope 75%
Detect new construction 75%
Detect sliding or shifting walls 4/6
Detect stonework traps 50%
Determine depth underground 50%
+1 to hit vs. orcs, half-orcs, goblins, hobgoblins
Ogres, trolls, ogre magi, titans, giants get -4 to hit

Thief skills:
Backstab x2
Pick Pockets 35%
Open Locks 45%
Find/Remove Traps 35%
Move Silently 20%
Hide in Shadows 15%
Hear Noise 10%
Climb Walls 75%

Your Wonderful Psionic Roll (needing 95+): 1d100=48
No psionics.

You still need a name, alignment, and starting equipment. You have 2d6=6 60gp to spend.
 

And, to be honest, D&D was originally designed expecting parties of henchmen, hirelings, mercenaries, and the like to join with the PCs, forming entourages that averaged around 10 people anyway. If you encountered a random adventuring party in 1e, that party contained 9 people.

This is spot on. There were always tons of folks running around in our D&D games back in the day. Of course, from a PbP perspective, smaller parties tend to run smoother and quicker.
 



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