Interlude -- Character Creation
Or, "Establishing Your Character" as the gamebook titles that section.
YOUR Carr Delling will be different from someone else's because YOU help to create him.
Each gamebook comes with a tear-out bookmark-slash-character-sheet. Unfortunately, 13-year-old Joshua did not heed the advice to make a photocopy of it nor to reproduce the card on a 3x5-inch index card. So my historical artifact has numerous pencil marks and erasures.
Fortunately, we have
Demian's Gamebook Webpage to the rescue with a clean image.
I will explain the top part of the bookmark-slash-character-sheet in this post and explain the rest later.
Hit Points
As Carr Delling, you have a specific life strength, represented by hit points. Once your character's hit points are gone, he ceases to exist, and the adventure has ended, whether the text has come to an end or not.
In book 1, OUR Carr Delling didn't lose a single HP. And even if he had, I am fairly sure there was no possible way to lose enough HP in that book for Carr to "cease to exist".
In book 2, in my recollection, it will be possible to "cease to exist" due to HP loss.
Magic-users must spend most of their time in musty studies, poring over arcane tomes. They rarely eat or exercise properly. In THE SORCERER'S CROWN, Carr Delling's physical strength has deteriorated from the time he was an athletic mountain boy on rugged Seagate Island. He begins the adventure with a base of 6 hit points, pulse the best two of four die rolls.
The pasty, unathletic magic-user is of course a staple cliche of D&D.
According to
AnyDice with this syntax
Code:
output [highest 2 of 4d6] named "4d6 drop lowest two"
we get a bell curve that looks like this
If we take that peak at 10 as the most likely outcome, then Carr can be expected to have 16 HP.
OUR Carr Delling in book 1 had a base of 8 HP plus the best die of 2d6, so the book 1 Carr was expected to have 13 HP.
He has leveled up a lot [
citation needed and pending] but not gained very many HP. Which is a good reflection of the pasty, unathletic magic-user cliche.
Now let's roll the dice for OUR Carr Delling.
We roll 5, 4, 4, 3 so we get to keep 5 and 4, add them to our base of 6, for a total of 15 HP.
The AD&D magic-user has a d4 hit die, average 2.5, and 15 / 2.5 = 6. This does
not necessarily mean Carr is only 6th level. What it means is that he has the HP of your average 6th level magic-user. Which is quite fragile given the level of dangers he will face.
Skill Points
Or, ability scores. These gamebooks track only three:
Intelligence (INT),
Dexterity (DEX), and
Charisma (CHA).
Your scores will go up and down over the course of the book. This isn't how AD&D works at all, but as the gamebook reminds us, we don't need no steenkin' Advanced Dungeons & Dragon rules. We do our own thing.
The gamebook uses
DEX as a catchall for any physical action we make, including things that would be STR or possibly CON in the real game.
CHA is used for any type of personal interaction.
INT is used when Carr casts a spell, to see if it works or not. Sometimes when it doesn't work, Carr dies horribly due a magical mishap. Other times, it's just a miss and Carr continues on.
When you are instructed to make a test, you roll 2d6, add it to your base skill, and see if the result equals or exceeds the target number in the book. In book 1, we saw "normal difficulty" tests (for DEX and CHA) with targets of 17 or 18, and "hard difficulty" tests (for INT) with targets of 21 or 22.
Book 1 was inconsistent about whether a failed test was a hard failure with immediate consequences (up to and including Your Quest Ends Here) or a soft failure with another chance to succeed (loss of fictional positioning, followed by another test, sometimes at a higher target number).
Back to Carr's Skill Points. He has a
base of INT 14, DEX 10, CHA 12 and another
7 points to spend across those three skills. (Unfortunately we do not get to carry over our book 1 scores, which by the end of the book were an awesome INT 18, DEX 12, CHA 18.)
By the gamebook's rules, Carr
has to put at least 1 point into each skill and his
total INT score has to be higher than each of the other two scores.
So you cannot do INT 15, DEX 15, CHA 13 (because INT 15 would not be
higher than DEX 15) nor INT 15, DEX 11, CHA 17 (because INT 15 < CHA 17) no matter how satisfying it would be to play against type that way.
There are a large number of possible combinations, but I'm going to shortcut all of that to lean into this gamebook series title,
KINGDOM OF SORCERY. I'll put 5 points into INT and 1 each into DEX and CHA.
INT 14 + 5 =
19
DEX 10 + 1 =
11
CHA 12 + 1 =
13
OUR Carr Delling's low DEX reflects the toll that years of magic study have taken upon him.
His low CHA reflects that he is a huge jerk much of the time. (You'll see.) Also, Carr is no longer in the College Arcane where he had grown his Charisma to Paladin-qualifying levels through a careful application of sarcasm, insults, passive aggressive behavior, and showing off in front of the other students.
Sceptre of Bhukod, Book of Lesser Spells, Traveling Book of Greater Spells
Cool your jets. I'll explain those when I'm good and ready.
Character Portrait
This bookmark-slash-character-sheet is too jam-packed with information for something as silly as a depiction of what OUR Carr Delling looks like. Instead we get this amazing spot illustration:
Oof. That is
not a flattering angle, buddy.