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<blockquote data-quote="steeldragons" data-source="post: 6240423" data-attributes="member: 92511"><p>Yep. Roll up the stats first.</p><p></p><p>Then take a look. It is possible you can pick or have a choice of race prior to the stats, but better to wait until the numbers are on the paper (in pencil <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>As Dannyalcatraz noted: 1e "sub-classes" (your druid, paladin, ranger, illusionist, or assassin) have ability minimums. So thinking "I want to play a ranger" when you don't have the requisite stuff will just set you up for disappointment before the character's even created. If you want to be a Bard, you have to start out as a fighter (up to at least level 5 I think)....switch to thief (up to, again, something like level 5 or 7)...and then switch to druid (at which point you become a Bard level 1).</p><p></p><p>Only non-humans can multiclass and have class restrictions, and not all the same ones. Want a dwarf magic-user? Not in 1e, buddy. Want a cleric-fighter halfling (or dwarf or elf, for that matter)? Nope.</p><p></p><p>...well, though...cleric PCs (single or multi-classed) did become permissible for all races with 1e's Unearthed Arcana. That's up to your DM, if that book's material will be permitted (which includes 3 crazy classes and a slew of uber-powered sub-races - like drow, duergar and svirfneblin available for PCs for the first time).</p><p></p><p>1e Half-elves, by far, are the most flexible -both in terms of classes available and multi-classing options- and the only race that can "triple class" as the ultra-versatile Fighter/Cleric/Magic-users (both elves and half elves can be Fighter/Magic-user/Thief) or the super-spellcaster "Cleric/Magic-user." This being your first foray into 1e, I do not recommend the triple classing (or maybe even multi-classing with 2). Yes, it's super versatile and you can kinda pick up slack or add to many areas during the adventure, but advancement is so amazingly slow...and you will find 1e's advancement slow, coming from 4e, for single classed characters already.</p><p></p><p>[EDIT] hmmm...<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> The you asked for "help" didn't you? ehmmm. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> Was that help or just rambling? hahaha. Sorry.</p><p>1. Roll you stats.</p><p>2. Pick your race. Check what classes they are limited to and what LEVEL those classes are limited to. Note your racial abilities.</p><p>3. Pick a class. Note your class abilities.</p><p>4. Roll up starting money (I think your DM will do this for you or just give out a figure for everyone to start with). Buy equipment, armor, weapons.</p><p>5. Anywhere between steps 2-5, pick an Alignment. Note, coming from 4e, that 1e uses the 9-point alignment system. Lawful Good/Neutral/Evil, Neutral Good/True Neutral/Evil, and Chaotic Good/Neutral/Evil. Familiarize yourself with them and make sure you and your DM are on the same page as to what each of the alignments entails [to avoid alignment fracases in the futre/during play].</p><p>6. ...I think that's about it. Give him/her a name. Decide looks...some personality traits or quirks..."flesh the character out."</p><p>[/EDIT]</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6240423, member: 92511"] Yep. Roll up the stats first. Then take a look. It is possible you can pick or have a choice of race prior to the stats, but better to wait until the numbers are on the paper (in pencil ;) As Dannyalcatraz noted: 1e "sub-classes" (your druid, paladin, ranger, illusionist, or assassin) have ability minimums. So thinking "I want to play a ranger" when you don't have the requisite stuff will just set you up for disappointment before the character's even created. If you want to be a Bard, you have to start out as a fighter (up to at least level 5 I think)....switch to thief (up to, again, something like level 5 or 7)...and then switch to druid (at which point you become a Bard level 1). Only non-humans can multiclass and have class restrictions, and not all the same ones. Want a dwarf magic-user? Not in 1e, buddy. Want a cleric-fighter halfling (or dwarf or elf, for that matter)? Nope. ...well, though...cleric PCs (single or multi-classed) did become permissible for all races with 1e's Unearthed Arcana. That's up to your DM, if that book's material will be permitted (which includes 3 crazy classes and a slew of uber-powered sub-races - like drow, duergar and svirfneblin available for PCs for the first time). 1e Half-elves, by far, are the most flexible -both in terms of classes available and multi-classing options- and the only race that can "triple class" as the ultra-versatile Fighter/Cleric/Magic-users (both elves and half elves can be Fighter/Magic-user/Thief) or the super-spellcaster "Cleric/Magic-user." This being your first foray into 1e, I do not recommend the triple classing (or maybe even multi-classing with 2). Yes, it's super versatile and you can kinda pick up slack or add to many areas during the adventure, but advancement is so amazingly slow...and you will find 1e's advancement slow, coming from 4e, for single classed characters already. [EDIT] hmmm...:erm: The you asked for "help" didn't you? ehmmm. :hmm: Was that help or just rambling? hahaha. Sorry. 1. Roll you stats. 2. Pick your race. Check what classes they are limited to and what LEVEL those classes are limited to. Note your racial abilities. 3. Pick a class. Note your class abilities. 4. Roll up starting money (I think your DM will do this for you or just give out a figure for everyone to start with). Buy equipment, armor, weapons. 5. Anywhere between steps 2-5, pick an Alignment. Note, coming from 4e, that 1e uses the 9-point alignment system. Lawful Good/Neutral/Evil, Neutral Good/True Neutral/Evil, and Chaotic Good/Neutral/Evil. Familiarize yourself with them and make sure you and your DM are on the same page as to what each of the alignments entails [to avoid alignment fracases in the futre/during play]. 6. ...I think that's about it. Give him/her a name. Decide looks...some personality traits or quirks..."flesh the character out." [/EDIT] [/QUOTE]
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