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<blockquote data-quote="howandwhy99" data-source="post: 6240451" data-attributes="member: 3192"><p>I would say the Class you pick is the most important choice for you as a player. Then race and starting alignment which largely define the particulars of the character you'll play. The Ability Scores are abilities every character has and are rolled, not chosen. Same with Hit Points, Starting Gold, and any other rolled or derived results. (Checking for psionic ability for instance). </p><p></p><p>Depending on your Ability Score rolls you might be able to qualify for a Subclass. I believe AD&D requires 9 or higher in any prime requisite score for even the core classes. I don't agree with that, but it's a good reason to roll again if you're new and don't want to change your class. Depending on the DM you might be offered the chance to Min/Max Ability Scores, but this is expensive and scores are bought at 2 or 3-for-1 cost to raise, but might allow you to qualify for a subclass, if you so choose.</p><p></p><p>Finally, buying equipment takes the longest, but can be done in game. What you buy depends on all sorts of stuff, your class and race, but foremost what your plans are. Do you need rope? light sources? food for how long? Do you want to put the wizards in armor for the time being? Change equipment to fit the situation. If you're playing a 1-shot module, you should know something before to help you purchase and prepare for it. Also, buying equipment as a group during planning helps a lot to cover team needs not to mention sussing out viable tactics. The equipment you use will and probably should be changed around a lot over the length of a campaign, so this is just the start of a long game process.</p><p></p><p>Before any of that begins though I suggest having a first session campaign and adventure concepting session where players work out what they want in the game. Who are they? What are they? What are their backgrounds? What is the world like and where are they in it? What are their goals? Do they have any custom classes, races, equipment, and so on they want in the game? Feed the GM material for generating the campaign setting and available adventure locations, then roll up characters better informed of what, where, and why they are.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6240451, member: 3192"] I would say the Class you pick is the most important choice for you as a player. Then race and starting alignment which largely define the particulars of the character you'll play. The Ability Scores are abilities every character has and are rolled, not chosen. Same with Hit Points, Starting Gold, and any other rolled or derived results. (Checking for psionic ability for instance). Depending on your Ability Score rolls you might be able to qualify for a Subclass. I believe AD&D requires 9 or higher in any prime requisite score for even the core classes. I don't agree with that, but it's a good reason to roll again if you're new and don't want to change your class. Depending on the DM you might be offered the chance to Min/Max Ability Scores, but this is expensive and scores are bought at 2 or 3-for-1 cost to raise, but might allow you to qualify for a subclass, if you so choose. Finally, buying equipment takes the longest, but can be done in game. What you buy depends on all sorts of stuff, your class and race, but foremost what your plans are. Do you need rope? light sources? food for how long? Do you want to put the wizards in armor for the time being? Change equipment to fit the situation. If you're playing a 1-shot module, you should know something before to help you purchase and prepare for it. Also, buying equipment as a group during planning helps a lot to cover team needs not to mention sussing out viable tactics. The equipment you use will and probably should be changed around a lot over the length of a campaign, so this is just the start of a long game process. Before any of that begins though I suggest having a first session campaign and adventure concepting session where players work out what they want in the game. Who are they? What are they? What are their backgrounds? What is the world like and where are they in it? What are their goals? Do they have any custom classes, races, equipment, and so on they want in the game? Feed the GM material for generating the campaign setting and available adventure locations, then roll up characters better informed of what, where, and why they are. [/QUOTE]
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