wingsandsword
Legend
How to do this. . .
I've seen it done.
First: Ability scores. This is going to lead to arguments and hard feelings unless people are really, really good friends and know each other well. Just give your players 25 points and have them point-buy their scores. If they need some pointers, the old 1 Point of INT to 10 points of IQ is a rule of thumb, they can take an online IQ test, and how much you can lift/carry is an old benchmark of strength. Others are a little harder to estimate, but how often do you get sick, how fast do you heal? Are you a clutz or graceful? Spend those 25 points.
Second: Character level/class. d20 Modern would be better for this, but it's got some guidelines for converting between d20M & D&D. Let's say that the "average" person would be 1st or 2nd level, and just for dramatics sake let's say they had PC class levels (or would once they landed in the realms).
What class to take?
Do you seriously practice martial arts, maybe take a level of monk.
Are you deeply religious or mystical, maybe take a level of cleric.
Are you sneaky, and good with the shady aspects of culture, then take rogue.
Are you an entertainer or musician, or a wanderer who knows a little of everything, then be a bard.
Are you a hunter, woodsman or a regular dweller in the wilderness, then Ranger is for you.
And so on. . . just find a class archetype that roughly mimics your personality or interests. Even if you don't have that class *immediately* you probably do after a little introductory scene with the DM. (I.e. if you're a bookworm and interested in the supernatural, you don't show up with spells in memory and a spellbook, but you might find one in a treasure chest and have a talent for it and quickly figure things out and *bam* you're now a 1st level Wizard).
So, now you've got ability scores, class and level. What items you show up with starting depend really on how generous you DM is. Is it what you have on you in a typical day? Do you have time to prepare and grab that replica sword off the wall, or do you stumble through a portal one day with your backpack and a swiss-army knife?
IIRC, Ed Greenwood has always maintained that laws of physics are slightly different in the Realms, so electronics/computers don't work there (your digital watch stops working, ditto with your cell phone and laptop), and so neither does gunpowder (your gun doesn't work until you find some alchemical smokepowder and replace the powder in your rounds).
I've seen it done.
First: Ability scores. This is going to lead to arguments and hard feelings unless people are really, really good friends and know each other well. Just give your players 25 points and have them point-buy their scores. If they need some pointers, the old 1 Point of INT to 10 points of IQ is a rule of thumb, they can take an online IQ test, and how much you can lift/carry is an old benchmark of strength. Others are a little harder to estimate, but how often do you get sick, how fast do you heal? Are you a clutz or graceful? Spend those 25 points.
Second: Character level/class. d20 Modern would be better for this, but it's got some guidelines for converting between d20M & D&D. Let's say that the "average" person would be 1st or 2nd level, and just for dramatics sake let's say they had PC class levels (or would once they landed in the realms).
What class to take?
Do you seriously practice martial arts, maybe take a level of monk.
Are you deeply religious or mystical, maybe take a level of cleric.
Are you sneaky, and good with the shady aspects of culture, then take rogue.
Are you an entertainer or musician, or a wanderer who knows a little of everything, then be a bard.
Are you a hunter, woodsman or a regular dweller in the wilderness, then Ranger is for you.
And so on. . . just find a class archetype that roughly mimics your personality or interests. Even if you don't have that class *immediately* you probably do after a little introductory scene with the DM. (I.e. if you're a bookworm and interested in the supernatural, you don't show up with spells in memory and a spellbook, but you might find one in a treasure chest and have a talent for it and quickly figure things out and *bam* you're now a 1st level Wizard).
So, now you've got ability scores, class and level. What items you show up with starting depend really on how generous you DM is. Is it what you have on you in a typical day? Do you have time to prepare and grab that replica sword off the wall, or do you stumble through a portal one day with your backpack and a swiss-army knife?
IIRC, Ed Greenwood has always maintained that laws of physics are slightly different in the Realms, so electronics/computers don't work there (your digital watch stops working, ditto with your cell phone and laptop), and so neither does gunpowder (your gun doesn't work until you find some alchemical smokepowder and replace the powder in your rounds).