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The game is heavily based on the ideas of the http://dungeons.wikia.com/wiki/Grim-N-Gritty_(3.5e_Sourcebook) system originally penned by Kenneth S. Hood. In addition, the magic system is game world specific and many classes are house-ruled. Familiarizing yourself with the broader changes of the rules for this campaign setting before starting a character is a good idea.

Generating Abilities

Unlike most games, races in this world do not have bonuses and penalties to their starting Abilities. First of all, all player races are essentially human. Some people are mixed with various fairy or goblin races, or even giants, but true examples of these creatures are immortal beings of spirit and not fit to play.

Instead, when you choose a race, you have a range certain stats must be in in order to qualify for each race. To determine the range for any Player's Handbook race, look at their usual Ability Adjustments. If the adjustment is a positive, add the number to 11; this becomes the beginning minimum. If the adjustment is a penalty, add the number to 11; this becomes the beginning maximum.

For instance, let's say you wanted to make an elf. Elves normally have a +2 to Dexterity and a -2 to Constitution. Therefor your new elf must have at least a 13 Dexterity and your Constitution can begin no higher than 13. Half-orcs normally have a +2 Strength and -2 to Intelligence and Charisma. New half-orcs must have a minimum of 13 Strength and cannot start with more than a 13 Intelligence or Charisma.

Point Buy

Player characters generate ability scores using the Standard Point Buy from the Dungeon Master's Guide (page 169). While most NPCs will start with considerably less, player characters are heroes and so may spend 32 points.

If you do not have access to the Dungeon Master's Guide (which is not OGC and may not be reprinted) or another source that provides the chart, you may use the following scores in any order you choose: 16, 15, 14, 13, 10, 9

Alignment

Alignment is a trait of supernatural beings such as fairy folk, goblins and divinities. Most mortals, including humans in all of their variety, animals and plants are neutral and have no Alignment. A human may gain an Alignment at some point, but that requires certain rare circumstances to be met, such as losing their soul.

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