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Posted: Fri Jul 17, 2009 1:49 pm
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Building a Character 101
Alright this thread was created to help people with first time characters, characters for new games, new ideas, and general character building questions or help.
I cannot help people with 4e D&D and I have no books on D20 modern, Cthulhu, and only the basic core book for Rifts. As well even though I started on AD&D and know it well with out all my old books, I cannot help you very well on creating a character. Nevertheless, I am here to help with many things that include but are not limited to: -Vampire, The Masquerade -Vampire, The Masquerade LARP (Form the Laws of the night I have knowledge of other books but this would be a basic character.) -Werewolf, The Apocalypse -Dungeons and Dragons 3.5 (or 3.0 but you wont find many for this) -Big Eye Small Mouth (Both Tri Stat and D20)
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Posted: Fri Jul 17, 2009 2:01 pm
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Posted: Fri Jul 17, 2009 2:04 pm
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Posted: Fri Jul 17, 2009 2:30 pm
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I'll write up my suggestions for newbies.
1. TALK WITH THE DM! This has got to be the BEST thing for you to do. The DM will provide you with knowledge of how to get attributes, what the world is like, and other odds and ends that will be useful for number 2.
2. Think of a concept! This is definitely the next step. Throughout all of the steps though, keep doing number 1, since it will help with you making the concept fit well with the world. Once you have a concept, thoroughly discuss it over with your DM, fix things as needed, then work on finding the class that is right for you.
3. Pick a class. Alright, here is the big one. Now, take the concept you worked out with your DM and, probably with the DM (yea, newbies should talk to the DM a lot for the first character), pick the class that is right for it. Such as, say you wanted to be a elven diplomatic character. You have a few choices. Which choice you pick should depend more on background and some of the style of play you want. I'll explain here.
The elven diplomat could be one of the following well: Rogue, Bard, Cleric, Paladin
Rogue Diplomat: These diplomats are your fast talking, shady guys who can have the ability to do some of their own spy work. Probably carry a concealed dagger for defense and 'encouraging' others to agree with you, via backstabbing them both literally and diplomatically. With a group, he'll probably only attack when he can get a flank and a Sneak Attack or use a ranged weapon, if at all.
Bard Diplomat: This guy has odd knowledge he can call upon to help him at times. He's the smooth talking ladies man (or man's Lady). He will probably carry a finesse weapon, to add to his style it's normally a rapier. In single combat, he's not that good, and may run away if he can, but as part of the group he will be invaluable for his Bardic Music and small healing ability.
These two above normally make the best, but below are two alternate choices if you really wanna try em. Please note that all concepts are just a base idea, and can very easily be changed to fit your wants and needs.
Cleric Diplomat: Normally armored and carrying a mace, longsword, or whatever you want, the cleric is a holy man of a diplomat. He can be charismatic enough to persuade people into doing what he wants, and if needed, at 2nd level he can even increase his chances some via the Eagle's Splendor spell. Clerics are one of the most INVALUABLE members of a party, because they are probably the group's main healer, as well as able to kick some serious a** if able.
Paladin Diplomat: Sort of like the cleric, but he's really not meant to be a diplomat except as perhaps a secondary one. I'd only recommend it if you really want to be focused on the kicking of the a** part of combat instead of focusing on your 'verbal' skills.
4. Roll stats. Easiest thing ever. Follow what the DM says. Once you have them, assign the scores to what best fits your concept. Take the rogue diplomat. Say you got... hmm... 12, 11, 14, 16, 15, 17 as your scores (lucky you). That 17 probably go to Charisma followed by the 16 in dex. 15 to int, 14 to wis, then 12 probably to con because as an elf you'll take a hit to it, making it 10. So 11 strength. You're a dextrous elf who's pretty charismatic. Now whether that charisma means 'you're a pretty boy' or means you're like Martin Luther King Jr. was and a great speaker and just had that presence, is pretty much up to you.
5. Feats, skills, equipment. Fairly straight forward. Ask DM for any help you may need or if you can take certain feats.
6. BACKGROUND. One of the most important things to do. This helps flesh out your character. Now don't go overboard and write out a day by day history, but give a little insight into what your character's life was like, why is he who he is, ect. If you're a low level, you don't even have to do much of one, since you're probably young. Just fill in important events and stuff. As you level, your character's personality will flesh out as you play him and you'll build up a history. Who knows, maybe you'll get to use the guy again.
Well, that's about all I can think of.... eheheheh...
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Posted: Fri Jul 17, 2009 2:32 pm
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Posted: Fri Jul 17, 2009 3:05 pm
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Posted: Fri Jul 17, 2009 3:13 pm
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Posted: Fri Jul 17, 2009 3:48 pm
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Posted: Fri Jul 17, 2009 3:56 pm
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Posted: Fri Jul 17, 2009 5:44 pm
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Posted: Fri Jul 17, 2009 5:47 pm
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Posted: Fri Jul 17, 2009 5:57 pm
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Posted: Fri Jul 17, 2009 8:26 pm
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Posted: Fri Jul 17, 2009 11:31 pm
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