Post by gamedave on Sept 10, 2015 15:17:14 GMT -5
CHARACTER CREATION
Here are the guidelines for creating characters for the campaign.
Sources
I am only using the Player's Handbook and the Elemental Evil Player's Companion.
There is a new player option book scheduled for release later this year, but I really want to avoid a problem that derailed more than one campaign in 3.x and 4E - every time a new book came out, someone would want to remake their character or scrap their character and make a completely new one. So, I am not planning on allowing any new material once the campaign begins. If you use a third party character creation/record app, please make sure you only have the PHB and EEPC enabled.
Technically, I'm also allowing the D&D Basic Rules, but that's just a cut-down version of the PHB.
Other than the following exceptions outlined below, if it's in the PHB or the EEPC, it's legit.
Starting Level
First.
Ability Scores
Use the Point Buy option. You can also choose one of the arrays - these are just worked examples of point buy.
Races
No Aarakocra. Humans must use the Variant Human rules.
Classes
No exceptions - it's all good.
Backgrounds
It's all good, but see the "Gods of the Savage Kingdoms" thread for more options for the Acolyte Background.
Gear
Do not use the "ala carte" method. You get the listed gear for your class and background. Keep in mind your class will often give you a menu of options, so you will have some choices. And, no, you can't have sold some of the gear and bought what you really wanted before play begins. Likewise, the cash you get is cash; you can't spend it before the start of the first session.
I know this doesn't let you optimize your character's loadout straight out of the gate, and it may not let you tailor your gear to your narrative background. However, I really like the idea of first level characters having sub-optimal gear, reflecting a novice adventurer just scraping together whatever they can at the beginning of their career. Also, this gives you something to spend gold on at low levels, and pretty quickly evens out.
Advancement and Ability Score Improvement
I am using the following House Rule:
When your class grants you an Ability Score Improvement, you can increase one ability score of your choice by 1. In addition, you can select one feat. If the feat you choose gives you an ability score increase, this is in addition to your ASI, and stacks with it. As normal, you can’t increase an ability score above 20.
Here are the guidelines for creating characters for the campaign.
Sources
I am only using the Player's Handbook and the Elemental Evil Player's Companion.
There is a new player option book scheduled for release later this year, but I really want to avoid a problem that derailed more than one campaign in 3.x and 4E - every time a new book came out, someone would want to remake their character or scrap their character and make a completely new one. So, I am not planning on allowing any new material once the campaign begins. If you use a third party character creation/record app, please make sure you only have the PHB and EEPC enabled.
Technically, I'm also allowing the D&D Basic Rules, but that's just a cut-down version of the PHB.
Other than the following exceptions outlined below, if it's in the PHB or the EEPC, it's legit.
Starting Level
First.
Ability Scores
Use the Point Buy option. You can also choose one of the arrays - these are just worked examples of point buy.
Races
No Aarakocra. Humans must use the Variant Human rules.
Classes
No exceptions - it's all good.
Backgrounds
It's all good, but see the "Gods of the Savage Kingdoms" thread for more options for the Acolyte Background.
Gear
Do not use the "ala carte" method. You get the listed gear for your class and background. Keep in mind your class will often give you a menu of options, so you will have some choices. And, no, you can't have sold some of the gear and bought what you really wanted before play begins. Likewise, the cash you get is cash; you can't spend it before the start of the first session.
I know this doesn't let you optimize your character's loadout straight out of the gate, and it may not let you tailor your gear to your narrative background. However, I really like the idea of first level characters having sub-optimal gear, reflecting a novice adventurer just scraping together whatever they can at the beginning of their career. Also, this gives you something to spend gold on at low levels, and pretty quickly evens out.
Advancement and Ability Score Improvement
I am using the following House Rule:
When your class grants you an Ability Score Improvement, you can increase one ability score of your choice by 1. In addition, you can select one feat. If the feat you choose gives you an ability score increase, this is in addition to your ASI, and stacks with it. As normal, you can’t increase an ability score above 20.