Character Creation in Broken Hill Adventurer's Guild | World Anvil
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Character Creation

Be whoever you want to be, this is a game of cooperative storytelling. If you value character optimization and combat effectiveness first, go for it. If you value backstory and flavor and roleplaying better, that is also ok. Build the character that you want to spend time playing as. The point is to have fun, everybody defines that fun a little differently, and the only limit I’ll ever impose on that fun, is if your fun comes at the cost of someone else’s.   Cliff’s notes: Standard stat gen (with controls against very high or low be anything, yes, anything, really; free feat but only one. Don’t be a dick.  
New to DnD? Intimidated? Don’t own the books?
  1. Go to dndbeyond.com and make a free account.
  2. Click THIS LINK to join the active campaign.
  3. Click “claim” on one of the “TuNiMo’s Character” characters.
  4. You now have access to every core book in the game among other tools
  5. Make a 1st Level character of… whatever. The guided creation process is decent, let me know if it gives you sass, otherwise: See below.
  (9-20-2022: 3 slots remain before I must expand - if it ever gives you some sort of full error, yell at me and I fix I fix!)    

Stats:

  • Option 1: Standard Array (15, 14, 13, 12, 10, and 8) - place as desired
  • Option 2: Roll 4d6 6 times, drop the low* - place as desired. *If the sum of your pre-modified scores are over 80 or less than 66, please re-roll or fudge, as necessary. 100% honor system.
  For comparison: the standard array totals to 72 while rolling 4d6 6 times - drop the lowest dice averages 73.5. The reasoning: I can always adjust the difficulties of encounters, but it can just be… not… fun… to be significantly weaker than everybody else in your party, or have one player who is far and away stronger than everyone, because they miraculously don’t have a stat below 15.. (90+total) Plus it's actually fun and interesting, believe it or not, to have at least SOME sort of weakness that needs to be shored up by your fellow guildmates. And statistically extremely unlikely anyways.  

Race:

Any. All races are available to play. See also this link for descriptions of how the extended races of D&D not listed in the official books fit into this world.   All characters will receive a ‘free’ Feat -or- ASI at the time of character creation, but this DOES NOT STACK with those granted by Variant Human or Tasha’s Custom Lineage and the like. No starting with two. So those options effectively ‘lose’ their free feat, ish, so you may wish to opt against those choices.   All options/origin manager tweaks are on the table. That said: I have a non-enforced preference for official options and post-Mordenkainen’s Monsters of the Multiverse updates. (Info available in google drive and dndbeyond.) Legacy versions, 3rd party published and homebrew options WILL be considered and prooooobably allowed unless it's egregiously bonkers. Just run it past me so I can write games with it in mind.  

Class:

Any. Much like race, all classes and subclasses are available, including 3rd party and homebrew. All optional class features are to be considered ‘on’.   No outright restrictions. Rule of cool. Run non-canon stuff past me.  

Background:

Any.   See above. There is a pattern developing.  

Starting Equipment:

Standard or gold buy. If selecting gold buy, take exactly average what is offered for your class.  

Starting spells, feat selection etc:

A couple changes: Feat, Detect Magic, Read Magic. If interested in homebrew and unofficial, as always. Run it past me.  
HOMEBREW CHANGES:
  1. Everybody starts with exactly one free feat, regardless of race/class/background selection.
  2. All characters with at least one level in a “Full Caster Class” (Wizard, Sorcerer, Cleric, Warlock, or Druid, or Bard) know, and can cast Detect Magic as a ritual, whether or not their class typically can ritually cast, and they needn’t have it prepared to do so.
  3. All characters with at least one level in Wizard or Cleric can do the same with Read Magic, casting it ritually without preparing it.
It's not fun to have to save spell slots for these spells. But having them available fully on a whim, trivializes content. The book-learnin types get a little extra.

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