Character Creation Process
Creating a new Character in Candle'Bre is pretty simple and straightforward, but there are two ways one can go about it. Check with your DM to see which approach he or she will be using. Both approaches will be outlined below.
Before we get to that though, it's worth mentioning right out the gate that Candle'Bre is on the "Straight Ten Silver System" where money is concerned, so:
- 10 Copper = 1 Silver
- 10 Silver = 1 Gold
- 10 Gold = 1 Platinum
The Character Funnel
TTo generate a “Level 0” character for the Character Funnel, simply assign a score of 11 for every stat as a starting point, which makes you ever so slightly above a Commoner as outlined in the 5th edition rules (which has stats of 10 across the board). At the DM’s option, players can make a total of four 1:1 trades, moving numbers around a bit in a bid to get higher scores in certain stats that are important to them and the characters they’re trying to build. Level 0 Characters also get proficiency in “weapons of opportunity,” and 1 additional AP to start the game with, and, if the DM is using Flaws, then Flaws may be taken to generate a few more APs. Note, however, that Level 0 characters can’t be Experts or Masters in any skill, so if you take additional APs you’ll either wind up using them to gain proficiency in a few additional skills that the class you aspire to be doesn’t provide, or you’ll save them until you level up and can then spend them more freely. Each level 0 character will begin the game with 4 Hit Points and 5 Body Points (so 9hp total). On graduation to First level, each surviving character will add a number of hit points equal to their maximum, depending on which die they roll (so no need to roll, if you’d normally roll a d8 for your first level hit points, you just get 8, added to the 9 you began with at level 0). They get to keep their level zero proficiencies and add those to the ones they’ll get at first level – consider this a reward for graduating from the School of Hard Knocks. Also note that while your characters remain at Level 0, all dice rolls are made with a d16, rather than a d20 (that holds for combat, ability checks, saving throws, etc.). You can, of course, attempt to use any skill or weapon you’re not proficient in but the standard penalty will apply (reduced die and disadvantage), so you’d be rolling a d14 at Disadvantage for those checks. If you’re playing a character who aspires to be a Fighter, Barbarian, Ranger, or Rogue, you may spend your starting AP on proficiency with the simple weapon of your choice. If you’re playing a character who aspires to become one of the spellcasting classes, then you will get some extra boons, but at a cost. The cost is that the die used in melee is reduced again, down to a d14. The upshot is that you’ll begin with some spell points and your spell casting die is almost as good as the real adventurers (a d16)! You’ll start with half the number of spell points that a true, first level member of that class would:- Level 0 Artificer: 5
- Level 0 Bard: 6
- Level 0 Cleric: 6
- Level 0 Ranger: 3
- Level 0 Warlock: 3
- Level 0 Wizard: 8
I love you focused system which is great for new players. I also love your lore bringing everything together and your artwork tugs at me. Very enjoyable.
Thank you, Graylion! Kind words indeed! I just had a look at your profile and WOW you've been busy! Tons of great content to digest! Just put it all on my reading list and can't wait to dive in! :)