Post by Raven Archon on Sept 18, 2014 19:25:24 GMT -8
Okay, so I thought it might be a good idea to run through character creation from start to finish and make a character myself step by step so that people can follow along.
For this tutorial I'll be using the core book, which offers me more options, but the process will be exactly the same as using the basic game PDF free on the wizards site. I'll also be using one of Wizard's form fillable character sheets. If you would like to play a class or race or whatever not offered in the basic rules let me know and I'll help.
Understanding the Core Mechanic
Before I got into creation I thought I'd go over the core mechanic. This mechanic is used for resolving all tasks in D&D 5e, and it's very simple. Hopefully I won't confuse people with my description.
In D&D 5e you still have the 6 typical D&D stats (Strength, constitution, Dexterity, Intelligence, Wisdom, and Charisma), and these stats in turn provide positive and negative modifiers depending on how high or low they are. In 5e everything is based on your attribute modifier. If you want to do something you roll the dice and add the modifier that best matches what you're trying to do. If the roll equals or exceeds the target number for the task (called the DC), then you do it.
We're all pretty familiar with this from previous versions of D&D but what's important to remember about this version is that attributes have been made much more central to the game. Saves are even tied back into them directly, so you now roll a Dexterity save rather than a separate reflex save, or a Wisdom save rather than will. So yeah it's all about the attributes now. Trying to force open a door would be a Strength check. Trying to dodge out of the way or something would be a Dexterity save, trying to negotiate or intimidate or outright lie would all be Charisma checks, resisting a poison would be a Constitution save, etc etc.
In addition to attributes you also have your training, called proficiencies. Anything you're trained in is now a proficiency - skills like deception, insight, intimidation, and survival, weapon usage such as swords or bows, and tools such as thieves tools, even your class' high saves are now saving throw proficiencies. Every class gets a proficiency bonus which starts at +2 at level 1 and goes to +6 at level 20. This proficiency bonus is used in tandem with your attribute modifiers when you preform tasks your character is specially trained in. If your character is trained in what you are trying to do, that is, your character has the proficiency for it, then he adds his proficiency to his attribute mod when rolling to make the check.
So if your character was proficient in Longswords, then when swinging a longsword he would roll a d20 and add his Strength bonus + his proficiency bonus to the roll to beat the DC. Then later maybe he tries to search a room but he's not proficient in the "Investigation" skill. He would not get his proficiency bonus on that check and would instead simply roll a d20 and add his Intelligence bonus (the relevant ability for Investigation).
Hopefully this all makes sense. The last thing to mention is that all the little random modifiers that the game used to have for so many various conditions have simple been replaced by the advantage/disadvantage system, which I think most of us know. If something is giving you an advantage you roll the die twice and keep the higher. If you have disadvantage you roll the dice twice and keep the lower. The only thing that still gives a static bonus that I recall is cover, with partial and half cover giving like +2 and +5 AC respectively.
Now, let's make a character! Beware, wall of text incoming. Also the book, for some reason, starts with race selection, and saves attributes till step 3. This is a little weird to me so I'll start with Attributes first and then adjust them based on my race.
Step 0. Have a character concept in mind.
I've decided that since Marshall Law didn't get enough screen time, what with our 4e game falling apart, that I'm going to revive him for this game. Think of it like an alternate universe version. He's still mute, but he doesn't have Ami with him, at least not at first.
So he's obviously going to be a human paladin. I'll think up his exact backstory later, and won't post it here so you guys can get to know him in game.
Step 1. Attributes. (This is step 3 in the PDF and book if you want to follow along)
So to start out will roll up some stats. I decided to roll rather than use either the pick or array methods. Both are mentioned in the PDF though so you can use them if you choose. If you do decide to roll for stats, remember that I'll let you reroll if you don't like your set but you have to reroll the entire set, not just one or two numbers. Also don't go overboard. If you're rerolling for your 12th time because you still don't have three 18s, it's probably time to go back and choose a set.
For my first set I roll 4d6 six times, dropping the lowest and adding the other three each time. I end up with 15, 12, 17, 16, 13, 12... Wow. Very not bad, so I think I'll stick with those.
Paladin, annoyingly, needs pretty much every stat to some degree. However, it's most needed stats are Strength, Charisma, and Constitution, pretty much in that order. Wisdom is also important, but Dexterity and Intelligence not so much. So I think I'll go with something like this.
Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 13
Charisma 16
I got lucky with a really nice set of numbers that work just great for Paladin really. I'll fill these in on my character sheet now. It should be noted that on the form fillable PDFs (Alternate sheet 2 does not have a form fillable version) you see the attributes down the left side of the page. The Attribute is meant to go in the smaller ovals at the bottom of the boxes, while the box itself is meant for the modifier - giving priority to the modifier since it's used more often. So I'll fill in my sheet now with my choices. I won't fill in my modifiers yet, however, since I know my race will change the final score. The modifiers are listed the PDF at the bottom of page 7.
Step 2. Race (step 1 in the PDF and book)
Okay, I already know I'm playing human, and I plan to use the variant human from the core book that lets me take a feat (the PDF mentions this variant but doesn't have any feats). If you want to use this variant, let me know and I'll list off the feats for you.
Humans don't get a subrace, but all other races do have to pick one. Humans do get Ethnicities, however, which offer no mechanical benefit but can help flesh out your character. Since I know the Forgotten Realms well enough, I know I want to be from Cormyr, a human kingdom known for Knights, especially Purple Dragon Knights, their high guard. Most humans in Cormyr are Chondathans, so I'll be one of those.
As for Human Traits, humans get (by the variant rules) +1 to two attributes, an extra skill of my choice, and feat. I'll hold off picking the skill and feat just yet. For my attributes I'll bump Strength up to 18, and Constitution up to 16. Now I can also determine my final mods and put them in the boxes. I get +4 from Strength, +1 from Dexterity, +3 from Constitution, +1 from Intelligence, +1 from Wisdom, and +3 from Charisma. Pretty good.
Finally I note that Humans have a size of Medium, A Speed of 30 feet, and know two languages, one of them being common. I'll have to think about my second language.
Step 3. Class.
I already know I'm playing Paladin, so I flip over there. Couple things to fill in here, but the first, and most important, is probably Proficiency bonus. It starts at +2 for every class, so I fill that in in the circle for it on my character sheet. Next I need to fill in Hit dice and hit points. For Paladin that's the d10 hit die, and I have one of them. I fill those in. Additionally, I get starting Hit Points equal to 10 + my Constitution Mod, which is +3. So I have 13 hit points max at level 1. I fill that in too.
Next is my proficiencies. Paladins get all Armor, shields, Simple and Martial weapons, all of which I write in the box for "Other proficiencies and languages." Next are my saving throw proficiencies, which for Paladin are Wisdom and Charisma. I click the little circle next to those on the character sheet to mark them as trained. I also get to choose two skills from a list. I decide to go with Athletics and Insight. Persuasion and Intimidation wouldn't make a lot of since, since my character can't talk. I click the circles next to those skills on the sheet as well. If I want I can also use the space next to the circles to write in their total modifier (being attribute mod + proficiency) or I can just remember that when I use that skill or save I use it's attribute mod, and add my proficiency bonus if trained.
I then note the classes starting equipment and write it down. I choose a longsword for my martial weapon, a mace for my simple melee, and opt to use a shield. I won't have the stats for those till I get to the equipment section, but I already know I want them. I also get chain mail and a holy symbol.
Next I write down my classes starting abilities, which are divine sense, and lay on hands.
Step 4. Background.
Next up is my characters background. The first part of that is deciding an Alignment. I really always go with Lawful good, so I'll stick with that. It fits for a Paladin anyway.
I also see the list of languages here in Backgrounds, and I remember Humans get an extra language, so I'll choose Dwarvish.
Next I choose my actual background. Backgrounds give me more proficiencies, often skills, some more starting gear, some extra languages, things like that. They also each have some kind of feature ability, and then have some related tables for assembling a background for my character based on Traits, Ideals, Bonds, and Flaws.
I decide to go with the Acolyte Background, meaning I was trained in a temple. Knowing the FR setting I know Torm is the God I probably followed, though I often go with Bahamut as well.
In any case the Background gives me training in two skills, Insight and Religion, which I mark on my sheet. Since I already choose insight during class selection, I get to instead choose any one skill I want from the whole list. I go with perception. While I'm doing that I might as well also choose my bonus skill for being human. I decide to go with survival.
It also gives me two more languages. I think I'll go with Elvish and Orcish.
I note down the extra equipment the background provides as well.
I also note the feature it gives me, in this case Shelter of the Faithful. I note that down as well.
Lastly I look to the lists of Traits, Ideals, Bonds, and Flaws. These are just examples, and if I wanted to I could make up my own (My Dwarf's bond in my other game is a sacred beer stein of his clan which recounts the clan's history in intricate engravings around it's surface ) but to make things easier I think I'll choose from the lists. I could also roll randomly if I was so inclined.
For traits I go with option 2. I can find common ground between the fiercest of enemies, empathizing with them and always working towards peace. I like the idea of Marshall being a peace maker.
For Ideals I choose option 2. Charity. I always try to help those in need, no matter what the personal cost.
For bond I decide I want to make up a bond, and make it "I am searching for a lost friend."
For my flaw I go with options 1, but change it a bit. I give others the benefit of the doubt, but judge myself very harshly.
With that I am done with background selection.
Step 5. Equipment.
I can now look into getting some gear for my character. I already got some gear from my class and background, as well as a little pocket money. If I had wanted I could have instead forgone starting equipment and instead got money based on my class. In the case of Paladin I would have started with 5d4 +10 Gold. I'm fine just taking the starting equipment packages, however, so I won't worry about it. Now I go through the equipment section and note my weapons and armor's bonuses. My armor (chain mail) is heavy so I don't get to add my Dexterity to it, and just write its base Armor Class in the Armor Class section on my character sheet. I also add a bonus to it because I use a shield. I then note all the weapons I have and write their names, attack bonuses, and damage down in the space for attacks and spellcasting on my character sheet. My weapons are all Strength based, and I'm proficient in all of them so their attack bonus is my STR mod (+4) + my Proficiency Bonus (+2) for a total of +6. Their damage is based on weapon type (d8 for a longsword for example) and it gets a bonus equal to my STR mod. Do d8+4 for my longsword.
If I had gone with a high dexterity character, I would have wanted to choose "finesse" weapons like rapiers and the like, as they use Dexterity for attack and damage bonuses. Ranged weapons also use Dexterity, but don't add the bonus to damage, just attack.
I have a few coins left over, so I can look and see if I want to buy anything like rope, or a bedroll, things like that. When I'm done I record everything as well as any remaining coinage I have in the equipment block on my character sheet.
Finishing Touches.
I finish up my character by choosing a feat, since humans get one at level 1. I choose the sentinel feat, which lets me protect others around me. I then double check to make sure I've covered everything, and, if I haven't done so already, give my character a name. Also, if I haven't already, I consider how he fits into the campaign, and where it's starting. With that I've finished my D&D character.
For this tutorial I'll be using the core book, which offers me more options, but the process will be exactly the same as using the basic game PDF free on the wizards site. I'll also be using one of Wizard's form fillable character sheets. If you would like to play a class or race or whatever not offered in the basic rules let me know and I'll help.
Understanding the Core Mechanic
Before I got into creation I thought I'd go over the core mechanic. This mechanic is used for resolving all tasks in D&D 5e, and it's very simple. Hopefully I won't confuse people with my description.
In D&D 5e you still have the 6 typical D&D stats (Strength, constitution, Dexterity, Intelligence, Wisdom, and Charisma), and these stats in turn provide positive and negative modifiers depending on how high or low they are. In 5e everything is based on your attribute modifier. If you want to do something you roll the dice and add the modifier that best matches what you're trying to do. If the roll equals or exceeds the target number for the task (called the DC), then you do it.
We're all pretty familiar with this from previous versions of D&D but what's important to remember about this version is that attributes have been made much more central to the game. Saves are even tied back into them directly, so you now roll a Dexterity save rather than a separate reflex save, or a Wisdom save rather than will. So yeah it's all about the attributes now. Trying to force open a door would be a Strength check. Trying to dodge out of the way or something would be a Dexterity save, trying to negotiate or intimidate or outright lie would all be Charisma checks, resisting a poison would be a Constitution save, etc etc.
In addition to attributes you also have your training, called proficiencies. Anything you're trained in is now a proficiency - skills like deception, insight, intimidation, and survival, weapon usage such as swords or bows, and tools such as thieves tools, even your class' high saves are now saving throw proficiencies. Every class gets a proficiency bonus which starts at +2 at level 1 and goes to +6 at level 20. This proficiency bonus is used in tandem with your attribute modifiers when you preform tasks your character is specially trained in. If your character is trained in what you are trying to do, that is, your character has the proficiency for it, then he adds his proficiency to his attribute mod when rolling to make the check.
So if your character was proficient in Longswords, then when swinging a longsword he would roll a d20 and add his Strength bonus + his proficiency bonus to the roll to beat the DC. Then later maybe he tries to search a room but he's not proficient in the "Investigation" skill. He would not get his proficiency bonus on that check and would instead simply roll a d20 and add his Intelligence bonus (the relevant ability for Investigation).
Hopefully this all makes sense. The last thing to mention is that all the little random modifiers that the game used to have for so many various conditions have simple been replaced by the advantage/disadvantage system, which I think most of us know. If something is giving you an advantage you roll the die twice and keep the higher. If you have disadvantage you roll the dice twice and keep the lower. The only thing that still gives a static bonus that I recall is cover, with partial and half cover giving like +2 and +5 AC respectively.
Now, let's make a character! Beware, wall of text incoming. Also the book, for some reason, starts with race selection, and saves attributes till step 3. This is a little weird to me so I'll start with Attributes first and then adjust them based on my race.
Step 0. Have a character concept in mind.
I've decided that since Marshall Law didn't get enough screen time, what with our 4e game falling apart, that I'm going to revive him for this game. Think of it like an alternate universe version. He's still mute, but he doesn't have Ami with him, at least not at first.
So he's obviously going to be a human paladin. I'll think up his exact backstory later, and won't post it here so you guys can get to know him in game.
Step 1. Attributes. (This is step 3 in the PDF and book if you want to follow along)
So to start out will roll up some stats. I decided to roll rather than use either the pick or array methods. Both are mentioned in the PDF though so you can use them if you choose. If you do decide to roll for stats, remember that I'll let you reroll if you don't like your set but you have to reroll the entire set, not just one or two numbers. Also don't go overboard. If you're rerolling for your 12th time because you still don't have three 18s, it's probably time to go back and choose a set.
For my first set I roll 4d6 six times, dropping the lowest and adding the other three each time. I end up with 15, 12, 17, 16, 13, 12... Wow. Very not bad, so I think I'll stick with those.
Paladin, annoyingly, needs pretty much every stat to some degree. However, it's most needed stats are Strength, Charisma, and Constitution, pretty much in that order. Wisdom is also important, but Dexterity and Intelligence not so much. So I think I'll go with something like this.
Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 13
Charisma 16
I got lucky with a really nice set of numbers that work just great for Paladin really. I'll fill these in on my character sheet now. It should be noted that on the form fillable PDFs (Alternate sheet 2 does not have a form fillable version) you see the attributes down the left side of the page. The Attribute is meant to go in the smaller ovals at the bottom of the boxes, while the box itself is meant for the modifier - giving priority to the modifier since it's used more often. So I'll fill in my sheet now with my choices. I won't fill in my modifiers yet, however, since I know my race will change the final score. The modifiers are listed the PDF at the bottom of page 7.
Step 2. Race (step 1 in the PDF and book)
Okay, I already know I'm playing human, and I plan to use the variant human from the core book that lets me take a feat (the PDF mentions this variant but doesn't have any feats). If you want to use this variant, let me know and I'll list off the feats for you.
Humans don't get a subrace, but all other races do have to pick one. Humans do get Ethnicities, however, which offer no mechanical benefit but can help flesh out your character. Since I know the Forgotten Realms well enough, I know I want to be from Cormyr, a human kingdom known for Knights, especially Purple Dragon Knights, their high guard. Most humans in Cormyr are Chondathans, so I'll be one of those.
As for Human Traits, humans get (by the variant rules) +1 to two attributes, an extra skill of my choice, and feat. I'll hold off picking the skill and feat just yet. For my attributes I'll bump Strength up to 18, and Constitution up to 16. Now I can also determine my final mods and put them in the boxes. I get +4 from Strength, +1 from Dexterity, +3 from Constitution, +1 from Intelligence, +1 from Wisdom, and +3 from Charisma. Pretty good.
Finally I note that Humans have a size of Medium, A Speed of 30 feet, and know two languages, one of them being common. I'll have to think about my second language.
Step 3. Class.
I already know I'm playing Paladin, so I flip over there. Couple things to fill in here, but the first, and most important, is probably Proficiency bonus. It starts at +2 for every class, so I fill that in in the circle for it on my character sheet. Next I need to fill in Hit dice and hit points. For Paladin that's the d10 hit die, and I have one of them. I fill those in. Additionally, I get starting Hit Points equal to 10 + my Constitution Mod, which is +3. So I have 13 hit points max at level 1. I fill that in too.
Next is my proficiencies. Paladins get all Armor, shields, Simple and Martial weapons, all of which I write in the box for "Other proficiencies and languages." Next are my saving throw proficiencies, which for Paladin are Wisdom and Charisma. I click the little circle next to those on the character sheet to mark them as trained. I also get to choose two skills from a list. I decide to go with Athletics and Insight. Persuasion and Intimidation wouldn't make a lot of since, since my character can't talk. I click the circles next to those skills on the sheet as well. If I want I can also use the space next to the circles to write in their total modifier (being attribute mod + proficiency) or I can just remember that when I use that skill or save I use it's attribute mod, and add my proficiency bonus if trained.
I then note the classes starting equipment and write it down. I choose a longsword for my martial weapon, a mace for my simple melee, and opt to use a shield. I won't have the stats for those till I get to the equipment section, but I already know I want them. I also get chain mail and a holy symbol.
Next I write down my classes starting abilities, which are divine sense, and lay on hands.
Step 4. Background.
Next up is my characters background. The first part of that is deciding an Alignment. I really always go with Lawful good, so I'll stick with that. It fits for a Paladin anyway.
I also see the list of languages here in Backgrounds, and I remember Humans get an extra language, so I'll choose Dwarvish.
Next I choose my actual background. Backgrounds give me more proficiencies, often skills, some more starting gear, some extra languages, things like that. They also each have some kind of feature ability, and then have some related tables for assembling a background for my character based on Traits, Ideals, Bonds, and Flaws.
I decide to go with the Acolyte Background, meaning I was trained in a temple. Knowing the FR setting I know Torm is the God I probably followed, though I often go with Bahamut as well.
In any case the Background gives me training in two skills, Insight and Religion, which I mark on my sheet. Since I already choose insight during class selection, I get to instead choose any one skill I want from the whole list. I go with perception. While I'm doing that I might as well also choose my bonus skill for being human. I decide to go with survival.
It also gives me two more languages. I think I'll go with Elvish and Orcish.
I note down the extra equipment the background provides as well.
I also note the feature it gives me, in this case Shelter of the Faithful. I note that down as well.
Lastly I look to the lists of Traits, Ideals, Bonds, and Flaws. These are just examples, and if I wanted to I could make up my own (My Dwarf's bond in my other game is a sacred beer stein of his clan which recounts the clan's history in intricate engravings around it's surface ) but to make things easier I think I'll choose from the lists. I could also roll randomly if I was so inclined.
For traits I go with option 2. I can find common ground between the fiercest of enemies, empathizing with them and always working towards peace. I like the idea of Marshall being a peace maker.
For Ideals I choose option 2. Charity. I always try to help those in need, no matter what the personal cost.
For bond I decide I want to make up a bond, and make it "I am searching for a lost friend."
For my flaw I go with options 1, but change it a bit. I give others the benefit of the doubt, but judge myself very harshly.
With that I am done with background selection.
Step 5. Equipment.
I can now look into getting some gear for my character. I already got some gear from my class and background, as well as a little pocket money. If I had wanted I could have instead forgone starting equipment and instead got money based on my class. In the case of Paladin I would have started with 5d4 +10 Gold. I'm fine just taking the starting equipment packages, however, so I won't worry about it. Now I go through the equipment section and note my weapons and armor's bonuses. My armor (chain mail) is heavy so I don't get to add my Dexterity to it, and just write its base Armor Class in the Armor Class section on my character sheet. I also add a bonus to it because I use a shield. I then note all the weapons I have and write their names, attack bonuses, and damage down in the space for attacks and spellcasting on my character sheet. My weapons are all Strength based, and I'm proficient in all of them so their attack bonus is my STR mod (+4) + my Proficiency Bonus (+2) for a total of +6. Their damage is based on weapon type (d8 for a longsword for example) and it gets a bonus equal to my STR mod. Do d8+4 for my longsword.
If I had gone with a high dexterity character, I would have wanted to choose "finesse" weapons like rapiers and the like, as they use Dexterity for attack and damage bonuses. Ranged weapons also use Dexterity, but don't add the bonus to damage, just attack.
I have a few coins left over, so I can look and see if I want to buy anything like rope, or a bedroll, things like that. When I'm done I record everything as well as any remaining coinage I have in the equipment block on my character sheet.
Finishing Touches.
I finish up my character by choosing a feat, since humans get one at level 1. I choose the sentinel feat, which lets me protect others around me. I then double check to make sure I've covered everything, and, if I haven't done so already, give my character a name. Also, if I haven't already, I consider how he fits into the campaign, and where it's starting. With that I've finished my D&D character.