I’ve determined I’m overthinking this.
Basic game. Gotta focus on basics. What do we want to teach new players? How do we introduce a functional game in 32 pages?
Character Generation for My Fantasy Game.
Roll 1d12 and consult the chart below for your attribute bonus.
- -3
- -2
- -1
- -1
- 0
- 0
- +1
- +1
- +2
- +2
- +3
- +4
Please generate one bonus for each of the following Attributes: Assign in any order you wish. It might be advantageous to assign your highest bonus according to role.
Might:
Stamina:
Agility:
Mind:
Charm:
Perception:
Derived Stats:
Health: (Determined by your character’s Role) + Stamina.
Movement: (Determined by your character’s Heritage) + 5’/per highest value of Might or Agility.
Magic Points: (Determined by your character’s Role) + Mind
Action Points: (Determined by your character’s Role) + highest value of Might, Agility, or Mind
Skill Points: (Determined by your character’s Role) + Mind
Armor: (Determined by your character’s Equipment.)
Fighting Style: (Number of Styles determined by your character’s Role) + 2
Magic Style: (Determined by your Role.)
Spells/Abilities: (Determined by your Role.)
The Basic Roles:
Protector: Stalwart guardians to their friends, armored juggernauts to enemies.
Striker: Melee combatants who rely on stealth and cunning or archers who rely on surprise and skill.
Mage: Wizards, witches, sorcerers, warlocks and psions. Those who cast various spells.
Healer: Priests, shamen, alchemists, and druids who heal others through skill and magic.
Speaker: Those who use words before swords. Bards, sages, and con artists who get by on charisma and guile.
(*The list of advanced roles is long, but they don’t work quite the same way as character classes do in 5E.)
Next time we’ll talk more about skills, role specifics, and action economy.