Tuesday, May 13, 2008

The GM is setting us up

On Sunday, we had a nice, calm day. Our characters all helped deliver some freight to a city north along the river. Nothing major happened and we had the opportunity to leave our boat to learn about the little city. I followed and NPC named Anna and learned about these black obelisks which are situated throughout the valley. It turns out they are all magical and help control the weather. (These things would be crazy valuable in Texas since if you don't like the weather here, you just wait 5 minutes and you'll get the exact opposite. Except in summer, when you boil in humidity and fry in the sun at the same time. Back to the story...) Nothing special happened and no one even approached us - even though there are gangs in the city and everyone knows we aren't 'from around here'.

Now as anyone knows, there is always calm before the storm and the GM will always lull you into complacency before laying the smack down. Next week, will have our asses handed to us - properly, likely on a silver platter! Check back and see how this plays out. We may all be rolling new characters...

N-G Update
Rolling characters - In D&D, your character has six main ability base stats, which control all other abilities. These are:
  1. constitution (Con) - how healthy and tough you are. A sick person has a low Con is low and a healthier person's Con is higher.
  2. intelligence(Int) - basically your IQ and reasoning ability. Dumb criminals have low Int. Ghandi had a high Int.
  3. dexterity(Dex) - your agility/balance/hand-eye coordination and overall nimbleness. Elephants have low Dex. Monkeys have high Dex.
  4. wisdom(Wis) - intuitiveness, judgement and will power. Children have low Wis. Most adults have higher Wis, but then there's Justin...
  5. strength(Str) - physical strength including endurance and stamina. Boxers have high Str. A pregnant would generally have low Str.
  6. charisma(Cha) - your physical attractiveness and persuasiveness, basically your personal magnetism. Brad Pitt, Halle Berry, and Boris Kodjoe all have crazy high Cha. Flavor Flav has the lowest Cha possible.
Traditionally you rolled 3d6 to determine your stats. Now there are also point-buy systems in which you have a total number of points to allocate among your stats however you choose. There are also tons of feats and abilities such as disguise, use rope, swim, etc which have +/- modifiers but we'll get to those later. Some GMS make you roll, some prefer point-buy, but its all called rolling a new character. Its not difficult to do, but if your character dies and no one can resurrect you, you have to roll a new character. That disrupts game play so its a pain either way.

2 comments:

Unknown said...

Stats are not the end-all-be-all for characters.

As a fighter type you'll want to have a good strength (+to hit and damage), good constitution (hit points), and an o.k. dexterity.

Casters like Wizards and Sorcerers will want a high intelligence (makes your spells harder to resist). Bards will want a high Charisma, while Clerics will want a high Wisdom for the same reason.

Rogue can't go wrong with high intelligence as well since they get a lot of skill points, but really dexterity is the main stat.

Basically stats help make combat and skill tests easier, but stats alone do not make a character successful.

Know your strengths and weaknesses in each situation based on how your character has specialized.

Gamer Diva said...

Very true! You can build an awesome character and play it like a moron, which will leave you AND your group in pretty bad shape...

I'm confused, y'all! Which dice do I roll now?