Character Generation and Overall Game Rules

Character Creation – The DM will roll 4d6, and drop lowest. 1’s will be rerolled once. After you have received the scores, arrange them however suits you best. If your character comes out like Sloth from Goonies, don’t give up on it. Play it well!

Starting level – Players die. It happens. I simply don’t have the patience for starting everyone back at 1st level every time their character dies. There are some great higher level campaigns to play out, and I’d like to try them. I’m 45, dammit!! I’ll usually roll a random level to start out at (I love rolling things randomly). However, if you prefer to start at first level, that’s fine. Some people are into that. Randomly rolled levels will be between 1st and 10th. If you want to know my rolling process, please ask.

Hit points – A 1st level character always starts at max hp. Hit points are then rolled for any levels after 1st. For example, if a fighter started out at 3rd level, he would automatically have 10hp’s for 1st level. For levels 2 and 3, , 2d10 will be rolled. In this example, the result is 5 and 6. The character would start with 21 hp’s (10+5+6). Again…no rerolling 1’s. If the dice shaft you, take your shafting like a man, dammit!

Class Guidelines Clicky-clicky

AlignmentThis site is a good guide for demonstrating the differences in alignment and the basic outlooks of each.

Weapon Proficiencies – Per Player’s Handbook.

Nonweapon Proficiencies – Players can take from their chosen class group, and general group. Proficiencies can be taken from the PHB, or from the Fighter’s Handbook or Wizard’s Handbook or whatever. Proficiencies can be taken from other classes, but the slot cost is doubled (Also, be prepared to have a creative backstory as to why your character is so intimate with such unlikely knowledge). Characters start with the number of slots listed in the PHB, plus the number of languages spoken from the intelligence table. The issue with this is that as you get higher levels it takes forever to learn things that take two slots, which is completely unrealistic. Think of the amount of things you are proficient at…riding a bike, swimming, reading, salsa dancing…whatever. It’s a lot more than the PHB gives a person credit for. When a character attains a level that enables him to take on another slot, he gains the number of slots he would normally acquire at first level. For instance, our 3rd level fighter from earlier starts with three, plus his # of languages spoken from his intelligence score. At third level, he gets 3 more to distribute.

Experience Point Awards Clicky-clicky

Saving Throws – A first level schlub and a tenth level schlub are having lunch. A nearby mage is anti-schlub, and casts a lightning bolt directly at the two cafe patrons. They both save vs. spell. The first level schlub has a save roll of 17 or higher, while the 10th level schlub has a saving throw of 11. They both took the same bolt, but because one has been around the block a few more times, the magic just doesn’t effect him the same way? That’s stupid. What if the first level schlub has a higher dexterity than his mighty counterpart? He should be more likely the one to dodge for half damage. The same goes for spells effecting bodily health, or mental willlpower.


Saving throws will be judged on the type of spell being cast, and how it effects the target. Saves will be made via dexterity, constitution, wisdom, or from the saving throw table in the PHB at the discretion of the DM.

Resting – Characters who get a good night’s rest can gain back one lost hit point. For a full 24 hour’s rest, a character can get back three hit points. Note – Characters do NOT sleep with their precious widdle backpacks securely fastened to their backs and wearing their armor. Anyone choosing to rest this way will have to pass a Constitution check to gain sufficient rest for the next day. This can deny any hit points regained, as well as renewed spells.

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Character Generation and Overall Game Rules

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