We're nearly done with the work in progress on the Character Book of Nutshell. At this point, the major thing that remains undefined are the talents, which admittedly is a rather big thing!
Unfortunately, the rest of this post will necessarily be a little 'bitty' - quite a lot of small topics to cover, with no great overall theme. Still, hopefully each topic will be clear...
Character Creation
To create a new 1st level character, use the following process. In general, you should follow the steps in order, but this is not strictly required.
- Generate Ability Scores.
- Choose Race
- Choose Class
- Choose Skills - your class (and race) will determine how many Skill Proficiencies you can select.
- Choose Talents
- Determine starting funds, and Choose Equipment
- Calculate starting hit points, defences, and the like; fill in character sheet
To create a character at higher than 1st level, the process is slightly modified, as follows:
- Generate Ability Scores.
- Choose Race
- Choose Class
- Choose Skills - your class (and race) will determine how many Skill Proficiencies you can select.
- Choose Feats
- Choose Talents
- Determine starting funds, and Choose Equipment
- Calculate starting hit points, defences, and the like; fill in character sheet
Character Advancement
When advancing your character in level, you should follow the process below. In general, you should follow the steps given in order, but this is not strictly required.
- Increment your Base Bonus (even-numbered levels only)
- Choose which Class to advance in
- Choose a new Talent (odd-numbered levels only)
- Choose a Feat (levels 2, 4, 6, 8, 10, 12 and 14 only)
- Calculate updated totals for hit points, defences and the like; fill in character sheet
Retraining
Any time your character rests between adventures, you may choose to retrain one or more of the following aspects. Note that you may choose to retain as few or as many of these aspects as you wish.
Note that each retraining option has some restrictions on when it can be applied. See the individual chapters for more information.
- Classes. If you have more than one class, you may choose to reduce one of your classes by one level, and increase another by one instead.
- Talents. You may remove one talent you know, and add any new talent for which you qualify.
- Feats. You may remove one non-proficiency feat you know, and add any new feat for which you qualify.
- Proficiencies. You may remove one proficiency feat you know, and add any new proficiency feat granted by your class, and for which you qualify.
Rebuilding Your Character
Subject to DM approval, you may rebuild your character entirely. The only things you cannot change are your character's ability scores and race; anything else can be re-assigned.
When rebuilding your character, you should try to retain the core concept of the character. In general, you should not have to rebuild your character more than once in a given campaign.
Starting Funds
At first level, you may choose one of two methods for determining your starting funds. Once you have decided, you cannot change your mind. The two methods are:
- Roll 4d6, drop the lowest die result, total the rest, and multiply by 10. The result is in gp.
- Take 120gp.
Putting the Numbers Together
The numeric elements of your character are calculated as follows:
Hit Points and Resilience
Each class gives you a number of hit points and a number of resilience. For each class, add your Con modifier to the number of hit points, and your Wis modifier to the number of resilience. Add any bonuses due to feats you have selected. Then multiply these totals by the number of levels you have in the class. Finally, if you have more than one class, add the totals for each class to generate grand totals for each.
Hit Point Advance
At 1st level, multiply the number of hit points and resilience you gain by 3. However, the extra points gained are a loan, not a bonus; you do not now gain any further hit points or resilience until your character reaches 4th level.
Attack Bonuses
Your basic melee attack bonus equals your Base Bonus (half your level) plus your Strength modifer. If you have the Weapon Finesse feat, your finesse attack bonus equals your Base Bonus plus your Dexterity modifer. If your class grants a bonus to melee attacks, add that to these totals.
Your basic missile attack bonus equals your Base Bonus plus your Dexterity modifer. If you have the Great Throw feat, your thrown missile attack bonus equals your Base Bonus plus your Strength modifier. If your class grants a bonus to missile attacks, add that to these totals.
Your basic spell attack bonus equals your Base Bonus plus your Charisma modifier. If you have the Deft Arcanist feat, your finesse spell attack bonus equals your Base Bonus plus your Intelligence modifier. If your class grants a bonus to spell attacks, add that to these totals.
Finally, for each weapon and/or spell you can use, note the appropriate attack bonus. If you do not have the required proficiency with the weapon or spell, apply a -4 penalty to your total. Conversely, if you have the appropriate Focus feat, add a +1 bonus to the total.
Skill Bonuses
For each skill, your total modifier equals your Base Bonus plus the modifier for the appopriate skill. If your race or class grants a bonus, add this to the total. If you do not have proficiency in the skill, apply a -4 penalty to the total; conversely, if you have the appropriate Skill Focus feat, add a +1 bonus to the total.
Magnitude Values
For each skill, your base magnitude is 1d6 plus the modifier for the related attribute. If your race applies a step bonus or penalty to the check, apply this now. Likewise, if you have the appropriate Skill Specialisation feat, or you have a masterwork tool, apply a step bonus to the roll. Finally, if you are wearing armour, apply the armour check penalty to affected magnitude checks.
For each weapon or spell you can use, note the appropriate damage dice, and apply the modifier from the appropriate attribute. If you have the appropriate Specialisation feat, apply a step bonus to the check; likewise, if you have a masterwork weapon, apply another one step bonus.
Defences
Your Fortitude defence equals 10 plus your Base Bonus, plus your Constitution modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to fortitude, add this to the total.
Your Reflex defense equals 10 plus your Base Bonus, plus your Dexterity modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to reflex, add this to the total.
Your Will defense equals 10 plus your Base Bonus, plus your Wisdom modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to will, add this to the total.
Your Combat Defense equals 10 plus your Base Bonus, plus your Intelligence modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to combat defense, add this to the total.
Your Alertness defense equals 10 plus your Perception skill modifier.
Your Social defense equals 10 plus your Insight skill modifier.
Your Armour Class equals 10 plus your Base Bonus. If your race grants a bonus to your armour class, add this to the total. Finally, your character may gain some bonuses from his feats, depending on equipment used. Check your feats, and add any bonuses that apply.
Initiative
Your initiative modifier equals your Reflex defence minus 10.
Encumbrance Thresholds
The full encumbrance rules are in the Equipment Book. However, the thresholds are determined using the character's Athletics magnitude check. For this determination, ignore any Armour Check Penalty that would normally apply.
- Determine the maximum result that the character could possibly achieve on an Athletics magnitude check.
- Add any modifiers to this total that apply due to your character's race.
- Your character can carry a number of major items equal to the total thus determined without penalty.
- If your character exceeds this threshold, he becomes Encumbered.
- Your character can carry up to double this total, at which point he reaches his maximum load. A character who exceeds his maximum load cannot move.
For example, a human Fighter with a Str of 14 (+1), wearing chainmail armour (1 step penalty) can carry 7 major items without penalty (the ACP doesn't apply, so the magnitude of Athletics checks is 1d6+1, which has a maximum of 7). He can carry between 8 and 14 major items, but suffers the encumbered condition. If he carries 15 or more major items, he cannot move.
It does seem that you're maybe slightly in danger of having charisma (and, I think, intelligence) becoming a dump stat, where every player dumps their lowest ability check. Although this was improved in 3e, it still wasn't perfect. Have you given any thought as to how to stop that happening, and how to make the choice between putting a 6 into Charisma and putting it into Dexterity a meaningful one for all characters?
ReplyDeleteWell, a few things:
ReplyDelete- Of course, it's not really possible to make all stats as useful for all characters, and it is indeed the mental stats that always seem to suffer as a result of this. The best the system can really hope to do is make sure each stat has its uses.
- Intelligence impacts on a character's Combat Defence, which is used to protect against being tripped, disarmed, bull rushed, flanked... It's really quite useful, especially for those melee types.
- Charisma is used heavily in spellcasting - both for spell attack rolls and the resulting magnitude rolls. So, pretty much all spellcasters will want to make sure they have a decent Cha. (Actually, and perhaps ironically, the system as written means that it's quite likely Wizards could dump Int and boost Cha, while Fighters boost Int and dump Cha - the Fighter may actually be smarter than the Wizard!)
- Of course, Int and Cha impact on a lot of skills. Int boosts the various 'knowledge' skills, which will be very useful in exploration, while Cha boosts interaction skills. Again, players may choose not to bother with these things, but then they'll be at a significant disadvantage in the non-combat bits of the game (which I hope to emphasise a lot more than 4e, and more even than 3e).
- I haven't written them yet, but I would expect a lot of the "Formal Training" talents to say things like "pick a number of spells/manuevers/whatever equal to your Int/Wis bonus (minimum 1)..." There won't be any for the physical stats. So, characters interested in these talents will need those stats.
- Likewise, Cha will be important to the "Leadership" talents, and to Artifice (since it applies to 'taming' magic).
Still, you're not wrong. It will be important to make sure these stats stay relevant.
In 2E, I remember no-one had a decent charisma.
ReplyDeleteThey solved in 3E the problem of no-one having a decent charisma, because suddenly it was important for sorcerers and clerics. But still it was useless for the majority of people.
It sounds like you'll expand it with nutshell, so more people will have a decent reason to have a good-ish charisma.
A focus on rolls in non-combat situations would also help, because in my experience the majority of non-combat situations are just handled by roleplaying and the DM making decisions, rather than rolling the appropriate skill. Again, 3E rules looked wonderful here, but it just didn't feel right to roll in a lot of circumstances. As DM you have a vested interest in the story going a particular way - you're not going to roll to see how well the characters can influence the prince. If you can make it so that non-combat is rolled (not an easy task) then charisma takes on massive importance.
It would just be nice for it not to be the obvious dump stat. For there to be a genuine choice between dumping charisma, intelligence or wisdom for a fighter character. Or (controversial), given that it was totally useless in the past, do you go back to 2E understanding of intelligence and wisdom, and get rid of charisma altogether?!
Way back in the mists of time, I actually rewrote 2nd Edition to the point where I had eliminated Int Wis and Cha entirely! My view at that time was that the character's traits should reflect only those special things that the character can do (which would be handled with Proficiencies), but that the raw mental stuff should be entirely in the area of player skill.
ReplyDeleteObviously, my thinking has shifted somewhat!
The issue with Charisma (and interactions) largely comes down to a matter of taste - should these things be a matter of player skill, character skill, or somewhere in between?
My feeling is that the latter is the preferable option. Certainly, where a character has followers (or a familiar, animal companion, special mount, or whatever), you probably don't want to have to constantly roleplay out every interaction, especially in combat. So, my feeling is that such characters should probably have appropriate stats - Independence, Loyalty, Morale, Teamwork. And, of course, the leader character's Charisma would apply to the matching rolls.
For the rest of it, well...
You said, "As DM you have a vested interest in the story going a particular way..." This is actually a very interesting point, because there's a school of DMing that says that the DM shouldn't have any such vested interest, because the story is merely whatever happens in the game. I'm not sure I agree with that, but there is some measure of truth in it.
In any event, I think my preference is for something of a hybrid. For interactions, and certainly for the 'important' interactions, I think it's a good idea if the DM defines not only the NPC but also some 'levers' for his personality - perhaps the prince detests royal protocol so would secretly welcome being addressed by name; perhaps the prince collects magic swords so would be unreasonably swayed by such a gift. Or perhaps the prince always mis-pronounces a particular word, and gets really angry if someone uses the correct pronunciation in his presence.
At that point, if the PCs bother to do their research, they can learn about these levers. Alternately, they can go in blind and run into trouble. And, of course, there is the general approach that they take in the conversation.
But, ultimately, I still think it should come down to a roll, unless the PCs manage to hit one of the specific "I win" triggers to bypass the roll - everything else should just give a modifier.
(After all, the players will probably make every effort to 'win' every interaction, and will certainly turn on the charm when dealing with important people. But does that really mean they're the soul of charm... or do they come across as oily salesmen? And so I say let the dice decide!)
All of that said... this is very much a matter of taste. Many groups will hate rolling for social interactions at all, and have Cha impact only the purely mechanical areas of the rules. That's fine... but the necessary consequence is of course that the stat becomes much less important.