B/X DnD: Let's make some characters!
So, I wanted to learn if B/X was the rules light beauty the OSR scene seems to claim it is, or a run-down bogged-down low-down outta town hoe-down. I also wanted to write some play reports for my solo games. Therefore, I'm gonna be making a party of (mostly) RAW B/X characters and wringing them through some procedurally generated pen and paper dungeons.
FIRST CHARACTER: STATS
Strength: 10
Dexterity: 11
Constitution: 15
Intelligence: 12
Wisdom: 10
Charisma: 7
Alright so this knucklehead has got only two notable stats: good CON, and poor CHA. Specifically, they get +1 HP per Hit Die, and -1 to reaction rolls, retainer morale, and maximum retainers. Because of this, I think these stats are perfect for a dwarf.
Dwarves in B/X are different from fighters in a couple ways. They need more XP to level up, have a level cap two levels lower, have better saves, can see in the dark, and notice stone tomfoolery. Other than that, it's just a fighter. I'm gonna use Necropraxis's beautiful OD&D starting equipment generator because I hate hate hate hate shopping phases in DnD.
With HP and equipment rolled, our finished dwarf looks like this:
GOLDOR STRONGINTHEARM
Strength: 10
Dexterity: 11
Constitution: 15
Intelligence: 12
Wisdom: 10
Charisma: 7
Dwarf, 1st level
0/2200 EXP to level up.
THACO: 20
HP: 2
AC: 2 (plate and shield)
2-in-6 chance to spot stone tomfoolery.
Death/Poison: 8
Wands: 9
Paralysis: 10
Breath: 13
Spells: 12
INVENTORY
Sword (d8)
Dagger (d4)
6 torches
Backpack
Waterskin
1 week of Iron Rations
10 foot pole
4 GP
Wow! That's an unlucky dwarf for HP. Still, that exquisite AC and great saves will hopefully keep our little loser alive long enough to get tougher.
SECOND CHARACTER
Strength: 14
Dexterity: 8
Constitution: 7
Intelligence: 5
Wisdom: 8
Charisma: 7
Well. We can't all be winners. With a good STR score giving our idiot +1 attack and damage in melee, this adventurer has one strength, and five weaknesses.
As I tend to do with adventurer's who have no applicable skills, I'm making this one a Thief. I think thieves are probably the default adventurer, rather than fighters or whatever. A normal person who's going into a dungeon is in it for the money and only good at running and hiding. With HP and Equipment rolled, this is what we got.
TOMMY "THE SLIP" SIZ
Strength: 14
Dexterity: 8
Constitution: 7
Intelligence: 5
Wisdom: 8
Charisma: 7
Thief, 1st level
0/1200 EXP to level up
THAC0: 20
HP: 1
AC: 8
2-in-6 skill chance.
Death/Poison: 13
Wands: 15
Paralysis: 13
Breath: 16
Spells: 16
INVENTORY
Sword (d8)
Crossbow (d6)
30 Quarrels
2 Silver-Tipped Quarrels
Leather Armor
Backpack
Waterskin
Lantern (4 flasks)
1 week iron rations
50 feet of rope
10 GP
This is one of the few places where even I won't use raw. I'm using the X-in-6 thief skills for Hear Noise as a proxy for all the skills. I've found that the numbers are always within 5-10% of each other, and the Hear Noise is usually lower. As for commentary on the character, ol' Tommy Siz is probably gonna die. I accept it.
THIRD CHARACTER
Strength: 11
Dexterity: 8
Constitution: 4
Intelligence: 12
Wisdom: 11
Charisma: 15
Well now, these are some interesting stats. Even though the rules technically don't allow it, I'm making this one a halfling. I like the idea of halflings being Charisma based characters. As for the low CON, I imagine a small frame means you've got less total blood to bleed and generally are easier to squish. With HP and equipment rolled, we got this.
ABIGAIL CHEDDAR
Strength: 11
Dexterity: 8
Constitution: 4
Intelligence: 12
Wisdom: 11
Charisma: 15
Halfling, 1st level
0/2000 EXP
THAC0: 20
HP: 3
AC: 4 (2 against things bigger than people)
90% chance to hide in woods, 2-in-6 chance to hide in dungeon.
SAVES
Death/Poison: 8
Wands: 9
Paralysis: 10
Breath: 13
Spells: 12
INVENTORY
Sword (d8)
Dagger (d4)
6 torches
Backpack
Waterskin
1 week iron rations
10 foot pole
4 GP
Abigail Cheddar, despite a 4 constitution, is actually the toughest adventurer so far! I think, out of the three currently created, Abigail is also the most likely to survive. Her AC is the same as Goldor against pretty much any monster, she's got the same saves, and better HP. Still, I put her chances below 50%.
FOURTH AND FINAL CHARACTER
Strength: 12
Dexterity: 8
Constitution: 7
Intelligence: 12
Wisdom: 7
Charisma: 11
If a character has penalties, but no bonus, they have a special name, taken from a Terry Pratchett book. A 'Total Whittle". This adventurer is a total whittle. With poor CON and poor WIS making them less survivable, and no applicable talents, this truly is a meek, meek adventurer.
Well, you know what they say about scrawny, self-unaware losers with no skills! They go into academia!
With HP and stats rolled for our party's new Magic-User, the full sheet looks like this.
WONDER PIBBLES
Strength: 12
Dexterity: 8
Constitution: 7
Intelligence: 12
Wisdom: 7
Charisma: 11
Magic-User, 1st level.
0/2500 EXP to level up
THAC0: 20
HP: 2
AC: 9
SAVES
Death: 13
Wands: 15
Paralysis: 13
Breath: 16
Spells: 16
INVENTORY
Dagger (d4)
6 torches
Backpack
Waterskin
1 week iron rations
10 foot pole
5 flasks of oil
Silver mirror
Belladonna
9 GP
Spellbook (Floating Disk)
I gotta say, the B/X magic system is great. There's 6 levels of Magic-User spell, each with precisely 12 spells. Makes it very easy to roll on.
PARTY OVERVIEW
So we have a frail halfling, a sturdy dwarf, a muscular thief, and a shitty wizard. The highest HP in the whole party is 3. Between the whole of them, they have one spell, and it's Floating Disk. I will be struck speechless if there isn't at least one death in the party. I love it.
See you in a few days!
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