How to play

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How to play

Post  Whitewolf on Sat Feb 18, 2012 2:47 am

To start, character creation is probably the hardest part, because after getting into it, the game is pretty easy. But for those of you who might never have played this game before I suggest asking around. Someone's bound to have an idea you want to try, if you don't have one yourself.

Trial and error is the ultimate way to go with this game. Build yourself up, and if you don't like where you're at, you can die and try again. It's not hard. But for now let's get into the rules.

-Abilities-
Abilities are exactly what they are. Your natural strengths and weaknesses. These are measured in scores over 6 different abilities. Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

These will be measured in a score for each. However to figure out what scores you'll have to place, you'll have to roll dice for them. To do this you will roll 4d6. There is an area when you click on respond to select the dice you want to roll. Simply select d6, and then replace the 1 with 4. Then hit the + to set up any other rolls you want to do.

This means you can roll anywhere between 1 and 6 on all of these dice. However for your first character, you will re-roll any 1's and 2's.

Example:
Mark rolls 4d6 for each stats.
roll 1: 4,5,1,1
roll 2: 6,6,3,5
roll 3: 3,4,6,4
roll 4: 2,1,6,3
roll 5: 5,4,4,5
roll 6: 6,6,6,2

He rolls 1 additional die for every 1 and 2 he rolled so
Roll 1: 2 dice
Roll 2: 17(There are no rerolls for this as there are no 1's or 2's. Instead he picks the top 3 dice and adds them together. In this case 5,6,6.)
Roll 3: 14(same as roll 2)
roll 4: 2 dice
Roll 5: 14
Roll 6: 18(Even though there is a 2 in this he does not reroll because 18 is the highest stat you can start with so to reroll would be pointless)

He then sets it up to reroll his 1's and 2's until he no longer has any.

Let's assume that his next dice rolls are 4,3 and 5,5

Roll 1: 13
Roll 2: 17
Roll 3: 14
Roll 4: 16
Roll 5: 14
Roll 6: 18

He now has to choose where these go, so he places these scores in his abilities one by one. Each class has a key ability so whatever class Mark takes, he'll want to put his 18 in the most important stat for him and then so on until he's done.

So let's say Mark is making Fighter, one aimed at being heavily armored, and heavy hitting.

Strength: 17
Dexterity: 13
Constitution: 18
Intelligence: 16
Wisdom: 14
Charisma: 14

With his stats assigned we need to figure out what his ability modifiers are for much of the game. So we need the Modifier chart.

Ability ScoreModifier
1-5
2-3-4
4-5-3
6-7-2
8-9-1
10-110
12-13+1
14-15+2
16-17+3
18-19+4
20-21+5
22-23+6
24-25+7
26-27+8
28-29+9
30-31+10
32-33+11
34-35+12
36-37+13
38-39+14
40-41+15
42-43+16
etc

Now we simply apply the modifiers

Strength: 17 + 3
Dexterity: 13 + 1
Constitution: 18 + 4
Intelligence: 16 + 3
Wisdom: 14 + 2
Charisma: 14 + 2
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Re: How to play

Post  Whitewolf on Mon Apr 23, 2012 2:43 am

Mulligan rule:

After rolling your stats, if you are not satisfied with them you may claim a Mulligan. By doing this you will drop your lowest stat, no matter what it may be, and re-roll it, however the total of that stat is reduced by 1. Meaning the first time you mulligan the highest you can get on that stat is 17 rather than the 18 that you can get as a total. You may mulligan a total of up to 5 times. Every time you mulligan you drop -1. So your highest possible total goes from being 17(first mulligan) to 13(5th mulligan).

This is applied on a per character basis. If you mulligan 3 times and die as that character you get a clean slate.

Example:
Jon rolls
14, 16, 12, 16, 11, 12

He mulligans and drops the 11. He then rolls a 18 and applies a -1 modifier to it to get 17.

His new stats are

14, 16, 12, 16, 17, 12

But he doesn't like 1 of thoes 12's. He mulligans a second time. and gets a 15, applying a -2 modifier to it to get 13.

His new stats become

14, 16, 13, 16, 17, 12

He can risk another mulligan to drop that last 12 if he chooses to, but whatever he rolls will suffer a -3 penalty
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