[net.games.pbm] Character Generation

hammy@mit-eddie.UUCP (J. Scott Hamilton) (11/17/83)

	Character generation - I will have to tailor my advise a bit,
considering the campaign, and the fact that some of the extra rules do
not apply.  Still, some things still remain fairly consistent.

General Allocation - Generally, you want to pay attention to your stats
in the following order:

	prime requisites
	development stats
	other stats important to class
	all other stats (if there are any left)

I think that it is difficult to make a general rule for allocation, so I
will give a rough guideline according to class.  Remember that a lot
depends on character conception; if you want to make a woodsmen over a
rought, you will be probably concentrating on Self Discipline and
Intuition rathern than Strength and Agility.  It also depends on what
range of stats you get.

Ranges of Stats -

	Lots of low ones -  We generally are able to role pretty good
		characters, so we really haven't had to deal with that
		problem.  If most of your stats are low, it is generally
		good to use the 90 rule (replace up to two temporary
		stats for 90s, to be put in your prime requisites).  
		For skills with low d.p. (development point) costs, it
		is more cost effective to buy another box, then to have
		a +5 add to to stat.  Of course, if your stat modifier
		is one of the first five, then you win both ways.  If
		you think you only need to replace one stat, generally
		replace the one that gets you development points.  These
		types of stats are generally good for fighter types.

	Lots of low ones, with a few good ones - Generally the same rule
		applies, although these are generally good for
		semi-spell users, who need at least one good stat in
		their prime mental stat (for spell casting).  If one of
		the stats is a 95 or above, he would make a decent pure
		magic users, as this will give him two spell points per
		level.  If one of the stats is a 100 (potential),
		definitely make him a pure magic user.

	A number of good ones, no really exceptional ones - Again,
		pretty much good for a fighter type.  At this point, you
		might want to get a good stat bonus below at the
		sacrifice of one or two development points above.

	A number of good ones, a couple of exceptional ones - if one
		stat 95 or above, again a good magic user.  If you have
		TWO stats above a ninety five, consider making a hybrid
		spell user.  The problem with a hybrid is, if you use two
		good stats for the lower, mental stats, you usually
		don't have enough good stats for development points.
		And if you want at least two spell points per level, it
		means you won't be junking ANY of your low stats.
PO
	Mostly very good stats - You can make some character classes
		extremely strong by having good stats.  A warrior monk
		with good stat bonuses is deadly, a hybrid becomes a
		very interesting character.  I would generally not wast
		a lot of good stats on a fighter type or a semi.  Good
		stats make interesting pure spell users, if you don't
		specialize on arms, but instead get a lot of the
		esoteric spell user skills that you usually don't have
		the development points for.

By Class -

	Pure Arms

	You usually don't need very good stats in these classes, just
	concentrate on the d.p. stats.  Down below, you want to have a
	good strength, and usually a good quickness if you have another
	stat left.  Don't bother with an exceptional quickness bonuses
	unless you are not going to be wearing restricting armor.

	Fighters

		Strength, Constitution, and Agility are usually the most
		important.  A high Self Discipline is good for making
		maneuver roles, and combines with Presence, can help in
		making Adrenal Move roles.

	Rogues

		Most Rogues I play specialize in Stalk and Hide, and
		Perception.  Thus, you want good Self Discipline,
		Agility, Reasoning, and Intuition.  These type of
		characters make excellent scouts.  Or, if you want to
		make a good horseman, use a high Empathy.  Many of my
		rogues don't use armor, they rely on shield, a good
		quickness, and a partial parry.  I think Rogues are THE
		optimized character class.

	Thieves

		I haven't generated many, so I don't really know.  

	Warrior monks

		Quickness is a must.  Self Discipline is also good.  If
		they dabble in spells, they are generally Mentalist
		base.  

	Essence Users

	Because of the restriction of no armor or heavy clothing, I
	generally give these characters high Quickness, high Empathy,
	and throw the rest in development.  You generally want to have
	the next best stat in Agility, since this is the only Stat
	modifier for Elemental Atack Roles (yah, Firebolt!).  By virtue
	of having a high Empathy, Essence users generally are good
	animal riders (another good reason for having a good agility).

	Alchemists

		As far as I am concerned, they should also have good
		Empathy, in order to have a good Staves/Wands and Runes
		role.

	Channelers

	Channelers are kind of flexible.  They can wear leather	armor,
	but they can't use hefty metal weapons.  Still, that leaves such
	interesting ones as bola and quarterstaff.  I have seen a Cleric
	build like a fighter, that could really dish it out, and a
	healer, who usually ended up eating it.  Channeling also uses
	Intuition.  This is a good ability to have, as it allows
	transfer of power points between other channelers (although at a
	good loss).  Other realms can channel, but it is usually
	extremely costly.  By virtue of having a good Intuition,
	Channelers usually have a good Perception (if they remember to
	pay attention to Reasoning). 

	Healers

		What ever the party takes, these guys have to soak up.
		Therefore, you want to have a high constitution, and buy
		up Body Development boxes like mad.  I would suggest not
		putting this character out front line.

	Mentalists

	As near as I can tell, Mentalist make pretty good martial
	artists (as a sideline to their spell abilities).  Presence is a
	must, but with a good Self Discipline, they can do well with
	Adrenal Moves, which are fairly cheap to begin with.  Their cost
	for martial arts boxes is much less than for arms.

	Seers

		Don't forget Intuition and Reasoning for Perception.  I
		would forsake a good Intuition to get more development
		points.  

	Lay Healers

		As far as I am concerned, Lay Healers make good
		battlefield Healers, if they are allowed to specialize
		in martial arts.  At that point, buy a lot of boxes in
		Rank 1, and use partial (or full) parry often.
		
	Semi-spell Users

	Semis generally want a good stat in their Prime mental, and then
	treat them as Fighters.  I generally play Rangers like Fighters,
	Monks like Warrior Monks, and Bards like Rogues.

	Rangers

	We play that perception is used for tracking, although I think
	we had a skill Tracking, which was 1/3 for Rangers.  I think the
	skill used Intuition, Reasoning, and Memory.

	Bards

	We also had a couple of skills for Bards.  Singing and musical
	instruments cost 2/5 (voice training isn't cheap) and was
	modified by Presence and Appearance (an eleventh stat that we
	added).  They also had a Lore skill, that used Memory as the
	modifier.  NOTE:  These special skills are the only ones that I
	have seen that use Memory as a modifier, unless I overlooked
	something, no standard skill does.  Because of this, I always
	put my junkiest of the development point stats in Memory.
	Technically, it can also be used in situational modifiers.

	Hybrids

	Ah, a whole chapter could probably be written about hybrids.  I
	consider them extremely versatile characters classes that were c
	designed to allow a player to come up with some very specific
	character conceptions.  Also, you don't want to learn every
	spell list (which you can do with other classes), because you
	will end up learning between forty and fifty lists *for each
	pick*.  

	Sorcerers

		These are bad dudes.  Since their spells are based on
		destruction, I tend to think of the them as having an
		evil bent.  Even though many spells are elemental, they
		are generally not blastems.  They make good tactical
		spell casters.  Prime reqs require Intuition and
		Empathy, nothing else is really critical. 

	Astrologers

		Q. What do you call an Astrologer with a 100 in Presence
		and Intuition, and a times three spell multiplier?

		A. A switchboard.

		After looking over one of these guys, it seems that they
		are primarily designed for information gathering and
		communication.  They don't seem very good for melee.
		They seem to make excellent scouts and spies, especially
		if the operate at night.  Intuition and	Presence a must,
		and Reasoning is needed for a good Perception role.  I
		also think they could use a good Stalk and Hide, so that
		they can sit in the bushes and "radio in the
		coordinates".  They also make good interrogators.  No
		military intelllegenc team should be without one.

	Mystics

		This has to be my favorite class (or at least
		character).  He is the classic "Now you see him, now you
		don't" character, and he has many ways of doing it.
		They make good scouts, spies, diversions, confusers, and
		blasters (with water bolt at fourth, shock bolt at
		sixth, and fire bolt at nineth).  This is one of the few
		character classes I know that can operate alone, since
		they have infinite punt capability.  They get shape
		change to other race at third level, and to any other
		creature at nineth level (including physical, but not
		special abilities, which is something a animist cannot
		get until 25 level).  They also make reasonable martial
		artists.  Allocation of points would depend on the
		specialty desired, with Empathy and Presence a must.


By Stat -

	Constitution - Definitely useful, and extremely useful for
			magic using classes, since they generally can't
			buy many boxes of Body Development. 

	Self Discipline - Good for ALL general maneuvers, and also
			figured in to Stalk, Hide, and Adrenal Moves.
			Elves generally have a tough time (they are so
			fidgety).

	Agility - Good for missile, thrown weapons and sweep (martial
			arts), and essential for Elemental Attacks.  It
			is also very useful in a number of manuevering
			skills. 

	Memory - I don't know any use for this stat other than character
			conception and development points.

	Reasoning - Useful in Perception, Picking Locks and Finding
			Traps.  Thieves like it.

	Strength - Useful in melee, thrown, and strike (martial arts).
			I have seen our GM have us use our bonus for
			opening and forcing doors.

	Quickness -  Used for Movement Rate, Defensive Bonus, and First
			Swing Staves/Wands.  If you go without armor, it is
			generally a good idea to have a high Quickness.

	Presence - Used in adrenal moves, and as far as I am concerned,
			in "winning friends and influencing enemies".
			Used in the realm of Mentalism.

	Intuition - Used in Perception, Channeling, Runes, and
			Staves/Wands.  It is a prime requisite for
			Channelers. 
			
	Empathy - Used in Riding, Runes, and Staves/Wands.  It is a
			prime requisite for Essence Users.

--------------------

	One thing to pay close attention.  Character development should
be done considering the origin of the character.  If a society is
atheistic, it will not have Channelers.  In Umbar, where magic is
scarce, their simply are no Magic Users.  Also, physical stats should
also take into consideration the region, and thus may dictate which
character classes are viable.  In a cold region (for example, in this
campaign), the characters probably had a reasonably high Constitution,
or else they would have froze to death.  Tough fighters would be more at
a premium than frail magic users.  Also, I would expect to see more
cloth and leather armor, since this protection would also help withstand
the elements (ah, but for you hardy individuals, nothing like putting on
a COLD set of chain in the morning).

Ah well, I think I have been long winded enough.  Within time
constraints, I would like to help people out.

-- 
						J. Scott Hamilton
						!genrad!mit-eddie!hammy

hammy@mit-eddie.UUCP (J. Scott Hamilton) (11/17/83)

There are a couple of things I forgot to mention...

Stats -  When I was talking about high stats, I was referring to
potentials.  Most of what I said should be modified by how crummy a stat
is to begin with, although I am inclined to think that in a campaign
where every one reaches third or fourth level fairly rapidly, the bad
stats quickly even themselves out.  You DON't want something like a
26/99 for something like a Spell Users mental prime requisite, the poor
fool will have NO spell points until he can get his stat to a 75 or
higher.  If your temporary is more than 15 away, I would count on
getting about 10 points a level, although it is easy enough to figure
out what the actual average is.

Also, a lot of your decision of where to put the stats are based on your
character conception.  I have seen a Rogue build into a fighter, thief,
archer, scout, ranger, and spy.  I have a Mystic who considers himself a
well rounded martial artist, even though people could have mistaken him
for a Sorcerer, Magician, Monk, Mentalist or Illusionist (granted, he
does have exceptional stats).

Elemental Spells - One thing to watch out for about elemental spells.
They are not easy to come by, and they are fairly costly to cast.  If my
memory serves me correctly, the following are ways to get elementals.
You can check in Spell Law books to be sure.

Class or Realm		Spell		List		Level
			
Channelers -		Shock Bolt 	Light Law	  7
Mentalists -		Shock Bolt	Light Law	  6
Essence Users -		(I don't know if there is any on open or closed,
			there should)

Astrologers -		Starfires	"Light Law" 	Disgusting (20?)
Mystics -		Waterbolt	Water Alt.	  5
			Firebolt	Gas Alt.	  9

Magicians -		Firebolt	Fire Law	  6
			Icebolt		Ice Law		  6
			Waterbolt	Water Law	  4
			Shockbolt	Light Law	  2
			Lightningbolt	Light Law	 10


Clearly, if you want to specialize in blastems, you must become a
Magician.  Even then, it is fairly high level before you can cast them.
Also, you start out casting one Elemental (as well as other spells) once
every three rounds.  Shockbolt becomes instantaneous at 8 level,
Waterbolt at 10, Firebolt and Icebolt at 12, and Lightning bolt at 16.
You can reduce this by using the spell Store, but this means that you
had to store the appropriate spell the night before (assuming you have
the spell points then), and it must be the next spell you cast, or you
lose it.  By the way, this is a trick that we use to "carry over" spell
points to the next day, and also gives the MU a chance to have a "quick
draw" spell.  My Mystic carries around a Fear spell in storage (Verbal
component is "Boo!") unless he is feeling paranoid, in which case he
carries Invisibility (he is sixth level).  He could just as easily carry
Waterbolt or Shockbolt.


-- 
						J. Scott Hamilton
						!genrad!mit-eddie!hammy