Day 17
System: B/X
Ability scores rolled: 9, 11, 14, 11, 16, 10
Starting gold: 100 gp
Let's imagine that I've rolled these scores -- very solid, respectable scores. Not hard to imagine, because I just did. Now, imagine that I have my heart set on playing a magic-user. Through the miracle of Moldvay-edition D&D, I can do exactly that! The d4 says 3 hit points, but a hale and hearty Constitution bumps that up to 5 -- as good as an average 1st level fighter!
Tallie Greenfallow, 1st level magic-user
Strength 9
Intelligence 11
Wisdom 14 (+1 to magic-based saving throws)
Dexterity 11
Constitution 16 (+2 hp per die)
Charisma 10
AC 9 Hit points: 5 Alignment: Neutral
3 daggers, silver dagger, backpack, wolfsbane, lantern, tinder box, 5 flasks of oil, mirror, standard rations, 2 water skins, large sack, 10' pole, 10 gp left.
Starting spell: light
Height: 5'4" Weight: 150 lbs. Age: 27
Born and raised a farm girl, Tallie had dreamed all her life of learning magic. Despite her lack of any strong talent, she impressed a local hedge-witch with her determination, and was taken on as an apprentice. Extremely hard-working, but also a worrier, prone to stressing over details.
As with most beginning magic-user characters in old school D&D, Tallie poses a challenge to play, forcing reliance on player skill much more than character skill and stats. She does have an edge with a few extra hit points, and if she survives, will end up being considerably more durable than average. Her average Intelligence score is not much of a hindrance at all in play; it only really matters when XP are tallied up at the end of an adventure. Not needing much in the way of armor and weapons enabled her to carry some unusual and specialized equipment, so if her party comes up against a wererat or medusa, at least they won't be totally without options. The light spell, which I rolled randomly, is a decent multi-purpose spell, with utility and combat uses.
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