How to create a character in the game "Dungeons & Dragons"

Author: Ellen Moore
Date Of Creation: 12 January 2021
Update Date: 1 July 2024
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DDO Experiment Sagittacidus Episode 0 - Character Creation
Video: DDO Experiment Sagittacidus Episode 0 - Character Creation

Content

This article will walk you through the basic character creation process for RPGs like D&D, d20.

Steps

Part 1 of 5: The Basics

  1. 1 House Rules Each DM (Dungeon Master) has a different ‘House Rules’. Check with your DM before starting. They may say no to half-orcs, or no to evil characters. They may even have a different plan for pumping your parameters!
    • Role-playing games, or "RPGs", have a specialized language. "Stats" are usually statistics based on your character, such as toughness or charisma. Sometimes other things, such as how much your character can raise, is also called a stat, but we'll try to keep things simple.

Part 2 of 5: Character Creation

Different nations use different steps, some might start picking a class, some race, and some even alignment! You can create your character and choose the race and class the way you want to make it. Some RPGs may not even have classes or races, or consider the race itself a class.


  1. 1Choose your race. This choice will determine many factors, including racial characteristics, but the most important thing at this stage is that it will affect your parameters, appearance, and your history.
  2. 2 Choose a worldview. Alignment basically determines how your character will react to certain situations. Different games can offer different worldview options. For example, in D&D 3.5, there are nine worldviews combining good-neutral-bad and lawful-neutral-chaotic, the first three characters are what you do for others, the last three are your morality. For example, a chaotic evil character who sees a wounded person on the side of the road may mock him or even finish him off and walk into his pockets, while a good character may rush to help the person and heal him if possible. This step is important because some of the classes require you to be treated in a certain way, or have certain restrictions. Alignment descriptions can be found in the PHB. Your DM may decide that any class can be of any orientation, but on average, the DM follows the PHB rules.
  3. 3 Character class. It describes what you can do, how to fight, what you can use, and sometimes even your social status. In general, there are four main types:
    -Wrestler: Focuses on physical combat.
    -Thief / Specialist: Focuses on stealth and social skills.
    -Wizard: Focused on magic.
    -Healer: Focused on healing and helping.
    And some classes can be combined, for example the Paladin includes a fighter or a healer (fighter prevails).
  4. 4 Ability pointsMany RPGs have "ability points" that are what your character can do. These glasses, for example in D&D, are strength, intuition, agility, intelligence, wisdom, charm. Most of those who actually have intuition can understand that the last three can be more difficult: charm indicates your strength of personality, in addition, if you are noticed by other peoples, intelligence determines how well your character learns and wisdom describes your sane sense of character, willpower and intuition.

Part 3 of 5: Skills, Abilities, and Spells

  1. 1 Buy Skills you have points with which you can purchase skills (a list of skills and descriptions can be found in the PHB). The higher the intelligence of your character, the more points you get. See PHB for your exact skill sum. The skill classes (listed in the PHB description of the classes) and general skills cost one point per rank. Cross-class skills are usually not character skills, and cost twice as much. Also keep in mind that each skill has a corresponding modifier. So, anytime you roll using a skill, you add the number of signature mods purchased associated with that skill (skill descriptions determine which ones come with what).
  2. 2 Select feats a list of feats and their descriptions can be found in the PHB.
  3. 3 Preparing known spells Clerics and druids have access to all spells, but wizards must consult their DM for their starting spells. Mages must choose carefully, as this will dictate their role in the game. If you only have a few options for each level, it is important to make wise choices.
    • Use starting gold listed in PHB.
    • Select starting equipment.
    • Check with your DM first, he or she may require you to purchase items through role-playing in the game.
  4. 4 Calculate and write the spell while keeping DC's
    Difficulty level of classes, the enemy must collapse to be less affected by the spell.
    )
  5. 5 Look at other things:
    • hit bonus (bonus on roll for attack)
    • grapple modifiers, and any other data.

All of these can be found in your PHB.


Part 4 of 5: Calculations

  1. 1 Basic counting ability (statistics): Roll 4 hex dice 6 times. Drop the lowest one and add the rest together.
  2. 2~ Distribute each roll among your core abilities (Strength [STR], Dexterity [DEX], Constitution [CON], Wisdom [WIS], Intelligence [INT], and Charisma [CHA]).
  3. 3 Modifiers: The modifier depends on your main account.
  4. 4G / L Account - Modifier
  5. 5 6-11....0
  6. 6 12-13....1
  7. 7 14-15....2
  8. 8 16-17....3
  9. 9 18-19....4
  10. 10 20-21....5
  11. 11 Modification abilities will be used to increase attacks, persistence, initiative (battles), & AC (Armor Class). They will also affect your skills.
  12. 12 For classes -
    • Barbarian
  13. 13 Fatal Hit: D12
  14. 14 Skills at level 1: (4 + modifications) x4
  15. 15 Skills at each level: 4 + modifications
    • Bard
  16. 16 Fatal Hit: D6
  17. 17 Skills in the first level: (6 + modifications) x4
  18. 18 Skills in each level: 6 + modifications
    • Cleric
  19. 19 Fatal Hit: D8
  20. 20 Skills at level 1: (2 + modifications) x4
  21. 21 Skills in each level: 2 + modifications
    • Druid
  22. 22 Fatal Hit: D8
  23. 23 Skills at level 1: (4 + modifications) x4
  24. 24 Skills in each level: 4 + modifications
    • Fighter
  25. 25 Fatal Hit: D10
  26. 26 Skills at level 1: (2 + modifications) x4
  27. 27 Skills in each level: 2 + modifications
    • Monk
  28. 28 Fatal Hit: D8
  29. 29 Skills at level 1: (4 + modifications) x4
  30. 30 Skills in each level: 4 + modifications
    • Paladin
  31. 31 Fatal Hit: D10
  32. 32 Skills at level 1: (2 + modifications) x4
  33. 33 Skills in each level: 2 + modifications
    • Ranger
  34. 34 Fatal Hit: D8
  35. 35 Skills at level 1: (6 + modifications) x4
  36. 36 Skills in each level: 6 + modifications
    • Rogue
  37. 37 Fatal Hit: D6
  38. 38 Skills at level 1: (8 + modifications) x4
  39. 39 Skills in each level: 8 + modifications
    • Witch
  40. 40 Fatal Hit: D4
  41. 41 Skills at level 1: (2 + modifications) x4
  42. 42 Skills in each level: 2 + modifications
    • Masters
  43. 43 Fatal Hit: D4
  44. 44 Skills at level 1: (2 + modifications) x4
  45. 45 Skills in each level: 2 + modifications

Part 5 of 5: Names

  1. 1The character name is irritable and individualistic, however you should consider things like the tone of the game (e.g. silly), the genre (usually a fantasy adventure, but D&D 3.5 offers a lot of customization options and extensions), and your character's story (Middle Eastern style is hardly possible call "Edom").

Tips

  • Choose the look and story of your character. While this step is not necessary for average dungeon exploration, it will make the game more fun. If this step is not required by your DM, try doing it anyway, it will make things easier when choosing feats and skills. If you want to make the hero rush into battle on his trusty horse with a blazing sword of justice, ignorant of the danger, you may be looking for a melee class to help you wield the sword. You might want to buy professional ranks that increase your ability to handle a horse, feats that increase your sword skills, and a race that will make your class more powerful.
  • Don't worry if it takes a long time. With practice, you will be creating characters in minutes.
  • If there is something you don't know about, you can find it in the Player's Handbook (PHB) or ask other players.
  • Have fun!

Warnings

  • confusing, isn't it?

What do you need

  • You will need the Player Creation Guide v.3.5 to make your character; also a full set of dice, including 4 D6 (6 dice) to generate statistics. "D" stands for dice. The front row, that is, the number of numbers after the 'D' indicates the number of sides on this matrix. The complete set includes 1D4, 1D6, 1D8, 2D10, 1D12 and 1D20.
  • Waste paper and one piece to record the final results (or character sheet).