D and D part 2

Oct 06, 2006 16:33

So you’ve rolled up the character’s attributes; strength, intelligence, dexterity, wisdom, constitution, charisma.
(Intelligence as opposed to wisdom: some enlisted men were fond of saying “You can have either book smarts, or common sense.” Usually the speaker had a dearth of both.)
A high strength means a better chance to hit, and a bonus to damage should one connect.
High constitution adds to hit points and survivability.
Higher intelligence, more spells.

Then you equip your character. You get an initial roll for coin, then a price list for armor, weapons, clothing, packs, rope, so on.

The rules aren’t set in stone, however. Some DMs might run you through a city scenario to haggle for gear and maybe get pickpocketed.

When I DM, I assign goods, in a sort of stream-of-consciousness way:
“OK, you’ve got a burlap sack with…twelve copper pieces, one with huge teeth marks in it,; three turnips, one half-eaten; a magic dagger -“
“Yeah!”
“-that has been snapped in half; half a rat --”
“Top half or bottom?”
“-bottom…”

Then the next character:
“You have a leather sack containing five-hundred pieces of gold -“
“What!?” says the first player, as the second laughs.

Ain’t life like that though?

The players will usually share. One of the best real-life lessons of the game: teamwork, trust, assessment of motivations. And what Bill said.

d and d

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