Advanced Dungeons & Dragons 2nd Edition Wiki
Advanced Dungeons & Dragons 2nd Edition Wiki
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In this chapter, we'll briefly present notes on character creation in the AD&D® game. This is material you already know, but we'll be talking about character creation as it specifically applies to warrior player-characters (Fighters, Paladins, and Rangers).

Ability Scores[]

For a normal campaign, any of the six dice-rolling methods from the Player's Handbook is acceptable.

If you decide to run an all-warriors campaign (see the Role-Playing chapter of this book for details on such a thing), we recommend that you use one of the five Alternate Dice-Rolling Methods presented.

Whether or not you run an all-warriors campaign, if you utilize the Warrior Kits chapter of this rule book, we recommend that you use Method VI to create the ability scores for your characters. Because characters using the Warrior Kits are so specialized, you'll find it helpful to be able to custom-design your character ability scores, which Method VI allows you to do.

Races[]

Much of The Complete Fighter's Handbook is written with the human character in mind. However, most of the text is equally applicable to all the other player-character races as well, and can be used by them without any sort of adaptation necessary.

All the normal rules for racial ability adjustments, class restrictions, level limits, languages, and miscellaneous bonuses and penalties will be used, and all the material in this book can be used for all the demihuman races except where specifically noted in the text.

Classes[]

The three warrior character classes (Fighter, Paladin, and Ranger) are still the only warrior character classes. However, those players who would like to have more specialized warrior classes will probably find what they want in the Warrior Kits chapter.

When you're creating single-class warrior characters, we recommend that you start all first-level warriors with the maximum number of hit points they can have at that level—don't even bother to roll the dice. In other words, if you have a first-level Fighter with a Constitution of 16, he'd start with 12 hit points instead of rolling his 1d10 and adding +2 for his Constitution adjustment.

This is for a couple of important reasons. First, it gives the warrior a slightly better chance for survival at lower experience levels. Second, it reflects the fact that warriors are simply tougher and hardier than other player-character classes.

But remember: This is for first level single-class warriors only. Starting with second level, these Fighters, Paladins, and Rangers have to roll their hit points like everyone else. No other class gets this benefit, and multi-class warriors (such as warrior/thieves, warrior/mages, and the like) don't get to do this.

Alignment[]

The Complete Fighter's Handbook follows all normal game rules for character alignments. Once the player has chosen an alignment for his character, he needs to have his choice approved by the DM; it may be that his choice will clash excessively with the alignments of other characters in the party, so the DM is within his rights to disapprove any alignment choice. (The chaotic evil fighter who wants to play with the troupe of wandering paladins will be a problem.)

Warrior Kits[]

Once you've worked up your character's ability scores, and then chosen his class and alignment, you can choose a Warrior Kit for the character. Warrior Kits are discussed in the Warrior Kits chapter of this book.

Money and Equipment[]

The Complete Fighter's Handbook follows all the normal Player's Handbook guidelines for the character's initial money and equipment... usually. Use of some of the Warrior Kits will dictate differences in the way some characters spend their beginning money.

Magic[]

Some warrior characters (Paladins, Rangers, and multi-class Fighter/Mages and Fighter/Priests) do have spells. At this point in the character creation process, for the multi-class characters, you and the DM will have to determine the character's spells. (Paladins and Rangers wait until 9th and 8th levels, respectively, to get their spells, so you don't have to worry about them for a while.)

Experience[]

Here's an option you ought to think about if you're planning to run especially heroic, combat-heavy adventures or campaigns.

You might wish to start all beginning player-characters out at 3rd experience level instead of 1st. This makes them a bit tougher, a bit more heroic, and a lot less fearful about dying with the first blow of their first fight.

However, if you prefer to have your beginning characters a bit more nervous and defensive, then it's certainly more appropriate for you to start beginning characters at 1st level.

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