Step1
Use a preprinted character sheet or make your own. Search the Web for different worksheets that will help you make your character.
Step2
Determine your ability scores (or stats). Abilities are divided into physical traits (Strength, Dexterity, Constitution) and mental traits (Intelligence, Charisma, Wisdom).
Step3
Roll three 6-sided dice. Add the total and write this number next to Strength.
Step4
Repeat this for each ability.
Step5
Choose a name for your character. The setting for most D&D campaigns is medieval fantasy.
Step6
Identify your strengths and weaknesses. High numbers are your best abilities; low numbers are your shortcomings. Don't worry too much about those low numbers, however. They help you define your character.
Step7
Choose a race. The races are Dwarf, Elf, Gnome, Half-Elf, Human and Halfling. Keep in mind that your race may be limited by your stats and that some races will alter ability scores.
Step8
Pick a Dwarf if your Strength score is between 8 and 18, your Dexterity is between 3 and 17, your Constitution is between 11 and 18 and your Charisma is between 3 and 17. Add 1 to your Constitution stat and subtract 1 from your Charisma.
Step9
Pick an Elf if your Dexterity score is between 6 and 18, your Constitution is between 7 and 18, your Intelligence is between 8 and 18 and your Charisma is between 8 and 17. Add 1 to your Dexterity stat and subtract 1 from your Constitution.
Step10
Pick a Gnome if your Strength score is between 6 and 18, your Constitution is between 8 and 18 and your Intelligence is between 6 and 18. Add 1 to your Intelligence stat and subtract 1 from your Wisdom.
Step11
Pick a Half-Elf if your Dexterity score is between 6 and 18, your Constitution is between 6 and 18 and your Intelligence is between 4 and 18.
Step12
Pick a Halfling if your Strength score is between 7 and 18, your Dexterity is between 7 and 18, your Constitution is between 10 and 18, your Intelligence is between 6 and 18 and your Wisdom is between 3 and 17. Add 1 to your Dexterity stat and subtract 1 from your Strength.
Step13
Decide on your character class - your character's job or profession. Choose from Fighter, Mage (Wizard), Cleric (Priest) and Thief.
Step14
Be aware that there are minimum scores for each class. Fighters must have a minimum Strength stat of 9; Mages must have a minimum of 9 in Intelligence; Clerics need a minimum of 9 in Wisdom; and Thieves must have at least a stat of 9 in Dexterity.
Step15
Pick an Alignment. This is a way to describe the character's outlook on life and the world. There are nine alignments based on two groupings. The first is the continuum of order to chaos and contains the descriptors Lawful, Neutral and Chaotic. The second group ranges from good to evil and includes a neutral category as well. (Neutral Neutral is called True Neutral.) An example of Chaotic Good would be a person who may disregard rules but is, in general, a good person who cares about others.
Step16
Think about your character. Your stats, race, class and alignment will help you build a framework that you can now fill in. Where did he or she come from? What is he or she like? What are your character's likes, dislikes and goals? This is where your low stats can be explained. A low Charisma might mean your character is a follower or shy or maybe just doesn't inspire people. Maybe your character is ugly or has lousy manners. If he or she has a low Dexterity score as well, perhaps your character is overweight and clumsy. Here's your chance to personalize your character!
Step17
Finish by determining your character's weight and height, any languages he may know, proficiencies with weapons and spells, his appearance and his personal background.
Comments
Anonymous said
on 11/22/2005 Consider talking to your DM/GM about the idea of separating (manual) dexterity from agility. This is especially vital when one considers the non-agile yet manually dexterous dwarfs. Also, consider separating comeliness from charisma - an often abused stat in old school AD&D by players automatically placing their lowest roll into comeliness. This practice is easily dealt with by having a separate roll specifically for comeliness that can only be swapped, meaned, or modified by or to charisma. Lastly, a rare and often disliked or banned additional mental ability score is innate psionic potential.
Anonymous said
on 6/30/2006 When making a monster character (such as a minotaur or full orc) think carefully. Many villages will attack you on sight because you are so intimidating, and your party will have to convince them that you are not going to kill them.
Anonymous said
on 3/13/2006 Many D&D players want to be super powerful with a fighters strength and constitution with powerful wizard spells and of course a few Cure Critical Wounds spells to save him/herself. So they choose Chaotic Evil as their alignment so they are free to power themselves to godly ranks. However isn't a person like that viewed more like plot line villains than protagonists? Balance in your power is good. It makes the game seem more realistic. Plus eventually you'll run out of demons to slay if you're that powerful.
Anonymous said
on 11/22/2005 Don't leave your party without a thief, fighter, cleric, or wizard. Each will come in handy at some point because of their unique job skills. If you don't have enough people in your group to have at least one of each class, ask your DM if they are OK with people playing multiple characters.
Anonymous said
on 11/22/2005 Remember, evil is not the only road to power, choose your alignment and play it. Your character is alive, so act like he has a past personality and aspirations. Don't be afraid to make your DM work and don't let him force you to play your characters like he wants. As long as you understand there are penalties for certain actions (murder and theft), and you should be willing to accept the consequences and follow all game rules and regulations.