And you can't roll 2d20s forever. The creator of Dungeons and Dragons, Gary Gygax, has died. Like Matthew, I spent more time in college playing his creation than I care to admit. Our little band of intrepid architecture students, and our wives and girlfriends, after a project was turned in would spend entire weekends drinking beer and killing hordes of orcs. And when topping imaginary orcs got boring, we would spend entire weekends drinking beer and killing off hordes of Warner Brothers cartoon characters, German philosophers, and Seseme Street puppets. Once we even tackled a dungeon populated by an army of ravaging game show hosts.
OK, so we weren't purists. Sue me.
UPDATE: This seems especially timely: What Kind of D&D Character Would You Be?
As for me...
I Am A: Lawful Good Human Cleric (7th Level)
Ability Scores:
Strength-11
Dexterity-17
Constitution-12
Intelligence-16
Wisdom-16
Charisma-15
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
1 comment:
NG Human fighter/rouge in 3rd edition
NG Human cleric in first
I lost the sheets when I stopped playing when 4th edition came out.
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