Choose what you want to be first - character envisioning will be a strong suit. Read through the PHB and your setting materials (like Steel Realms) and decide what race and class you want to start with. You will be focusing your essence and abilities on that. One of the biggest differences between Incarna and DnD is that the character process is a lot more constrained, but has a lot more options. Your race and place constrain your class and/or class path choice - there are cultural and social fabric which just does not produce certain classes or paths. Additionally, there are more backgrounds and starting character traits.
See The "Incarna" flavor/variant of DnD 5th Edition.PHB Basic reference: http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules
PHB Errata: http://media.wizards.com/2015/
Character Sheets: http://dnd.wizards.com/articles/features/character_sheets
Step 1: Race
The PHB will be the defacto starting point, with the Steel Realms an errata of changes and inclusion/exclusions. See Races of the Steel Realms. Race may be constrained by locale, and determine class and other options including alignment.Ancestry:
Fey
- Occult aptitude
Primal
Infernal
Olde Ones (Steel Realms)
Transcendent (Steel Realms)
Dumastorian (Steel Realms)
Step 2: Locale
Locale may be constrained by race, and determine class and other options including alignment.
Step 3: Class
Class will be dependent on where the character is from and race/ancestry. Class may be constrained by race and locale, and determine other options including alignment.
Barbarian - Berserker
- Anywhere
Barbarian - Totem Warrior
- Pine Tribes, Klaurian, Wyld Elf
Bard - College of Lore
- Human only, from Oerdney. May take 1 level of Druid as 2nd level
Bard - College of Valor
Cleric requires 2 Essence. Must be the alignment of their deity or its particular sect they follow.
Gain starting Piety depending on the Oath of Loyalty they swear. Reducing their oath binds later reduces their piety by double the amount they would normally gain.
Automatically Gain Sense Divinity (Insight Skill DC 10) - know when they tread on holy grounds or if a person is bound to a particular faith (senses the primary alignment of the deity)
Cleric - Domain of Knowledge
Balthazaar
Malek
Ezrilus
Everdark
Gloombringer
Gaia
Cleric - Domain of Light
Ikribu
Aerna
Whelm
Balthazaar
Cleric - Domain of Life
Gaia
Darupet
Aerna
Whelm
Ezrilus
Cleric - Domain of Nature
Gaia
Darupet
Elancil
Cleric - Domain of Tempest
Ikribu
Elancil
Sun stealer
Everdark
Cleric - Domain of Trickery
Malek
Gloombringer
Cleric - Domain of War
Whelm
Balthazaar
Ikribu
Elancil
Sun stealer
Everdark
Cleric - Domain of Death (Lich Lords lands only)
Djerduth
Everdark
Sun stealer
Gloombringer
Must take a level of Cleric (Beast Lord), and a level of Warlock (Fey), and possess the following Traits:
Then can take a level of Druid (Gaia)
May never take any other classes besides Monk (Four Elements); Warlock maximum level = 2.
Druid - Circles available by climate/terrain
Fighter - Battle Master
Fighter - Elritch Knight
- only in gladnor and depending on knight order... Ezrilus gas ine in heartlands
Monk - Way of the Open Hand
- Only in
Monk - Way of Shadows
- Only in Beryl; hidden sects
Monk - Way of the Four Elements
- Only in the southlands - new aesthetic orders serving the beast archetypes
Paladin - Oath of Devotion
Paladin - Oath of the Ancients
- only in
Paladin - Oath of Vengeance
Paladin - Oathbreaker (Lich Lords servants, Darklands Ork)
Ranger - Hunter
Ranger - Beastmaster
- only for those venerating the green church
Must have piety 1 with some freen faith
Rogue - Thief
Rogue - Assassin
Rogue - Arcane Trickster
- vale evander is the only place where magic may be taught in this mercenary way. Or grimoires are needed
Sorcerer = Not Available Initially
Psychic - Waiting on DnD
Everdark (Fiend - no limit)
Elancil (Old One - no limit Gwinnish; 7 otherwise)
See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Wizard - Abjuration
Wizard - Conjuration
Wizard - Divination
Wizard - Enchantment
Wizard - Evocation
Wizard - Illusion
Wizard - Necromancy
Wizard - Transmutation
Mystic Seeker: A character might take a spell caster class, but not be able to use spells right way. Training and knowledge is needed.
- Anywhere
Barbarian - Totem Warrior
- Pine Tribes, Klaurian, Wyld Elf
Bard - College of Lore
- Human only, from Oerdney. May take 1 level of Druid as 2nd level
Bard - College of Valor
Cleric
See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.htmlCleric requires 2 Essence. Must be the alignment of their deity or its particular sect they follow.
Gain starting Piety depending on the Oath of Loyalty they swear. Reducing their oath binds later reduces their piety by double the amount they would normally gain.
Automatically Gain Sense Divinity (Insight Skill DC 10) - know when they tread on holy grounds or if a person is bound to a particular faith (senses the primary alignment of the deity)
Cleric - Domain of Knowledge
Balthazaar
Malek
Ezrilus
Everdark
Gloombringer
Gaia
Cleric - Domain of Light
Ikribu
Aerna
Whelm
Balthazaar
Cleric - Domain of Life
Gaia
Darupet
Aerna
Whelm
Ezrilus
Cleric - Domain of Nature
Gaia
Darupet
Elancil
Cleric - Domain of Tempest
Ikribu
Elancil
Sun stealer
Everdark
Cleric - Domain of Trickery
Malek
Gloombringer
Cleric - Domain of War
Whelm
Balthazaar
Ikribu
Elancil
Sun stealer
Everdark
Cleric - Domain of Death (Lich Lords lands only)
Djerduth
Everdark
Sun stealer
Gloombringer
Druid
See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.htmlMust take a level of Cleric (Beast Lord), and a level of Warlock (Fey), and possess the following Traits:
Then can take a level of Druid (Gaia)
May never take any other classes besides Monk (Four Elements); Warlock maximum level = 2.
Druid - Circles available by climate/terrain
Fighter
Fighter - ChampionFighter - Battle Master
Fighter - Elritch Knight
- only in gladnor and depending on knight order... Ezrilus gas ine in heartlands
Monk - Way of the Open Hand
- Only in
Monk - Way of Shadows
- Only in Beryl; hidden sects
Monk - Way of the Four Elements
- Only in the southlands - new aesthetic orders serving the beast archetypes
Paladin - Oath of Devotion
Paladin - Oath of the Ancients
- only in
Paladin - Oath of Vengeance
Paladin - Oathbreaker (Lich Lords servants, Darklands Ork)
Ranger - Hunter
Ranger - Beastmaster
- only for those venerating the green church
Must have piety 1 with some freen faith
Rogue - Thief
Rogue - Assassin
Rogue - Arcane Trickster
- vale evander is the only place where magic may be taught in this mercenary way. Or grimoires are needed
Sorcerer = Not Available Initially
Psychic - Waiting on DnD
Warlock
See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Warlock requires 3 Essence for 1st level and nearly no training or study (depending on pact nature). for their pact - and they need NOT be the alignment of their patron or show a holy symbol. Its an exchange of power, plain and simple. Warlocks do not get Piety.
The patron of a Warlock must come from an list of patrons in the Steel Realms who can exchange powers in a pact format.
A character may bond with a Patron without meeting the min. CHA requirements by sacrificing 1 point of WIS permanently and 4 Essence.
Patron (max Warlock level); expected sacrifice (if 3 essence not enough)
Unlike faith, Warlock requires no adoption of any creed or alignment per se, though every power the warlock uses is an act of supplication and must be examined through that filter. A patron may refuse a warlock at any time, due to the lack of immediate reciprosity or the breaking of the terms of the pact. Faith bonds allow much more flexibility in the greater picture - trespasses may be forgiven for a long term gain, or rather the ends justifying the means.
Pact Bond: What are proscribed and prohibited
colors
materials
food or drink
behaviors
causes
goals
Supplication: A character begs for intercession from a higher power, exalting that power and suborning their own, however great, temporal power before it. A deity must be visited this way through prayer and worship at proscribed times, to nourish the bond between the two. It is at these moments that the petitioner asks for continued support and use of powers, skills, and knowledge in the name of the deity and faith, in exchange for continuing to follow and exalt the tenets and serve the causes of the faith.
See Essence
Warlock requires 3 Essence for 1st level and nearly no training or study (depending on pact nature). for their pact - and they need NOT be the alignment of their patron or show a holy symbol. Its an exchange of power, plain and simple. Warlocks do not get Piety.
The patron of a Warlock must come from an list of patrons in the Steel Realms who can exchange powers in a pact format.
A character may bond with a Patron without meeting the min. CHA requirements by sacrificing 1 point of WIS permanently and 4 Essence.
Patron (max Warlock level); expected sacrifice (if 3 essence not enough)
Unlike faith, Warlock requires no adoption of any creed or alignment per se, though every power the warlock uses is an act of supplication and must be examined through that filter. A patron may refuse a warlock at any time, due to the lack of immediate reciprosity or the breaking of the terms of the pact. Faith bonds allow much more flexibility in the greater picture - trespasses may be forgiven for a long term gain, or rather the ends justifying the means.
Pact Bond: What are proscribed and prohibited
colors
materials
food or drink
behaviors
causes
goals
Supplication: A character begs for intercession from a higher power, exalting that power and suborning their own, however great, temporal power before it. A deity must be visited this way through prayer and worship at proscribed times, to nourish the bond between the two. It is at these moments that the petitioner asks for continued support and use of powers, skills, and knowledge in the name of the deity and faith, in exchange for continuing to follow and exalt the tenets and serve the causes of the faith.
See Essence
Warlock at 3rd
Feywild glimpse. Fey
Void wash. Old
Rending despair. Fiend
Using SAN, dividing it up between area and damage. No save. Only the Warlock is unaffected.
= burst of power wash. San x 1m. San in dmg. And 1 level of exhaustion if 4+. San returns after short rest
Dc 15 san check chance for seepage. Elemental. Shadow. Fiend ... Minor to step through
A Warlock can only do this if their patron allows them - they must have gained Piety(1)... IE they must have done something great. This typically means they must have killed for them - a sacrifice of a chosen enemy. The act expends the good will and requires another act in favor of the patron to reclaim. Everdark (Fiend - no limit)
- Warlock - Pact of the Chain
- Warlock - Pact of the Blade
- Warlock - Pact of the Tome
- Warlock - Pact of the Chain
- Warlock - Pact of the Blade
- Warlock - Pact of the Blade
- Warlock - Pact of the Chain
- Warlock - Pact of the Blade
- Warlock - Pact of the Tome
Elancil (Old One - no limit Gwinnish; 7 otherwise)
- Warlock - Pact of the Chain
- Warlock - Pact of the Tome
- Warlock - Pact of the Chain
Warlocks can bind an essence to a creature they summoned to keep it around until it dies. They can have a maximum bound HD = their SAN this way.
Wizard
Wizard has optional 1 Essence component: Weave SightSee http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Wizard - Abjuration
Wizard - Conjuration
Wizard - Divination
Wizard - Enchantment
Wizard - Evocation
Wizard - Illusion
Wizard - Necromancy
Wizard - Transmutation
Mystic Seeker: A character might take a spell caster class, but not be able to use spells right way. Training and knowledge is needed.
Step 4: Ability Generation
First, decide on an essence affinity and aptitude. No matter what, all characters will have enough essence to choose these. This will replace one of the ability generation rolls, using an improve 13 + D5 in place of 3 D6.For all 7 abilities (adding SANity) roll 3D6 and if more than a single "1" is rolled, re-roll; re-generate the lowest final stat of the 7 and take the best of the 2. Arrange however you want. During this process, replace one of these with an improved one based on your essence choices (if you do this). You can see the correlation between Incarna Attributes and DnD Abilities.
Step 5: Essence
Essence (aptitude) is a core concept to Incarna and will continue to be. It will replace any rules governing how many magic items, cybernetic enhancements, etc. you can possess. Essence stays the core empowering rating for life (things that matter in the game). Essence has a base rating of starting (SAN+CHA)/2.Essence can be raised! Each 6 character levels +1, and major accomplishments (plane traveling, campaign goals, etc.)
Can piety be exchanged for essence? Probably.
What can you do with essence?
Race may determine their affinity, aptitude, and a primal vitality link - reducing starting essence choices.
Any temporary uses of essence return after a true Long Rest.
- Affinity - Every character can choose a single Affinity at no cost and can only have 1.
This must be taken at the time of character creation. must have essence - Aptitude - Costs 2 essence per
This must be taken at the time of character creation. - Primal vitality - Cost 1 essence, can only buy once.
- Inner Strength: Each gaming session character can draw on their essence to use abilities normally out of reach by level. Cost = Take the difference between the required level and their class level and subtract this from the essence total; the ability is accessible for a single round. (MORE LATER - but the more you set aside, the more you can do this)
- Make "magical" items (MORE WAY LATER)
- Special Bindings
- Core Feats - are non-spell casting 1st level class abilities accessible to characters to "purchase" with essence in between level jumps.
- Power Well - With the "long rest" of DnD going from 1 night to the "gritty realism" setting of 1 week, you will be able to use essence to get access to powers as if you had a long rest during a short rest for 1 essence - it will not affect healing or the need for true rest, just the power well.
- Primal Vitality - cost 1 Essence: Full HD +1 at 1st level, +1 if average taken for a HD, and a +3 on all death saves for going to negative HP
Occult Affinity: Rolling a single primary stat of INT you get 14 + D4
Occult Aptitude: Multiclassing minimums are reduced to 13 for: Wizard, Fighter (eldritch knight only), Rogue (arcane trickster only)
Divine Affinity: Rolling a single primary stat of WIS you get 14 + D4
Divine Aptitude:
Psychic Affinity: Rolling a single primary stat of CHA you get 14 + D4
Psychic Aptitude:
Kinetic Affinity: Rolling a single primary stat of DEX or STR or CON you get 14 + D4
Kinetic Aptitude:
Class Choices
@ Multiclassing: The minimum increases to 15 base.
Step 6: Hit Dice Roles
Choose average for class or role; not automatically maximum for starting characters. Minimum starting HD role is 2; re-roll any 1's.Step 7: Alignment
Alignment is nothing more than a Code of Conduct (its likely to be one of the foundations for gaining Inspiration uses - think of them like Action Points). Your class and race may preclude some options here. Class and locale may dictate alignment choices too------------------------------------------------------------------------------------------------------------------
Experience Points and Leveling
Experience points will not be used. Level increases are at the GM's discretion following accomplishments, attendance, and keeping up with challenges. Honestly, level increases are more for the sense of progress players needs, as the majority of encounters could be run around low-mid level parameters from start to end of a campaign. The emphasis is on story, intrigue, and then combat.In between leveling the GM will grant skill bonuses based on study time, access to Core Abilities with study time and use of essence points.
17 comments:
OK, I have never done this blogger thing before. Is this tied to my gmail or do I need to keep checking the static site for updates and comments?
I was a bit confused with the character creation, but I expect this to be fully fleshed out as time goes on. From the first glace, the big questions I have are in regards to essence and ability minimums for classes..
After looking at it, it seems the new essence is SAN+CHA/2. Is that right?
And for aptitude, are we using the 5 point structure...from what is written it seems that for 3 points of essence you gain an aptitude..no points. Either one has or has not an aptitude in something?
And does affinity cost essence? or we get to choose one for free at creation?
I tested this out trying to go sequentially, again, still thinking there might be minimums for classes, so I wanted to see what I got before choosing what the character would be.
I rolled dice and got
7
11
12
8
6 re rolled, got 8
13
17
After looking at that, I decided my test would be human fighter
STR 17
CON 13
DEX 12
INT 8
WIS 8
SAN 11
CHA 7
Essence = 9 (11+7/2)
- 1 Essence for Primal Vitality
- 3 Essence for Kinetic Aptitude
so I have 5 remaining essence?
I would like to choose Primal Vitality, Kinetic Affinity, and Kinetic Aptitude. This guy is a strong dumb brute. Since I did not do the affinity thing while rolling, do I get to reroll a stat? right now my STR was my primary, but I could reroll my CON with the 12+D6
Am I on the right track, or have I fully missed the boat completely
You are on the right track, but i reordered the text and tweaked it a bit so its more understandable. And i presented a couple more options so you know whats coming and might want to save your essence.
I am liking the fleshing out of things for character creation, and some of it makes more sense now.
Though I did see you changed the dice rolls for attributes to 3d6...didn't you have 4d6 and take the highest 3? I did that and while I rolled one 17, I also rolled 7 8 and 6 with the highest of 4 dice. with 3d6 with my rolling it would be more than an average result for me to roll up a character with 4s, 5s, and 6s....what do we do when that happens, as I am sure it will with me (ok, it would be like 4 rolls 3-7, maybe one 9 and one 10 and one 17 or 18, or more likely another 3).
I am still trying to study the players handbook to get an understanding of 5e rules, mechanics and things. But I like having as much Incarna flavor and influence as we can convert over.
But I am already thinking of a character, a Warlock/Witch sworn to Anemro Alu, the Fallen Celestial and Witch of Dwindor Swamp! Since she is now out of her tomb, and now out in the world, I could see how it could happen, though not if she really needs to keep hidden still or if she wouldn't get along with Merkaine if she remains the patron of The Gallants, or others generally of good code of conduct, but maybe in the future....Blood and Souls for my Fallen Goddess!
Nope, had 3D6 there all along. I've updated it with some slight changes based on roll testing. I have updated the character parameters with more information on Warlocks. Warlocks are a trade of power - there are limits certain creatures can provide through Warlock powers. Thats updated in the post now.
Find some good dice. I owe you, so i'll actually buy a set if you want.
Ok, maybe I just got confused with what you had and what the PHB had for dice for character creation. In regards to rolling, the ten-sided dice I roll for incarna games are the ones you gave me 5 years ago (you gave me a new set of dice after my first few sessions of Incarna). The D6 I rolled for my test fighter were my own. But some weighted dice would always be very welcome! Though seriously, maybe another set of newer dice might help my rolling.
In regards to Warlock, it costs 3 essence, but do you need to have Occult Aptitude to do this (Or Divine?). Or is that what the 3 essence are for? Like for a starting Warlock Character, would they need to Spend 3 essence for both Occult Apt AND Warlock for a total of 6 essence, or does the 3 essence for Warlock cover that? Another example, say I have a fighter who wants to then become a Warlock, he already has Kinetic Apt, but would he need to buy Occult Apt before becoming a Warlock, or would the 3 essence to become a Warlock cover that.
Ok, maybe I just got confused with what you had and what the PHB had for dice for character creation. In regards to rolling, the ten-sided dice I roll for incarna games are the ones you gave me 5 years ago (you gave me a new set of dice after my first few sessions of Incarna). The D6 I rolled for my test fighter were my own. But some weighted dice would always be very welcome! Though seriously, maybe another set of newer dice might help my rolling.
In regards to Warlock, it costs 3 essence, but do you need to have Occult Aptitude to do this (Or Divine?). Or is that what the 3 essence are for? Like for a starting Warlock Character, would they need to Spend 3 essence for both Occult Apt AND Warlock for a total of 6 essence, or does the 3 essence for Warlock cover that? Another example, say I have a fighter who wants to then become a Warlock, he already has Kinetic Apt, but would he need to buy Occult Apt before becoming a Warlock, or would the 3 essence to become a Warlock cover that.
I will adjust to answer tour question
And yes, Warlock needs to spend 3 essence base (they dont need aptitude), but they get something for that. You may very well end up spending lots of essence to get good abilities, but thats up to you. Clerics needs to spend 2 essence, and some other classes/paths 1 essence in some places. But they get something for that (in development). Aptitude is NOT required. If you have a 15 CHA as a fighter, you can pick up Warlock. Aptitude is something you use strategically to make a multiclassing path easier. So, maybe you have kinetic affinity to start (free), and then psychic aptitude (so that you can choose Warlock with only a 13 CHA later).
As long as you have 1 essence left as a character, then that is all ok, right?! It's all about the POWER!! OK, chilling out now. Warlock is all cool, and it makes more sense now. The Warlock class and the multi-classing options are something I have always wanted to play with since Plague connected with the Fallen Celestial (and I had been attempting to develop Taelin as much as possible with a mystical side as a 5 Kinetic). But I am just starting to get the d&d classes and our incarna flavor, like the change of Essence. This seems to give characters many options at creation or later in the game, if you are able to take aptitude later. With that fighter example, say he has a CHA of 13, would I need to have the plan to become a Warlock at creation and take Psychic Aptitude then, or could he choose psychic aptitude later when the Opportunity possibly presents itself in the game? And outside of Multiclassing, is there a benefit to Aptitude? So am I on the right track thinking that Affinity is similar to one taking a natural talent in something, and Aptitude is a secondary type of power connection, that you have a capability with it, but not to the extent of your Affinity?
And in regards to The Witch of Dwindor specifically, that is cool..you get some power and a cool familiar. And a Cool Mysterious Mistress! And I am sure She would get something out of this arrangement as well (for good or bad), as she orders her new slave and plaything around! But this does give a direct way for the Gallants to be connected to our legacy of the Witch of Dwindor Swamp, as our destinies seem to be tied together now. If only someone would do this...I have ideas brewing in my head!
OK, one more analogy to see if I am close to the Mark..Affinity in the conversion is like Natural Talent in Incarna, and Aptitude in the conversion is like gaining a Power Pool (mana, divine, psychic) outside of your Affinity, where you can't actually do a whole lot with the other power you gain Aptitude in, but you do have the ability to make use of the basic levels of the energy, like a Kinetic 5 gaining mamaa pool to gain mana sense..for this example, Kinetic is the Affinity and Occult would be the Aptitude...anyway just adding to the conversation to make things in the transition easier to understand
Having too many incomplete thoughts..ok, you get to do SOMETHING with Aptitude as it allows you to take a class that you normally wouldn't be able to take. And I am guessing that both Affinity and Aptitude will factor in special powers and the use of certain occult/divine items as well.
So using Taalin as an example, he cannot become a wizard or warlock with int of 8 cha of 10, but taking Divine Affinity he would be able to become Cleric, Paladin, or Druid with Wis 13 (though enough Essence would be an issue) and who knows maybe the Soul Gem gives him an affinity towards occult/divine, or maybe when it is bonded? So if Taelin wants to get more bonded to nature he could maybe at some point became a Paladin, Oath of the Ancients and became an Earth Firster, maybe bonding with Gaia or the Soul Tree/Greater Animus he would bond to (well, if he ever does..not being bonded does have advantages).
Well, not everything is complete yet. I added for affinity and aptitude: This must be taken at the time of character creation. And yes, see the soul gem under traits. and yes. We will just have to see what happens - a lot of this will be "as we go"
None of my comments are to be meant to be pushy, just giving my thoughts,ramblings feedback, and questions to this whole process, and I hope they are helpful and I don't come off like a pest..I might be getting a bit jumpy about certain things (maybe Taelin) but so far things look good, and this all will bring at least new energy to our games, as we continue to convert and tweak things to this new way of gaming for our group
Just to get the new concepts down, using the fighter i rolled up at the top of the comments, He would have Affinity for Kinetic, but since he cannot mulitclass in anything (nothing close to a 13) other than another fighter/rogue/strength/kinetic based class, would this character benefit from spending 3 essence for Kinetic Aptitude, or would it be better to hold on to that extra essence for the other abilities that essence will now give? And I have many things brewing in my head that we can discuss on Sunday, so I will now hold back (most of) my comments until after we meet over the weekend.
Remember that multiclassing now requires a 15 base unless you use the aptitude, then a 13. Essentially the player who chooses not the spend essence at the start will have some flexibility in boosting their core class abilities using it. Its a way to focus on multi classing vs. single... kind of like in Incarna where your aptitude determined what you were best at, but did not strictly limit you from understanding or taking minor powers with other aptitudes you did not possess. The conversion process will show more.
I was just reading about the point buy system for character creation. Again, my view point is that I almost always roll bad, and would like to have a character that wasn't all 6 and 7 (except for the affinity I choose). Are we going to be able to do this - the PHB has a 27 point buy system with all attributes starting at 8. Max atribute is 15 with this system. I would be fine with that. especially with the affinity thing.
I am always posting incomplete thoughts...my main point is that character envisioning is directly tied to attributes...if too many of your attributes are too low, then you will not be able to create the character you envision. And in reality, if anyone had a bunch of stats that would be sub normal, they would not consider taking on the adventuring life...though Affinity does help with this, and Aptitude as well, if you are lucky enough to roll a 13 and above and have enough essence to spare (if one has very low attributes, one will not have much essence to play around with, with san+cha/2. But just wanted to see if we would have other options besides the totally random rolling option, as my totally random options don't usually work well for me (except when I rolled stats for Rain/Brunhilda for Stormbringer..that was an anomaly for me). And I am also coming from the point of view I would like to keep options open for characters to possibly multiclass, if not at character creation, then possibly sometime along the way.
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