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RPGA ® CHARACTER CREATION GUIDE
Version 1.95, Effective February 1, 2010 Next Update: June, 2010
Updates to this document from the previous version appear in red text .
Your RPGA number
What is the RPGA?
The RPGA is an official network that promotes play of
Wizards of the Coast roleplaying games, heavily focused on
D&D ® . With the RPGA, thousands of gamers participate in
massive shared-world campaigns in their homes, at
conventions around the world, and online. You can often
take your character from one play group to a completely
different group, and with this guide you’ll know that your
character is official. DMs also earn DM Rewards, exclusive
D&D game materials and aids only available through the
RPGA. Your home game can also be scheduled through the
RPGA, earning you rewards for your local play.
In order to become a RPGA member and participate,
you need a membership number, which can be obtained at a
public event (such as a convention or local game day) or
online. Go to www.dungeonsanddragons.com and click on
“Events” for more information on how you can sign up to
join the biggest D&D organization in the world.
If you’re a Dungeon Master (DM) and you want to
schedule a public game for play, you’ll need to become an
organizer through the Wizards Play Network (WPN). This
process is simple, straightforward, and only takes a few
minutes.
Any other player resources you want (see below)
This guide
On the official character record sheets (found in the back of
the Player’s Handbook or available for purchase), put your
RPGA number next to your name at the top of the first page
of the sheet. You’ll want to note the appropriate appendix of
this document to find the program you’re going to play. Then
crack open your Player’s Handbook and continue reading on!
Creating a New Character
Creating a character for a RPGA game is very similar to
creating a character for any other D&D game. In fact, if you
follow the character creation rules in the Player’s Handbook ,
you’ll be pretty much set. However, there are some
decisions that normally a DM would make about character
creation, and this guide tells you what is official for RPGA
play in these circumstances. If a specific situation is not
covered by this guide, use the Player’s Handbook as the
default reference.
All characters start at 1st level unless otherwise
specified. Some RPGA programs might have characters
starting at a higher level, in which case see “Creating a
Higher-Level Character” below.
Go
to
for
more
information.
How to Use This Guide
This Character Creation Guide is used for all official RPGA
programs in which you have to bring your own character. In
addition to the general rules in this guide, each program has
its own appendix with additional information specific to the
program.
You can also use the rules in this guide for your own
home game. Doing so allows your players to take advantage
of using their RPGA Rewards cards for your home game.
Ability scores are never rolled. Use Method 1 or 2
( Player’s Handbook , pages 17-18) to generate ability
scores for your character.
Starting characters must purchase equipment that is
from a player resource. Each 1st-level RPGA character
starts out with 100 gp, just like any other D&D
character. They can purchase equipment that is from a
player resource (see below). Once you start
adventuring, you may gain access to or find other magic
items that you normally could not purchase.
Character alignments must be unaligned, good, or
lawful good. In addition, characters may not worship a
deity with an alignment of evil or chaotic evil.
What You’ll Need
In order to create a character for a RPGA game session,
you’ll need the following:
Player resources are legal for character options. Each
month, Wizards of the Coast releases more D&D game
material through print products on sale at your local
store or on our website through Dragon and Dungeon
magazines. Some of this material is a player resource,
A Player’s Handbook
A character record sheet
RPGA Character Creation Guide
Page 1
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and some of it is for DMs. See the chart to identify what
products are player resources.
Artifacts
Content that specifies DM adjudication in order to be
used by a character
Rules for Home Games
If you’re going to be the DM for a homebrew game, you
can choose to follow any or all of the information in this
guide. However, if you make your game a RPGA-
sanctioned public event, meaning different players can
rotate in and out of your sessions, you need to use two
rules presented here: characters use Method 1 or 2 for
ability scores and characters have use of RPGA Rewards
cards (see below). The rest is up to you.
Retraining in the RPGA
The Player’s Handbook, page 28 has specific rules regarding
retraining, but in order to allow players to take better
advantage of new rules options and to make it easier to
adjust to rules updates, the RPGA uses a more permissive
system.
Whenever your character gains a level, you may retrain
out any and all character-based rules options, except for
the following:
Player Resources
The following list as of this publication date contains the
names of the products that have player resources through
December 2009. This list will continue to be updated in this
document semi-annually, and on the RPGA website when
appropriate.
Your character race (you may retrain race-based
options that you chose)
Your character class (you may retrain your build)
Access Information: Content from publications not listed
above requires you to obtain access. For magic items, rituals,
and formulas, you’ll want to check the appendix for the
program you’re participating in, if any. For new races, feats,
powers, and other options, you need to have a RPGA
Rewards card that grants you access and have it in your card
stack (see below) or the option needs to be specifically
mentioned in the appropriate appendix for the program.
Dragon Magazine: Content appearing in Dragon Magazine
that is player resource-friendly (full racial write-ups, classes,
paragon paths, epic destinies, powers, feats, magic items,
rituals/formulas, and backgrounds) is available for access if
present in the compiled issue and when the compiled issue
is available for download (typically at the end of the current
month). Content from individual articles is not available for
access upon the date of the article’s publication, as the
compiled issue may make final modifications to the rules in
the article. Exceptions to access will be noted in the rules
content’s article.
Playtest Classes: Occasionally, D&D Insider subscribers
to Dragon Magazine may have playable “playtest” classes
available to them months before they actually see print.
These classes are usable when the compiled monthly issue is
available, but keep in mind that some features and powers of
the class may change when the final version of the class is
published. If the class isn’t presented in a playable state
when the compiled monthly issue is released, it is not legal
for RPGA play.
Publication
Content Allowed
Date Legal
Player’s Handbook
series (includes races
series)
All
Upon release
All except
spellscarred rules
and backgrounds
Forgotten Realms
Player’s Guide
Available now
Adventurer’s Vault &
Adventurer’s Vault 2
All
Available now
Power series ( Martial
Power, etc.)
All
Upon release
Manual of the Planes
Paragon paths
Available now
Player’s Handbook
Heroes Miniatures
All
Available now
All except
dragonmarked rules
& backgrounds
Available now
Eberron Player’s Guide
Dragon Magazine
Annuals
All
Upon release
Upon release of
compiled issue
Dragon Magazine
All
D&D Insider
Character Builder
exclusive content
All
When available
Content Not Accessible: There are a few bits of D&D game
material that are not considered accessible to players (even
if content from the resource is allowed), as it is too difficult
to evaluate the content’s use in RPGA campaigns. Exceptions
to this rule will be noted on specified play documents. This
includes the following game content:
Rules Updates and FAQs
Periodically, Wizards of the Coast will release rules updates
with corrections to existing rules, or a player/DM will
inquire through a specific official channel to get a
clarification on an existing rule. When there is
RPGA Character Creation Guide
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Creating a Higher-Level Character
If you’re creating a character higher than 1st level for a
specific campaign (either a RPGA program or a home
game), simply follow the rules in the Dungeon Master’s Guide
page 143, in addition to those in this guide. Remember to
adjust the number of RPGA Rewards cards in your stack
appropriately.
Pay particular attention to Step 7 of the process in the
Dungeon Master’s Guide. You get one magic item of your level
+ 1, one of your level, and one of your level – 1. You also get
gold equal to a magic item of your level – 1. Keep in mind
that you still must adhere to the access rules for the
campaign.
contradiction or confusion on a ruling at a table, the
DM is the final arbiter, although the most recent rules
should be used when possible. The following are
considered official rules sources for RPGA play:
Printed rulebooks
Official D&D rules updates (available at
www.dungeonsanddragons.com ; click on “Products,” then
“Updates”)
D&D Rules Compendium (available through D&D
Insider at www.dungeonsanddragons.com )
D&D Character Builder (available through D&D Insider
at www.dungeonsanddragons.com )
Clarifications issued through the official Game Support
team at Wizards of the Coast
RPGA Rewards Cards
Periodically, the RPGA issues special cards that can be used
in official RPGA games. These cards allow you to get an
adventuring edge from time to time, help promote
teamwork, and provide you with new character options. You
should show your DM what cards you have in your stack
prior to beginning a play session.
Rewards cards printed from a PDF file are legal for play,
as long as they are available for download via the Wizards
website. Otherwise, you must have the physical card present
to use it.
RPGA Character Creation Guide (this document)
Updates posted on the official Wizards website (through
D&D Insider or as news items)
Important Play Information
While each program has its own set of rules, there are three
bits of information you’ll want to keep in mind when playing
your character.
It’s a team game. While creating a brooding loner
character can be interesting, the character should still be
able to function well in a team environment. 4th Edition
D&D is all about working together to overcome
challenges, and the mechanics of the game reinforce that
aspect. Roleplay your character however you like, so long
as you remember the importance of assisting your fellow
adventurers. If you are in control of your character and
have an attack that includes PCs in its effect, always ask
the players controlling the affected characters if it’s OK to
damage or otherwise hinder their character before you
make the attack.
There are four types of Rewards cards:
General cards are the most common and the ones likely
to be used in a game session. Each general card has a
benefit listed on the card. Once the benefit is triggered,
the card is turned sideways to indicate it is used, and the
bonus indicated on the card (usually +1 or +2) becomes
active for the rest of the session. You can give any one ally
(a character other than your own) the bonus at any time
after a d20 roll has been made. Only one card bonus may
be given to a d20 roll. Once the bonus has been spent,
remove the general card from the play area or flip it face
down. You can have as many general cards as you like in
your stack (up to your limit), and may have multiple
copies of the same general card in your stack.
When a rule is updated, use the newest version. Keep
an eye out for rules updates, particularly Dragon Magazine
options that later appear in a rulebook. Make sure that
you’re using the most current version of the rule. This is
especially important if you use a playtest class from
Dragon Magazine.
Creation cards allow you to create a character of a new
race or with an option unavailable to most characters.
You can only have one creation card in your card stack, it
must be assigned when the character is created, and it
cannot be changed once chosen.
Play of an adventure is restricted to once per character,
not once per player. Unless otherwise specified, all RPGA
adventures that allow you to create your own character
can be played multiple times, so long as you use a
different character each time you play. You can even DM
a game and then play it at a later date. If you play an
adventure again, you are required to let the DM know at
the beginning of the game that you’ve already played it,
and don’t ruin the surprises for anyone else that might be
experiencing the adventure for the first time.
Expansion cards give your character new options. You can
have as many different expansion cards as you like in your
stack (up to your limit), they can be assigned at any time,
and if they are removed at a later time, you lose access to
the options on the card (which might mean you have to
retrain or restrict future item access).
Quest cards are a special type of card linked to a specific
program (usually a long-term official RPGA campaign). On
each quest card, there are tasks listed that you have to
RPGA Character Creation Guide
Page 3
perform in adventures. Your DM will inform you if you’ve
completed the task and can gain credit from doing so.
Once you’ve completed all the tasks, you unlock a special
adventure playable only by those with the quest card in
their stack and all tasks completed. Your character can
possess as many quest cards as you’d like in your stack;
these cards do not count against your total cards in your
stack.
Each character has a card stack; essentially a number of card
“slots”. The number of cards in the stack grows as a
character gains levels. You can modify the cards in your
stack in-between adventures. See the table below for
specifics.
Character
Level
Cards
Gained
Total Cards in Stack (Only
1 Creation)
1st
2
2
6th
1
3
11th
2
5
16th
1
6
21st
2
8
26th
1
9
Documenting Your Play
Each campaign may have different ways that you document
your play – for many of them it’s as simple as writing down
your XP and treasure gained on your character sheet, just
like any other D&D game. For others, it may involve you
keeping an adventure log either on paper or online. See the
appendix for the specific program you’re participating in.
RPGA Character Creation Guide
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APPENDIX: CONVENTION SPECIALS
What are Convention Specials?
Every so often, we will release an adventure or short series of
adventures that is not tied to a larger campaign, for example,
the D&D Championship. These adventures typically come
with pregenerated characters, but offer you the opportunity
to create your own appropriately-leveled character to play
the adventure. A list of available adventures and their
premiere conventions is listed below. Adventures are usually
available for general release within a short time after the
premiere convention.
Note that the Convention Delve is only available
through convention support and the Ultimate Dungeon
Delve is only available at conventions officially sponsored by
Wizards of the Coast.
Adventure Name
Level
Premiere Convention
Return to the Moathouse
5th
Origins 2008
In Fear No More Series
9th-11th
Gen Con Indy 2008
Beyond the Door
18th
D&D Experience 2009
Shards of Galifar Series
2nd-4th
Gen Con Indy 2009
Special Character Creation Rules
Create an appropriately leveled character following all of
the rules in the RPGA Character Creation Guide. To equip
your character, select one magic item of your character’s
level +1 (or less), one magic item of your character’s level (or
less), and one magic item of your character’s level -1(or less).
You also have gold equal to a magic item of your character’s
level -1 to spend on other equipment, potions, rituals, or
more magic items.
Follow the rules in the RPGA Character Creation Guide
for player resource access rules. As new resources become
available on the player resource list, these options become
available for characters in future play of the adventure.
Please see the notes below for specific adventures.
In Fear No More Series: This group of adventures uses
only pregenerated characters. They are included with the
adventure download.
RPGA Character Creation Guide Appendix: Convention Specials
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