CHARACTER CREATION CHALLENGE 2023: B/X D&D (4 of 6)
As we roll through D&D Basic characters, we’ve introduced Mary the Mace, our Cleric, Mildred of the Violet Robes, our Magic-User, and Greenbriar the Elf. So far, not a bad mix of classes. what will the dice yield next?
BX Character Creation Summary
Step 1: Time to roll ability scores:
STR: 11 - average.
INT: 10 - also average.
WIS: 10 - you guessed it.
DEX: 13 - hey, +1 bonus!
CON: 12 - high end of average, but no bonus.
CHA: 13 - another bonus.
Step 2: So, our current character has a slightly higher than average DEX and CHA, but is otherwise average. This character actually qualifies to be any of the seven basic classes, so it’s very well-rounded. No penalties, which is in itself a fairly lucky series of die rolls.
We already have a Magic-user and Elf, and a Cleric. With a high DEX, we could make a Halfling or Thief. I’ll leave it up to the dice - Halfling.
Halflings begin the game with the following special abilities:
+1 to hit with all missile weapons.
-2 to Armor Class when attacked by larger than man-sized opponents.
+1 to initiative if individual initiative is used.
Only 10% chance of detection if hiding outdoors, and 1-2 on 1d6 to remain undetected if hiding indoors.
This last is a great example of the patchwork nature of old D&D rules in some cases. Thieves get a percentage chance to successfully hide, but Halflings get a percentage chance to be discovered. And it’s a vast difference, with the poor 1st Level Thief having a 10% chance of success where the Halfling has a 10% chance of failure. But indoors, the success chance is based on rolling a d6, not percentile dice. As the years went on, these sorts of things would be standardized first to percentile rolls, then to the modern d20+bonuses.
Step 3: Leaving stats alone- the Halfling needs them where they are.
Step 4: Halflings have a d6 hit die, and again we roll a 5. Decent.
Step 5: Our Halfling rolls 3d6x10 for money, and gets 70gp. Not a fortune, to be sure. We’ll go with leather armor, a short bow and arrows, and a short sword. That spends all but 13 gold. With that 13 we grab a backpack, a week of rations, two waterskins, and a small sack. The Halfling is broke, but ready for adventure.
Step 6: Our Halfling’s AC is 7 for Leather, adjusted to 6 by DEX. When attacked by something bigger, our Halfling is treated as AC 4. Attack rolls are based on 19 at AC 0, but remember that this character will receive +1 from DEX for ranged attacks, and an additional +1 for being a Halfling. This means our Halfling is deadly accurate as an archer. Saving Throws are phenomenal, ranging from 10 to 14, the best average of any character in this edition. The Halfling is best avoiding Death Ray or Poison.
Step 7: Our Halfling is a male by the dice, and in the 80s we tended to give our Halflings names that sounded like something from The Hobbit. Our names also used to be pretty on-the-nose. So we’ll go for Brandic Bitterbow.
Halfling Veteran Brandic Bitterbow is going to be a definite asset to the party, with that extra accuracy with arrows. The amazing ability to hide with such success can also make Brandic a textbook ambusher. Beware the Halfling, they may enjoy their hearth and home, but they can certainly defend it.