My very first character in AD&D had all sixteens, in every stat, rolled in front of the GM, using the standard 3D6 system. I have yet to repeat that luck in character generation. I also had a generation that resulted in good strength, constitution, and max dexterity, average wisdom and intelligence, and a 4 charisma. He had to be an assassin, by the 1st Edition rules.
This does not include all of the hopeless characters that get generated on a daily basis all over the world. You
Updated 01-26-2010 at 09:05 PM by Anachronist
(correcting range description of die roll)
Arrah - troll - paladin
= 12th level
Doltar Chainbreaker - shifter - scout/hunter
= 11th level
Salamanthar - fire elf - wizard/bladesinger
= 11th level
Thanos - assimar - favored soul
= 11th level
Baron Delgado de la Pena de Vazquez - gnome - bbn, inf, ftr, mnk, wrl, and duelist
= 10th level
Warlord Adal ir'Wynarn - human - fighter/wizard
= 6th level
Warlord Darro ir'Lain - human - wizard/knight
Updated 02-23-2010 at 06:49 PM by cigamnogard
Salamanthar’s Campaign – An Eberron Adventure! (Part 2)
998-999 YK, 3rd Sul of Aryth.
Lightning Rail Station in Fairhaven, capital city of the nation of Aundair
Salamanthar blinked rapidly from his restive meditation to glimpse out the window at the grand spectacle of Aundair's capital city known as Fairhaven; he quickly dismissed it as uninspiring. However, his troll bodyguard seemed to be totally in awe of the city’s sprawl. He glanced around at the rest of the first
Updated 02-10-2010 at 04:49 PM by cigamnogard
Im starting a new RPG based on realistic life of the past (1 BCE-1600 AD). In the game there is a clan of assassins who where and always have been the victims of being framed. The game explains why people are good and evil. It also explains why ancient texts refer to the darkness, as evil, and the light, as good. A sterio type that has never been explained. These assassins have lived since the beginng of man. Trained to deplet the corrupt, who abuse their power. Ever generation has a tale, and ever
After reading lots of threads and several different boards about how to establish a campaign world (or just a campaign!), I thought I'd wax poetic here about my methodologies that have developed over the years.
I went on forever about how I do the big background stuff in my first entry, so here's more of a nitty-gritty view.
My world works... that's as clear as I can get to it. There are kingdoms that are foundering and failing, to either just disappear or be subsumed