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3 years ago  ::  Oct 27, 2010 - 9:15AM #1
Timeroler
Date Joined: May 17, 2008
Posts: 8
Have to ask this becuase a player asked and it confused me.

On the Sheet that comes in the box under section 2 , second sentence.

Roll 3d6 for each remaining score. Next, see the ability modifier chart for each score; place that value + your level in the parentheses:


ok so you add your level to the mod and put it in the (+ ) space. ok every section after this tells you to add that modifier in some way to get the rest of your scores. example

skills. says

Bonus | Skill Name | Ability modifier + your level + other mods

ok the question was


do you add your level agian. since it says ability mod + level.  you get the ability mod by adding your level to it once. then every place after it tells you to add it a 2nd time.

I thought it was just telling you to add the level the first time becuase you roll ability rolls that way and it makes it easier to remember. but every section after says to use that mod to calculate skills, attacks, init. so forth.

do you add the level the first time and then a second time for each section? The book never mentions this.  I was not confused till it was pointed out to me. please some clarification on this.

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3 years ago  ::  Oct 27, 2010 - 10:23AM #2
kalfalnal
Date Joined: Sep 10, 2008
Posts: 95
Add your level once, like the book says.
Spoiler: Show

Oct 12, 2010 -- 4:44PM, skiman84 wrote:

I am running a campaign that involves a BBEG whose soul was trapped in a gemstone (Trap the Soul Spell). The spell itself has a duration that is either permanent or lasts until the gem is broken, thus freeing the trapped creature. Problem is, the DM guide and Players Manual (both 3.5 ed) have stats for all sorts of items, just not gemstones. Can anyone help me out with the hardness and hitpoints of gemstones? Oh and the gems can be virtually any type (the stone has to be worth at least 10,000 gp because the soul encased in the gem has 10 HD). Thanks in advance.



Oct 13, 2010 -- 10:07AM, TheApokalypseShovel wrote:

I agree with BlueBlazer. In this case the gem should have a hardness of PLOT and PLOT hp.

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3 years ago  ::  Oct 27, 2010 - 10:30AM #3
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Oct 27, 2010 -- 9:15AM, Timeroler wrote:

Have to ask this becuase a player asked and it confused me.

On the Sheet that comes in the box under section 2 , second sentence.

Roll 3d6 for each remaining score. Next, see the ability modifier chart for each score; place that value + your level in the parentheses:


ok so you add your level to the mod and put it in the (+ ) space. ok every section after this tells you to add that modifier in some way to get the rest of your scores. example

skills. says

Bonus | Skill Name | Ability modifier + your level + other mods

ok the question was


do you add your level agian. since it says ability mod + level.  you get the ability mod by adding your level to it once. then every place after it tells you to add it a 2nd time.

I thought it was just telling you to add the level the first time becuase you roll ability rolls that way and it makes it easier to remember. but every section after says to use that mod to calculate skills, attacks, init. so forth.

do you add the level the first time and then a second time for each section? The book never mentions this.  I was not confused till it was pointed out to me. please some clarification on this.



As stated by Kalfalnal, you only add your level once. The sentence in question on the character sheet is probably a typo.

Is this the paper version or the official PDF version you're talking about?

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3 years ago  ::  Oct 27, 2010 - 10:35AM #4
Timeroler
Date Joined: May 17, 2008
Posts: 8
Both versions, I think they ment to say add your level to the mod when rolling a straight ability test, str, dex, con, but the meaning got lost in the sliming down of the rules. It confused all my players becuase they dont play 4e. i do play 4e and was wondering if it was just another simplification of the rules.
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3 years ago  ::  Oct 27, 2010 - 11:57AM #5
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382

That's why I like the D&D character builder software (and eventually maybe WotC will update to include GW as well). I find that there are a lot of little modifiers that float around and I hate to lose any of 'em by accident. The character builder takes the "human error" part out.

Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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3 years ago  ::  Oct 27, 2010 - 12:26PM #6
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
There are a few user-based character buliders for Gamma World available. Just check out the forum and you'll find them.

I'm actually working on a javascript and svg-based character sheet that will allow you to customize your character through selecting anything and everything to fully randomized characters. The default will probably be the random generator since those are the default rules.

The main rule of thumb when filling out a paper character sheet is to ignore the calculations on the sheet and check the book. For instance, the book does not tell you to add your level to your stat modifier whereas the character sheet erroneously does.

This tip simply states: ignore the accessories to a game and go by the base rules unless the accessories are updates or supplements to the base rules.
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