Character Creation Corner - OD&D (3LBB) - Thalindra Aelrindor
Ability Scores
The rolls were: Strength 12, Intelligence 14, Wisdom 11, Constitution 9, Dexterity 10, Charisma 11. Starting Gold is also 3d6, multiplied by 10, and Thalindra got to start out with a whopping 160gp!
This roll had decent Strength (the Prime Requisite of Fighters) and Intelligence (the Prime Requisite of Magic-Users), and at least average Dexterity and Charisma, which is why my instinct was for this to be an elf character.
Original D&D also contains a mechanic for adjusting scores, allowing one to subtract from the Prime Requisites of the unchosen classes to enhance the chosen Prime Requisites on a 2-for-1 or 3-for-1 basis. However, as elves are both Fighters and Magic-Users, our only score to pull from in this case was Wisdom. While it would have been nice to pump our Strength of 12, Wisdom can feed Strength as 3-for-1, which would have dropped our Wisdom to 8, and while it's not stated in the original books, it is mentioned elsewhere that such methods cannot reduce the score being dropped below 9. Intelligence, however, can cannibalize Wisdom on a 2-for-1 basis, so I reduced Thalindra's Wisdom from 11 to 9 and increased Intelligence from 14 to 15.
In contrast to later editions, Ability Scores at this time don't have a lot of different rolls and modifiers associated with them. Our Strength of 12 has no effect either positive or negative for us (though if we had been able to boost it even by 1, we would have earned an Experience bonus when adventuring as a Fighter.) Our Intelligence, however, does earn us an Experience bonus as a Magic-User, and increasing our score from 14 to 15 increased that bonus from 5% to 10%. Intelligence of 15 also gives 5 bonus languages. Our new Wisdom of 9 has no real mechanical effect. Constitution of 9 does not positively or negatively affect our Hit Points, and gives us a '60% chance of survival,' something which is only lightly explained, but which I interpret as being what we would later call 'System Shock.' "Constitution is a combination of health and endurance. It will influence such things as the number of hits which can be taken and how well the character can withstand being paralyzed, turned to stone, etc." Dexterity of 10 does not give us a bonus or penalty to missile attacks. Finally, 11 Charisma grants us a maximum # of Hirelings of 4, and no modifier to Loyalty Base.
Other Character Choices and Rolls
All (3) character classes in the original release have a Hit Die of D6. I haven't seen anything official in the book for determination of Multi-Class Hit Points, but being a 2nd Edition player of 35 years, rolling as a Fighter (1HD+1) and a Magic-User (1HD) and taking the average felt right to me for a level 1/1 Elf, and Thalindra ended up with 4 HP. For Languages, all characters get 'Common,' and their Alignment language. I've seen Alignment languages take a lot of criticism over the years, but if you look at Alignment in the context of the cosmic struggle, it makes more sense - the agents of Order and Chaos would have means of private communication, as would the defenders of balance. The normal everyday person likely wouldn't know these, or even know of them, but as adventurers with the potential to affect the balance of power, it makes sense Player Characters would have been courted by the side they favor and have learned these secrets. As an Elf, we also automatically know Elf, Orc, Hobgoblin and Gnoll. Finally, we have 5 bonus languages for our Intelligence. I added the bonus languages a Dwarf would get (Dwarf, Gnome, Goblin and Kobold), and added Giant. For Saving Throws, again it's not explained how this would work for an Elf, but I went with the 2e standard of taking the better number either of our classes would have access to for each category. This gives us 12 vs. Death Ray or Poison, 13 vs. Wands (including Polymorph or Paralyzation), 13 vs. Stone (Petrification), 15 vs. Dragon Breath, and 15 vs. Staves and Spells.
Equipment
Spells
Putting it All Together


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