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Chris Birch
United Kingdom London
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Having created my first character last night i found it a real pain!
The basics of creation are there in the chapter but numerous bits need referencing in less than clear paragraphs arnd several books.
The first character was an apprentice wizard but you have to read several different paragraphs to discover what actions and skills you get at the beginning.
Encumbrance and starting health limits are in other chapters.
So, has anyone created a simple one page summary of character creation for newbies to follow? I am planning our first game this wednesday and dont envisage everyone getting excited as i flick from page to page to check details!
I now there are character generators but i want to avoid having laptops at the table, kind of spoils the point of having a card based rpg huh!
Thanks everyone!
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j h
United States Lakewood www.hafnerchiropractic.com
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Yea, the books have a very wierd layout (including the guides). They're not really made for a GM and they're not really made for a player, but once you've learned it, it's not a big deal.
Just follow the step-by-step guide in the Player's Guide and you'll do fine.
Step 1. Select Race Step 2. Draw 3 Careers, Keep 1 (or randomly roll) (Or just pick one) Step 3. Invest Creation Points ª Characteristics ª Wealth ª Skill Training ª Talents ª Action Cards Step 4. Acquire Action Cards Step 5. Determine Stances & Other Values Step 6. Select a Party Sheet
jh
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Chris Birch
United Kingdom London
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Well that was painful.
It really needs a double sided reference sheet with a summary of racial abilities, point spends for wealth, talents, skills and actions, encumbrance (to save everyone trying to look at the table at the same time) and wound thresholds, how to assign skills, notes on career bonuses (like free magic skills for wizards) and weapons, armour, equipment stats
That means players could work their way through the generation easily. Right now it means one to one time with the gm (if you're a new player) to go through the generation process.
I think I'm going to write one to see how it comes out.
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Ezra Denney
United States Alameda California
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We just did character creation last night. It was pretty tough. Of course, it was for 7 players (I know, I know...) I even made little helpers for creation points, etc but it still took the entire session (although, that includes a good chunk of time establishing relationships between the various PCs, etc.)
This week, the hirelings of our Dwarf agent start a highly modified and added to classic Enemy Within campaign (although, the first part will be the starter scenario Eye For an Eye.) Excited to see how it goes!
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stephen
United Kingdom Burton on trent Staffordshire
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You are not alone in having trouble, I also found it a bit awkward, stuff all over the place and little clear direction. It is not impossible to use but a bit messy.
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Oh man... I'm creating wizard right now and it IS a pain. I'm stuck on Basic Action Cards that character should get by default.
In the manual they say, that Basic Action Cards are:
* Assess the Situation * Block * Dodge * Guarded Position * Melee Attack * Parry * Perform a Stunt * Ranged attack
ofcourse there are requirements that scratches some of them.
But my question is. What about Channel Power - seems basic for every wizard and I should not spend some points for this. What about Cantrip? Speaking of which, Magic Dart and Counterspell is also marked as "Basic" - Should they come free?
The worst part of this is that there are next to no examples in books. And on internet I can find examples of creating warriors - which is much easier.
So, It would be handy to have couple of examples and coherent summary of character creation.
Cheers, (Frustrated ) Radek.
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Yes. Priests and wizards starts with the basic actions that fit their class. I also think they start with some skills.
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Yeah, creating priests and particualrly wizards is a complete PITA because the rules aren't all summed up the same place. The question was recently answered by a user on the FFG forums, so copying from there:
Wizards Apprentice wizards automatically acquire the advanced skills Channelling and Spellcraft for free during character creation. Wizard characters also begin play with several additional basic action cards, collectively referred to as “Petty Magic.” Add the Channel Power, Magic Dart , Cantrip , and Counterspell action cards to your action deck if you create a new wizard character. A character who later transitions into a wizard career receives no such free training and will have to learn to use his powers the hard way.
Apprentice wizards can train Spellcraft during character creation, since they acquire it for free.
Priests Starting priest characters—called Initiates—do not receive the same free bonuses that wizards do. Not all priests are capable of invoking blessings, and doing so is not the essence of what priesthood is about; therefore Initiates do not acquire Piety or Invocation for free during character creation. However, a newly created Initiate character who begins the game with Piety acquired or trained (by spending creation points) will also add the Curry Favour action card to his action deck. An Initiate who begins the game with Invocation acquired or trained (by spending creation points) adds Minor Blessing, Minor Ward, and Blessing of Health to his action deck. Otherwise, the character must invest advances to acquire these skills and actions later on in his career.
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I qas wondering when you were going to answer this Sverre.
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Thanks for clarification!
I have another question. Is this correct (according to the rules) that characters cannot specialize in untrained skills? And characters cannot train advanced skills? If so, wizard can obtain Chanelling but cannot train it thus cannot specialize in it. THUS, spending 4 points for skills during character creation forces you to get 2 basic skills and 2 advanced skills (You really need chanelling and spellcraft - don't you?) - otherwise your 2 specialization option would be lost.
Am I right?
Thanks, Radek.
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Duke Leto
Australia Sydney, Potts Point NSW
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Advanced Skills must first be aquired (cost advance points) before they can be trained (which costs further advance points). The special start rules for Wizards and Priests may give some Advanced Skills already acquired and they could have an option of then training them.
Any skill can be specialised after it has been trained. To specialise an Advanced Skill, it would need to be aquired first and also trained.
Cannot Train a skill beyond the number of times equal to character's Rank. Advances.
Potentially Hero's Call may have some rules in relation to further advances and could potentially cap the training limit to 3 Ranks (3 yellow die) then have special rules for Mastery - shall remain to be seen when game/rules arrive.
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radekg wrote: Thanks for clarification! And characters cannot train advanced skills? If so, wizard can obtain Chanelling but cannot train it thus cannot specialize in it. THUS, spending 4 points for skills during character creation forces you to get 2 basic skills and 2 advanced skills (You really need chanelling and spellcraft - don't you?) - otherwise your 2 specialization option would be lost.
During character creation, you can either "Aquire" or "Train" a skill. You can only "Train" a skill once. Meaning that if you have access to an Advanced Skill, you can spend two skills in order to first acquire and then train it.
NOTE: Apprentice wizards automatically acquire the advanced skills Channelling and Spellcraft for free during character creation. So you haven't yet spent any creation points on aquiering those skills and can go right to training them like.
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Thanks for clarification on subject of training advanced skills. I actually misread this in manual. Thanks.
Ralzar wrote: NOTE: Apprentice wizards automatically acquire the advanced skills Channelling and Spellcraft for free during character creation. So you haven't yet spent any creation points on aquiering those skills and can go right to training them like.
Do they? If not too much trouble, could you point me to the place in manual saying this? I know they get Action card for free, but I don't think this equal to gaining skill.
Also, another question. If every career has to "buy" talents then do priests and wizards have to "buy" order? Or does it come for free?
Radek.
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Duke Leto
Australia Sydney, Potts Point NSW
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For those with the Core game set, the rule is clarified in the Errata - see [geekurl= http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm...]General FAQ and Errata [/geekurl]
It may have been updated in the Player's Guide (hardcover).
Orders are the Career card for priests and wizards and they can keep it when completing their career with Dedication, otherwise they lose it when doing a new career (not to mention the roleplaying effect of leaving a mage/wizard career in this gameworld - again see above link). It costs nothing to acquire the Order card once they enter that career (all people gain access to the career card of the new card when entering the career for free, but can only keep it when paying the Dedication bonus of completing the Career).
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Its on page 42 in the Tome of Mysteries.
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Thank you very much both of you (especially for patiance for my ignorance
)
Radek.
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Chris Birch
United Kingdom London
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Has anyone produced a summary sheet for character creation yet?
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