Tuesday, January 19, 2021

How to Play - Create a character

Creating a character in Beacon is a quick process whether you use the Roll20 character sheet or use paper sheets for tabletop games.  The basics are pretty simple and the same for both online and at table.  The online sheet will summarize many of the starting skills and bonuses for the different races and classes you can choose from, but the character creation section in the rulebook is still essential as it contains more this information in detail and also has some helpful tables for reference.  It also contains all the items and equipment.

Creating a Character:

First roll for your character's core abilities/statistics.
  • Roll and total 3 six sided dice to determine your character's Strength (STR)
    • Strength is important as it effects how much damage you can withstand and gives bonuses for melee combat.
  • Roll and total 3 six sided dice to determine your character's Dexterity (DEX)
    • Dexterity is important as it can make you harder to hit and gives bonuses for missile attacks and challenges requiring accuracy.
  • Roll and total 3 six sided dice to determine your character's Mind (MIND)
    • Mind is important as it is the gives bonuses for arcane magic and intellectual challenges.
  • Roll and total 3 six sided dice to determine your character's Charisma (CHA)
    • Charisma is important as it gives bonuses for divine magic and personality challenges.
Next based on your rolls, examine the class and race modifiers and determine what kind of class and character race you might want to play.  

Its helpful to get an idea of a class and then choose a race that will compliment that class by adding additional points to your starting abilities and skills.  
  • Fighters do well with high STR as they will be able to take and deal more damage.
  • Rogues do well with good DEX score as it is compliments their combat ability and is useful for many skill challenges.
  • Hunters do well with high DEX as it compliments their special combat abilities.
  • Mages and Enchanters do well with a good MIND skill.
  • Clerics and Druids do well with higher CHA.
Skills represent the learning and training your character has, your starting skills come from your character race and the class you choose but you will also get more skills every level.  Skills are used to modify your rolls in challenges and also can be requirements for certain actions  The skills are:
  • Physical
    • Physical skill helps with physical challenges like jumping or climbing.  This skill also determined if you can use heavier weapons and armours.  Good for fighters, clerics and hunters.
  • Subterfuge
    • Subterfuge skill helps with being sneaky, tricky and things like hiding.  Rogues and other sneaky people.
  • Knowledge
    • Knowledge skill helps with research, lore, and similar challenges.  It's also very useful for reading scrolls and impacts many spells.  Important for mages and enchanters but also good for rogues.
  • Communication
    • Communication skill helps with understanding or persuading challenges.  This skill impacts managing your hirelings or companions.  Clerics and druids leverage this but it is helpful for others too.
  • Survival
    • Survival skills are things like tracking, finding resources etc.  The hunter, druid and the rogue benefit most from this skill.
  • Crafting
    • Crafting skills are used to assess, repair or build things.  Higher crafting allows for repairing heavier armour and weapons.  Fighters, mages and rogues will find this useful.
You can also just choose your character race and class based on what you want to play instead of looking for the most optimal choices.  Beacon is designed to be focused on player actions and character progression, and in the longer term the skills you choose and the class benefits will outweigh the initial character bonuses.  Also it can be fun to play a clumsy but clever rogue or a un-personable druid with great physical strength.  Your character will be your in game persona so think about more than just how many points of damage you can do and choose something you will enjoy playing.

Your starting hit points will be the maximum hit die for your character race.  Elves and Halflings start with 6 hp, Humans and Dwarves 8hp, and Beastmen start with 10hp.  Remember fighters get a bonus of 1hp per level.

Once you have chosen a race and class apply the appropriate bonuses and starting skills to your character sheet.  The Roll 20 sheet will calculate many of the class and level bonuses for you, otherwise figure out your starting to hit and damage bonuses etc.

Lastly you need to roll your starting money so you can buy equipment.  Roll 2 six sided dice and that is how many gold coins you start with.   1 gold coin is worth 10 silver pennies and most common goods are priced in silver at the shops.

The most important purchases will be weapons, armour and a little food.  If your using the online sheet your armour class, weapon statistics etc. will be calculated for you as you add them.  Otherwise update your character sheet with your armour class and the weapon information from the rule book.  Don't forget to calculate you encumbrance based on how much you are carrying.

The roll20 character sheet has two modes, play mode and update mode.  The update mode is where you will set your skills and character base stats, choose you race and class and set your hit points.  While play mode is where you will track your current status, your experience points, log weapons and armour and where you will keep your inventory.


update mode

play mode (tabbed)

Creating higher level characters:

To start with a higher level character you do the above as well as add an additional skill point for each level as well as any skills for that class at the desired level.  E.g. a third level fighter would get two skill points to add as they wish as well as 1 additional Physical. 

Roll your race specific hit die (e.g. D6, D8) for each level and add this to your HP total.  Remember again fighters get a bonus of 1hp per level.

Roll 1d6 of additional starting gold coins per level.