Difference between revisions of "Player Characters"

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Fictional persons in the game are called “characters.”  These may be run by either the Game’s Players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters." It is for these "PCs" that the game’s setting is devised. It is therefore supposed that Player Characters are above average, and thus superior to ordinary NPCs.
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[[File:Player Characters.jpg|thumb|right|630px|]]
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Fictional persons in the game are called "characters." These may be run either by the game's players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters" (PCs), and it is for these that the [[World (Alexis' game setting)|game's setting]] is chiefly devised. The world exists independently of them, but its structures, opportunities, dangers and rewards are all meant to be engaged through their actions. It is therefore assumed that player characters are above average, possessing unusual capability, adaptability or ambition, and are thus generally superior to ordinary [[Non-player Characters]].
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__TOC__
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This superiority does not mean that player characters are automatically wiser, morally better or socially important. Rather, it means they possess the capacity to affect the world in ways that ordinary persons usually cannot. They survive where others would perish, take risks others avoid and often acquire training, knowledge and influence beyond what is common in settled society. Even at low levels, a player character is presumed to possess the makings of someone exceptional, whether by talent, discipline, nerve or simple force of will.
  
Player characters are divided into “classes.”  Classes are groups of persons sharing alike professional roles, qualities, characteristics and motivations though members of a single class may represent a very wide range of vocations, personalities and life plans. There are eleven character classes in Alexis’ world, described separately on these pages:
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Player characters are divided into "[[Character Class|classes]]." Classes are groups of persons sharing alike [[Progenitor|professional roles]], [[Ability Stats|qualities]], characteristics and motivations, though members of a single class may represent a very wide range of vocations, personalities and life plans. A class is not merely a fighting style or narrow trade, but a broader pattern of aptitude and development through which a character engages the world. It defines, in practical terms, how the character gains [[Knowledge Points|knowledge]], earns [[Experience (X.P.)|experience]], approaches [[Combat|conflict]] and grows in [[Sage Ability|ability]] over time.
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<br>
  
---- [[Assassin (class)|assassin]] / [[Bard (class)|bard]] / [[Cleric (class)|cleric]] / [[Druid (class)|druid]] / [[Fighter (class)|fighter]] / [[Illusionist (class)|illusionist]] / [[Mage (class)|mage]] / [[Monk (class)|monk]] / [[Paladin (class)|paladin]] / [[Ranger (class)|ranger]] / [[Thief (class)|thief]] ----
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Thus, while two characters may belong to the same class, they may still differ radically in background, conduct and purpose. One may be dutiful and restrained, another reckless and acquisitive; one may seek service, another mastery, another only survival. Class identifies what sort of person a character is equipped to become, not the exact shape that person's life must take.
  
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There are eleven character classes in Alexis' world, described separately on these pages:
  
There are many elements of the game that relate to player characters that include their abilities, relationships with NPCs and the need to survive:
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* [[Assassin (class)|Assassin]]<br>
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* [[Bard (class)|Bard]]<br>
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* [[Cleric (class)|Cleric]]<br>
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* [[Druid (class)|Druid]]<br>
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* [[Fighter (class)|Fighter]]<br>
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* [[Illusionist (class)|Illusionist]]<br>
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* [[Mage (class)|Mage]]<br>
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* [[Monk (class)|Monk]]<br>
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* [[Paladin (class)|Paladin]]<br>
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* [[Ranger (class)|Ranger]]<br>
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* [[Thief (class)|Thief]]
  
Ability Stats
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In the creation and maintenance of Player Characters, there are many game elements with which the player should become familiar. These concern the character's nature, abilities, training, relationships with other characters and the practical demands of survival within the game world. Together, they define not only what a character is capable of doing, but how that character functions as a living person within the setting. A successful player benefits from understanding these parts not as isolated mechanics, but as connected features of a coherent person moving through a dangerous and reactive world.
Alignment
 
Character Background Generator
 
Character Creation
 
Character Race Options
 
Character Race Relations
 
Charisma
 
Constitution
 
Dexterity
 
Dwarf Race & Physiology
 
Elf Race & Physiology
 
Family Relations
 
Gnome
 
Half-elf
 
Halfling
 
Half-orc
 
Height & Weight
 
Human
 
Intelligence
 
Multi-Class Characters
 
Paladin’s Warhorse
 
Player Character Hit Points
 
Primary Attributes
 
Progenitor
 
Spellbook
 
Spellcasting
 
Strength
 
Thief
 
Wisdom
 
  
See Also,
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== Links ==
Ability Checks
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<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
Aging
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* [[Ability Checks]]
Assassination
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* [[Ability Stats]]
Colleges
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* [[Aging]]
Death
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* [[Alignment]]
Encumbrance
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* [[Assassination (sage ability)|Assassination]]
Experience
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* [[Character Background Generator]]
Experience Level
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* [[Character Creation]]
Followers
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* [[Character Race Options]]
Food
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* [[Character Race Relations]]
General Index
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* [[Charisma (ability stat)|Charisma]]
Henchmen
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* [[College (bardic)]]
Hirelings
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* [[Constitution (ability stat)|Constitution]]
Hit Dice
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* [[Death]]
Hit Points
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* [[Dexterity (ability stat)|Dexterity]]
Holy Weapons
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* [[Dwarf Race & Physiology|Dwarf]]
Horseback Riding
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* [[Elf Race & Physiology|Elf]]
Lay on Hands
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* [[Encumbrance]]
Martial Music
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* [[Experience (X.P.)]]
Reading
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* [[Experience Level]]
Rest
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* [[Family Relations]]
Retainers
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* [[Follower]]
Sage Abilities
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* [[Food]]
Secondary Skills
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* [[Gnome Race & Physiology|Gnome]]
Skill Gaining
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* [[Half-elf Race & Physiology|Half-elf]]
Stealth
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* [[Halfling Race & Physiology|Halfling]]
Swimming
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* [[Half-orc Race & Physiology|Half-orc]]
Turn Undead
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* [[Healing]]
Weapon Proficiencies
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* [[Height & Weight]]
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* [[Henchmen]]
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* [[Hireling]]
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* [[Hit Dice]]
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* [[Hit Points]]
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* [[Holy Weapon]]
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* [[Horseback Riding (sage study)|Horseback Riding]]
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* [[Human Race & Physiology|Human]]
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* [[Injury]]
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* [[Intelligence (ability stat)|Intelligence]]
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* [[Knowledge Points]]
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* [[Lay on Hands]]
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* [[Martial Spirit]]
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* [[Multi-class Characters]]
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* [[Name Level]]<br>
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* [[Paladin's Warhorse]]
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* [[Primary Attributes]]
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* [[Progenitor]]
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* [[Read & Write]]
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* [[Rest (healing)|Rest]]
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* [[Retainer]]
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* [[Sage Ability]]
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* [[Sage Field]]
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* [[Sage Study]]
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* [[Saving Throws]]
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* [[Secondary Skills]]
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* [[Skill Gaining]]
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* [[Spellbook]]
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* [[Spellcasting]]
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* [[Stealth (sage ability)]]
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* [[Strength (ability stat)]]
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* [[Swimming (sage ability)|Swimming]]
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* [[Turn Undead (sage ability)|Turn Undead]]
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* [[Weapon Proficiencies]]
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* [[Wisdom (ability stat)|Wisdom]]
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</div>
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[[Category: Reviewed]]

Latest revision as of 19:13, 9 April 2026

Player Characters.jpg

Fictional persons in the game are called "characters." These may be run either by the game's players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters" (PCs), and it is for these that the game's setting is chiefly devised. The world exists independently of them, but its structures, opportunities, dangers and rewards are all meant to be engaged through their actions. It is therefore assumed that player characters are above average, possessing unusual capability, adaptability or ambition, and are thus generally superior to ordinary Non-player Characters.

Contents

This superiority does not mean that player characters are automatically wiser, morally better or socially important. Rather, it means they possess the capacity to affect the world in ways that ordinary persons usually cannot. They survive where others would perish, take risks others avoid and often acquire training, knowledge and influence beyond what is common in settled society. Even at low levels, a player character is presumed to possess the makings of someone exceptional, whether by talent, discipline, nerve or simple force of will.

Player characters are divided into "classes." Classes are groups of persons sharing alike professional roles, qualities, characteristics and motivations, though members of a single class may represent a very wide range of vocations, personalities and life plans. A class is not merely a fighting style or narrow trade, but a broader pattern of aptitude and development through which a character engages the world. It defines, in practical terms, how the character gains knowledge, earns experience, approaches conflict and grows in ability over time.

Thus, while two characters may belong to the same class, they may still differ radically in background, conduct and purpose. One may be dutiful and restrained, another reckless and acquisitive; one may seek service, another mastery, another only survival. Class identifies what sort of person a character is equipped to become, not the exact shape that person's life must take.

There are eleven character classes in Alexis' world, described separately on these pages:

In the creation and maintenance of Player Characters, there are many game elements with which the player should become familiar. These concern the character's nature, abilities, training, relationships with other characters and the practical demands of survival within the game world. Together, they define not only what a character is capable of doing, but how that character functions as a living person within the setting. A successful player benefits from understanding these parts not as isolated mechanics, but as connected features of a coherent person moving through a dangerous and reactive world.

Links