Difference between revisions of "Player Characters"

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[[File:Player Characters.jpg|thumb|right|720px|]]
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[[File:Player Characters.jpg|thumb|right|630px|]]
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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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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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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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:
  
 
* [[Assassin (class)|Assassin]]<br>
 
* [[Assassin (class)|Assassin]]<br>
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* [[Thief (class)|Thief]]
 
* [[Thief (class)|Thief]]
  
 
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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.
In the creating of Player Characters and their maintenance, there are many game elements with which the player should become familiar. These are listed below alphabetically, relating to nature, skills, relationships with other characters and the general need to survive:
 
  
 
== Links ==
 
== Links ==
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* [[Experience Level]]
 
* [[Experience Level]]
 
* [[Family Relations]]
 
* [[Family Relations]]
* [[Followers]]
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* [[Follower]]
 
* [[Food]]
 
* [[Food]]
 
* [[Gnome Race & Physiology|Gnome]]
 
* [[Gnome Race & Physiology|Gnome]]
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* [[Height & Weight]]
 
* [[Height & Weight]]
 
* [[Henchmen]]
 
* [[Henchmen]]
* [[Hirelings]]
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* [[Hireling]]
 
* [[Hit Dice]]
 
* [[Hit Dice]]
 
* [[Hit Points]]
 
* [[Hit Points]]
* [[Holy Weapons]]
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* [[Holy Weapon]]
 
* [[Horseback Riding (sage study)|Horseback Riding]]
 
* [[Horseback Riding (sage study)|Horseback Riding]]
 
* [[Human Race & Physiology|Human]]
 
* [[Human Race & Physiology|Human]]
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* [[Injury]]
 
* [[Intelligence (ability stat)|Intelligence]]
 
* [[Intelligence (ability stat)|Intelligence]]
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* [[Knowledge Points]]
 
* [[Lay on Hands]]
 
* [[Lay on Hands]]
* [[Martial Music]]
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* [[Martial Spirit]]
 
* [[Multi-class Characters]]
 
* [[Multi-class Characters]]
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* [[Name Level]]<br>
 
* [[Paladin's Warhorse]]
 
* [[Paladin's Warhorse]]
 
* [[Primary Attributes]]
 
* [[Primary Attributes]]
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* [[Read & Write]]
 
* [[Read & Write]]
 
* [[Rest (healing)|Rest]]
 
* [[Rest (healing)|Rest]]
* [[Retainers]]
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* [[Retainer]]
 
* [[Sage Ability]]
 
* [[Sage Ability]]
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* [[Sage Field]]
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* [[Sage Study]]
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* [[Saving Throws]]
 
* [[Secondary Skills]]
 
* [[Secondary Skills]]
 
* [[Skill Gaining]]
 
* [[Skill Gaining]]
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* [[Wisdom (ability stat)|Wisdom]]
 
* [[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