So - ich denke, wir sollten langsam mal loslegen.
TOD - wärst du so nett uns ein neues Forum zu geben? Titel "-Reverse Dungeon-"
Das Script empfiehlt folgende Charaktererschaffung:
Rules for Goblin PCs
Goblin player characters should be rolled up the same way as any other PCs, with the following modifications:
Goblins do not choose a class, unless it is the goblin shaman.
Ability scores: roll 2d6 for each stat, assigning the results to Str, Dex, Con, Int, Wis, and Cha.
Add +1 to Con and subtract -2 from Cha HD: 1D8-1 (1 to 7 hp).
Armor Class: Goblins are AC 10 when unarmored, or AC 14 when wearing typical goblin war gear-thick leather armor (the equivalent of studded leather) and a small wooden or leather shield.
Damage: ld6 (spear, club, stone-headed mace, short sword) or ld4 (sling stone). The Yar-Gock tribe lacks the capacity to make metal weapons,
but they have a small hoard of short swords and metal-tipped spears looted from unsuccessful adventurers in the past. Most of these are in the
hands of the tribal leader (the Mogur) and his bodyguards; the rest of the goblin warriors have to make do with flint-headed spears, clubs, and
sling stones (ld4 damage per stone).
Size: Small. Goblin warriors average about 4 feet high. This enables them to survive and even thrive in cramped quarters but limits them to smallish weaponry such as the short sword, spear, and mace.
Special Abilities: infravision (60 feet range), detect new construction (25% chance).
Special Weakness: partially blinded by sunlight or other bright lights (-1 penalty to all attack rolls).
Das sollte genügen um schnell drei Gobbos fertig zu stellen, oder?
Champions oder Häuptlinge kommen später dazu, wenn man ein paar Kämpfe überlebt hat "Survive to fight another fight" ist das Motto.
Freiwillige, die einen Schamanen oder Witch Doctor spielen wollen bekommen separate Information.
OK?