Plz i need a little help [Archive] - Wizards Community

Post/Author/DateTimePost
drmccabe

01-19-06, 08:09 PM
I am new to the game and i have rolled my stats. I have also read the whole bigginers manual. It just stated that constitution is the combo of hp and endurance. It didnt say how to calculate your health. Can some1 tell me how to find my health?



On another subject i have aso seen examples of something along the lines of 2d8+3 i know that you roll 2-d8's and add 3 but i want to know how to aquire the +3


BTW my stats are:
str:13; dex:16; int:10; con:14; wis:10; Charm:11
richardharrison

01-19-06, 08:47 PM
I am new to the game and i have rolled my stats. I have also read the whole bigginers manual. It just stated that constitution is the combo of hp and endurance. It didnt say how to calculate your health. Can some1 tell me how to find my health?



On another subject i have aso seen examples of something along the lines of 2d8+3 i know that you roll 2-d8's and add 3 but i want to know how to aquire the +3


BTW my stats are:
str:13; dex:16; int:10; con:14; wis:10; Charm:11

Hi, you seem to have gotten a bit turned around. Constitution is the stat that determines how healthy you are, how many hit points you have, your fortitude saving throw, etc.

To determine your HP (how much damage you can take), you roll the Hit Die listed for your character class (d4 for Wizard, d10 for Fighter, etc.) and add your Constitution bonus as found on the table in the front of the book. In your case, 14 Con is a +2 bonus.

Remember, at first level you don't need to roll the hit die as you get maximum automatically. So if this character is a wizard, he would have 6 hit points, if he is a fighter, he would have 12.

With stats like those, he'd make a good archer (high Dex) so I'd think about being a fighter who uses a bow. You could also be a really good rogue, too.


I'm not sure about your second question, sorry. When you're told to roll 2d8+3, you have it right, you roll 2 8-sided dice, add them together and add 3 to the total. The + number is given depending on what action you're taking. For example, if you're fighting in melee, you roll 1d20+your strength bonus (for you, +1) plus your base attack bonus to see if you hit.

Hope that's been useful for you?
drmccabe

01-19-06, 11:34 PM
wow thanks that really did help.

now thats solved... how do i see how much damage i do as a theif, rouge

I'm using the 2nd edition rules from 1970- sumthin btw
Arpy

01-20-06, 01:18 AM
The information listed above is not correct for 2nd edition. It has been a long time since I touched a 2nd edition book, so I won't be much help. I would just suggest taking your time... learn the very basics first. Worry about the details as they come up in the game. I do still own a 2nd ed. players handbook, so if you have specific question, I might be able to help.

Per 2nd Edition Players Handbook:
str:13 (does not give you any bonus to hit or to damage)
dex:16 (gives you +1 Reaction Adj. and +1 Missile Attack Adj., -2 Defensive Adj.)
int:10 (gives you 2 bonus languages)
con:14 (does not give you bonus hit points)
wis:10 (does not give you any bonus)
Charm:11 (Charisma; allows for up to 4 henchmen)

As a theif with these stats, at first level, you would have 6 hit points (1d6 +0 for the 14 con)

Not sure if this helps any, but there it is...