SUPER brand ultra new player! (greetings and help)

Post/Author/DateTimePost
#1

foobah

Jul 31, 2008 14:11:12
Hello everyone, my name is Foobah I am 20 years old and yesterday I did something that I have wanted to do for a very long time. I bought the core rulebooks!!!!
So as stated I have never ever had the chance to play the game, so everything is still a bit fresh for me. So I have just finished reading the books and I have come to my first stumble. Creating a Character, things are still a bit iffy,

-How do I determine Initiative?
-How do I determine Abil. Mod?
-How do I determine Defs?

Like I said I am pretty confused and there are a bit more questions I have. But if anyone can actually make a human fighter (for comparison) I would appreciate it.

I know it is a bit to ask, but once I get the gist of the char. creation thing I will be able to explain it to my friends (who all have never played but all have wanted to!)
#2

AaronOfBarbaria

Jul 31, 2008 14:31:20
I'm of the "teach a man to fish" school, so here's the best that I can say for you.

Read the book. Start with page 1 and read until you get to the Character Races chapter.

The first two chapters cover all of the basics, and even answer most of your questions that you have asked.

pg. 29 is a bit out of place, and is massively important... and the equipment chapter will explain what the [w] in a lot of powers refers to.

Welcome to D&D, and have fun.
#3

Authw8

Jul 31, 2008 14:38:44
Hello Foobah, and welcome to the game!

Ability modifiers are a function of your ability score, and the table is on page 17 of your players handbook.

Initiative is your dexterity modifier + 1/2 your level.

The defenses are a little more complicated:

Reflex is 10 + (the best of your int or dex mods) + 1/2 your level
Foritude is 10 + (best of str or con) + 1/2 your level
Will is 10 + (best of cha or will) + 1/2 your level

AC depends on what sort of armor you wear.
AC is 10 + armor bonus + shield bonus
If you're wearing light armor or no armor at all then you also add the best of your int or dex modifiers.

Information on initiative is on PH pg. 267.
Information on defenses is on PH pg. 274.

Happy gaming!
#4

foobah

Jul 31, 2008 14:39:55
Thanks for the speedy response, Those questions I had were the only things really that kinda confused me (even after reading the book) creating the rest of the character I had no problems and understood completely (it took me about a day to figure out what [w] meant lol)

However determining the modifiers is the only thing that I am not sure about.

like for example:

str: 18

so that means I would get a +4 ability mod (the first box to the left)
but what does the second box mean? (mod + 1/2 my level) and how does that come into play?
#5

Authw8

Jul 31, 2008 14:52:20
Mod + 1/2 your level is useful for a variety of things. Every time you make an attack, you add half your level to your attack bonus. Also, every time you make a skill check, you add 1/2 your level (in addition to other modifiers). That box is there mostly for convenience, so that you already have that first bit of calculation already done for you when you make certain rolls.

However, other things use only your modifier, such as damage when you hit with an attack, so don't always add 1/2 your level.
#6

saedar

Jul 31, 2008 16:59:40
Don't forget that shields also add to your Reflex Defense, in addition to AC.


Just a filler. Welcome to the game!
#7

Authw8

Jul 31, 2008 19:52:30
Don't forget that shields also add to your Reflex Defense, in addition to AC.

Very true. Thanks for catching that, Saedar!
#8

saedar

Aug 01, 2008 8:44:18
Quite welcome.



And to the OP: Keep us updated on how your gaming experience goes. We love hearing about new players and helping them out. Happy gaming!
#9

korgoththeprist

Aug 01, 2008 10:12:27
Well
Fort = 10+Half Level rounded down + Best Of 2 ability mods (Str or con) + Misc (Like Feats) + Race (Like human) + Class (Like Fighter gives +2 to fort) + Magic (Like Magic item of protection or Clck of resistance or w/e)
Same for Ref and WILL
With the following differance
Ref = Dex OR Int
Will = Wis OR cha

Normal AC?
10+Half level rounded down + Misc (Like Something of Protection) + Class (no class so far) + Armor, IF Wearing light armor then Armor + Dex or INt Mod, + Shield + Any other bonus (Like If The Race gets a bonus or a negitive)

Heavy Armor = Best for AC. The Masterword Bonus + The magic bonus = GREAT. That and to tie the Armor normaly you have to MAX a Stat out.
Initive = Dex Mod + Half Level + Misc (Like Feats)

Life Points = Starting con + Class + Misc (Like Feats) + Level ( Aka Level 2 Fighter Would get a bonus +6 to Life Points)

Fighters / Paladins get +15 HP At First level. So 15 con + 15 = 30 HP.

To Hit
Weapon Prof (IF Any) + Misc (Feat or Class If any) + Half level + D20 Result. (1 allways miss 20 allways hit). + Ability Mod (Class Power say Which. Like Fighter is mostly Str, While Paladins can be Str OR Cha Mod)
It allso says what its targeting

Like Some attack powers Target REF and not AC. Like a Rouge Pircing Strike.
#10

jage

Aug 01, 2008 12:36:17
There are also some different character sheets, such as www.neceros.com under the 4e sheets I prefer the "classic". There are differences, such as 1/2 lvl + mod aren't combined and then used elsewhere, each place where 1/2 level is a factor it is listed separately (thus you only have an ability modifier and no "second box").

Since the sheets help to "lead" you through the information it is a good idea to at least review different sheets as different designers will express the same thing in different ways.

Also, technically, to determine initiative (your initiative in the initiative order) you roll a D20 and add your initiative modifier (which is what was explained above). Your result is your initiative and the other players and DM will have initiative for themselves and the monsters- which is not necessarily in order of the modifier (a roll of 3 with a +9 initiative modifier will be preceded by a roll of 14 with +0 for example).

If the initiative results are equal... well we use a hold over from 3.5 as I don't know where the 4e info is, so I'm not going to say anything.