Appendix P:
Creating a Party on the Spur of the Moment

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Appendices
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DMG

There are times -- often if you attend many conventions -- when you will
have a group of players desiring to adventure in your campaign who have
no suitable characters with which to do so. You might want only low,
medium or high level characters far the particular scenario you have in
mind, and regardless of level it is certain that you will not {wish} to hav
ultra-powerful (considering character level) or strange magic items in the
group. It therefore becomes necessary to have the party generate special
characters on the spot, and this takes up valuable playing time. In order to
reduce this to a minimum, the fallowing system, one which I have
developed perforce from DMing many conventions, is suggested:

Abilities: Players roll 4d6, discard the low die, and arrange the scores as
they like.

Race & Class: After generating ability stats, each player selects the race
and class of his or her character as desired, making adjustments accordingly.

Alignment: Make certain that the alignments allowed to participants are
not so diverse as to cause a breakdown in the game due to player quarrels.
You may require players to select from two or three compatible alignment
types if you think best -- such as neutral, neutral good, and lawful neutral,
for example.

Level: For low level, you might use random dice to find out if players are levels 1-2, 1-3, 2-4;
medium range might be 5-7, 5-8,o r 7-9;
upper range is typically 8-10, 8-11 , or 9-12.
Multi-class races are best handled by adding 1 level per profession to the level generated,
and then dividing the total by the number of classes involved, counting all fractions as whole numbers.

Standard Equipment: Assuming that these are not 1st level characters you
will probobly find it best to allow them to take whatever is desired,
reminding them that they can only carry so much, and then quickly
checking the character sheets before the start of the adventure. Whatever
restrictions you decide to place upon standard items is, of course, your own
business. Technologically impossible items, and items that you deem unlikely
to be used can always be refused to the party.

Magic Items: If the party is assumed to have been adventuring for some
time, however brief, then it i s probable that one or more of their number
would have acquired certain magic items. In order to reflect this likelihood,
use the following tables for the various classes of adventurers, as
applicable to your group:

<finish UA classes, make OA table>

PROTECTIVE ITEMS TABLE
                                                    Per Level Chance For Shield, Armor, Etc. (Typically +1)
Character Class Shield Plate Banded Chain Leather Ring of Protection Bracers*
CAVALIER - - - - - - -
    Paladin 10% 6%** 8%** 10%** - - -
CLERIC 10% 5%** 6%** 8%** - 2% -
    Druid - - - - 8% 5% -
FIGHTER 10% 6%** 8%** 10%** - - -
    Barbarian - - - - - - -
    Ranger 8% 5%** 7%** 15%** - - -
MAGIC-USER - - - - - 15% 4%
    Illusionist - - - - - 15% 4%
THIEF - - - - 10% 4% -
    Assassin 8% - - - 10% 3% -

* Bracers of AC6 value

** Only one sort of armor may be tried for,
so the character must make a decision as to what type before the odds are computed and the percentile dice are rolled.

Multiply level by percentage chance to determine odds; then roll percentile dice,
and if the score is equal to or less than the percentage chance, the character has the item.
There is a 1 % chance per level of experience of the character that any item will be above average -- +2, or bracers of AC 5, for example.
If the chance for having the item was greater than 90%, add the percentage above 90% to the chance for the item to be above average.
If the resulting roll indicates an above-average item, then see if it goes up to +3, or bracers of AC 4, on a straight 1% per level of experience chance.
    Example: Gonzo the 9th level ranger discovers that he has magic chain mail, having opted to take a sure thing with a 135% chance.
    Gonzo's level (9) plus the percentage chance above 90% (45%) are added together to find the chance for + 2 chain - 9% + 45% = 54%.
    Percentile dice are rolled, and the result is 51, so Gonzo has at least +2 chain.
    A third check is made, and it is discovered that he has just +2 as the dice roll was 99.

Chances for +2 or +3 weapons are the same as for protective items.
You may alternately give special features to swords instead of further pluses, i.e., + 1 sword Flame Tongue, or +2 sword, Giant Slayer.
Add a crossbow of speed to +2 bolts if o +3 is indicated, otherwise double their number only.
 

WEAPONS TABLE
                                                       Per Level Chance For Weapon (Typically +1)
Character Class Dagger Sword* Mace Battle Axe Spear Bow 15 Bolts +2
CAVALIER - - - - - - -
    Paladin 10% 10%** - 10%** 10%** - -
CLERIC - - 12% - - - -
    Druid 10% 7% - - 10% - -
FIGHTER 10% 10%**, ***  - 7%** 8%** 1% 10%**
    Barbarian - - - - - - -
    Ranger 10% 9%** - 9%** 8%** 5% 10%**
MAGIC-USER 15% - - - - - -
    Illusionist 15% - - - - - -
THIEF 12% 11% - - - - -
    Assassin 10% 5%** 5%** 5%** 5%** - 1%
MONK 5% - - - 2% - -

* Scimitar in the case of druids; short swords for characters less than 5' tall, long swords in all other cases, except the character may opt for a short sword if desired.

**As with protective items, only one category of weapons of this type may be had, so before finding odds the player must state which his or her character
wishes to go for.

*** 10% of all magical scimitars are khopeshs.

SCROLLS TABLE
                                                                                                                                    Type of Scroll (And Spell Level)
Character Class Per Level Chance 
of Having Scroll
Protection (1-85 = A61-100) (86-00 =  B1-100) 1 Spell* 3 Spells**
CAVALIER - - - -
    Paladin 4% yes - -
CLERIC 8% no 1-3 (1st, 2nd, 3rd) 1-4 (1st, 2nd, 3rd, 4th)
    Druid 7% yes 1-3 (1st, 2nd, 3rd) 1-4  (1st, 2nd, 3rd, 4th)
FIGHTER 6% yes - -
    Barbarian - - - -
    Ranger 5% yes - -
MAGIC-USER 15% no 1-4 (1st, 2nd, 3rd, 4th) 1-6 (1st, 2nd, 3rd, 4th, 5th, 6th)
    Illusionist 12% no 1-3 1-4
THIEF*** 6% yes 1-3 1-4
    Assassin*** 3% yes 1-3 -

* Determine randomly, but only normally useful spells for the sort of adventure undertaken.

** Normally given only if no other types of scrolls ore in the possession of the character; otherwise as above.

*** Only one scroll type available. If spell scroll, they will be magic-user spells; otherwise as above.

POTIONS TABLE
 
Character Class Per Level Chance 
For Having Potion
Maximum No. 
Of Potions
Possible Potion Types
CAVALIER - - 1. Climbing
    Paladin 6% 1 2. Diminution
CLERIC 6% 1 3. Extra-Healing
    Druid 11% 2 4. Fire Resistance
FIGHTER 8% 1 5. Flying
    Barbarian - - 6. Gaseous Form
    Ranger 7% 1 7. Growth
MAGIC-USER 10% 3 8. Healing
    Illusionist 10% 2 9. Invisibility
THIEF*** 9% 2 0. Polymorph Self
    Assassin*** 5% 1 -

You may allow characters to have whatever poitin(s) suit them, or you
can dice to find them at random. Any character with a score of 100% or
more for having a potion MUST be allowed to select their own, as this
reflects the fact that such characters would have supplies of them available
to choose from.

MISCELLANEOUS ITEMS

If the party is generally above 5th level and going into a hazardous area,
or if the party is generally above 8th level, then you might determine it advantageous
to award from one to four miscellaneous items according to
the following list. Large groups are less likely to need such items. Higher
level characters are more likely t o have them despite numbers. Selection
can be by you or by the party, as you deem best. You may add or delete
items as desired, but remember that those shown are chosen to maintain a
low key of power.

1. Feather falling ring
2. Warmth ring
3. Water walking ring
4. Wand of negation
5. Wand of wonder +
6. Bag of holding (500 pound capacity)
7. Boat, folding (small rowboat)
8. Brooch ofshielding
9. Cloak and boots of elvenkind
10. Javelin of lightning, pair
1 1 . Javelin of piercing, pair
12. Necklace of adaptation
13. Robe of useful items - SEE BELOW
14. Rope of climbing
15. Trident of warning
16. Wings of flying or boots of levitation

Items On A Robe Of Useful Items (Select 7-12)

BONFIRE, small
CASK, 1-3 = water, 4-5 = wine, 6 = brandy (3 gallon capacity)
CALTROPS, six
CROWBAR, 4’ tempered iron
DAGGER, silver
DOG, WAR
DOOR, standard size, oak with iron bindings and bar
GEM, 100 gold piece value
LADDER, 12’ long
LANTERN, bullseye
MALLET & STAKES
MEAT, haunch of roast mutton, venison, etc.
MONEY, stack of 50 silver coins
MULE, pack
OAK TREE, 30 high, large
OWL, GIANT
PICK, standard digging
POLE, 10’
ROOSTER
ROPE, 50’ coil
SHOVEL
TORCH, flaming
WASP NEST, normal, about 200 wasps

When you are thoroughly familiar with this system, you will be able to
ready a party of players for an adventure with a minimum amount of time
and effort on your part, and do so with relative assurance that they will be
about right for the area they will adventure in.


 
 

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