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9

Fate Core offers no by-the-book default values. You're free to work out the value on your own (or burdened with doing so). You can look to specific Fate implementations for guidance. You can simply treat them as having the same value to a +2. Strictly speaking they aren't — weapon:2 won't help you hit any more reliably — but it could be ...


8

Your confusion seems to originate in how you create characters that are above level 1 when starting. The players' handbook doesn't have a way to create characters that start above level 1, other than creating a level 1 character, and then leveling him up to the appropriate level. Let's take the level 3 bard as an example. When you create your level 3 ...


6

A character automatically gets what the table says the character gets... Really. It just happens. The benefit of taking the class level is getting the special stuff that goes with it. ...But the SRD doesn't contain rules for creating or advancing characters That's a deliberate choice on the part of Wizards of the Coast so the company can make money ...


4

Well hello there, and welcome back to the most magnificent of PnPs. First things first: If you got the PDFs from the website, you should have the most recent version, which is 4.1. Any further changes can be found in the official errata on wiki-aventurica. Anything else you find online is most likely more out of date than your version (Assuming German ...


4

Page 23 of your Player's Handbook (I am assuming you have one) states: Class Table: This table details how a character improves as he or she gains levels in the class. Some of this material is repeated from Table 3–1: Base Save and Base Attack Bonuses, but with more detail on how the numbers apply to that class. Page 49 of your Player's Handbook (I am ...


3

When making a new charachter that starts at a higher level, you must create the character as if they started at level one and slowly leveled up along the way. So for your bard example, they must have at least 3 level 1 spells. Most classes do allow you to switch spells as you raise in level and you can change a level 1 spell into a level 2 spell, but be ...


3

its me again! Your Characterconcept sounds quite nice to me, you have a good, fleshed out backstory, and whatnot. You also seem to have a good knack for finding the parts of the ruleset that are not particularly well done :P In general, the maximum value of your talents is something that each group handles differently. Some stick to the 15=master rule, ...


3

I'll try to get the simpler issues done first - and the simplest one is Great Weapon Fighting. You should not take this. If you're using a spear, it is strictly inferior to the Duelling Fighting Style. See my answer here for the analysis. It's especially true for you because you want to tank, and for a quick and easy boost to your tankiness it's hard to go ...


2

It really boils down to: Find a good reason if you plan for some of your skills to have a value which is very developed, i.e. a lot higher than their basic race/class/profession starting value (which you did with your background story) Convince your GM of that reason. Figure out (together with your GM) how high you might go on the individual skills. ...


2

As @dopplegreener pointed out, there is no by-the-book cost for weapon ratings. That being said, it's pretty easy to extrapolate costs based on what you want it to do. Weapon Ratings For me, I always see weapon rating as equivalent to the add a bonus stunt. It's pretty much "gain a +2 bonus to [attack skill] when you successfully attack with [specific ...


1

Yes, but with a limit The PHB says: The spells known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. and: Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from ...


1

In a sandbox, the pre-generated background will be difficult to realise. You can use the method to create a starting character, but anything might happen to the character in play. Maybe they will lose an arm, participate in a mystery of some god and join their pacifist cult, or simply never find the weapons? There are no guarantees. If you would be ...


1

In addition to Aeolitus' answer I'd like to add my two cents: Stacking advantages/disadvantages DSA has a fairly sophisticated system of advantages and disadvantages to choose from on character creation, and with the GP system in use they can make for some incredibly powerful combinations. Our group usually tried to keep players from choosing ...


1

If you look at the dragonborn races from Dragon Magazine 421, there are two subtypes of dragonborn to choose from: kapak and bozak draconian. Kapak are probably closest to what you're looking for as they trade constitution and strength for dexterity and charisma making them great for rogues and assassins and giving them a poisonous racial power over a ...


1

Another Anchor Something similar to Jessa's anchoring idea is to try and compare RP characters to people you know. It doesn't always work, as you have to already know someone that seems similar, but it can help you model behavior sometimes. For instance, if you have to RP with a very artistic character and you happen to be friends with someone that does ...


1

It is not authoritative, but there is a running list of boons on Google Docs, here



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