@rush99999@POOHEAD189Hello!
'scuse the moving in boxes.
So if you both want to generate some stats. 4d6 drop lowest. STR / DEX / INT / WIS / CON / CHA you know the drill :D
We'll be starting our characters at level 1. I think we'll take max HP at first level, at least for your first characters :3
You start with 3d6x10 GP to spend on items, I'll be adding a table shortly. Alternatively, I have a Quick Start Equipment table and you can roll for it.
I would recommend at least one cleric/paladin but I'm not the boss of you :\/ Plus I've always adhered to the notion unusual party compositions are more fun.
Speaking of.
The Classic Classes are as follows:
Cleric
Dwarf
Elf
Fighter
Halfling
Magic-User
Thief
We'll be keeping Race as Class, but I'm throwing in some additional classes if you want them:
Necromancer (Magic-User's goth cousin, I think this is pretty self explainatory)
Mage (think Gandalf. you get access to detect magic, open/close, rally/fear, read magic and suggestion at level 1, with a percentage system to determine if you succeed. The Gambler's Magic-User)
Paladin (Cleric Warriors, as seen in popular culture)
Illusionist (A Magic-User but you get all the misdirection/manipulation/illusion spells)
Knight (A fighter but you have a Knight's Code)
Beast Master (Tame one animal per level to be your bosom buddy)
Chaos Knight (A Knight's goth cousin, you get immunity to disease, life drain and some turn undead ability, but you must spend 10% of your earnings on honoring your patron and keep their tenants.)
Acrobat (kinda like if a thief joined a circus. You can walk tightropes, climb sheer surfaces, hide in shadows and move silently)
Druid (Nature Clerics. They get a bonus to saving throws vs electricity/fire based attacks and secret Druid Cant)
Honestly if there's a class you want to play just let me know and it'll probably be fine. I've excluded some classes that do better in a sandbox adventure, but there is a massive forest on the way between the Dungeon and Town so there will be uses for that.