Friday, January 9, 2026

Character #11 - D&D BECMI

 (another early post since I'm travelling this weekend)



Next up is a BECMI (Rules Cyclopedia) D&D character. This is the best one book D&D you can get. Old school, but also detail like weapon mastery and skills.

The process is
1. Roll ability scores (3D6 down the line)
2. Choose class (dwarf, elf, and halfling are classes, not races). Standard classes for 1st level are Fighter, Cleric, Thief, Magic-User, Druid is a follow on to a 9th level Cleric, and Mystics, which are an optional warrior-monk.
3. Adjust ability scores: can shift points 2 for 1 to prime requisite for class, basically
4. Roll hit points
5. Roll money
6. Buy equipment
7. Determine other numbers and rolls
8. Note ability score adjustments
9. Choose alignment
10. Name, personality, background
11. Height and weight
12. Earn experience (!). I think this is funny to have listed in the character generation process. 

I roll 3D6 down the line for ability scores:
S - 9
I - 12
W - 11
D - 15
C - 9
Ch - 14

Not too bad. Requisite-wise, he could be just anything since I don't have anything lower than a 9. I decide to go with Halfling, since I usually played AD&D and halflings were a race. It would be interesting to play a Halfling class, which is really just a halfling fighter in AD&D terms.

So Halfling.

Adjust ability scores. Other restrictions limit what and where you can move. I swap 2 points of Wisdom for 1 point of Dexterity, since Dexterity and Strength are the Prime Requisites for Halfling. One more point to Strength won't change anything. This gets my Dexterity to a 16 which enters the +2 adjustment range.

For hit points, I roll 1D6 and get 5, not bad at all. For money I roll 3D6x10, and get 100gp. "In the D&D Exploration Showcase (said in your best Chuck Woolery voice)", I purchase:
Halfling Chainmail (40gp)
Shield (10 gp)
Short Bow (25gp) Only a few weapons are rated Small and available for use by Halflings.
20 arrows + quiver (5 + 1gp)
Short Sword (7 gp)
Large Sack (2gp)
50' Rope (1 gp)
Tinder box (3 gp)
3 Torches for 2 sp ea (6 sp)

Since 1gp =10 sp, this leaves me with 3 gp 4 sp.

So with chain (AC 5) and shield (AC 1), my AC is 4. My dexterity adjustment (+2) gives me a final AC of  2.

My Dexterity of 16 also gives me a +2 To Hit on missile attacks.
My 14 Charisma gives me a +1 Reaction Adjustment.

My Halfling class has the special abilities of:
1. +1 to Hit with missile weapons
2. -2 AC adjustment if attacked by larger-than-man-sized creatures
3. +1 individual initiative adjustment
4. 90% chance to hide in the woods if motionless/33% if in a dimly lit area

I went back and forth between Chaos and Law. I finally ended on Law, but felt like I could include that in my character - he is only marginally Lawful, and continuously has internal struggles to maintain his Lawfulness, so much so that many times those struggles become external and he has discussions with the devil and angel on his shoulders.

My THACO is as a Level 1 Fighter at 19.

So here's Vasen 'Vase' Polnifil, Lawful Halfling, Master of the Short Bow and Fleet Afoot, but maybe crazy as he's known to have discussions with himself in the heat of battle or stressful situations.
STR 9
INT 12
WIS 9
DEX 16
CON 9
CHA 14
AC 5 with Chain and Shield
HP 5
THAC0 19, +3 To Hit with his bow







#CharacterCreationChallenge


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