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How to Fill Out Your Dungeons & Dragons Character Record Sheet Before the Game Starts

Filling out a character sheet prior to a Dungeons &Dragons campaign requires some creativity and some basic math skills. Because the Dungeon Master (DM) controls the game, consult him for any limitations on race and class selection imposed by the campaign. The "Dungeons &Dragons Player's Handbook" contains detailed information on character creation and management, as well as information on the possible classes and races in the game.

Things You'll Need

  • "Dungeons &Dragons Player's Handbook"
  • Character sheet
  • Pencil
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Instructions

    • 1

      Use a pencil. You will likely need to make corrections and adjustments during the game.

    • 2

      Fill in the character's name and physical characteristics in the fields at the top of the sheet. Including height, weight, eye color and similar traits helps the player develop a clear idea of the character, and helps the DM in the same way.

    • 3

      Fill in the character's Class, Race and Alignment. Check with the DM before doing this -- the campaign she has in mind may limit your choices. Further, some may insist that Ability Scores be established first. Consult the DM or the "Dungeons &Dragons Player's Handbook" for details on each element.

    • 4

      Begin rolling for Ability Scores. The six categories are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each Ability Score is determined by a rolling scheme determined by the DM. A common rolling scheme for determining scores is the "4d6" roll. The player rolls four dice for each Ability Score, dropping the lowest dice and adding the remaining three in each case to produce the initial Ability Score. The six numbers that result can be assigned to any category.

    • 5

      Make any necessary adjustments to your Ability Scores arising from your choice of race and class. Enter these in fields in the ability scores section of the character sheet. For example, Elven characters receive a +2 bonus in Dexterity, but a -2 hit to Constitution. Consult the "Player's Handbook" for details.

    • 6

      Fill in your Saving Throws: Fortitude, Reflex and Will Power. These numbers are derived from certain Ability Scores and the various Ability and Magic modifiers entailed by your choice of class and race. For example, if you have an Elven Ranger with a base score of 10 in Dexterity, he would receive a +2 in Dexterity, a +1 Magic Modifier and a +2 Ability Modifier, giving a total of 15 for Reflex.

    • 7

      Fill in any equipment with which your character will begin the game. Generally, DMs allow 100 gold pieces for purchasing basic equipment before the game begins. Enter the equipment purchased in the list on the second page of the character sheet. You'll fill out most other sections after the game begins, in consultation with the DM and other players.


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