Professional Documents
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Notes Over Dark Eye
Notes Over Dark Eye
Because we’re all going to be Average Joes, (equality ftw), we’ll all start off with, say, 1000 AP
to allocate to a bunch of stats except for a couple which are unable to be edited.
But here’s where the E.L comes in and caps some of these stats. Which can force players to
allocate these stat points more evenly, but it’s still possible to min-max capabilities.
Each race has a cost to play, taking away from your AP (Adventure Points) first thing.
Once spent, the individual races start with different life points which can be increased. With
these extra modifiers, it’s possible to go over the stat cap in either direction.
Cultures cost Points that vary depending on the culture. The cultures can add to skills as well
through bonuses (+1 and whatnot)
Now this is where the actual stat allocating happens, to the attributes.
“All of your die rolls are based on your abilities, NOT the skill values. Raising ability scores
raises the CHANCE of success. Raising your skill value, raises your chance of SUCCEEDING
BETTER.” (Remember this)
Every character begins with a flat 8. . .but each of these starting points costs 64 AP. increasing
the stats costs ~15 AP. But remember your race and Experience Level? Those determine how
high you can raise a stat level. So the max you can raise it is around 14 as an example. Or
more like how high initially you can put it to.
THAT GIVES YOU A CAP OF HOW MANY TOTAL POINTS YOU CAN HAVE. There is a stat
array that the Dark Eye rulebook gives to make allocating stats easier by providing a “pre-built”
stat allocation that doesn’t break any rules. But who’d want to copy that down?
Step 6: “Profession”
Remember your experience level? That limits what professions you can take. But even if you
have the necessary experience level, there are requirements before you can spend AP to get
that profession. These give skills of both kinds (combat and out of combat), and give
suggestions for building a character around their chosen profession.
You buy advantages with AP points, but you can also get points back by selecting
disadvantages even without getting advantages. Meaning, literally you can get more AP to
spend in other places by only getting disadvantages and not buying advantages. There are
limits of course. (You can’t be Handsome and Ugly at the same time basically). Sorcerers
require the Advantage “Spell Caster”, Clerics would need advantages that give Karma Points,
stuff like that.
Improving skills costs AP points(?). (He said it’s not exactly how it works??)
There is ALSO a cap for the skill levels depending on your EXPERIENCE LEVEL.
Experience Level = Max Skill Value Cap.
This is where referencing the different tables comes into play, because each cost later on will
increase by some stupid amount so you’ll need to go back there and do... math.
“Combat Techniques”
These are also rated, meaning some weapon skills are easier to gain and level than others.
Same with the weapons skills if compared to others (???).
ANYWAYS
These generally improve our skills and allow us to do things. These also have AP costs to buy
just like Advantages and Disadvantages.
Review all the things you’ve done, make sure all the math is done right.
Review your life choices because you chose to make a character with this damned system.
These include Life Points, Arcane Energy, Karma Points, all that stuff.
EZ.
Huge Advice: Look through professions and cultures first before all else.
Conclusion: This system of character creation allows for very diverse characters. Like a sorcerer
who can use a sword well. But it can also create the standard, One Class type thing.
This could very much allow for those NPCs that we’ve seen Daed run before that are good at
literally everything but they still keep their main strength.