Rules
Characters
must be generated using AD&D 2nd Edition rules (not the new 3rd edition). The Player's Option books
are not allowed in character generation. Please read all the Character Generation Guidelines, House Rules and Arena
Rules of Engagement before creating a character. It will save you a lot of trouble.
Statistics
Use 85 points to create
stats (the six normal ones). Assign them as you see fit. Roll
percentage strength yourself. Racial stat limits are in effect
for initial generation. Stats may be raised above racial limits
by certain items or spells. Note a few races have lower limits
as well. All stats must be at least 3. (Example: A minotaur could
have a natural 20 STR, but a human could have 18/00 at best. Either
of them could use an ioun stone of +1 STR to raise it to 21 or
19, respectively.)
Hit Points
Players
should roll their own hit points, with an upper limit of 80% of
maximum.
Races
Any
TSR approved PC race is allowed. Some other races can be used,
but require extra point expenditures. Please see races
list for a list
of races and their associated additional costs. See below for
explanation of our Character Point system.
Classes and Kits
Classes
and kits can be from any 2nd edition TSR source. (Note that some
older NPCs may follow 1st edition rules even though PCs must use
2nd edition to generate characters.) No Great Net Book classes
or kits may be used.
Multi-Classing
Characters may only use multi-class combinations allowed for their
race. However, XP does not have to be evenly split between the
classes.
Levels
Character may be of
any level attainable under the Character Point system. Racial
level limits are not in effect.
Background
Every character must
have at least a minimum background. If the character comes from
another world (besides Terra Dyne), he must adhere to that world's
generation rules and have background to support it.
The Character Point
System
Characters
should strike a balance between level and magic items. Each player
starts with 1,000 Character Points (CP) to generate the intital
character. Each CP is worth:
- 1,500 experience points towards your class(es)
- or 50 xp worth of magic items
- or 1,500 gold pieces in monetary treasure
- also you can spend 20 CP for 1 additional point on your character's
statistics (limit 5 CP towards stats)
- 0.75 CP/level for additional spells (mentioned under spellbooks
below)
Example: you could use
800 CP to buy 1,200,000 experience, making you a 12th level paladin,
then still spend the remaining 200 CP for 10,000 xp in magic items.)
All CP leftover
from intitial generation will be lost. "Use 'em
or lose 'em."
If you have trouble with
this system, submit the character as is and the DMs can help standardize
it.
Magic Items
Magic
items can come from any official TSR publication (DMG, ToM, PO
books, Dragon magazines, Encyclopedia Magica, etc.) XP values
should accompany your submissions.
No original items will be accepted.
Artifacts, Relics, unique items or any item associated with a
god need not apply.
Spellbooks
Mages
are the most time consuming, but desirable, characters to generate
due to their spellbooks. The DMs must approve all spellbooks before
the character can compete. See spellbooks
page for information
on number of spells allowed for a mage's spellbook. For the basis
of spellbook calculation, take the base level of the mage (the
level you bought with Points) plus any items (like manuals) that
actually give the character xp. This is a mage's base level that
his spell books are calculated from. Items (like ioun stones)
that temporarily raise levels do not count towards the base. If
a temporary item raises the mage to sufficient level to give him
a step up in levels of spells, the mage will receive half the
normal number of spells for that higher level.
Additional spells may
be purchased for 0.75 CP per spell level.
Spells
Spells may be taken
from any official TSR product (rules books, complete books, Dragon
magazines, modules, etc.). No
original spells or Web spells (Great Net Spellbook or otherwise)
will be accepted.
Spell
Components
Characters do not have to pay for spell components. It is assumed
they have full access to all components they want.
Contingencies
Characters are strongly
urged to find a contingency to join or group to sponsor them.
Few solo competitors have a change to stand against a well prepared
opponent from a contingency or a high powered Top 8 competitor.
For more, check out the Sponsors pages. Please also that the contingencies
listed on the Sponsors pages are not exclusive. Players should
consider forming their own contingencies to be an option, as well.
All PC contingencies should be made up of Arena-qualifying characters.
The DMs must approve non-contingency sponsorships.
Benefits of various
groups you join or start may include:
- Living expenses (food and place to live)
- Salary
- Charging magic items
- Money for normal equipment
- Bonuses for winning fights
- Free healing/raise dead (or payment for city insurance)
- Tactics/fight planning
- Slaves/servants
- Identifying rings or amulets
- Parties/revelry
- Training area (for combat practice)
- Sparring partners
- Library/study area
- Laboratory/alchemical materials
- Spell components/materials
- Notoriety
Benefits will not include sharing magic items.
Tips on Making Characters
Don't underestimate your opponents! The DMs (and other players) are out
to win, not let the players win no matter what. DMs will be fair, but will use all methods at their disposal to
defeat you, so you have to be on your toes. There are a few important things to consider when you are generating
your character:
- Most successful characters are dual or multi classed, using the best of
abilities of two or more classes into dangerous combinations.
- Many characters use and defend well against magic.
- Many characters use and defend well against psionics.
- Common tactics include flight, missile/ranged weapons and invisibility.
Keep these things in mind as you make your character, otherwise you might
find yourself in a fight flat footed against a seemingly simple tactic.
Now that you've read the rules, go to the character form.
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