In a roll off situation (when calling dibs, rolling for a magic item, etc.), ties will be broken in order of 1. Knight of the Inner Circle 2. character hours most played in the campaign 3. player hours most played campaign
Last Edit: Mar 12, 2019 9:52:21 GMT -5 by Chris: revision
I. 4d6 for each stat, drop the lowest, arrange as desired
II. 3d6 rolled 12 times, keep the highest 6, arrange as desired
III. 3d6 6 times for each stat, in order, keep the best roll
IV. 3d6 in order, to create 12 sets of stats, choose 1 set (the others will be forever discarded)
V. If you know what class you woudl like to play, the die rolls will be weighted to favor that class' stats. That character must play that class only, however. (if human, can be dropped for a different class later on in their career)
The DM will roll starting age, height and weight for the character based on race and class.
You should have 1 back-up character ready to go. You can create as many back-up characters as you like but only the stats rolled by the DM for your back-up can be used, so you may have to adjust your on-deck character based on those stats. Only 1 set of back-up stats will be valid at any given time.
Replacing a character will result in coming in at the lowest possible level appropriate for the current adventure. Characters leaving will retain any magic items and wealth that has been given to them. If a character leaves in playable condition, it will become your back-up character.
I will be house ruling some of the more ambiguous rules that lead to shenanigans (bow specialists and surprise rounds come to mind). I will be leaning heavily on Hackmaster 4th edition for individual initiative and surprise rules, among other things.