Character Generation

Characters in Trid are created little differently than those using the official character generation process from the Rules Cyclopedia. The steps we use are outlined below:

  1. Print out a Character Sheet
  2. Roll Attribute Scores
  3. Choose Character Class
  4. Choose Character Alignment
  5. Determine Weapon Mastery
  6. Deterine General Skills
  7. Determine Character Hit Points
  8. Determine Character Saving Throws
  9. Determine Starting Assets
  10. Equip Character
  11. Calculate Character Encumbrance and Movement
  12. Determine Final Details

Roll Attribute Scores

Use the standard attributes: Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). To determine each score, roll 4d6, discard the lowest value, and sum the remaining three dice. Repeat this five times to generate a total of six scores. Assign these scores to attributes as desired.

Each ability score is rated as primary or secondary, indicating how well the character makes use of natural attributes. Humans possess a total of three primary attributes; non-humans possess but two. Any ability score not designated as primary is considered secondary, and players should make these assignments after selecting a character class (see below).

Choose Character Class

All player characters belong to a certain class, which essentially defines their profession within the campaign. Before making this choice, the player should review the classes available for use on Trid. The player's choice of class dictates many of the details to follow.

Each class has a primary ability score (cited in its description). Remember that humans are allowed only three primary attributes and non-humans may choose two; if a character's primary attributes from class and race exceed his allotment, he must select another class or race.

Choose Character Alignment

The Lawful, Neutral, Chaotic alignments described in the official rules (RC/10-1) are used. You may consult our interpretation of the Law vs. Chaos model to see how these alignments fit within Trid. Note that certain classes must abide by strict alignment restrictions.

Determine Weapon Mastery

Each class has one of three weapon mastery options (RC/75). The Weapon Mastery option for new and modified classes described on this site is cited in the appropriate class description.

  • Demi-Human (basic mastery of all weapons at 1st-level, with +1 weapon choice per four levels)
  • Fighter (4 weapon choices at 1st-level, with +1 weapon choice per three levels and at levels 19, 27, and 33)
  • Normal (2 weapon choices at 1st-level, with +1 weapon choice per three levels)

Weapon choices (RC/75) are determined by class.

Determine General Skills

Each character has 4 general skill slots at 1st-level; this value is modified by the character's INT ability score adjustment. Certain classes possess one or more general skills as a function of profession; these do not count toward the initial number of available skill slots.

Determine Character Hit Points

Initial hit points are determined by the class' hit die type (i.e., d4, d6, d8, d10, or d12), modified by the character's CON ability score adjustment. In The Trid Campaign, all characters begin play with maximum hit points for 1st-level, though individual DMs may not be so generous.

Determine Character Saving Throws

Character saving throws are based on attribute checks; ignore the guidelines found in (RC/109).

Determine Starting Assets

The DM has the option of determining starting assets as per the guidelines on RC/62, though all gold gained should be interpreted as silver (i.e., starting money is 5d6 x 10sp). Alternately, the DM may use the economic background of the campaign area to determine starting money; these data vary from setting to setting and are located in the various World of Trid sections of this site.

Equip Character

Using the character's starting assets, the player may purchase equipment. Because of Trid's economic characteristics, keep the Rules Cyclopedia as cited, but enforce Trid's silver standard (see above). The effect is significant: a 10gp sword in the RC equates to a 100sp sword in Trid.

Calculate Character Encumbrance and Movement

Encumbrance and movement are determined as described on RC/88.

Determine Final Details

Final details include: