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How do I rename this thread? And while we're at it I cannot understand how to calculate my movement. They did a terrible job organizing the 1e adnd phb. Hard to find specific rules. :(

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You have to go into this with the right mindset...do I hold it against Pathfinder and 5e that the overcomplicated mechanics blow...hell no! (Actually, I do so I get your frustration lol )Just figure out movement the best that you can. I will check stuff later. :)

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Well I love creating characters with a lot of customizing. Basically in other editions Jessica would be an invoker who because of her father could survive out in the wilderness for periods of time. She would be a road warrior though not a fighter, more or less a survivalist. Of course she would not be ranger nor have the skills of a fighter but in pf2e I actually would have had her be able to use a longbow. Maybe that is the beauty of the older editions. Less complicated sometimes means more imagination required and perhaps that is why I like the older editions more. Much simpler. I found 3.5 too cumbersome while 4e more or less easier to handle. 3.0-3.5 offered variety and more options in character creation it got awfully complex and overdrawn. So maybe 1e might do me some good. Might fun to have things much more simpler. I am looking forward to it.

 

On another note do I get more spells since I bumped my INT to 18? I am fine with three but I figured it could not hurt to ask.

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6 hours ago, CapKirk said:

Well I love creating characters with a lot of customizing. Basically in other editions Jessica would be an invoker who because of her father could survive out in the wilderness for periods of time. She would be a road warrior though not a fighter, more or less a survivalist. Of course she would not be ranger nor have the skills of a fighter but in pf2e I actually would have had her be able to use a longbow. Maybe that is the beauty of the older editions. Less complicated sometimes means more imagination required and perhaps that is why I like the older editions more. Much simpler. I found 3.5 too cumbersome while 4e more or less easier to handle. 3.0-3.5 offered variety and more options in character creation it got awfully complex and overdrawn. So maybe 1e might do me some good. Might fun to have things much more simpler. I am looking forward to it.

 

On another note do I get more spells since I bumped my INT to 18? I am fine with three but I figured it could not hurt to ask.

Is she so young on all these editions? I don't think a child would be a road warrior or even hold a long bow.

DM I am sorry, I have always wanted to play this adventure but this character concept is beyond my ability to rationalize I must withdraw from the game.

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I actually used a bow in summer camp once and I wasn't all that older. And road warrior is not necessarily equivalent to being a fighter or ranger. Sorry did not want to make it seem that way. Being a warrior can have different meanings, from being exceptionally strong mentally to strength of will to live. She could travel long distances without tiring, and be able to find food for herself. She can be good at hiding too in case she runs into trouble from enemies. Basically a survivor whose strength comes from her mind and her cleverness, not her muscles and swordplay. I hope I did not ruin this game because I was just thinking through my characters. Perhaps by playing in this edition it puts me in a position to be forced to not have her unintentionally overpowered or having too many skills that might be viewed as unrealistic and overpowered. But children are not stupid or incapable. They lack experience, not ability. They are very intelligent and capable of logical reasoning and decision making. It's the lack of life experiences that gets in the way. Just my opinion.

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So far we've puzzled out how a few characters met up with Jess and maybe briefly implied why they might keep taking her on the road. I'll say Sorcha feels that she could find better money by selling her sword, and for a while she would be willing to hold down the smithing trade, but that means she would have to bring the kid with her to work and mind her, the master wouldn't like that, and it would divide her focus between the kid and the client. The paladin likewise could feel obligated to deal with the troubles that plague the people of Greyhawk. Neither of them can afford to leave a kid unattended, or perhaps for a while they do leave her at one of the temples to Pelor or Saint Cuthbert.

But what about the girl herself? How does Jess feel about being on the road? And about her situation? She has nobody else. Her family were just recently taken from her. They were wizards of great renown who, seemingly, gave her much leeway, and there's also the fact that she grew up around magic, so she must have led a charmed life before she went on the road. Did she like being on the road? Is she a willful brat? Does she feel like she should have more agency? Is she upset that her father isn't around to give her more freedom than her new guardians allow? Does she seek out other girls her age to relate with? In the middle ages male children were given to apprenticeships in their very early teens, and they were usually paid in food and shelter and clothes, but could start as early as 7 years old and there was often a risk that they would run away from it, and the master and the father of the child would have to find them within a year minimum before giving up.

Since we have an illusionist fleshing out, maybe Jess could continue her apprenticeship under Simi. Maybe the party sought a mentor to mind the girl while they looked for work, and they found Simi, who was motivated by money, so to meet her demand and allow her to mentor as she sees fit, they start looking for adventuring jobs for coin (and thus his share of treasure). Enter: Chapter 1. And for good measure, if it would be enough for Excior, maybe you could meet halfway and bump her up to 12 years old?

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Jessica's father took her out adventuring because she was sickly and ill as a young child. By gradually, cautiously and slowly exposing her to the outdoors he planned to strengthen her health and get her out of the smothering environment of the library. Libraries are good for study but they are bad for children if they are not allowed to live a little and enjoy what is out there. He was not forceful or overbearing but he wanted her to be able to be more physically strong in constitution and be more flexible and self dependent in life.

 

Well anyways I plan to simply play her as an independent 11 year old with a lot of get go. More or less someone with a lot of energy and self starter tendencies. Likes to think and plan ahead, is willing to take the initiative, though not stupidly she will not rush off ahead if party is in a dungeon, and a very independent person. She would be willing to be mentored but remember she would be the along the same power lines as her mentor(being a level 1 magic user). Because she travelled a lot she is used to the road and could travel an entire day without complaint unlike most children. In fact she enjoys it and prefers it to being stuck in some stuffy library. She does not mind research but will not spend more than a day in a library, preferring the outdoors. Think of it similar to Morrigan of Dragon Age Origins.

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Got it, and I'm sorry for making you repeat yourself. I personally don't have a problem with going into play and testing the party dynamic with someone as young as that, and I hope it works. I wanted to offer a compromise that would work for you both, but if we can't reach one, no harm done.

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