Character Creation (Hyrule Supplement)
Step 1: Determine Ability Scores[edit]
One of the most fundamental aspects of a player-character is their six numerical ability scores. When creating a character for the Hyrule setting, you can determine your ability score using the following methods. The first three methods (A, B, and C) are the baselines and can be used interchangeably.
While additional methods are included (D and E), these methods are not balanced in comparison to the other methods should only be used in campaigns designed around them. Make sure to ask your DM if you can use method D or method E if you desire to use either in their games.
Method A: Standard Array[edit]
You have six numerical scores: 15, 14, 13, 12, 10, and 8. You can assign these scores to your six abilities in whichever order you like.
This method creates a very balanced character. As such, this method is perfect for creating your first character or for creating a character quickly.
Method B: Hyrulian Array[edit]
Roll 2d6+5 and record the total value rolled. Repeat this five times until you have six numbers. These six values become your six ability scores, which you can assign in whatever order you like.
This method on average yields a score of exactly 12, with an equal chance of being as low as 7 or as high as 17. The most probable result will be comparable to the Standard Array, but is likely less optimized. This a good option if you want to create a character that is different from the rest, or if you want to literally roll the dice at a chance of being slightly above-average.
Method C: Point-Buy[edit]
See the Player's Handbook.
This method gives you nuanced control over the exact numbers your ability scores can be, which may be a preferred result if you enjoy optimizing your character build. You can even recreate the Standard Array if you like, but you can't get an ability score higher than 15 or lower than 8 with this method.
Method D: Powerful Heros[edit]
This method requires permission from your DM.
Roll 4d6 and drop the lowest number rolled. Add together the other 3 numbers and record the value. Repeat this five times until you have six numbers. These six values become your six ability scores, which you can assign in whatever order you like.
This method is similar to Method B, except it creates characters that will have much higher ability scores on average. As such, if this method is available to one player-character, it should be available to all of them.
Method E: Hylia Has Forsaken You[edit]
This method requires permission from your DM.
Roll a d20 six times, and be sure to record the results in the order you rolled them.
If none of the results are 15 or higher, then this creates your array: assign these six scores to whatever abilities you see fit.
If at least one result is 15 or higher, then the numbers are locked in the order you rolled them. Your first number is your Strength score, second is your Dexterity score, third is your Constitution, fourth is your Intelligence, fifth is your Wisdom, and the last is your Charisma score.
Although this method will result in each score will have be a 10-11 on average, it is possible that a character created with this method is either a paragon of perfection or completely unplayable. This can be exciting for those that enjoy high-risk, high-reward character generation, but because this method can lock the order in which your scores are assigned, you should also be ready to play a race and a class that is able to make the best use of your array.
Step 2: Choose Your Race[edit]
Next, you should decide your Race, as your choice of race will also modify your ability scores. For this reason, and also due to the unique features that a race has, many classes and races will work better when taken together. For example, most Gorons will make for good fighters and Hylians are capable of doing well as just about any class. However, this is not a requirement except for a select few classes that require members of a certain race (such as Goron Warrior and Rito Sharpshooter.
Some races are Exotic, and require permission from your DM before you can choose to play as them. Most Exotic Races are balanced in comparison to their non-exotic counterparts, but are set apart due to their complexity. Inexperienced parties might want to disregard Exotic Races until they familiarize themselves with the Hyrule Campaign Setting.
Step 3: Decide Your Class[edit]
As mentioned previously, some Classes will work better with certain races. Your class is not just your character's profession, it's what your character knows and determines their capabilities.
Each class will gives your character different features that are designed to help them fulfil certain roles. For example, a Darknut has many features that allow them to be a powerful Tank, while most Researchers would be much less suited for such a role.
Classes gain a subclass at level 1, 2, or 3. In general, you will want to already know which subclass you're going to choose when you start creating your character.
Step 4: Develop Character Traits[edit]
Now its time to choose your Background, along with your character's Traits. As a baseline, you should have a short backstory that you can convey to your DM to help them draw your character into the wider plot. This can be done before or after you determine your Traits, which should help you roleplay as your character and determine how they would respond to different situations.
Character Traits:
- One or more Quirks
- Quirks are small personality traits that don't fit into any of the other categories of Traits. This can be a propensity for fidgeting, a desire to make friends, or some other small quirk that your character has.
- Ideal
- Your Ideal is your character's most strongly held belief, which also determines your character's Alignment.
Some parts of the Hyrule Campaign Setting rely on characters to have a specific alignment (such as Dark Lizalfos, so its important to choose one now. - Bond
- Your Bond is the thing your character holds most dear. This is most commonly a person (such as a friend or family member), but might also be a prized pet, item, or location.
- Flaw
- Your Flaw is a weakness that your character has. This can be an intense fear, a knack for saying the wrong thing, or some other social or adventuring fault that your character has. Your Flaw is something apart from the rest of your character sheet and should cause you to have your character slip-up or make mistakes in roleplay.
Step 5: Get Equipped[edit]
All classes have starting equipment, as do backgrounds. However, if you feel that your starting equipment is not right for you, you could also choose to obtain starting Rupees from your class and/or create a custom equipment package for your background that replaces the items you would otherwise start with.
Step 6: Finishing Touches[edit]
At this point, your character is nearly finished, but there's still a few thing you'll likely want to include on your character sheet. This includes an image or a physical description of your character, some sort of token (either physical or digital) to represent your character on maps, and notes that help you think like your character in order to roleplay them well.
Additionally, if any features of your class, race, or background requires you to make choices (such as choosing your spells if your have the Spellcasting Feature), you'll want to do that now.
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