Skills, also known as weapon proficiencies, are what determine which types of killing tools your character is adept with and which he has virtually no chance of success with. Fighters may gain proficiency in any area and can reach proficiency level 5 (level 3 in missile attacks), at which point they are a fearsome sight to behold. Other characters may reach level 2, gaining a modest +1 bonus to attacks, while mages and clerics may only reach level 1. Using a weapon for which your character has no proficiency will result in a - 1 penalty.
Appearance/Biography/Name Half the fun of playing a role playing game is, well, feeling like you're playing a role other than that of yourself. Give your characters backgrounds - lives - separate from your own, or if you're feeling rushed, just go with the default bio and begin the adventuring! What Makes a Good Party? Ask this question of ten experienced RPGers, and you'll get ten different answers. Your party should (and will) reflect the types of characters you want to adventure with. However, there are certain guidelines that you should follow if you want to be successful. First off, balance is key. A party of six mages isn't likely going to live long enough to advance very far, nor will a party of six thieves or even six fighters. It just doesn't work. If your six burly fighters come across a powerful wizard who successfully casts hold person on them, regardless of their amazing dexterity or superhuman strength, they'll just stand at attention as they're bombarded to death by spells or by the wizard's minions. A good rule of thumb is to bring two to three fighters and two to three magic users as well. A cleric or druid is a good companion to have hiding in the back of your party, lending aid or healing spells whenever necessary. Also, a rogue is a great asset. Having a thief to scout ahead, unseen and disarming traps all the way, is invaluable. Or, bring a bard along to regale the people you meet with his tales. Bards are (in my opinion) a bigger help than thieves. In addition to conversing well, they can save you countless gold pieces and spellcastings through their ability to identify 80 to 90 percent of the unidentified items you encounter. Their bard song skill is a big help, as is their ability to cast mage spells. Continuing our theme of balance, you should have several different weapon proficiencies as you look through your party. Don't make everyone proficient at great words and missile weapons. That spear of the white ash might be really cool, but it won't help you at all if no one in your party can use it without killing himself. Be sure to include at least one member with infravision (that is, don't have a party of just humans); it comes in very handy. Make sure that everyone will get along; don't have a lawful good paladin with a chaotic evil necromancer, or they'll do more than just have words once you've been adventuring awhile. The bottom line is that there are no hard rules to creating your party. Create the party that you want to play and go with it. You don't even need to take six characters in with you; if you want, you can take four or five and advance to higher levels than you otherwise would have, since you're dividing the experience gained amongst fewer people. It's up to you. Just remember not to focus all your attention to one area: bring a diverse group into the dale with you.
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