In Chancery - D&D extract Handbook Character Generation This module's adventurer characters have been pregenerated as published in the Starter Set materials of the 2014 release associated with the Lost Mine (of Phandelver) adventure. See Characters' make- up below for adaptations. Omissions Combat Nonattacking Actions & Reaction - are boiled down to the basic Move option Conditions - except for the immediately applied effect of CON attribute modifiers (noted next) Adventuring Using an object Rest Implementation Attribute modifiers temporarily incurred in the course of adventuring (program variable adj[]ustments affecting mod()ified attribute bon()uses) of STR & DEX for a player aren't normally applied to the character's Attack Bonus and Damage Type stats; IAW the similarly noted static Melee/ Ranged Weapon Attack/ Hit stats for monsters. Presumably, the attribute bonus component of these values is set in with Class & Level considerations. Both Attack Bonus and AC Bonus in this module are however nullified for a character by an action in which the Confusion effect's saving throw (when applied) is failed. And for this module, a player's melee or ranged Damage Type is composed of the damage die type which doesn't change, but with an adder that's representative of the appropriate attribute bonus but can't fall below +2 for first level proficiency: so only characters with +3 bonuses stand to lose just one point of damage capability at odd times (eg when Confused, as with Attack Bonus). See the inchG2.txt file for notes on the significance of damaging over attacking probabilities in D&D. If this individual damage bonus maximum is less than that rated for a particular character's weaponry, the damage die type gets bumped up slightly. Modifiers to CON in contrast are essentially dynamically linked with a character's HP total just as current HPs are immediately variable. All attributes' modifiers are employed for bonuses in particularly designated saving throws, ability checks and contests; but again, subject to Confusion fx. See the inchG3.txt file for notes on Confusion's derivation. Characters' make- up Class enumeration #s 1.. 4 characterization - or SV- (5-aFg[fCl]), or SV- Math.abs(aFg[fCl]-Rge)*2, where Rge in this case designates the least efficient inward class Fighter: given Studded Leather armor, with Defender advantage (partially due to greatsword)= advantage to closing defensive inititiative rolls (when cbtPik==pla ie on initiative following opponent moving in to close range) Cleric: retains Dwarf bonus stats (Buck-up Buckler giving +1 HP) Rogue: "Zip" Shortbow since Halfling proficiencies noted on record sheet include "hand crossbows" =treated by making all others' indoor missile attacks at disadvantage Wizard: Mage Armor fx substituted for cantrip capability Monsters' alterations Doppleganger (IAW AD&D MM, vs "Doppelganger") only appears to be wearing plate armor so its AC is but 13, and is at half stats (single advantaged attack at d6 vs d12 damage) since it has been having it out with any Guild members it could accost before the player shows up. Stirge has the rated Attack & Hit values, but at its first damage dealt, Initiative is rerolled with no DEX bonus for the Stirge, whose siphoning attack is then by Attack roll with advantage, but an unconfused player (or SV made upon the player's action) has the option to wrest off the Stirge in the meantime - setting it at short range for another Initiative reroll. Any two Hits by the Stirge will end its combat and it breaks away.