Re: AG Newbie: Creation sheet help? From: Chewi <whitman@coopext.cahe.wsu.edu> Date: Sun, 19 Nov 1995 00:00:00 +0000 On Tue, 14 Nov 1995, Johnny Holt wrote: > --------------------------------------------------------------------------- > Ok I'm about to join the Adventurers Guild, and need to create > an Adventurer. Any quick advice? Cunning seems to be related to learning, > so should that always be high? Will it hurt me if it is low? Etc. > What are the most common adventurer types? I'd like to get something > that is more uncommon, like ogre, goblin, etc. Not Human, Dwarf, Elf, etc... > > -John > > OK, if you're going for a non-human race, set your original stats for the maximum that race allows, as raising stats gets harder the further up you go, and there's no sense making it harder for your fighter than necessary. Ogres, for instance, can't begin with more than an 8 Cunning, so start it there if you chose to play an ogre. Cunning is very important to learning skills; the smarter your fighter is, the more chance he (or she) will have to get weapon skill points, knowledge points, and other goodies that make life pleasant - and your fighter successful - in the Guild. Dexterity is important too; strength is third (yes, it's great fun to be able to destroy an opponent with one blow; but all the strength iun the world doesn't help if you're too slow and stupid to HIT him). Stamina is the easiest stat to raise, so if you want to skimp, skimp there. You may collapse from exhaustion your first few fights, but after a few raises you'll be able to stay the distance. Further hints: Get the AG FAQ sheet and study it for clues; DON'T play an Elf, Half-Elf, or Mino (they're a challenge, even for experienced AG players); don't start in Ciston (it's a rough place), and experiment and have fun. And drop me a line when you get there! Chewi (687) Up