I'll also include helpfull tips from pervious posts.
I'll put helpful and vital information about D&D and if we're gonna have an event like this ;o
If you are set to join either to DM or just be a player, please PM me with character sheet and I'll add you to the list.
Player list
[SPOILER="Spoiler"]Name - Mathii
Class - Foreveralone.jpg[/SPOILER]
I would like to thank Meikeru for getting this information, it's a very small, quick and helpful guide on how to create a character.
In case no one has any idea what the character creation is like. I borrowed this from another forum and I cut it up for the ease of reading. I tried to find the most important stuff, but I probably missed some stuff. The original post(s) went more into depth and talked about gameplay too.
http://titans.7forum.net/t726-dd-4th-edition-rules
Character Creation
[SPOILER="Spoiler"]1.Choose your Race
2.Choose your Class
3.Determine Ability Scores - Ability Scores describe the fundamental strengths of your body and mind. Your race adjusts the scores you generate and the different classes rely on different ability scores.
4.Choose Skills - Skills measure your ability to perform tasks such as jumping across chasms, hiding from observers, and identifying monsters.
5.Select Feats - Feats are natural advantages or special training you possess.
6.Choose Powers - Each class offers a different selection of powers to choose from.
7.Choose Equipment - Pick your character's armor, weapons, implements, and basic adventuring gear.
8.Fill in the Numbers - Calculate your hit points, Armor Class, and other defenses, initiative, attack bonuses, damage bonuses, and skill check bonuses.
9.Roleplaying Character Details - Flesh out your character with details about your personality appearance and beliefs. [/SPOILER]
Ability Scores
[SPOILER="Spoiler"]Strength(Str)
Strength measures your character's physical power. It's important for most characters who fight hand-to-hand.
Melee basic attacks are based on Strength.
Clerics, Fighters, Paladins, Rangers, and Warlords have powers based on Strength.
Your Strength might contribute to your Fortitude defense.
Strength is the key ability for Athletics Skill Checks.
Constitution(Con)
Constitution represents your character's health, stamina, and vital force. All characters benefit from a high Constitution score.
Your Constitution score is added to your hit points at 1st level.
The number of healing surges your can use each day is influenced by your Constitution.
Your Constitution might contribute to your Fortitude defense.
Constitution is the key ability for Endurance skill checks.
Dexterity(Dex)
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
Ranged basic attacks are based on Dexterity.
Your Dexterity might contribute to your Reflex defense.
If you wear light armor, your Dexterity might contribute to your Armor Class.
Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks.
Intelligence(Int)
Intelligence describes how well your character learns and reasons.
Your intelligence might contribute to your Reflex defense.
If you wear light armor, your Intelligence might contribute to your Armor Class.
Intelligence is the key ability for Arcana, History, and Religion skill checks.
Wisdom(Wis)
Wisdom measures your common sense, perception, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on people.
Your Wisdom might contribute to your Will defense.
Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception Skill checks.
Charisma(Cha)
Charisma measures your force of personality, persuasiveness, and leadership.
Your Charisma might contribute to your Will defense.
Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skills checks.
*Your ability scores also influence your defenses, since you add your ability modifier to your defense score.
For Fortitude Defense, you add the higher of your Strength or Constitution ability modifiers.
For Reflex Defense, you add the higher of your Dexterity or Intelligence ability modifiers.
For Will Defense, you add the higher of your Wisdom or Charisma ability modifiers.
If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your Armor Class.
[/SPOILER]
Generating Ability Scores
[SPOILER="Spoiler"]
You can use one of three methods to generate ability scores. In each method, you can take the numbers you generate and assign them to whichever ability score you want. Remember, your class determines which ability scores are important to you, and your race modifies certain ability scores.
Ability scores increase as a character gains levels. When you assign your initial scores, remember that they'll improve with time.
Method 1: Standard Array
Take these six numbers and assign them to your abilities anyway you like: 16, 14, 13, 12, 11, 10. Apply your racial ability adjustments after you assign the scores to your abilities.
Method 2: Customizing Scores
This method is a little more complicated than the standard array, but it gives comparable results. With this method, you can build a character who's really good in one ability score, but at the cost of having average scores in the other five.
Star with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them.
Method 3:Rolling Scores
Some players like the idea of generating ability scores randomly. The results of this method can be really good, or it can be really bad. On average, you'll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who's virtually unplayable. Use this method with caution. Roll four 6-sided dice (4D6) and add up the highest three numbers do that six times, and then assign the numbers you generate to your six ability scores. Apply your racial ability adjustments.
If the total of your ability modifiers is lower than +4 or higher than +8 before the racial ability adjustments, your DM might rule that your character is too weak or too strong compared to the other characters in the group and decided to adjust your scores to fit better within his or her campaign preferences.
[/SPOILER]
Nine Alignments
[SPOILER="Spoiler"]Just Choose one
Chaotic Evil, True Evil, Lawful Evil, Chaotic Neutral, True Neutral, Lawful Neutral, Chaotic Good, True Good, or Lawful Good. [/SPOILER]
Skills
[SPOILER="Spoiler"]Acrobatics (Dexterity)
Arcana (Intelligence)
Athletics (Strength)
Bluff (Charisma)
Diplomacy (Charisma)
Dungeoneering (Wisdom)
Endurance (Constitution)
Heal (Wisdom)
History (Intelligence)
Insight (Wisdom)
Intimidate (Charisma)
Nature (Wisdom)
Perception (Wisdom)
Religion (Intelligence)
Stealth (Dexterity)
Streetwise (Charisma)
Thievery (Dexterity)
[/SPOILER]
I would also like to thank Truefire for giving us a list of all the 4th edition books! Incase you're worried about few choices you totally wont anymore!
[SPOILER="Spoiler"]4shared.com should have just about any pdf you're looking for. Keep in mind the below books are referring to fourth edition. If there's no mention of fourth edition in the book you find, that's not the right book.
Basic books are Player's Handbook 1, 2, and 3. Covers the majority of available races, classes, rules and errata. You really only need handbook 1 for the very basic basics. The other books and the one below are mostly for additional options or for different races/classes the first book does not present.
Supplementary books:
Divine Power (for paladins, clerics, avengers, invokers)
Arcane Power (for sorcerers, wizards, bards, warlocks, swordmages)
Martial Power 1 and 2 (for rogues, fighters, rangers, warlords)
Primal Power (for barbarians, druids, shamans and wardens)
Psionic Power (for ardents, battleminds, monks and psions)
Races: Dragonborn (for anyone whose character race is dragonborn)
Races: Tiefling (for anyone whose character race is tiefling)
Forgotten Realms Player's Guide (Introduces Genasi and Drow races, as well as the Swordmage class)
Eberron Player's Guide (Introduces Kalashtar, Warforged, and Changeling--think Doppleganger--races, as well as the Artificer class)
There are other books, as well as other races, classes, or even sub-classes (variants on a particular class) but these more or less cover just about every firmly established race/class combination of fourth edition.
Be aware that a GM might exclude certain races or classes that don't fit with the world they create for certain games. It's also possible a GM might exclude certain mechanics or rules. For instance, the GM I usually run with doesn't much care for psionic classes so doesn't incorporate them in his world. He also feels that hybridizing is more than a bit OP (there are two kinds of multiclass: basic multiclass, and hybridizing), so he would never allow that to take place.[/SPOILER]
And if you still need help for your character I'll talk about background stories. If you want a backgroundstory for your character (You might want to wait until we've decided which module), then I'll say that it'd be smarted to set it in the Forgotten Realms where we're going to play (this is my personal opinion) because when you adventure theres nothing better than just ending up meeting with your past. Let alone ending up having to do some quests for it or them if there are any important persons in your life.
Also here is what awesome Nithiel gave us! some more helpful tips on making a character!
Well, I was trying to clear these things up in the other thread so the new pretty one could stay uncluttered.
To at least help with that a little I am going to post all the useful stuff I have posted in this one post.
First off: Concerning Stats
[SPOILER="Spoiler"]There are three main methods used in determining starting stats for all players.
Method 1. The Array - Every player is given the numbers "16, 14, 13, 12, 11, 10". They do not have any points to spend or anything, they just pick which number goes to which stat.
Method 2. Rolling - Everyone rolls 3d6 for each stat, giving every stat a possible range of 3-18. This method is probably the least fair as it relies entirely on luck, and while one player may end up with "18, 18, 18, 18, 18, 18" another may end up with "3, 3, 3, 3, 3, 3"
Method 3. Point Method - All players are given the numbers "10, 10, 10, 10, 10, 8". They may assign the numbers to whichever stats they want (Even though they are really just picking which one gets the 8) After deciding which stat gets the 8, the player has 22 points(Lets call them PP) to increase his/her stats with.
[Image: http://puu.sh/dlBG][/SPOILER]
General Information
[SPOILER="Spoiler"]For those thinking about playing, remember that developing your characters background and motivation and personality are important. And no one is perfect, remember to give your character flaws. Motivation is important, why did your character become an adventure? What is he/she seeking to gain from all this? (Hopefully it's something more then just gold, because those characters who care about nothing but gold get boring/annoying fast. <<; )
I can be contacted for a Character Builder program, and a link to download 90% of the 4e books (All the ones you'll need to play and more)
Try and talk to the other players in your group and determine how you would like to say you all met. There are many possibilities for this, including just saying that none of you have ever met and that you all just happened to join the same adventuring company.[/SPOILER]
Cities of Faerun (The Forgotten Realms)
[SPOILER="Spoiler"]Complete world map.
http://www.maplib.net/map.php?id=13010
Keep in mind that some cities are VERY segregated, so if you are going to be from a certain city and not of the race(s) normally found there, you will need a good background.
Cities/Areas:
[SPOILER="Spoiler"]Aglarond
[SPOILER="Spoiler"][Image: http://puu.sh/d1bC][/SPOILER]
Airspur
[SPOILER="Spoiler"][Image: http://puu.sh/d1bV][/SPOILER]
Akanul
[SPOILER="Spoiler"][Image: http://puu.sh/d1c2][/SPOILER]
Amn
[SPOILER="Spoiler"][Image: http://puu.sh/d1c8][/SPOILER]
Baldur's Gate
[SPOILER="Spoiler"][Image: http://puu.sh/d1bW][/SPOILER]
Calimshan
[SPOILER="Spoiler"][Image: http://puu.sh/d1bT][/SPOILER]
Chessenta
[SPOILER="Spoiler"][Image: http://puu.sh/d1dV][/SPOILER]
Cormyr (General)
[SPOILER="Spoiler"][Image: http://puu.sh/d1dU][/SPOILER]
Cormyr (Wheloon)
[SPOILER="Spoiler"][Image: http://puu.sh/d1e5][/SPOILER]
Dalelands
[SPOILER="Spoiler"][Image: http://puu.sh/d1dD][/SPOILER]
Dragon Coast
[SPOILER="Spoiler"][Image: http://puu.sh/d1iS][/SPOILER]
Durpar
[SPOILER="Spoiler"][Image: http://puu.sh/d1iU][/SPOILER]
East Rift
[SPOILER="Spoiler"][Image: http://puu.sh/d1iW][/SPOILER]
Elfharrow
[SPOILER="Spoiler"][Image: http://puu.sh/d1j0][/SPOILER]
Gray Vale
[SPOILER="Spoiler"][Image: http://puu.sh/d1ja][/SPOILER]
Great Dale
[SPOILER="Spoiler"][Image: http://puu.sh/d1jK][/SPOILER]
High Imaskar
[SPOILER="Spoiler"][Image: http://puu.sh/d1jO][/SPOILER]
Impiltur
[SPOILER="Spoiler"][Image: http://puu.sh/d1jS][/SPOILER]
Luruar
[SPOILER="Spoiler"][Image: http://puu.sh/d1jY][/SPOILER]
Luskan
[SPOILER="Spoiler"][Image: http://puu.sh/d1k1][/SPOILER]
Moonshae Isles
[SPOILER="Spoiler"][Image: http://puu.sh/d1ks][/SPOILER]
Myth Drannor
[SPOILER="Spoiler"][Image: http://puu.sh/d1kv][/SPOILER]
Narfell
[SPOILER="Spoiler"][Image: http://puu.sh/d1kA][/SPOILER]
Nelanther Isles
[SPOILER="Spoiler"][Image: http://puu.sh/d1kC][/SPOILER]
Netheril
[SPOILER="Spoiler"][Image: http://puu.sh/d1kF][/SPOILER]
Sarifal
[SPOILER="Spoiler"][Image: http://puu.sh/d1l9][/SPOILER]
Tarmalune
[SPOILER="Spoiler"][Image: http://puu.sh/d1lc][/SPOILER]
Thay
[SPOILER="Spoiler"][Image: http://puu.sh/d1lk][/SPOILER]
Tymanther
[SPOILER="Spoiler"][Image: http://puu.sh/d1lr][/SPOILER]
Vilhon Wilds
[SPOILER="Spoiler"][Image: http://puu.sh/d1lu][/SPOILER]
Waterdeep
[SPOILER="Spoiler"][Image: http://puu.sh/d1lW][/SPOILER]
Windrise Ports
[SPOILER="Spoiler"][Image: http://puu.sh/d1m3][/SPOILER][/SPOILER][/SPOILER]
I think that's about it.