Everything Builds Character
Most of us likely have our own systems of creating characters, ranging from 3d6-in-order-and-don't-you-dare-ask-to-be-anything-other-than-fighter-mage-cleric-or-thief (which I have seen) to "if you can find a rule that looks somewhat official, I'll let you do it" (which I have seen). What I'd like to see would people posting their general character creation guidelines, just, well, because we can, and perhaps to give ideas to the rest of us. I'll start with my own. Note that this assumes a base AD&D campaign world, like Greyhawk, Dragonlance, or Forgotten Realms. For Dark Sun, I use a modified system, reflecting the uniqueness of that wonderful world.

For attributes, I use 7 attributes (the standard 6 plus Comeliness), with no subabilities. I don't use subabilites for a couple reasons: 1) they're easily abused to min-max (since my character is not a wizard, he doesn't need a high reason or since the DM doesn't pay too close attention to encumbrance, let's drop the stamina a bit) and 2) I haven't noticed that people can get that diverse within an attribute, without some really big reason (like myself, who has a great balance, but lousy aim because I have only one functioning eye).

To roll the stats, I let the players roll 3d6 arranged to taste, and then allow them 6 points to divide how they wish. If they place a natural 18 in strength and are warriors, they may roll percentile. If they raise their strength to 18 and are warriors, each point counts as 10%. I am considering redoing the entire strength table, though, and getting rid of exceptional strength. Humans can subtract one point from any one ability, and add one to another ability if they wish, but can't exceed racial maximums.

For races, I'm pretty soft, allowing almost anything you can come up with a good story as to why they would be present (and sometimes, allowed to live) in the location where I decide to start the story. I do not allow people to use CPs to customize their race, except in the case of half-breeds. I don't think there will be all that much difference in ability between two groups of wood elves, even if one spends more time on sword training than the other. Half-breeds, OTOH, I see as having to make weird connections genetically, so they can customize... but I still get final say. Human characters, who get nothing else for being human, get a 5% bonus to all earned experience, plus the possible Prime Requisite Bonus, to reflect that in most worlds they're considered the most vital of the races, and the quickest learners (aside from the halflings, who generally aren't very outright, and the gnomes, who take one step back for every two forward because of lower wisdoms, and the elves who take their time about things, and the stereotypically traditional dwarves who are reluctant to experiment... you get the point). Also, I tend to play racial likes and dislikes very strongly... there may be exceptions to the rule, but it still doesn't explain why an orc would be allowed in a dwarven city without being subject to immense abuse, if not outright murder.

For classes, I allow people two choices: They may either customize their class using the PO books (under my supervision, of course) and take a PO kit if they want, or they may choose a kit from one of the PH series of books from an approved list, gaining benefits like those given to a PO kit, as well (reduced cost for related proficiencies, for example). Priests (but not paladins or rangers) are an exception, in that they may only choose which specialty priesthood they will enter, or choose to take an approved kit. Normal priests, IMO, don't usually forge a link to their god much different than any other priest, and so will tend to have fairly uniform abilities. Anything special comes at my whim. Priests have a lot of power, so I tend to remind them very heavily of their responsibilities. Sometimes, if I get a chance to study the rules for it, I'll allow a homebrew kit or class, but it has to fit into the world and my game. Of course, they can keep their class plain vanilla if they like.

For proficienies, I use the PO rules, but with a couple twists. For one thing, I allow them to choose all of their languages immediately, without paying CP's for them, and still gain the extra points from intelligence. Why? Because that's how my old gaming group did it, and I like that system. Optionally, points may be spent to buy Traits, representing the time they had to spend honing a natural ability, or their ostracism for being weird, or some other thing that would fit into their background. Disadvantages, however, may only be used to purchase Traits, sorta like a karmic balance for having the problems caused by the disadvantage. Of course, I can veto anything I like, though I'll usually give a reason.

Money and equipment I'm very easy on. Anything that beginning characters can afford from the PH isn't going to unbalance the game, even with the guarantee that they'll have decent money (I allow them to reroll until they have at least half the maximum, or sometimes more). If they want something from one of the handbooks or PO books, I have to take a look at it. For first level characters, no magical items.

Hit points I make sure are fairly high, using a chart I have in the back of Unearthed Arcana to gauge about where they should be, based on which class they most resemble. I allow people to choose their height, weight, and age, but half-elves are a special case. If they were raised amongst humans, they use the numbers from the PH. If they were raised amongst elves, they age according to the rules in the First edition DMG, wihch generally give them longer lifespans.

Level limits are rarely an issue, but I do have a way of dealing with them. Up until their level limit, modified for high attributes, demi-humans and humanoids advance exactly the same as humans (less the 5% bonus). After that point, they have to earn the normal experience multiplied by a number from 1.5 (for halfings and human raised half-elves) to 5 (for full blooded elves), based on how long they live. This explains why the world isn't ruled by old elves, but I also come up with an in-game reason for why they slow down. Humans do not suffer this disadvantage.

I do not allow multiclass characters, but I make things a bit easier on dual-classing than the PH does (neatly lifting rules from Palladium, in the process). If a human has the required attributes in the class he wants to learn, and can find a teacher, he may learn the class. If they are entering one of the non-magical classes (in the core PH, these are Fighters, Rangers, and Thieves), they must earn 2 levels worth of experience, before they are considered 1st level in their new class. Magic-using classes (Paladins, Bards, and all Priests and Wizards) must earn the first three levels. Until they are 1st level, they have their old HP and PSPs, but may use none of their old class abilities without suffering the penalties mentioned in the PH. They gain one weapon proficiency in a class weapon, and any non-weapon proficiency that they must have in order to complete their training (like reading and writing for a wizard), the cost of which will be later subtracted from their total CPs when they reach first level. In all other ways, they are first level in their new class, with the same number of spell points, the same saves, and the same ThAC0 that any first level member of their class would have. If their new Hit Die type is larger than their old Hit Die, their new hit points begin to replace their old HP at each new level (e.g. a wizard who becomes a fighter will lose his 1st level wizard HP, but gain a 1d10 worth of HPs). If the HD is smaller is, it is only added after the old level has been surpassed. Note that this second (or third, or even fourth for the truly ambitious) class is designed by me, not by the player, as they can't control what they are taught once they become apprentices.

I've no doubt I've forgotten somewhat, but its too early for me to think of what that is. I'd like to see what others do, and perhaps hear a few questions (and even tastefully worded comments) on my own system.

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