Pool of Radiance (Part 1): Character Creation
This is cover of the
Pool of Radiance journal book, probably among the first things you would have seen upon opening the box. It sets up the game nicely: the city of Phlan (which is on the northern shore of the Moonsea in the north-central Forgotten Realms) is looking for adventurers to clear the areas of their city that have been overrun by monsters. It's up to your brave characters to help them succeed in this!
Well, let's load up the game!
Uh oh, copy protection! But, where once we would have had to pull out the wheel and match up the two glyphs to find what word to enter, we can happily just hit Enter now and continue.
Well, our only real choice here is Create New Character (unless we want to exit the game for some reason). By the way, navigation is by hitting the key of the highlighted letter (so "C" here) or by, weirdly, hitting the "7" and "1" keys on the keypad to go up or down and then hitting Enter (The typical "up", "down", "left", and "right" keys are used for actual in-game navigation while exploring or moving the cursor, so I'm not sure why they aren't used here). So, let's create a character (I'm going to create an example character here and not one of the characters that will actually be played).
Here's our choice of races, which are your typical standard D&D choices. At the time (late 1e), half-orcs would have technically been standard as well, but as we're on the cusp of 2e at this point, they were being quietly moved to the background as an extension of the entire "Satanic Panic" situation, and thus aren't an option here (which is also why fiends are all but absent in the games, and assassins aren't available, as we will see on the next screen, as a class choice).
Races were quite different back at this point. Most notably, everyone other than humans had level limits in all classes other than thief (the current rogue), and they were usually very, very low - the only limit to break into double digits was 11th level magic-user for elves. At the time, while we understood Gygax's logic for this, everyone I knew hated this and basically disregarded the limits (even the 2e limits which were a bit higher). So basically, if you're playing the base game, it's useless here to make a non-human other than for your thief if you plan to continue the party beyond this game. But... we're not playing the base game. We have GBC, and remember when I said that I'd give you further reasons I'd be using the "Level Up" button? Well, using it allows you circumvent the ridiculous 1e level limits for non-humans. So, we're free to choose whatever race we may want for our characters (other than gnomes, for which the next screen will give us our reason), and they'll happily continue leveling in all the games! But for simplicity's sake, I'm choosing Human and going on.
The next screen just has the choice of Male or Female, so I didn't bother to take a screenshot. But for gameplay purposes, it does make a difference. Firstly, in
Curse of the Azure Bonds, there are some options that are only available if you have a female in the party. Secondly, and more importantly, back in 1e, females weren't allowed to have as high a Strength stat as males (the same goes for non-humans as well). This was obviously quite sexist, and was done away with in 2e and later editions (and 2e was already in development by the time this game was released). However, having the editor tool does allow us to get around such dumb Strength restrictions if we want...
Next comes our class choices, which are... not extensive. Since I chose Human for my race, I just have the basic classes. If I chose a non-human race, we would be seeing quite a different screen. Besides half-elves, none of the other races would have all four classes listed here, and they would all have various multi-class options. You see, in those far-off pre-3e days, advancing in multiple classes was done
quite differently. If a human wanted to take up a second class, they would have to "dual-class" - level up in one class then choose a second, and while leveling up in that second class they would have no access to the abilities of the first until they've surpassed it in level with the second. This can actually be done in the Gold Box games, but it's really tedious (as it was in real life - in all the years I played in 1e and 2e, there's only a single instance that I played in a group where a human dual-class was successfully pulled off); I've done it for ranger/magic-user dual classes in the games, but it's not worth the effort unless you really want to. In comparison, non-humans had the option to "multi-class"; but unlike multiclassing of today, the character would level both (or, in some cases for half-elves, all three) classes simultaneously, dividing XP between the classes. This balances out somewhat because while having the abilities of two (or three) classes is powerful, the character is continually behind single-classed characters in level. But, on the whole, it tends to be a bit better, so the group I'll be making will have several multi-classed characters. (As a note, not all possible combinations were available in 1e for multi-classing; characters have to choose from a list of allowed options). Beyond all this, paladins and rangers are not available in PoR, as they will be in later games (this will be rectified, as I said before, by using the option to make them via the download from the GBC website). And, obviously, not all 1e classes are available to play - no druids, bards (which would have been insanely difficult to implement, given the path you had to take to make one), and so on. And this is why I said before that gnomes are a useless choice to pick - the illusionist class is not available, which was their main draw in 1e. And the games don't even allow you to substitute for magic-users either - so gnomes are stuck, pretty much uselessly, with only fighter, thief, and fighter/thief as choices.
Anyway, I choose Fighter here and go to the next screen.
Your typical list of alignments, that we're all familiar with. Certain alignments won't be available for certain classes (thieves can't be LG for example), but there's little effect in actual game play (at least in the FR games - in the DL games, alignment does result in having some, but still few, in-game choices). I'll point out when something alignment-based occurs in the game, which will be about twice.
Finally, we get to the actual character. Choosing "No" means that the stats, the amount of gold, and the hit points are all randomly re-rolled. But in actuality, as I'll explain in a moment, we're really just re-rolling for the gold amount here. Knowing from experience that 140 gold is actually pretty good, there's no need for me to keep rolling, and I'll keep this character. (For those of you who don't know what makes up for a good gold amount, you can just keep re-rolling a few times until what is a high amount of gold becomes obvious).
For someone familiar with 5e D&D, this character sheet will look pretty familiar, but a few things are completely different. One oddity is that his AC is 6, even though the character has an 18 Dex; this is because 1e and 2e AC counted down from 10 instead of counting upward (once I have equipped my characters, some will already have ACs below 0, and by the late games characters are routinely well below -10). But the main thing that sticks out is good ol' THAC0, short for "To Hit Armor Class 0". This is the number that had to be rolled to hit AC 0 (roughly AC 20 these days) - so because AC went down instead of up, counterintuitively, the lower the THAC0, the better. It's basically a 5e character's bonus to hit, turned upside down. So this will go down as characters gain levels and magic items (and have a higher Strength score - this guy's 14 isn't enough to get him a bonus to hit in 1e rules), until, in later games, it's routinely well below 0.
Having chosen to keep the character, I name him "Example".
Next, we have the ability to change the portrait in the upper right. Oddly, this portrait is only in PoR, and not something they continued in later games. You can choose between about a dozen heads and bodies, mixing and matching as you wish. I'm fine with the one we have, so I'll leave it unchanged. The real issue is that once you save here, you can't go back and change the portrait, and you're stuck with whatever you kept for the rest of the game. This is fine if you like what you chose, but if you hit "Keep" at the wrong time, or purposely chose something for cheap giggles like this:
..or this:
..,you're stuck with Matilda's hairy chest for the rest of the game.
Now we get to make our icon for the combat portions of the game (and the one that shows in the top bar in GBC)
"Parts" determines your head (hair style, facial hair, and some random helmets that look awful, in my opinion) and weapon of choice, "Color-1" and "Color-2" determine the colors of various body parts; Color-1 Arm changes the color of the top of the arm, for example, while Color-2 Arm changes the bottom color. Or vice-versa. I can never remember which one is which lol. "Size" makes the icon short or medium-sized.
Here we are about halfway through the process with one of the "Color" menus visible.
And here's our final product.
Interestingly, I've seen plenty of other Let's Plays for the Gold Box games, and people seem to (and sometimes outright say) that they have difficulty with coming up with decent icons, oftentimes just leaving the default colors and only changing the weapons, which looks like to me at least that it would be very confusing during combat. I've determined, after long years of play, that in order to make unique, distinctive icons for your characters, you need to stick with one or two complimentary colors for each, keeping the Color-1 and Color-2 the same for the same body parts in most cases (as I did here with the arm, leg, and body), and then use a different color or colors for each character (even with the very minimal number of colors available, with six characters, it's still easy to find distinctive color set for each). As you'll see here shortly, my characters are pretty distinctive and not hard at all to figure out which is which during battle.
Icon done, the character appears in the available character list (Bran here is a seventh character I created for my actual game). Choosing "Add" puts an asterisk by their name and gives you a "Yes"/"No" on if you want to add them to your game. Clicking "Yes" takes us to the actual party screen with the character added.
This screen (usually with more characters on it!) is the one you'll see a lot when loading games (where you'll hit "Begin Adventuring") as well as on other occasions. Right now, we're interested in the "Modify Character" option, which will only be available in the menu before we start the actual game. Remember when I said there was no reason to roll for anything other than a good amount of gold earlier? Well, now it's time to show why!
See how the 14 in STR is now in magenta? That means we can change it! In fact we can change all the stats, as well as the starting hit points! But not the starting gold, which is why we fished for a good number earlier. So... a short time later:
"But that's cheating!!!!!" I hear from the audience. "You've changed all your stats, and hit points, to the max possible!" To which the answer is, "Well, yes it is,
but in another way, no it isn't!" You see, this option was officially put in the game so you could play with your pencil-and-paper character by adjusting the stats to match. But... they knew very well that everyone would be using it to pump up their stats, so they did something very cunning: they made it so that random encounters scale on party strength, based mostly on stats. So by doing this, I'm in some ways actually making the game harder. And in later games, they based the actual, non-random encounters on the fact that everyone would be maxing out their stats. If you go into some fights in, say
Pools of Darkness or
Dark Queen of Krynn, having not done this, your group is going to be, repeatedly, eaten alive by the toughness of the encounters.
Some may now also be wondering what that (00) after the 18 Strength might be. Back in those far-off pre-3e days, characters with warrior classes (fighter, ranger, paladin) could roll a percentile dice if they had an 18 Strength, which gave them greater chances to hit and damage based on the percentage. 18 (00) is actually 18 (100) and the best possible, giving a +3 to hit and +6 to damage (as is indicated by the THAC0 going down by 3 and the damage up by +6); pre-3e was not nicely symmetrical with hit and damage as were later editions.
So, our example character has been created and is ready for adventure! In the next post, we'll meet our actual adventuring group, on its way to Phlan to begin the game!