In starting a new character, players should begin by rolling their stats. This corresponds closely with AD&D in my world. For each stat, Strength, Intelligence, Wisdom, Constitution, Dexterity and Charisma, roll 4d6 and discard the lowest die. If it should happen that your dice totals do not include one roll that is 16 or better, plus one roll that is 15 or better, begin again at the beginning until you have two rolls that meet the standards previously expressed.
Having acquired six totals, feel free to arrange the dice according to your whims, in order to best obtain the character class you want.
Clerics require a 9 wisdom, but it is hardly worth playing a cleric without a 16 wisdom and at least a 16 strength OR constitution. A 16 wisdom and a 16 strength, plus a 14 constitution (if you can manage it), will give you a good fighting cleric. For the record, there already is a cleric in the party, so you may want to arrange with him (Andrej, played by James C.) regarding your religion. I will talk to you about your religion if you should desire a cleric.
Druids require a 15 charisma and a 12 wisdom, but it is hardly worth playing a druid without at least a 16 wisdom and a 15 constitution. Druids can't wear better than leather armor, so you will need the hit points. The lack of a 16 or better strength can be compensated for with the shillelagh spell. Druids, too, must choose a religion, but again this can be discussed if you choose a druid.
Fighters require a 9 strength, but it is hardly worth playing a fighter without at least a 17 strength plus a 15 constitution. Dexterity is nice to have too.
Paladins require a 13 strength & wisdom, a 9 intelligence and a 17 charisma, but it is hardly worth playing a paladin without the strength and constitution of a good fighter. Dexterity is also nice.
Rangers require a 14 strength & wisdom and a 13 constitution & intelligence. Like the fighter, you'd do best with a 17 strength, but constitution can be let slide since rangers start with a lot of hit points anyway. Dexterity remains a nice addition.
Mages require a 9 intelligence, but it is hardly worth playing without at least a 15 intelligence and a 15 dexterity. A 15 or better constitution is a great help, for if you have very few hit points, you will move up in levels slowly at the beginning.
Illusionists require a 16 intelligence and a 15 dexterity, and do best with a 15 or better constitution as well.
Thieves require a 9 dexterity, but it is hardly worth playing without at least a 16 - a 17 is better. A 15 or better constitution is again a great help. Be warned that pouches in my world do not hang like fruit upon the trees, and that bold action is risky.
Assassins require a 12 strength & dexterity and an 11 intelligence, but it is hardly worth playing without a 16 dexterity and a 15 or better constitution. An assassin can do quite well, but getting hired is tricky and requires a lot of character planning.
Monks require a 15 strength, wisdom & dexterity, and a 10 constitution, and those stats are sufficient to play a good monk - with emphasis on the dexterity if at all possible. Differences include the monk starting with an AC two better than the old player's handbook, and a d6 for hit points rather than a die four. A monk will start with a minimum of 13 hit points, for those who worry that the lower levels suck for a monk. Played well, they can be quite effective.
Bards requires a 15 charisma and a 15 wisdom. Without a constitution of at least 15 and a strength of at least 16, you will wind up playing a support character. Information about bards in my world can be found here.
I would like it if persons would discuss which character they intend to play in the comments section. One of my last campaigns had three persons deciding to become mages, which was silly and I shouldn't have allowed it. Three fighters is one thing, but all mages ... ridiculous. If you could work towards a mix of classes that would be pleasant. I'll allow a mage AND an illusionist, but not more than one of each, and only under the condition that the last person is a fighter, another cleric or a monk. There are only four of you, and it would be nice if there was a chance of surviving. As I said, there's already a cleric; a party consisting of a cleric, a mage, an illusionist and, say, a thief or an assassin would be pretty much doomed to going up slowly or dying the first time real combat occurred.
Don't make any mistake about it. I give experience for combat and treasure. Please come to play with that ideal in mind.
While I remember it, no multi-classed characters for now.
Having your class, please choose your race. I play these according to the Player's Handbook, and will post information if you need it:
Elves come from the far north, Finland and Karelia in modern Russia. They have infravision, the ability to move silently and are effective with swords and bows. Elves can be clerics, fighters, rangers, mages, thieves and assassins.
Half-elves tend to be Russian-elf or Swedish-elf mixes, with either mother or father being human, they also have infravision. Half-elves can be clerics, fighters, rangers, mages, thieves and assassins.
Dwarves come from the deep interior of Russia, have resistance against poison, combat effectiveness against some humanoid and giant classes, and infravision. Dwarves can be clerics, fighters, mages, thieves and assassins.
Gnomes come from the forests of nearer Russia, and correspond to dwarves in many characteristics. Gnomes can be clerics, fighters, mages, illusionists and thieves.
Halflings come from the hill country of central Sweden. They are effective with slings, move silently, have infravision, and are resistant to poison. Halflings can be druids, fighters, thieves or assassins.
Half-orcs come from the steppe and desert lands of southern Russia and Turkestan, and may be either human-orc mixes or dwarf-orc mixes (dworkins). They are stronger and tougher than most other races. Half-orcs can be clerics, fighters, thieves and assassins.
Humans come from everywhere. They tend to have more hit points than other smaller, lighter races. They can be of any class.
I do not allow any other race, so do not ask.
Please then, choose your sex. The principle difference is that women tend to be lighter in body weight, and therefore on average have less hit points. They do have other attibutes, I understand.
Finally, for the present, choose a name. Please create a blogger I.D. with that name, so that when you post comments you will do so in character.
Anything else immediate we'll handle in the comments. Bigger things beyond these four we'll handle in the coming week.