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lowkey13
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Indeed, but the process of generating a set of six, and then re-generating sets of six until you get a set you are relatively satisfied with still takes longer Point Buy. Hell, generating a single set of 6 can take longer than point buy if you’re not trying to waste your day on it.There’s a reason I said roll in order. You don’t choose what ability to place the score in when you do that.
That’s fair. Can you accept that other people don’t think that is enough decision points to be engaging?I think class choice, skill choices and background choice makes for plenty of decision points. I don’t consider character creation to be role playing.
Hey, did you hear about the conversation between the sadistic DM and the masochistic player?
Player: Kill me, kill me!
DM: ..... No.
Hey, did you hear about the conversation between the sadistic DM and the masochistic player?
Player: Kill me, kill me!
DM: ..... No.
Oh, certainly! I didn't mean it was a chore, as in it was boring. I just meant that it was a necessary obligation, which you must complete before you can play the actual game. Even if you really like carrots, you still have to eat them all before you can have dessert.I think this may not be a universally held opinion. To present as evidence, I and many others have fun just building characters. Be it to see how the come out mechanically, to see if they can realize a concept within the game system, just to explore some facet.
Why not just skip the Bonds, Ideals, Traits, and Flaws part of character creation and fill them in based on what happens at the table, once the character has seen a few sessions of play, if he/she lasts that long?
Oh, certainly! I didn't mean it was a chore, as in it was boring. I just meant that it was a necessary obligation, which you must complete before you can play the actual game. Even if you really like carrots, you still have to eat them all before you can have dessert.
I don't know who said it first, but ever since 3E, character creation has been its own mini-game. You have all of these dials and buttons to set, and you really can go in with nothing and end up with something that feels worth the time you've spent on it. You can "win" character creation, by making a character that is particularly powerful or versatile, or which explores the mechanics in an unusual way, or whatever criteria you're using to judge yourself.
But the single-player game of character creation is more-or-less de-coupled from the multi-player game of what those characters do, and too much emphasis on the former can shift focus away from the latter. Back when I was playing Pathfinder, there were players who were notorious for building complex characters, only to let them die in silly ways so that they could go back and build another character.
Removing the character creation mini-game can help to focus the table on the kind of game that the DM wants to run. Without complex creation options, some players will be less inclined to play sillily, because there's no incentive to getting yourself killed. It also serves as a heads up to potential players, so that they know what they're getting themselves into, and can choose to opt out immediately.