D&D 5E What I Learned From Creating 30 D&D Next Characters

koga305

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My roommate and I are part of a gaming club in college (I will be president and he will be secretary next year). We've recently pioneered a series of introductory RPG events (basically several one-shots geared for new players), titled "Dungeoneering 101" and "Dungeoneering 102," which have been pretty successful. Since the end of the year is coming up, we thought we'd do something special for "Dungeoneering 201." We're running the multi-table D&DN adventure Vault of the Dracolich!

Due to some scheduling quirks, we've got a lot of time to prepare, and since the event will take place during a time when students have lots of free time, we're expecting a large turnout - up to 30 people, split into 5 tables. We decided that simply cooking up 5 or 6 generic pregens wouldn't do, and instead opted to produce 30 unique characters, 10 of each class. It's been a big undertaking, but we are making progress, using a spreadsheet and "pregen sheet" template to facilitate mass-production.

To guide our character building choices, we decided to come up with a "theme" for each character, represented by a name like The Berserker or The War Wizard. Here are our themes:[sblock]
[TABLE="class: grid, width: 650"][TR][TD]Theme[/TD][TD]Class(es)[/TD][TD]Race[/TD][TD]Background[/TD][/TR][TR][TD]The Berserker[/TD][TD]Barbarian[/TD][TD]Human[/TD][TD]Commoner (Fisher)[/TD][/TR][TR][TD]The Bear Warrior[/TD][TD]Barbarian[/TD][TD]Half-Orc[/TD][TD]Artisan (Blacksmith)[/TD][/TR][TR][TD]The Tribal Hunter[/TD][TD]Barbarian[/TD][TD]Halfling (Stout)[/TD][TD]Guide[/TD][/TR][TR][TD]The Jester[/TD][TD]Bard[/TD][TD]Rock Gnome[/TD][TD]Jester[/TD][/TR][TR][TD]The Skald[/TD][TD]Bard[/TD][TD]Hill Dwarf[/TD][TD]Minstrel[/TD][/TR][TR][TD]The Jack-of-All-Trades[/TD][TD]Bard/Rogue (3/1)[/TD][TD]Tiefling[/TD][TD]Guild Thief[/TD][/TR][TR][TD]The Healer[/TD][TD]Cleric[/TD][TD]Human[/TD][TD]Priest[/TD][/TR][TR][TD]The Oracle[/TD][TD]Cleric[/TD][TD]High Elf[/TD][TD]Sage[/TD][/TR][TR][TD]The Warpriest[/TD][TD]Cleric[/TD][TD]Dragonborn[/TD][TD]Soldier[/TD][/TR][TR][TD]The Shapeshifter[/TD][TD]Druid[/TD][TD]Half-Orc[/TD][TD]Commoner (Serf)[/TD][/TR][TR][TD]The Mountain Savant[/TD][TD]Druid[/TD][TD]Mountain Dwarf[/TD][TD]Guide[/TD][/TR][TR][TD]The Spirit Shaman[/TD][TD]Druid[/TD][TD]Half-Elf[/TD][TD]Priest[/TD][/TR][TR][TD]The Gladiator[/TD][TD]Fighter[/TD][TD]Mountain Dwarf[/TD][TD]Commoner (Slave)[/TD][/TR][TR][TD]The Duelist[/TD][TD]Fighter[/TD][TD]High Elf[/TD][TD]Noble[/TD][/TR][TR][TD]The Career Soldier[/TD][TD]Fighter[/TD][TD]Human[/TD][TD]Soldier[/TD][/TR][TR][TD]The Enchanter[/TD][TD]Mage[/TD][TD]Drow[/TD][TD]Spy[/TD][/TR][TR][TD]The Illusionist[/TD][TD]Mage[/TD][TD]Forest Gnome[/TD][TD]Charlatan[/TD][/TR][TR][TD]The War Wizard[/TD][TD]Mage/Fighter (3/1)[/TD][TD]Dragonborn[/TD][TD]Soldier[/TD][/TR][TR][TD]The Brawler[/TD][TD]Monk[/TD][TD]Half-Orc[/TD][TD]Thug[/TD][/TR][TR][TD]The Wind Acolyte[/TD][TD]Monk/Cleric (3/1)[/TD][TD]Wood Elf[/TD][TD]Priest[/TD][/TR][TR][TD]The Fist of the Waves[/TD][TD]Monk[/TD][TD]Lightfoot Halfling[/TD][TD]Commoner (Sailor)[/TD][/TR][TR][TD]The Knight-Errant[/TD][TD]Paladin[/TD][TD]Half-Elf[/TD][TD]Noble[/TD][/TR][TR][TD]The Justicar[/TD][TD]Paladin[/TD][TD]Human[/TD][TD]Bounty Hunter[/TD][/TR][TR][TD]The Favored Soul[/TD][TD]Paladin/Rogue (3/1)[/TD][TD]Tiefling[/TD][TD]Guild Thief[/TD][/TR][TR][TD]The Giant Killer[/TD][TD]Ranger[/TD][TD]Hill Dwarf[/TD][TD]Commoner (Shepherd)[/TD][/TR][TR][TD]The Sylvan Guardian[/TD][TD]Ranger[/TD][TD]Wood Elf[/TD][TD]Soldier[/TD][/TR][TR][TD]The Wilderness Guide[/TD][TD]Ranger[/TD][TD]Stout Halfling[/TD][TD]Guide[/TD][/TR][TR][TD]The Treasure Hunter[/TD][TD]Rogue[/TD][TD]Lightfoot Halfling[/TD][TD]Sage[/TD][/TR][TR][TD]The Assassin[/TD][TD]Rogue[/TD][TD]Drow[/TD][TD]Bounty Hunter[/TD][/TR][TR][TD]The Spellthief[/TD][TD]Rogue/Mage (3/1)[/TD][TD]Half-Elf[/TD][TD]Artisan (Silversmith)[/TD][/TR][/TABLE][/sblock]
So what have I learned so far? Well, first of all, this definitely shows that there is a lot of conceptual space within the existing character-building framework. Hopefully we'll see even more of that with the release of the PHB, but as it is the character-building options are pretty diverse.

Assigning ability scores with the standard array worked pretty well, but the proof will be in the pudding. Some of the concepts (the Barbarians, Jack-of-all-Trades, the Brawler) have some MAD going on, so it'll be interesting to see how effective they are with only +2 in some of their vital stats.

When using backgrounds, in order to get a variety of skills it's often wise to take something outside of your class's archetype. The Guide Ranger and Priest Cleric had substantially less diverse skill selections than, say, the Sage Rogue and the Noble fighter. In fact, the Guide Ranger was unable to legally choose his class skills, having been already trained in most of them.
In addition, almost no classes or backgrounds can be trained in Perception - only the Bounty Hunter, Bard, and Ranger receive this vital skill. Personally, I'd throw a bone to the martial classes - reflexes in a fight should translate well to out-of-combat alertness.

Assigning feats revealed that although the majority of options are good, there are a few traps. The Stealthy feat sounds like a good pick for a stealth-focused character, but in fact the benefits it offers (training in Stealth, low-light vision, hiding in lightly obscured areas) aren't worth it for most characters - a Wood Elf Rogue already trained in Stealth will gain no benefit from this feat!
Likewise, the Athlete feat seems like a good way to give your 17-Strength fighter some appropriate (i.e. "Athletic" skills), but there are only 4 Str/Dex skills available. If you're already trained in Athletics or Acrobatics, you'll likely end up taking Sleight of Hand and Stealth - not the most "athletic" skills.
The Loremaster feat, on the other hand, is fantastic for any character that can use the Intelligence buff. Spread that proficiency bonus around!

Choosing armor and weapons revealed that sometimes, the thematic choice is not the best choice. Bucklers don't make any sense - swapping/sheathing weapons is a free action, so they're not good for spellcasting or archery, and no characters are proficient in bucklers but not regular shields. For these characters, I decided to grant the Bard and Rogue buckler proficiency.
This segues nicely into the next issue. For characters that can't use shields or powerful two-handed weapons, dual wielding is nearly always better than using a single weapon! For example, the wizard is certainly better off with dual daggers +4/+4 (1d4+2/1d4) than a quarterstaff +4 (1d8+2), and a rogue with one shortsword has no reason not to use another. This doesn't always fit character concepts.
Although it's probably fine that some weapons are worse than others (a Greatclub - i.e. a stick - will naturally deal less damage than a huge warhammer), I'm saddened that the spear seems pretty useless as a one-handed weapon; I want my spear-and-shield Fighter! The Trident is also pretty bad for a martial weapon, and its thrown property doesn't make up for it since switching to an (identical) javelin is a free action.
Finally, Monks are completely ineffective, which makes the quarterstaff-wielding Monk impossible (Aang feels sad!). Personally, I'd integrate it into their Flurry of Blows - maybe allow them to "dual wield" their unarmed strike with a weapon, and spend ki to tack on additional hits with it.

Overall, though, I've really enjoyed the process. Aside from the above issues, character creation has gone seamlessly so far, and turning concepts into fleshed-out stat blocks is entertaining and rewarding. I'll keep posting as we get to different parts of the process (spells will be fun!), and I look forward to hearing any comments!
 
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This is very useful. I haven't dug in to 5E since the early playtests, so I can't give useful critical feedback.

But I do know how to sblock text.

[sblock]Like this[/sblock]

Take out the spaces before the closing brackets, below, to achieve the sblocked text above.

[sblock ]Like this[/sblock ]
 

Drawing and stowing is not quite a free action. Instead, you can combine one draw or stow with each action, and each move. But that's not the same as free.

For example, let's say you start the round holding a sword and shield, but want to attack with a javelin this round. So, you stow your sword as part of your move, and then draw and throw the javelin as part of your action.

But now you have no weapon in hand. You can no longer draw your sword before the end of the round. So, no opportunity attacks, and you will have to draw something with your move/action to start the next round.

Another example. You're a wizard wielding two daggers, and you want to stow a dagger and cast a spell. OK, you stow the dagger along with your move, cast the spell on your action, and now your turn has ended before you can draw your dagger again. Wait...did you take the feat that increases your AC while wielding two weapons? Nope, doesn't help you this round.

Now let's talk about that buckler example for the wizard. You start the round with the buckler on. You want to cast a spell. So, you stow the buckler combined with your move, cast the spell with your action, and...no more buckler.

So yes, it's something you can combine with other actions, but not quite free.
 

This is very useful. I haven't dug in to 5E since the early playtests, so I can't give useful critical feedback.

But I do know how to sblock text.
AH HA! Thank you.

Drawing and stowing is not quite a free action. Instead, you can combine one draw or stow with each action, and each move. But that's not the same as free.

For example, let's say you start the round holding a sword and shield, but want to attack with a javelin this round. So, you stow your sword as part of your move, and then draw and throw the javelin as part of your action.

But now you have no weapon in hand. You can no longer draw your sword before the end of the round. So, no opportunity attacks, and you will have to draw something with your move/action to start the next round.

Another example. You're a wizard wielding two daggers, and you want to stow a dagger and cast a spell. OK, you stow the dagger along with your move, cast the spell on your action, and now your turn has ended before you can draw your dagger again. Wait...did you take the feat that increases your AC while wielding two weapons? Nope, doesn't help you this round.

Now let's talk about that buckler example for the wizard. You start the round with the buckler on. You want to cast a spell. So, you stow the buckler combined with your move, cast the spell with your action, and...no more buckler.

So yes, it's something you can combine with other actions, but not quite free.
This makes sense; I suppose describing it as a free action was overgeneralizing.
However, can't our fighter still switch to the javelin as part of his or her attack action, then move into melee range while drawing a sword? Similarly, with the advent of split move, couldn't the wizard move 25', stow the buckler/dagger as part of the "cast spell" action, then move 5 more feet and redraw the buckler/dagger?
 

AH HA! Thank you.


This makes sense; I suppose describing it as a free action was overgeneralizing.
However, can't our fighter still switch to the javelin as part of his or her attack action,

He can stow his sword, or draw his javelin, combined with a move or attack. But he can only do one thing, combined with one move or one action. Even though you can split move, you can only stow once OR draw once, combined with your move on that turn.

then move into melee range while drawing a sword? Similarly, with the advent of split move, couldn't the wizard move 25', stow the buckler/dagger as part of the "cast spell" action, then move 5 more feet and redraw the buckler/dagger?

No, you can combine once per turn with your move action.
 

When using backgrounds, in order to get a variety of skills it's often wise to take something outside of your class's archetype. The Guide Ranger and Priest Cleric had substantially less diverse skill selections than, say, the Sage Rogue and the Noble fighter. In fact, the Guide Ranger was unable to legally choose his class skills, having been already trained in most of them.

On twitter and in the D&D Q&A posts, they've mentioned that if a character gets a duplicate skill from class and background, then the character gets to pick a new skill.

Thaumaturge.
 

On twitter and in the D&D Q&A posts, they've mentioned that if a character gets a duplicate skill from class and background, then the character gets to pick a new skill.

Thaumaturge.
That makes sense, and it's how they did it in previous packets. It seems like that makes, say, the Guide ranger the better option - because then the character gets to pick any skill (admittedly, one can do this with custom backgrounds already).
 

[MENTION=6747640]koga305[/MENTION] Is there any chance you could post a link to the 30 character sheets, or list them here behind spoilers?
 

Good stuff. Thanks for all this feedback. I hope WotC staffers had the chance to spot some of the inconsistencies you point here. Giving perception to more classes is one of those things I'd really appreciate, for instance.

Cheers!
 

@koga305 Is there any chance you could post a link to the 30 character sheets, or list them here behind spoilers?

Absolutely! Just give me a few weeks; right now I'm still entering things like "Armor Type Used" into a big spreadsheet. We plan to create nice-looking character sheets once we're done, though.

I can't wait to see some of these character's get played, though. Some highlights:
The Jack-of-all-Trades is proficient in ten skills, eight of which have expertise. He/she also fights well in melee and ranged combat, can cast both healing and AoE spells, can Sneak Attack, and supports his/her fellow combatants well in a fight.
The Bear Warrior has 52 hit points, at fourth level. Add in 8 THP from each of three rages, a decent (16) AC, and the ability to regain 1d12+6 per hit die spent... this character is not going down, ever.
The Giant Killer can, with judicious application of the Great Weapon style/feat, the Slayer's Momentum feature, and the Hunter's Mark spell, down an Ogre in about two rounds and an actual Hill Giant in five.
The War Wizard fights nearly as well as an actual Fighter (well, minus the Action Surge and other goodies), but with added dragonbreath and blasting spells.
The Jester dual-wields throwing knives and makes clockwork birds in his/her spare time.
The Favored Soul can Sneak Attack and Smite Evil in the same turn.

Good stuff. Thanks for all this feedback. I hope WotC staffers had the chance to spot some of the inconsistencies you point here. Giving perception to more classes is one of those things I'd really appreciate, for instance.

Cheers!
Thanks so much! Honestly, I wish I'd done this earlier while playtest feedback was still being actively gathered. It's a great way to stress-test a system.
 
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