D&D 5E How complex do you like your character creation process?

How complex do you like your character creation process?

  • 1. Super simple. Even 5E's streamlined process is too much.

    Votes: 11 11.5%
  • 2. Simple. 5E's streamlined process fits me well and I use it.

    Votes: 8 8.3%
  • 3. Standard. 5E's typical process, with choices I can think about, is enough.

    Votes: 31 32.3%
  • 4. More. I like 5E's process, but I think we could have some more choices.

    Votes: 28 29.2%
  • 5. Mega-More. I find 5E's process unsatisfying and I want a lot more choices!

    Votes: 11 11.5%
  • 6. Other. Please explain in your post.

    Votes: 7 7.3%

Minigiant

Legend
Supporter
4
I think 5e is just a bit too simple. I'd go with somewhere between 5e and 3e/4e with a 1st level feat choice or feat equivalent aspect (ability increase, additional fighting style, cantrip, or racial upgrade)

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If I'm a player, 5e-level is fine. If I'm running a game though, I'm often doing so with new players, and so I want character creation to be as simple as possible. I've found that 5e is complicated enough that I either spend a lot of time in character creation explaining things to each individual player or find it easier to just use pre-gens
 

Charlaquin

Goblin Queen (She/Her/Hers)
I think the question is framed in the wrong way. In my opinion, complexity is never a desirable thing per se. But, depth is always a desirable thing, and depth always comes at the cost of added complexity. The key is striking a good balance between the two. I think 5e strikes a pretty good balance at character creation. It’s after character creation that I think 5e is sorely lacking in depth.
 

CleverNickName

Limit Break Dancing
In my opinion, complexity is never a desirable thing per se. But, depth is always a desirable thing, and depth always comes at the cost of added complexity. The key is striking a good balance between the two. I think 5e strikes a pretty good balance at character creation. It’s after character creation that I think 5e is sorely lacking in depth.
I think this is true. And with that in mind, I find that it is much easier to add complexity as needed, rather than try to remove it later. This is the genius behind having a whole section of the DMG dedicated to "optional" rules: add what you like to "dial in" the amount of depth/complexity you're looking for (feats, multiclassing, maybe some Renown)....then ignore everything else.
 
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DND_Reborn

The High Aldwin
It’s after character creation that I think 5e is sorely lacking in depth.
Isn't that more about player decisions at this point? After the character is made, you can do what you want to your character, or do you just feel there aren't enough options when you level?
 

Charlaquin

Goblin Queen (She/Her/Hers)
Isn't that more about player decisions at this point? After the character is made, you can do what you want to your character, or do you just feel there aren't enough options when you level?
Not enough decisions to be made when you level up, except for spellcasters other than clerics, druids, and paladins.
 

DND_Reborn

The High Aldwin
Not enough decisions to be made when you level up, except for spellcasters other than clerics, druids, and paladins.
So, in other words, after you choose your subclass, you have very limited choices (except as you noted). Rare exceptions are:

Barbarian Totem Warrior, Hunter Ranger, and other subclass options which actually have the player make a choice. Of course, even then it is only on the subclass award levels.

While the OP was more to focus on choices (complexity a la depth ;) ), adding meaningful choices at each level for all classes would be a priority to you?

But, if that is the case, what is "meaningful" to you?
 

Charlaquin

Goblin Queen (She/Her/Hers)
So, in other words, after you choose your subclass, you have very limited choices (except as you noted). Rare exceptions are:

Barbarian Totem Warrior, Hunter Ranger, and other subclass options which actually have the player make a choice. Of course, even then it is only on the subclass award levels.

While the OP was more to focus on choices (complexity a la depth ;) ), adding meaningful choices at each level for all classes would be a priority to you?

But, if that is the case, what is "meaningful" to you?
Yeah, you got it.

A meaningful choice is one that has an impact on gameplay feel. This is of course subjective, but a good rule of thumb is that if I can tell what build choice you made without you having to tell me (assuming I’m familiar with the options), it’s meaningful. I can tell if you chose Polearm Master. I can’t really tell you put +2 into Strength. The former impacts how the character plays, the latter just adjusts some abstract numbers.
 

aco175

Legend
I like how 5e has a simple method and another with more options. I have been playing for many years and may like to have more, but new players should be up and playing in less than 15 minutes.
 

DND_Reborn

The High Aldwin
Yeah, you got it.

A meaningful choice is one that has an impact on gameplay feel. This is of course subjective, but a good rule of thumb is that if I can tell what build choice you made without you having to tell me (assuming I’m familiar with the options), it’s meaningful. I can tell if you chose Polearm Master. I can’t really tell you put +2 into Strength. The former impacts how the character plays, the latter just adjusts some abstract numbers.
Good. So the examples I mentioned, such as a Hunter Ranger's Hunter's Prey, would be meaningful to you since your choice determines your path (so to say)?

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