D&D (2024) Just drop the backgrounds.

They mad because people did not use backgrounds except for the skills. But I don't recall any adventure in which backgrounds were important. and only about 3 or 4 of the season modules which your back ground was of use.
My character's Soldier background actually proved useful in the adventure my party is currently in. Baldur's Gate: Descent into Avernus. He was the only member of the party who was proficient in driving a vehicle (a Demon Grinder). He's been driving his teammates all over Hell. ;)
 

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Levistus's_Leviathan

5e Freelancer
While not perfectly on topic. IMO, there's no real reason for classes to have a restricted skills list anymore. I can imagine a deceptive and insightful fighter just as easily as an athletic historian.
While I agree in principle, I kind of think that's meant to be covered by background. The skills listed in class are meant to show the skills you got while specifically training to be a member of a class. So Rogues get Stealth and Sleight of Hand as options because training to be dexterous like a rogue makes you likely to be good at those things, while being a Wizard grants History and Arcana because Wizard-training typically covers those topics (I'm just choosing some main examples, not listing all of the skills the classes get access to).
 

edosan

Adventurer
They mad because people did not use backgrounds except for the skills. But I don't recall any adventure in which backgrounds were important. and only about 3 or 4 of the season modules which your back ground was of use.
I am disappointed that “we had a decent original idea but never figured out a good way to use it so let’s just scrap it instead of fixing it” seems to be a tenet of 1D&D’s design philosophy.

Personally, I wish they would just bundle ASIs into rolling for stats instead of feeling like it needs to be bundled into background, it just feels so arbitrary. If background became more like 13th Age’s “One unique thing,” being only an RP hook without a bunch of mechanical stats attached, I’d be thrilled.
 

Micah Sweet

Level Up & OSR Enthusiast
I am disappointed that “we had a decent original idea but never figured out a good way to use it so let’s just scrap it instead of fixing it” seems to be a tenet of 1D&D’s design philosophy.

Personally, I wish they would just bundle ASIs into rolling for stats instead of feeling like it needs to be bundled into background, it just feels so arbitrary. If background became more like 13th Age’s “One unique thing,” being only an RP hook without a bunch of mechanical stats attached, I’d be thrilled.
If it were just a RP hook, I strongly suspect it would be even more ignored.
 

I am disappointed that “we had a decent original idea but never figured out a good way to use it so let’s just scrap it instead of fixing it” seems to be a tenet of 1D&D’s design philosophy.

Personally, I wish they would just bundle ASIs into rolling for stats instead of feeling like it needs to be bundled into background, it just feels so arbitrary. If background became more like 13th Age’s “One unique thing,” being only an RP hook without a bunch of mechanical stats attached, I’d be thrilled.

Also disappointed that it did not work (for us). Somehow, the background feature was either not useful or trivializing some aspect of the adventure or too much work for the DM to make it work. Also it was a feature you easily forget.
And last but not least, background features make creating your own background much more difficult, so premade background are perceived as the default.

I hope the features will still be somewhere in the rules. Maybe on the DM side as rewards or something like that.
 

FitzTheRuke

Legend
I would like a life path as an option, yes. In any case, a character that starts as a class feels unrealistic to me. As you said in the other thread though, I guess we have to always go with what the majority wants.
Are you saying that when you create characters, you decide, "I'm going to play a Dwarf!" and then roll or chose stats for a dwarf, pick a background (or custom build it, let's hope) and only THEN decide if he/she/they is going to train as a Fighter, Cleric, Rogue or a Wizard (etc)?

That seems... unusual.

IME most players ask "what does the party need?" (which means CLASS) and then works on picking WHO that Ranger (or whatever) is going to be.

Ultimately, choices usually bounce back-and-forth in the character's history as you build them, each part informing the other.

There's a reason why we all long ago abandoned the really old-school idea of rolling abilities first (in order!) and then picking the class that you "qualify" for, with many of them being impossible to play if you didn't roll "right".
 

Micah Sweet

Level Up & OSR Enthusiast
Are you saying that when you create characters, you decide, "I'm going to play a Dwarf!" and then roll or chose stats for a dwarf, pick a background (or custom build it, let's hope) and only THEN decide if he/she/they is going to train as a Fighter, Cleric, Rogue or a Wizard (etc)?

That seems... unusual.

IME most players ask "what does the party need?" (which means CLASS) and then works on picking WHO that Ranger (or whatever) is going to be.

Ultimately, choices usually bounce back-and-forth in the character's history as you build them, each part informing the other.

There's a reason why we all long ago abandoned the really old-school idea of rolling abilities first (in order!) and then picking the class that you "qualify" for, with many of them being impossible to play if you didn't roll "right".
I do roll abilities first usually and then decide what I'm going to play, based on what ideas I have that the stats align with. Real people don't get to decide every aspect of themselves. So I don't see why a PC needs to be pieced together like a robot.

Of course, I rarely play, so it doesn't come up often. And I let my players decide how they're going to make their PCs.
 

Are you saying that when you create characters, you decide, "I'm going to play a Dwarf!" and then roll or chose stats for a dwarf, pick a background (or custom build it, let's hope) and only THEN decide if he/she/they is going to train as a Fighter, Cleric, Rogue or a Wizard (etc)?

That seems... unusual.

IME most players ask "what does the party need?" (which means CLASS) and then works on picking WHO that Ranger (or whatever) is going to be.

Ultimately, choices usually bounce back-and-forth in the character's history as you build them, each part informing the other.

There's a reason why we all long ago abandoned the really old-school idea of rolling abilities first (in order!) and then picking the class that you "qualify" for, with many of them being impossible to play if you didn't roll "right".
Realistically, you are born as a member of a particular race/heritage, you grow up in a particular culture, and you get a job/background. Then something comes along which can only be an act of destiny. ;) The class you then pick up is the one you always wanted to be if it wasn't for that meddling background. :p "I wanted to be a Fighter, but my parents insisted that I had to be a lawyer...."
 

Parmandur

Book-Friend
Realistically, you are born as a member of a particular race/heritage, you grow up in a particular culture, and you get a job/background. Then something comes along which can only be an act of destiny. ;) The class you then pick up is the one you always wanted to be if it wasn't for that meddling background. :p "I wanted to be a Fighter, but my parents insisted that I had to be a lawyer...."
In fiction, yea, but I don't see people make characters that way.
 

FitzTheRuke

Legend
I do roll abilities first usually and then decide what I'm going to play, based on what ideas I have that the stats align with. Real people don't get to decide every aspect of themselves. So I don't see why a PC needs to be pieced together like a robot.

Of course, I rarely play, so it doesn't come up often. And I let my players decide how they're going to make their PCs.

That's cool, sure. But you have to understand that it's an unusual way of creating a character. And it has nothing to do with "realism" - many of us are happy to build 'realistic' flaws into our characters. We are NOT our characters. The character is deciding nothing about themselves just because the player makes up who they are. There's nothing more realistic about randomly deciding on flaws than there is about making them up. Ultimately, it all relies on your imagination.
 

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