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[5e] Spell & Crossbones
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<blockquote data-quote="Matthan" data-source="post: 7107181" data-attributes="member: 20005"><p>I'm of the opinion that creativity is a skill independent of age. The more we practice it, the better we get at it. You're going to develop something great. </p><p></p><p>That said, I do think you and I have something in common. I love the mechanical side of D&D. It's fun to read through the rules and imagine the possibilities. However, when it comes time to actually make a character, the wide expanse of options that we love and want to play can make it difficult to just make a choice. It's choice paralysis. The best thing to do is just to make a decision and commit to not revisiting it. Once that option is closed, don't consider the paths not taken. Just push forward to make the character. Every class in 5E looks fun to play. Just pick one and save the other classes for another game. </p><p></p><p>If I'm right, you're flipping back and forth between Sorcerer and Warlock and looking over spell lists and abilities trying to figure out which one is the <em>best</em> option for this game. That's a trap, and it's one I fall into all the time. Trust your first instinct. Pick that class and move forward. Do not flip back to the other class. That desire to make the perfect choice will keep you from making any choices. The <em>perfect</em> choice does not exist. </p><p></p><p>You'll face choices like this at many points as you develop your character. By all means, read the options and consider them, but when you don't have a clear winner for what you want then just choose. Flip a coin if you have to. Just break out of the paralysis to keep moving forward. </p><p></p><p>Hopefully, that doesn't sound to harsh, but it's honestly something that trips me up a lot when making characters. I recently joined another one of QL's games where he allowed characters to start with magical items. I spent far more hours than I care to admit poring over the magical items in the DMG trying to decide. I eventually had to force myself to stop, choose, and move on. Otherwise, the character would never be made.</p><p></p><p>One side note on voodoo, your mileage may vary with this, but one of the things that struck me as I researched it to build Blaise was that it wasn't just a plot device, but an actual religion with real adherents. I felt like I did not want to dishonor them by playing fast and loose with their religion to serve my plot. So instead of picking a loa off of a list, I made one up and built the story around it. Now, that's my hang up. I don't share that to tell you how to approach your character, but to tell you to trust your instincts as you're researching. If something bothers you or fascinates you, then it will most likely provoke some emotion in your story. Follow those threads and see where it leads.</p></blockquote><p></p>
[QUOTE="Matthan, post: 7107181, member: 20005"] I'm of the opinion that creativity is a skill independent of age. The more we practice it, the better we get at it. You're going to develop something great. That said, I do think you and I have something in common. I love the mechanical side of D&D. It's fun to read through the rules and imagine the possibilities. However, when it comes time to actually make a character, the wide expanse of options that we love and want to play can make it difficult to just make a choice. It's choice paralysis. The best thing to do is just to make a decision and commit to not revisiting it. Once that option is closed, don't consider the paths not taken. Just push forward to make the character. Every class in 5E looks fun to play. Just pick one and save the other classes for another game. If I'm right, you're flipping back and forth between Sorcerer and Warlock and looking over spell lists and abilities trying to figure out which one is the [I]best[/I] option for this game. That's a trap, and it's one I fall into all the time. Trust your first instinct. Pick that class and move forward. Do not flip back to the other class. That desire to make the perfect choice will keep you from making any choices. The [I]perfect[/I] choice does not exist. You'll face choices like this at many points as you develop your character. By all means, read the options and consider them, but when you don't have a clear winner for what you want then just choose. Flip a coin if you have to. Just break out of the paralysis to keep moving forward. Hopefully, that doesn't sound to harsh, but it's honestly something that trips me up a lot when making characters. I recently joined another one of QL's games where he allowed characters to start with magical items. I spent far more hours than I care to admit poring over the magical items in the DMG trying to decide. I eventually had to force myself to stop, choose, and move on. Otherwise, the character would never be made. One side note on voodoo, your mileage may vary with this, but one of the things that struck me as I researched it to build Blaise was that it wasn't just a plot device, but an actual religion with real adherents. I felt like I did not want to dishonor them by playing fast and loose with their religion to serve my plot. So instead of picking a loa off of a list, I made one up and built the story around it. Now, that's my hang up. I don't share that to tell you how to approach your character, but to tell you to trust your instincts as you're researching. If something bothers you or fascinates you, then it will most likely provoke some emotion in your story. Follow those threads and see where it leads. [/QUOTE]
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