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General Tabletop Discussion
*Pathfinder & Starfinder
Character creation as playing D&D
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<blockquote data-quote="delericho" data-source="post: 5852596" data-attributes="member: 22424"><p>As with so many things, different people will want different things, and indeed the same person may well want different things at different times.</p><p></p><p>If I'm kicking off a new campaign for experienced players, I'm probably okay with dedicating an entire 3-hour game session to creating characters. And those experienced players probably want to take that time, so they can carefully tailor and customise their character just so.</p><p></p><p>On the other hand, if I'm running a game for newbie players, we probably want to get into the 'real' game as soon as possible. Plus, they don't need a super-detailed character - "Dwarf Fighter" is probably good enough to be starting with... and may be all they ever need.</p><p></p><p>Finally, if a PC falls during the campaign, and Bob has to create a new one, he may well want to get his new character up and running ASAP, to get back into the action. But he probably would also prefer that his new character is just a "rough draft", so he can go back and flesh out the details a lot more after the session.</p><p></p><p>Actually, that suggests to me that a modular approach may be best. At the most detailed level, you turn character creation into something like in "Mutants & Masterminds" - characters can be customised in a hundred different ways, to get them just how you want. However, on top of this you put in a more 'chunky' design, where you choose your race and/or class, and that basically assigns all the other options. (And, of course, there's no reason that the simple/complex decision should be a binary one - you could have several different levels of complexity between the two extremes.)</p><p></p><p>But doing something like that might be too radical at this point (since the underlying math is basically point-buy char gen).</p></blockquote><p></p>
[QUOTE="delericho, post: 5852596, member: 22424"] As with so many things, different people will want different things, and indeed the same person may well want different things at different times. If I'm kicking off a new campaign for experienced players, I'm probably okay with dedicating an entire 3-hour game session to creating characters. And those experienced players probably want to take that time, so they can carefully tailor and customise their character just so. On the other hand, if I'm running a game for newbie players, we probably want to get into the 'real' game as soon as possible. Plus, they don't need a super-detailed character - "Dwarf Fighter" is probably good enough to be starting with... and may be all they ever need. Finally, if a PC falls during the campaign, and Bob has to create a new one, he may well want to get his new character up and running ASAP, to get back into the action. But he probably would also prefer that his new character is just a "rough draft", so he can go back and flesh out the details a lot more after the session. Actually, that suggests to me that a modular approach may be best. At the most detailed level, you turn character creation into something like in "Mutants & Masterminds" - characters can be customised in a hundred different ways, to get them just how you want. However, on top of this you put in a more 'chunky' design, where you choose your race and/or class, and that basically assigns all the other options. (And, of course, there's no reason that the simple/complex decision should be a binary one - you could have several different levels of complexity between the two extremes.) But doing something like that might be too radical at this point (since the underlying math is basically point-buy char gen). [/QUOTE]
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