D&D 5E Character Options

How do you prefer to run/play?

  • No optional abilities.

    Votes: 11 8.8%
  • Multiclassing only.

    Votes: 4 3.2%
  • Feats only.

    Votes: 17 13.6%
  • Both feats and multiclassing.

    Votes: 93 74.4%

  • Poll closed .
I like civil disagreements like this. Makes me glad we're not in the "good ol' days" where any sort of opinion difference lead to muskets at dawn.

+1 :)

The point of the game is to play. That's how we enjoy it. No one should be able to tell us how to play it, except the people in the group that are playing it. By barring some of the rulesier elements, we've found a good middle ground.

'To play' may not be the only point of playing. Beyond such ephemerals as 'spending time with your mates', games may offer more specific points. Take CCGs for example. You have to build a deck from your collection of cards, then (separately) play it against someone else's deck. Both things are 'the point' of the game, both require different but related skills, both are fun (though you may prefer one over the other), but being good at deck building really helps your play versus an opponent. Sure, it's possible to play the starter deck straight out of the box and never change it, but if you insist that all players must do this then you're taking half the game away, and that half is enjoyed by most players.

To play D&D, you are first expected to create a character, then to play it. Both things are enjoyable. In 35+ years of role-playing, I must have created 20 unplayed characters for each 1 that I've played. I enjoy it. Some people don't. But half of the game would be lost to me if I were forced to only play pre-gens just because one player couldn't be bothered to make his own.

In 5e, those situations are less likely to happen, but they CAN happen. And having players look at combinations ("Warlock Fighter! Warlock Ranger so I can stack hex and hunter's mark! Warlock X so I can blah blah blah... why do all the good multiclass combos involve warlocks?") can really invalidate others in the group.

BTW, you can't stack hex/hunter's mark because each requires your concentration.

Which illustrates that the DM is required to check these things out. It's work, but that's part of the DM job.

Exactly. This is why you limit the options, so there's less to optimize. Trust me, if you play BECMI, this behaviour goes away REALLY quickly. And strangely, people continue having fun. Who'd have thunk it?

That's why I hated BECMI! I once joined an ongoing game at a club, decided to play an elf (a fighter/mage by default), and since there was already an elf in the party and realising that it takes effort to make two elves (or ANY class in that game) different from one another, I asked her what weapon she was using so that I could make sure to choose different weapons. Her answer? "I don't know what weapon I'm using, but it does 1d8 damage".

Somebody gave me the D&D Rules Cyclopaedia, and then I saw the rules for weapons that basically gave each weapon different stats and abilities as you put more proficiencies into it. That's a great idea, but by the time I got that book, nobody played it and there were better games anyway.

First, I never said anything of the sort. What I did say was that I wanted to limit the amounts of optimization in my game. As the GM, I have the right to steer the game in a direction where I will be having the most fun. I've done that. No one else should be telling me I'm wrong for doing so. I'm not telling other people they're wrong for playing the game their own way.

You're not telling them they're wrong, you're just forbidding them from playing the game 'their own way'! I'm not convinced that this is better!

Second, my own optimizing players are proof against your "fallacy". They can be wonderful gamers. Last session, one of these players spent a good chunk of time arguing for possession of a pair of suede, rhinestone-covered boots. They had no value, and barely fit. But he wanted them. It was a fun time, and no mechanics were involved.

The use of feats/MCing in the game does not prevent arguing over Dolly Parton's boots.

I've seen PLENTY of players who fill up entire journals about their characters... and don't know how attack rolls work. And I've seen power-gamers who couldn't tell you how old their character was, how tall, or even where their character is from... but could tell you exactly what their modifiers were for an off-hand attack on a rainy day.

Me too, actually. Which illustrates that characterisation and optimisation are unrelated, therefore demonstrating the fallacy.

Sure. Sounds like fun. If it were my game, it'd be exactly the same, except the rogue wouldn't be able to tread on the fighter's toes at all. The game would be functionally very similar, just one option would be barred from the players. Not a big deal.

In what way would it be better to prevent the rogue getting that fighter level? How does it negatively impact the fun of anyone else? Banning it would hurt one player but not help anyone.

So... a player wanted to make a choice, and the other people coerced her into another option? That's exactly the sort of thing I hate. She now has options to think about. Not every player wants that. It's good she's having more fun, so that's a plus. But I'd be concerned about players exerting their wills on someone else.

No-one bullied her, they pointed out the option and its effects. She could still have chosen the +2 Str, and I would not have let anyone bully her.

Right. Our concepts are limited by the rules of the game. So if the GM decides to not allow an OPTIONAL rule into his game, it's ultimately not going to affect things one iota.

The nature of the game is that there are limits. Making even more limits does have an effect.

It's my job to let them have fun. They do have fun, because I've set up the game to fit my group. Forcing them to play a game with a bunch of rules so that one or two people in the group have more fun at the expense of everyone else is bad GMing, not good.

So, instead of letting the good players have fun at the expense of the poor players, you're now letting the poor have fun at the expense of the good.

"My PC would be so much cooler if I had 100% control over who and what he becomes". Well, that's not how I run a game. You have a character background, but once he hits the campaign, things are going to happen. He'll be in adventures you won't predict, he'll get ability boosts, curses, and weird diseases. He'll gain strange abilities from that demon curse he got, and that deity he met will let him see in the future, but at great cost. Ultimately, in my games, you DON'T have control over your character's path. Just where he steps and which roads he walks down.

I don't expect control of my environment or the adventure. I do expect to be able to play the (legal) character I want.

Agreed. And luckily, we think all of our characters are cool. And none of them needed an optional rule to get there. Why anyone would think they NEED that optional rule to be cool, I honestly don't understand.

My first 5E character is a good example. When I first read the 5E PHB I was excited that I could finally play a Dex-based swashbuckler right out of the box. So I chose fighter to build toward Battlemaster so I could choose parry/riposte. I wanted to be unarmoured (to match the archtype), chose the Magic Initiate feat at 1st (variant human), chose mage armour, prestidigitation & ray of frost. This meant I could be unarmoured without committing suicide, could look good at all times, and gave me an idea to connect an attack cantrip to match the silver dragon trinket I rolled.

Ideas inform mechanics which then inform more ideas which then suggest more mechanics which then present some ideas....and so on until I'm happy with my character in both characterisation and my ability to execute the kinds of moves I envision my PC doing.

When I get another feat I'll choose Defensive Duelist. It perfectly fits my concept. Why would the game be better if my DM banned it? How would anyone else be hurt if I chose that feat instead of +2 Cha?
 

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'To play' may not be the only point of playing. Beyond such ephemerals as 'spending time with your mates', games may offer more specific points. Take CCGs for example. You have to build a deck from your collection of cards, then (separately) play it against someone else's deck. Both things are 'the point' of the game, both require different but related skills, both are fun (though you may prefer one over the other), but being good at deck building really helps your play versus an opponent. Sure, it's possible to play the starter deck straight out of the box and never change it, but if you insist that all players must do this then you're taking half the game away, and that half is enjoyed by most players.
To extend that analogy, allowing the customization of a deck is - for all intents and purposes - mandating the customization of a deck, for anyone who has any hope of competing. If a player wants any real chance of winning, without going through the time and effort of customizing a deck, then that player should only play against other players who do not customize their decks (and it may be difficult to find such players).

There are a few differences, where the analogy doesn't quite hold. For one, D&D isn't a competitive game, so the presence of one powerful character shouldn't necessarily interfere with the enjoyment of anyone else at the table. On a practical level, though, it's not much fun to have a character that is just worse at everything than another character. Nor is it fun for your character - or entire party - to die because you didn't exercise all of the options available to make the character more powerful. (And that's not even getting into bad DMs who adjust the difficulty of encounters specifically to counter a powerful character.) In essence, if options are allowed, then they are effectively mandatory for anyone who wants to continue contributing equally - to pull his or her fair share.

Some games come right out and make this part of the game, with 3.x being the greatest example of a game that is every bit character-building as role-playing. To contrast, older versions had char-gen that amounted to rolling 3d6 six times and picking a class (between the two or three for which your stats would let you qualify); those versions eschewed the character-building aspect, and focused purely on the game-playing. And of course, 5E lets the table decide whether the game should be more like 3E or more like 0E, but that does need to be a decision made at the table-level rather than the individual-player-level.
 

In my game, feats are allowed to anyone, and multiclassing is allowed with permission and not encouraged. I think 5E feats are fantastic, and really help define a character as he or she grows. Multiclassing is discouraged because, one, we're still on our first major campaign and have thus barely explored the base classes, and two, because it helps keep my powergamers and my non-powergamers in a similar mindset.
 

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'To play' may not be the only point of playing. Beyond such ephemerals as 'spending time with your mates', games may offer more specific points. Take CCGs for example. You have to build a deck from your collection of cards, then (separately) play it against someone else's deck. Both things are 'the point' of the game, both require different but related skills, both are fun (though you may prefer one over the other), but being good at deck building really helps your play versus an opponent. Sure, it's possible to play the starter deck straight out of the box and never change it, but if you insist that all players must do this then you're taking half the game away, and that half is enjoyed by most players.

I am not convinced that this analogy really works. I don't think part of the game is building your character. It can be fun for some people, but it's not really a "part" of the game. To me, that's like saying setting up the monopoly board is part of the game.

To play D&D, you are first expected to create a character, then to play it. Both things are enjoyable. In 35+ years of role-playing, I must have created 20 unplayed characters for each 1 that I've played. I enjoy it. Some people don't. But half of the game would be lost to me if I were forced to only play pre-gens just because one player couldn't be bothered to make his own.

I wouldn't be saying you have to run pre-gens. I'm just saying that, if you sit at my table, one small optional rule is not allowed. We use other rules. My table has a different flavour than yours. this is a strength of D&D, not a bug.

BTW, you can't stack hex/hunter's mark because each requires your concentration.

Which illustrates that the DM is required to check these things out. It's work, but that's part of the DM job.

Sure. I was just drawing upon things off the top of my head. You get what I was trying to reference, though, I hope.

That's why I hated BECMI! I once joined an ongoing game at a club, decided to play an elf (a fighter/mage by default), and since there was already an elf in the party and realising that it takes effort to make two elves (or ANY class in that game) different from one another, I asked her what weapon she was using so that I could make sure to choose different weapons. Her answer? "I don't know what weapon I'm using, but it does 1d8 damage".

Was she having fun? Was the rest of the group having fun? Because some players don't want rules granularity. It doesn't mean they're doing it wrong. For what it's worth, most of the fun I've had playing D&D was with BECMI, for almost precisely the reason you hate it.

Having the ability to choose what rules go in and out in 5e is great, because it lets people like me have fun in our way, and people like you have fun in your way, without having us play entirely different games.

Somebody gave me the D&D Rules Cyclopaedia, and then I saw the rules for weapons that basically gave each weapon different stats and abilities as you put more proficiencies into it. That's a great idea, but by the time I got that book, nobody played it and there were better games anyway.

There are few better products than that one, and if you don't want it, send it my way. I've wanted a print one for years. :)

Interestingly, most players of BECMI I know refuse to use those rules. They hate them. So we've established BECMI isn't for you.

You're not telling them they're wrong, you're just forbidding them from playing the game 'their own way'! I'm not convinced that this is better!

I'm sorry, but if you're playing in a game I GM, you're not playing the game "your own way". You're playing it MY way. You want to play it your way? Run your own game.

I don't want the headache of the rules. I don't want player discrepancies. And I don't want rules lawyers taking apart the rather weak rules texts for loopholes. The game works better (for me!) without them. I GM. We play it *my* way.

The use of feats/MCing in the game does not prevent arguing over Dolly Parton's boots.

Technically, they were "Delmiondias' Boots", Delmiondas being an old 1e illusionist I played who wore a tiger stripe jacket, a feather boa, and those boots. His name, by the way, is an anagram of a famous 70s singer. I'll let someone else figure out who.

But what I was saying, and what you're ignoring, is that if there were rules elements attached to those boots, they would have been at the forefront of the treasure division. Since there were no rules, they became an RP object that wound up being a lot more fun than any pair of magical boots I gave out in, say, Pathfinder.

Likewise, with Multi-classing, if that rule is in play, it gets one more thing that will take precedence in some players' minds over characterization. Ie, "I want to be a two weapon barbarian criminal guy, but the best mechanical choice for that says I need a few levels of fighter, so I guess I need to go build path X" instead...."

I don't really like that. I've seen it happen. I'm not a fan.

Me too, actually. Which illustrates that characterisation and optimisation are unrelated, therefore demonstrating the fallacy.

No. You said in an earlier paragraph that optimization does not mean you don't roleplay. I agreed. In your next paragraph, you said that people that optimize are more likely to care about their PCs and put more work into them. Basically, you argued the exact same thing as your fallacy, just the inverse. And it's just as untrue.

In what way would it be better to prevent the rogue getting that fighter level? How does it negatively impact the fun of anyone else? Banning it would hurt one player but not help anyone.

It hurts the fighter. And if it makes every other player feel less powerful, it hurts them. If it turns the game into a mechanical one instead of the game I want, it hurts me.

No-one bullied her, they pointed out the option and its effects. She could still have chosen the +2 Str, and I would not have let anyone bully her.

Sure. But you can see how I'd get an opposite reading from how you wrote it originally.

The nature of the game is that there are limits. Making even more limits does have an effect.

Yeah. And that effect is that we are having a lot of fun. I still don't see why you feel the need to tell me I'm wrong for playing the game the way *I* like to play it.

So, instead of letting the good players have fun at the expense of the poor players, you're now letting the poor have fun at the expense of the good.

Where do you get that? I limit the rules to allow all players to have more fun. All players ARE having more fun. The only guy that wanted to multi-class said to me "I wish I could multiclass, but I understand why you did it. There are a LOT of ways to abuse the system. The game's better without it."

In other words, I listened to my players.

Also, why are the "good" players optimizers, and the "poor" ones those who don't like that style of play? Because, that's not how I see the game. The good players are the ones who show up, have fun, and contribute to everyone else having fun. The bad ones are the guys who get in the way of everyone else having fun.

Those bad guys are often also the ones who "check the math" on someone else's character and point out that they're doing it wrong.

I don't expect control of my environment or the adventure. I do expect to be able to play the (legal) character I want.

Then play Skyrim. Or another computer game. In an RPG, the adventures you go on should shape your character. Who your character becomes shouldn't be known to you when you start playing at first level. If you KNOW that at 10th level you're going to be awesome at killing giants and have all your feats and classes picked out... well, that's not the game I like running. I like to be surprised by who my characters become.

My first 5E character is a good example. When I first read the 5E PHB I was excited that I could finally play a Dex-based swashbuckler right out of the box. So I chose fighter to build toward Battlemaster so I could choose parry/riposte. I wanted to be unarmoured (to match the archtype), chose the Magic Initiate feat at 1st (variant human), chose mage armour, prestidigitation & ray of frost. This meant I could be unarmoured without committing suicide, could look good at all times, and gave me an idea to connect an attack cantrip to match the silver dragon trinket I rolled.

Sure. Funnily enough, none of that involves multiclassing! So it's just as doable in my own game. And you can absolutely make characters that way as well (although I don't allow feats at first level right now... as a result of a group vote). A lot of my players do.

Ideas inform mechanics which then inform more ideas which then suggest more mechanics which then present some ideas....and so on until I'm happy with my character in both characterisation and my ability to execute the kinds of moves I envision my PC doing.

See, in my games, players kind of actually swashbuckle. They take on actions as they need to be performed, and we figure out the mechanics as we go. Players that plan for specific action types get asked by me not to focus on just that move, or they'll be sorry. I don't like having players, for example, that trip a foe in every round of combat. It's frustrating. Instead, my players have general ideas of what they're capable of, and act broadly within that scope.

It's AWESOME when a player throws a crowbar at a goblin, kills it with a crit, and then finishes the fight using a door as a shield and the crowbar (with goblin bits on one end) as a club. I tend to encourage that sort of "spur of the moment" thinking. If the player had come up to me with a bunch of feats that allowed the same thing, I'd have yawned, let them do it once, and groaned every time they did something similar in play.

Loose mechanics, for me, are always better than tightly defined mechanics. Loose mechanics mean you can be imaginative and events are more open to interpretation. If I want a game with tight mechanics, I'll play a board game.

When I get another feat I'll choose Defensive Duelist. It perfectly fits my concept. Why would the game be better if my DM banned it? How would anyone else be hurt if I chose that feat instead of +2 Cha?

Well, feats are allowed in my game. So fill your boots. But if you're playing in a game that bars them, oh well. You knew what you were getting into. And let's look at the inverse? How does it really hurt YOU if you're instead taking +2 Dex? It achieves a similar end, is simpler, and is more open to interpretation. Some GMs love to run games in that vein.
 

In my game, feats are allowed to anyone, and multiclassing is allowed with permission and not encouraged. I think 5E feats are fantastic, and really help define a character as he or she grows. Multiclassing is discouraged because, one, we're still on our first major campaign and have thus barely explored the base classes, and two, because it helps keep my powergamers and my non-powergamers in a similar mindset.

This. Well said, and I fully agree.

It was for a similar reason that we, as a group, decided to not allow feats at first level. Give the PCs a bit of time to grow before we muddy the game with feats. We're going to let that rule slip next campaign (and get rid of the two problem feats!), but it's worked well so far.
 

Well, thanks for trying to help me understand your point of view.

Perhaps one reason why I don't get your way is that I've played the game from 1st ed (multi-classing) and loved 3E (feats). I love the way feats are done in 5E, and think that the MC balancing is better in 5E too.

I know that the book says that MC/feats are optional, but because of my previous experience (and my preference, I suppose), I view MC/feats as part of the core game, with the 'option' to opt out of them! The fact that organised play uses both just underlines that.

Therefore, banning either feels like you're actually taking something away from me.

Does this help explain my POV to you?

Oh, and I appreciate the civilised nature of our discussion. :)
 


Maybe you can help me understand. I'm kind of a 1e dinosaur moving to 5e. I am absolutely not allowing multiclassing, and will not allow it, ever, in the campaign. (Not allowing feats, either, currently, but we will see in the future).

1e multiclassing, for all practical purposes, was so constrained so as not to exist. In multiple years playing, I never, ever, met a player playing a human who multiclassed per the 1e rules. Not once. And that includes "bards." (Yep- you were either a homebrew bard, or a liar. No offense, but...) Really. Go back and look at the rules for human multiclassing. [EDIT- technically, this was dual classing, because Gygax.]

Demi-human multi classing was a different beast, entirely. That was the advantage of being a demihuman, but it was also held back by the various real restrictions... including racial level limits and "real death" for some (like elves- spirits, not souls).

The short version is that multiclassing was one of those poorly thought-out ideas in 1e, and was explicitly so constrained in the rules that few players (as opposed to NPCs) ever used the rules if the rules were being applied. I was wondering what your thoughts were when you referenced this? It is my understanding that multiclassing changed drastically later on to basically give you a "pick and choose" between powers, which is *not* what 1e was about.

I was referring to actual 1E multiclassing, not dual classing, but I did both. 5E MCing is better designed than either.

My one-and-only dual classed human started out as a male human fighter (in 2E, but multi/dual class rules were the same), put on the wrong belt and became female. Coming from a sexist society, that's not what he wanted and he didn't think women should be warriors anyway (he was taught the error of his ways later). He/she became a transmuter wizard so that polymorph could be learned and he could be changed back, but failed the learn % roll for that spell. The character was inspired by the Camelot 3000 comic where Tristan was reincarnated as a female and had trouble dealing with it.

You say you absolutely will not allow MCing in 5E, but you haven't said why 5E MCing is bad. What's wrong with 5E MCing?
 


B-)Also- transmuter ... wizard... um, 1e is magic user. Not transmuter. And dual class meant that you wouldn't have any of your class abilties until you rose to the equivalent level, which meant that no one in your party would want to wait.

I believe I mentioned that my dual classed fighter/transmuter was in 2E, but 2E used the same rules for dual classing as 1E.

You kept the same hit points and class abilities of your first class, but if you used any of those abilities then you'd gain no XP for that encounter. However, when I first dual classed I was Fighter7/Transmuter1, with the hit points of a 7th level fighter.

I still had the HP and AC I had before (Bracers of Defence), and although my spell contribution was pathetic, I could still use the party wands to my heart's content.

Due to the weighting of the experience point tables for each class, I got enough XP to go from 1st to 8th level in Transmuter wizard by the time the rest of my party went from 7th level to around 9th IIRC. And as soon as I hit Transmuter8 then I could use my fighter abilities without penalty.
 

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