D&D General Critique My Funnel Rules for D&D5E 2024

Fattycat

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It's been 20 years since I played any kind of D&D (or D&D derivatives), but I've recently been roped into running a few game nights for some old buddies. I thought I would short-circuit the (potentially) time-consuming process of character generation, and try a variation of the Dungeon Crawl Classics "funnel" concept.

I'm generating approx. 20 0-level characters, using the approach outlined below. Each PC is written up on an index card. Players take a card at random, and play that character until they die, or complete the scenario.

0-level character rules
  1. Characters start with the standard stat block -- 15, 14, 13, 12, 10, 8 -- randomly assigned to Str, Dex, Con, Int, Wis, Cha.
  2. A background is randomly applied, with higher weighting for more common backgrounds (eg, farmer).
    1. Attribute bonuses (eg, +2/+1 or +1/+1/+1) are randomly applied
    2. If the Origin feat given by a background involves making choices (eg, Skilled, or Magic Initiate), player's can make this choice
  3. Species is chosen randomly, again with higher weighting for more common species (eg, depending on where the campaign starts)
    1. Species traits apply as normal. Players can choose sub-species if applicable.
    2. If the species offers a choice of abilities (eg, Humans being versatile), the player can choose
  4. Hit Points start at 4 (1d4) plus any bonuses

I'm toying between having Proficiency bonus be +0, to reflect just how weak a 0-level character is, versus making it +1 so having proficiency in a particular skill actually makes a difference. 0-level characters are supposed to be weak, and plenty of character death is part of the fun of the funnel concept. That said, without a proficiency bonus, some backgrounds and species end up much weaker than others -- eg, Magic Initiate becomes quite useful, but being a scribe maybe not so much. But maybe that's ok? It'll all even out in the end.

At the end of the funnel, players get to keep the character they are currently playing. There follows a period of in-game downtime, where players can 'uplift' their characters to a 1st level class of their choice. Apply all the usual bonuses and abilities that come with being 1st level, uplift their hit points, increase proficiency, and so forth. If they are super-unhappy with the character they end up with, they can randomly choose an index card if any remain. But they can only do this once.

We all grew up playing old-school D&D, with 3d6-straight for chargen. I loved the variety you tended to get around the game table -- fighters weren't always the strongest, wizards weren't always the smartest, etc. But bad luck could be kinda brutal. And 1e/2e had pre-requisites that would cut off a lot of class options. I feel like this approach gives the variety of randomness, remains reasonably fair, and still gives players plenty of choices to make. I'm hoping it speeds up the first session, and reduces the min-maxers a bit.

Like I said, it's been 20 years since I've played any D&D. I completely skipped 3.5e, 4e, and 5e 2014. In fact, 5e 2024 is the first time I've bought any RPG books in maybe 15 years. So I'd appreciate any sage feedback.
 

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I used a funnel to start a new campaign a few years ago but actually used a different game system entirely (Dread) to weed out characters during that opening session, so that aspect of the experiment is not relevant to you. But I'm certainly onboard with the funnel system IF your players are into it.

The first potential challenge that I flag in your proposal is that it seems to be very DM-driven. You are creating the characters, not the players. This is pretty antithetical to contemporary D&D and TTRPG philosophy, as reflected in the rules, which emphasizes collaboration and player ownership of their characters.

So why not have each player bring X number of cards for character concepts that THEY would like to try? You can always help them tailor their concepts to existing backgrounds and species if they don't know the new rules. I had my players play ALL of their proposed characters for the first game, and then at the end they selected a keeper from their survivors (or just kept the sole survivor). This worked great; my spouse's main character to this day is a version of the character she first tested out in that original funnel game, using Dread rules. And it gave the party a fantastic founding story.
 
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