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Designing PCs for a Convention
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<blockquote data-quote="Kid Charlemagne" data-source="post: 3581902" data-attributes="member: 93"><p>I agree, within certain parameters - give each character some shtick that sets them apart and makes them different from the basic class. DO as much of the work for them as possible - if they use two weapons that have different bonuses, work those out on the character sheet. Give them a short breakdown of any strategies you build into the character. </p><p></p><p>When I've done this, I'll copy the text of all of their feats from the SRD and paste them into the character sheet. For clerics or wizards I'll pre-select spells so that they can either go with that or modify as they feel the need.</p><p></p><p>Magic items are a big one- make them interesting, but also make sure that they'll get the chance to use them - nothing is worse than having a cool item that they can't use, like a dragonslaying sword in an event that deals only with giants. </p><p></p><p>Conversely, you have the ability to control the PC's actions by magic item selection. They can't fly if you don't give them an item that does it, or a spell that does. Use that power wisely.</p><p></p><p>I like to use character backgrounds to help the players orient their PC's in relation to one another, and to steer some of the PC's. I ran a Norse adventure once where one of the PC's was an Arcane Trickster Loki-type who could have been quite disruptive - but I wrote into his backstory that he hated the villain of the story intensely to give him reason to play along with the group. You can also use backstories to hint at things in the adventure, or about other PC's. In that same adventure, one of the PC's was in fact a Valkyrie, and this was hinted at in several backgrounds, and explicity stated in one, so that the players would have an "A-HA!" moment when her big reveal came. Then of course, you have to give the reason for that big reveal.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 3581902, member: 93"] I agree, within certain parameters - give each character some shtick that sets them apart and makes them different from the basic class. DO as much of the work for them as possible - if they use two weapons that have different bonuses, work those out on the character sheet. Give them a short breakdown of any strategies you build into the character. When I've done this, I'll copy the text of all of their feats from the SRD and paste them into the character sheet. For clerics or wizards I'll pre-select spells so that they can either go with that or modify as they feel the need. Magic items are a big one- make them interesting, but also make sure that they'll get the chance to use them - nothing is worse than having a cool item that they can't use, like a dragonslaying sword in an event that deals only with giants. Conversely, you have the ability to control the PC's actions by magic item selection. They can't fly if you don't give them an item that does it, or a spell that does. Use that power wisely. I like to use character backgrounds to help the players orient their PC's in relation to one another, and to steer some of the PC's. I ran a Norse adventure once where one of the PC's was an Arcane Trickster Loki-type who could have been quite disruptive - but I wrote into his backstory that he hated the villain of the story intensely to give him reason to play along with the group. You can also use backstories to hint at things in the adventure, or about other PC's. In that same adventure, one of the PC's was in fact a Valkyrie, and this was hinted at in several backgrounds, and explicity stated in one, so that the players would have an "A-HA!" moment when her big reveal came. Then of course, you have to give the reason for that big reveal. [/QUOTE]
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