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Help me out on character customization here please
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<blockquote data-quote="Mistwell" data-source="post: 6180676" data-attributes="member: 2525"><p>There is one thing you just need to take on faith - try the game out first. A lot of what I believe to be the advantage of D&D Next is the rules-lite nature of the game. You say "I want to know mechanics because I can do the roleplaying without them", but you don't realize just how much mechanics can distract from roleplaying until you're playing the game and you realize you're roleplaying a whole lot more because the mechanics have blended into the background.</p><p></p><p>For example, you seemed concerned about skills being removed. But what that means is you no longer look down at your character sheet to see what you're trained in and how it might apply to a particular situation, which is a player action that draws away from your immersion in the game. Instead, you just say what you think you'd do, and make a check (usually based on your ability score modifier, which you probably already know by heart pretty quick). </p><p></p><p>In practice, this speeds things up a lot, but more importantly it means you don't get distracted by your character sheet and stats, and you find yourself much more involved in the game rather than the mechanics.</p><p></p><p>Like I said, you cannot get this from simply reading the rules - try the game out first, and then decide. LOTS of people have reported this enhancement to role playing and enjoyment of the game after playing, some of whom had no expectation it was a feature of the game.</p><p></p><p>In sum, it doesn't have to be mechanics that distinguishes your character - it's a lot easier for it to be you, and how you play your character, and THAT is what is easier to do with this game. If your character would swing on a chandelier and kick a foe as they go by rather than attacking them directly - you just SAY that's what you do in D&D Next. You don't need a set of mechanics to back up exactly how that's done - a rules-lite DC system is in place to just quickly deal with that and pretty much any other thing you can imagine. This is a huge advantage for character distinguishing, because what you do on the fly is far more distinguishing and flexible than a set of fixed things that a mechanics designer can design in an office, which inevitably works to encourage you do to just those types of things your character sheet says you can do by a specific mechanism. </p><p></p><p>So just give it a try, then decide what you think.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6180676, member: 2525"] There is one thing you just need to take on faith - try the game out first. A lot of what I believe to be the advantage of D&D Next is the rules-lite nature of the game. You say "I want to know mechanics because I can do the roleplaying without them", but you don't realize just how much mechanics can distract from roleplaying until you're playing the game and you realize you're roleplaying a whole lot more because the mechanics have blended into the background. For example, you seemed concerned about skills being removed. But what that means is you no longer look down at your character sheet to see what you're trained in and how it might apply to a particular situation, which is a player action that draws away from your immersion in the game. Instead, you just say what you think you'd do, and make a check (usually based on your ability score modifier, which you probably already know by heart pretty quick). In practice, this speeds things up a lot, but more importantly it means you don't get distracted by your character sheet and stats, and you find yourself much more involved in the game rather than the mechanics. Like I said, you cannot get this from simply reading the rules - try the game out first, and then decide. LOTS of people have reported this enhancement to role playing and enjoyment of the game after playing, some of whom had no expectation it was a feature of the game. In sum, it doesn't have to be mechanics that distinguishes your character - it's a lot easier for it to be you, and how you play your character, and THAT is what is easier to do with this game. If your character would swing on a chandelier and kick a foe as they go by rather than attacking them directly - you just SAY that's what you do in D&D Next. You don't need a set of mechanics to back up exactly how that's done - a rules-lite DC system is in place to just quickly deal with that and pretty much any other thing you can imagine. This is a huge advantage for character distinguishing, because what you do on the fly is far more distinguishing and flexible than a set of fixed things that a mechanics designer can design in an office, which inevitably works to encourage you do to just those types of things your character sheet says you can do by a specific mechanism. So just give it a try, then decide what you think. [/QUOTE]
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