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I want faster character creation. Also, I’m a monster.
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<blockquote data-quote="Wiseblood" data-source="post: 7550908" data-attributes="member: 42437"><p>Ability scores usually don’t eat up much time. Most players grasp the concept easily. Higher numbers are better. Class X relies on ability Y. </p><p></p><p>Class and race are weighed and measured. Even if you know exactly which class and race combination you want you have to dig through and pile all that up. Or a class has mechanisms that work differently when you rest. I think here is where some baggage has accrued especially with race. Hell, even humans get racial bonuses. Humans could (I think should) be the bar by which races are measured. Someone got envious of the demihumans and chose to put their thumb on the scale.</p><p></p><p>Then they get into the weeds a bit when they’re picking skills and backgrounds. Often they want to try some new stuff and they want to learn what it really does. Background selection is then toyed with for a while. Here is when a lot of characterization happens. It can take some time if players are still exploring who this character is or where they came from.</p><p></p><p>Then comes spells and equipment. Equipment is pretty straightforward. Armor protects, weapons do harm to enemies. Things have cost and weight and usage requirements. Equipment is often analogous to real world things.</p><p></p><p>Spells come last and are a game unto themselves. I’m going to number the points here because they aren’t things that can be reasoned out or inferred from fiction beyond the fundamental aspects.</p><p></p><p>Stage one</p><p>1)how many spells do you know or learn?</p><p>2)how many can you use (over time)?</p><p>3)which ones can you pick from?</p><p>4)how does your class get new ones?</p><p>5)how do you recover them?</p><p></p><p>Stage two</p><p>6)review the spell list</p><p>7)select spells(this can take a while)</p><p>8)learn how each spell works (vaguely)</p><p></p><p>Stage three: basics of spellslinging.</p><p>This stuff is the kind of thing your DM should know but might not know or use. (Due to house rules or perhaps theater of the mind comes to...er mind) Because things get weird on that side of the screen. </p><p></p><p>9)spell components</p><p>10) area of effect (sometimes shape) and range if separated </p><p>11)targetable things</p><p>12)duration </p><p>13)class interactions with spells (e.g.sorcery points or spell sculpting)</p><p>14)casting times (e.g. reaction)and timeline of effects if any (what part of the turn or round does the effect begin or end)</p><p>15)conditions or limitations(e.g. does damage on a miss)</p><p>16) concentration </p><p></p><p>If you’ve been there many times it’s not so bad. If it’s new to you (even just a different class) it can have a treadmill like quality to it. This stuff literally multiplies when you start at higher levels.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 7550908, member: 42437"] Ability scores usually don’t eat up much time. Most players grasp the concept easily. Higher numbers are better. Class X relies on ability Y. Class and race are weighed and measured. Even if you know exactly which class and race combination you want you have to dig through and pile all that up. Or a class has mechanisms that work differently when you rest. I think here is where some baggage has accrued especially with race. Hell, even humans get racial bonuses. Humans could (I think should) be the bar by which races are measured. Someone got envious of the demihumans and chose to put their thumb on the scale. Then they get into the weeds a bit when they’re picking skills and backgrounds. Often they want to try some new stuff and they want to learn what it really does. Background selection is then toyed with for a while. Here is when a lot of characterization happens. It can take some time if players are still exploring who this character is or where they came from. Then comes spells and equipment. Equipment is pretty straightforward. Armor protects, weapons do harm to enemies. Things have cost and weight and usage requirements. Equipment is often analogous to real world things. Spells come last and are a game unto themselves. I’m going to number the points here because they aren’t things that can be reasoned out or inferred from fiction beyond the fundamental aspects. Stage one 1)how many spells do you know or learn? 2)how many can you use (over time)? 3)which ones can you pick from? 4)how does your class get new ones? 5)how do you recover them? Stage two 6)review the spell list 7)select spells(this can take a while) 8)learn how each spell works (vaguely) Stage three: basics of spellslinging. This stuff is the kind of thing your DM should know but might not know or use. (Due to house rules or perhaps theater of the mind comes to...er mind) Because things get weird on that side of the screen. 9)spell components 10) area of effect (sometimes shape) and range if separated 11)targetable things 12)duration 13)class interactions with spells (e.g.sorcery points or spell sculpting) 14)casting times (e.g. reaction)and timeline of effects if any (what part of the turn or round does the effect begin or end) 15)conditions or limitations(e.g. does damage on a miss) 16) concentration If you’ve been there many times it’s not so bad. If it’s new to you (even just a different class) it can have a treadmill like quality to it. This stuff literally multiplies when you start at higher levels. [/QUOTE]
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