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I want my players to ignore class in character creation
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<blockquote data-quote="GrimCo" data-source="post: 9255385" data-attributes="member: 7044462"><p>That was my last character. Lv 4 Bard: College of Sword, Noble background, magic initiate feat (warlock). Magic? Yes (bard is full caster). Swordsman? Yes (fighting style, blade flourish). Knowing stuff? Yes (5 skills plus Jack of all trades feature). Talking? Hell yes (18 cha, proficient i persuasion and deception). Making him as lv 1 character is rather difficult. That was a point. Some concepts are hard to make as lv1 characters. Some are hard to pull of even with high level characters. </p><p></p><p>It's like that by design. Classes gain more abilities by level. In other games, you gain all abilities at start, but they start weak and with experience become better, stronger, do more. </p><p></p><p>[USER=6775557]@HomegrownHydra[/USER] </p><p></p><p>That. Or he could at least give them enough info about setting, tone of adventure, themes, game style. Basic framework. So they can free form it, but they have at least some guiding idea and they come up with something cohesive. Or he could end up with rag tag mish mash of various tropes that really don't mesh up well with each other and setting.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9255385, member: 7044462"] That was my last character. Lv 4 Bard: College of Sword, Noble background, magic initiate feat (warlock). Magic? Yes (bard is full caster). Swordsman? Yes (fighting style, blade flourish). Knowing stuff? Yes (5 skills plus Jack of all trades feature). Talking? Hell yes (18 cha, proficient i persuasion and deception). Making him as lv 1 character is rather difficult. That was a point. Some concepts are hard to make as lv1 characters. Some are hard to pull of even with high level characters. It's like that by design. Classes gain more abilities by level. In other games, you gain all abilities at start, but they start weak and with experience become better, stronger, do more. [USER=6775557]@HomegrownHydra[/USER] That. Or he could at least give them enough info about setting, tone of adventure, themes, game style. Basic framework. So they can free form it, but they have at least some guiding idea and they come up with something cohesive. Or he could end up with rag tag mish mash of various tropes that really don't mesh up well with each other and setting. [/QUOTE]
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I want my players to ignore class in character creation
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