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Is character creation too front loaded?
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<blockquote data-quote="Kinak" data-source="post: 6045847" data-attributes="member: 6694112"><p>I agree with you, although not for exactly the reason you're stating. I actually like the story effects of character creation, just not cramming all the decisions and complexity into the period before you start playing.</p><p></p><p><strong>Memory Lane</strong></p><p>In OD&D, you had race/class, attributes, spells (if needed), and gear. I think we can agree that's not enough.</p><p></p><p>In 2nd edition, you had race, class, attributes, weapon proficiencies, nonweapon proficiencies, spells (if needed), and gear. This seems reasonable for me, though the proficiency choices rarely mattered.</p><p></p><p>In 3rd edition, you had race, class, attributes, feats, skills, spells (if needed), and gear. Fiddling with skill points was sort of pointless, but the real problem here was when people decided to start planning out their characters through level 20.</p><p></p><p>I won't speak to 1st and 4th, as I haven't played either extensively.</p><p></p><p><strong>Next</strong></p><p>But in Next, you're looking at race, subrace, class, subclass, attributes, specialization, background, spells/maneuvers, and gear. Then you're basically set for play through max level.</p><p></p><p>Next doesn't force you to plan out your character through max level at character creation, but it presents it as the default option. And even if you ignore specializations and schemes/fighting styles, you're looking at something that's as clunky as 3rd Edition.</p><p></p><p>On the positive side, I really like backgrounds (both simplifying skill selection and tying the character to the world).</p><p></p><p><strong>What I'd rather see</strong></p><p>Start by choosing a race, class, attributes, spells/maneuvers, and gear.</p><p></p><p>Classes should have suggestions for starting spells and maneuvers based on the role you want to play. Even now, you can't pick a tradition and start playing, which is insane.</p><p></p><p>Feats start kicking in later, probably every even level. You still want them early, just after the player has played the character enough to know what the hell they're doing.</p><p></p><p>Subclasses can drop in around 3rd if they're still needed.</p><p></p><p>Subraces can die in a fire.</p><p></p><p><strong>Just Houserule It</strong></p><p>Yes, I can do that all as houserules. But if I'm going to design my own game to play instead of Next, I'll just <em>design my own game to play instead of Next</em>.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6045847, member: 6694112"] I agree with you, although not for exactly the reason you're stating. I actually like the story effects of character creation, just not cramming all the decisions and complexity into the period before you start playing. [B]Memory Lane[/B] In OD&D, you had race/class, attributes, spells (if needed), and gear. I think we can agree that's not enough. In 2nd edition, you had race, class, attributes, weapon proficiencies, nonweapon proficiencies, spells (if needed), and gear. This seems reasonable for me, though the proficiency choices rarely mattered. In 3rd edition, you had race, class, attributes, feats, skills, spells (if needed), and gear. Fiddling with skill points was sort of pointless, but the real problem here was when people decided to start planning out their characters through level 20. I won't speak to 1st and 4th, as I haven't played either extensively. [B]Next[/B] But in Next, you're looking at race, subrace, class, subclass, attributes, specialization, background, spells/maneuvers, and gear. Then you're basically set for play through max level. Next doesn't force you to plan out your character through max level at character creation, but it presents it as the default option. And even if you ignore specializations and schemes/fighting styles, you're looking at something that's as clunky as 3rd Edition. On the positive side, I really like backgrounds (both simplifying skill selection and tying the character to the world). [B]What I'd rather see[/B] Start by choosing a race, class, attributes, spells/maneuvers, and gear. Classes should have suggestions for starting spells and maneuvers based on the role you want to play. Even now, you can't pick a tradition and start playing, which is insane. Feats start kicking in later, probably every even level. You still want them early, just after the player has played the character enough to know what the hell they're doing. Subclasses can drop in around 3rd if they're still needed. Subraces can die in a fire. [B]Just Houserule It[/B] Yes, I can do that all as houserules. But if I'm going to design my own game to play instead of Next, I'll just [I]design my own game to play instead of Next[/I]. Cheers! Kinak [/QUOTE]
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Community
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Is character creation too front loaded?
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