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General Tabletop Discussion
*Dungeons & Dragons
Is character creation too front loaded?
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6046593" data-attributes="member: 61749"><p>Characters are definitely too front loaded, and there isn't yet enough layering of complexity.</p><p></p><p>The simplest core should involve choosing ability scores, race, and class. The class should provide a simple default subclass with suggested equipment, spells, and maneuvers.</p><p></p><p>Subraces, subclasses (deities, fighting styles, schemes, and traditions), backgrounds, and specialties should all be individual and optional layers.</p><p></p><p>I also think that specialties should be chosen at Level 3. I like the idea of having a significant choice of character direction at a level beyond first, and it helps simplify character creation, even in games that use every option.</p><p></p><p>Now that maneuvers are selected from a list, the Fighter and Rogue should get to choose one every level. Complexity would be managed by offering greater versions of maneuvers that then replace their lesser version.</p><p></p><p>Finally, every class should get unique class features occasionally at higher levels, both from the base class and from their subclass. A Level 10 capstone power is a good idea.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6046593, member: 61749"] Characters are definitely too front loaded, and there isn't yet enough layering of complexity. The simplest core should involve choosing ability scores, race, and class. The class should provide a simple default subclass with suggested equipment, spells, and maneuvers. Subraces, subclasses (deities, fighting styles, schemes, and traditions), backgrounds, and specialties should all be individual and optional layers. I also think that specialties should be chosen at Level 3. I like the idea of having a significant choice of character direction at a level beyond first, and it helps simplify character creation, even in games that use every option. Now that maneuvers are selected from a list, the Fighter and Rogue should get to choose one every level. Complexity would be managed by offering greater versions of maneuvers that then replace their lesser version. Finally, every class should get unique class features occasionally at higher levels, both from the base class and from their subclass. A Level 10 capstone power is a good idea. [/QUOTE]
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Is character creation too front loaded?
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