D&D (2024) Learning to Love the Background System

Summary of Backgrounds:
Acolyte
Int, Wis, Cha​
Magic Initiate (Cleric)​
Insight, Religion​
Calligrapher's Tools​
Artisan
Str, Dex, Int​
Crafter​
Investigation, Persuasion​
Any​
Charlatan
Dex, Con, Cha​
Skilled​
Deception, Sleight of Hand​
Forgery Kit​
Criminal
Dex, Con, Int​
Alert​
Sleight of Hand, Stealth​
Thieves' Tools​
Entertainer
Str, Dex, Cha​
Musician​
Acrobatics, Performance​
Musical Instrument​
Farmer
Str, Con, Wis​
Tough​
Animal Handling, Nature​
Carpenter's Tools​
Guard
Str, Int, Wis​
Alert​
Athletics, Perception​
Gaming Set​
Guide
Dex, Con, Wis​
Magic Initiate (Druid)​
Stealth, Survival​
Cartographer's Tools​
Hermit
Con, Wis, Cha​
Healer​
Medicine, Relgion​
Herbalism Kit​
Merchant
Con, Int, Cha​
Lucky​
Animal Handling, Persuasion​
Navigator's Tools​
Noble
Str, Int, Cha​
Skilled​
History, Persuasion​
Gaming Set​
Sage
Con, Int, Wis​
Magic Initiate (Wizard)​
Arcana, History​
Calligrapher's Supplies​
Sailor
Str, Dex, Wis​
Tavern Brawler​
Acrobatics, Perception​
Navigator's Tools​
Scribe
Dex, Int, Wis​
Skilled​
Investigation, Perception​
Calligrapher's Supplies​
Soldier
Str, Dex, Con​
Savage Attacker​
Athletics, Intimidation​
Gaming Set​
Warfarer
Dex, Wis, Cha​
Lucky​
Insight, Stealth​
Thieves' Tools​

Summary of my impression of them, absent any attempt at optimization or evaluation of the origin feats:

  • Acolyte - Everything makes sense. Wouldn't change it.
  • Artisan - All but skills make sense. Not that many other skills would make sense, though, so whatever.
  • Charlatan - Con as a stat is iffy, but otherwise makes sense.
  • Criminal - Con as a stat is iffy, but otherwise makes sense.
  • Entertainer - I'd actually consider Con over Str here. Otherwise makes sense.
  • Farmer - Everything makes sense. Wouldn't change it.
  • Guard - Everything makes sense. Wouldn't change it.
  • Guide - Everything makes sense. Wouldn't change it.
  • Hermit - Cha seems iffy, but not sure what other stat makes sense to replace it with. Other stuff is fine.
  • Merchant - Everything makes sense except maybe Navigator's Tools.
  • Noble - Everything makes sense. Wouldn't change it.
  • Sage - Everything makes sense. Wouldn't change it.
  • Sailor - Everything makes sense. Wouldn't change it.
  • Scribe - Everything makes sense. Wouldn't change it.
  • Soldier - Everything makes sense. Wouldn't change it.
  • Wayfarer - Weird combination of Outlander and Urchin doesn't really work.
Wayfarer is the only one that actually seems "bad", in that what it provides doesn't make any sense when packaged together. A few others I have quibbles with. Most of them seem perfectly fine.

Now, there are issues with the origin feats, where some seem good, and others seem kinda bad. But maybe that's being unduly influenced by YouTube optimizers?

Crafter seems kinda junk at first. Get three tool proficiencies, which hardly anyone ever uses in the first place, and 20% off non-magical purchases. Whoo!

Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant.

The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself.

Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on.

Savage Attacker has always been viewed as weak. How weak has always been a bit vague.

Since I was rebuilding my DPR spreadsheet for the new PHB, I decided to look at it.

Note: I've only just started, and only have the barbarian done. This result reflects that limited sample space.

Anyway, Savage Attacker actually is kinda good at low levels. It's like a 10%-15% boost to DPR when you're just getting started. However lots of things diminish its value.

The more you add damage that doesn't come from dice on a single attack — Str, Rage, Frenzy, GWM, extra attacks, etc — the less value it has. By later levels it's down to around 3% or so.

Coincidentally, I was also looking at unarmed fighting, and had put Tavern Brawler mechanics in. Turns out, Tavern Brawler's reroll has almost the same mechanical benefit as Savage Attacker. Though TB also gives you an extra Shove, so it seems a little stronger?

However Savage Attacker doesn't limit the number of dice you can reroll, only that you can only do so once per turn.

Guess who likes to roll lots of dice once per turn?

On a per roll basis, Savage Attacker is worth about +30% to expected damage via dice. For something like Sneak Attack, where the overwhelming majority of your damage comes from dice, that could be a pretty massive boost.

Aside from that, if you can find ways to add to the damage dice you roll, it benefits Savage Attacker. Crits (Champion fighter), 2d6 weapons (greatsword or maul), Flame Tongue weapons (+2d6 fire damage), or for the truly obscene, Conjure Minor Elementals cast at a high level.

Overall, Savage Attacker is fine for a newbie, or someone who wants a very simple character, or someone who can build for lots of dice being rolled on each attack. Most characters won't get much out of it, but that doesn't actually make it a bad feat.

EDIT: Actually, I just realized that Savage Attacker should apply to the extra dice rolled for a Berserker's Frenzy ability — another once-per-turn bonus to dice rolled in a weapon attack. I'll need to look at that.

EDIT 2: Updated spreadsheet shows that it maintains a good 10%-15% boost to damage compared to not having it, all the way to high levels, where before it dropped below 3%.

That should be plenty for one post, I think.


Edit: Savage Attacker should apply to Frenzy. Added note.
 
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Player customization is central to a storytelling game.

Normally, I prefer freeform. But for background, it is an aspect of the game that requires coordinating with the DM to determine how a unique background fits within the setting.
 

Player customization is central to a storytelling game.

Normally, I prefer freeform. But for background, it is an aspect of the game that requires coordinating with the DM to determine how a unique background fits within the setting.
Only the narrative aspect though, surely. I don't see How the mechanics of any of these backgrounds would be incompatible with a setting.
 

Merchant - Everything makes sense except maybe Navigator's Tools.
I would assume they might be trying to lean into the travelling wagon side of merchants going between cities and other settlements, buy where there’s excess and travel to sell where there’s scarcity, the fantasy equivalent of truckers who haul goods across half the country, they need to know that they’re going in the right direction, not all routes have well established roads.
 

I would assume they might be trying to lean into the travelling wagon side of merchants going between cities and other settlements, buy where there’s excess and travel to sell where there’s scarcity, the fantasy equivalent of truckers who haul goods across half the country, they need to know that they’re going in the right direction, not all routes have well established roads.
Each tool has a standard "Utilize" action, and this might make sense in light of that.
 

Only the narrative aspect though, surely. I don't see How the mechanics of any of these backgrounds would be incompatible with a setting.
Both narrative and mechanics.

For example, "my character grew up in" a High Elf treetown military academy.
What does this character build look like?
What does this culture look like within the setting?

Perhaps the player and the DM agree on the following.

Character:
Abilities: +2 Intelligence, and +1 Strength or Dexterity (for Eldritch Knight academy)
Skills: Athletics, and Arcana, Nature (alchemy), or Medicine
Tool: martial weapon, typically longsword (replaces toolset), or Alchemist or Herbalist toolset
Feat: cantrip, can cast Mage Armor at-will (appearing as elven chain)
Languages: Common, Elven, Sylvan

Culture:
The elven town of such-and-such, is an elegant town of treehouses across the canopy of very tall ancient trees. The town is known for its army of mages, dividing into an Eldritch Knight force and a Bladesinger Wizard force. Children growup training in wrestling, gymnastics, in addition to weapon training and spellcasting. Alchemists make explosives and weapons of mithral and other rare alloys. Etcetera.
 
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It's not ‘restrictions breed creativity’

The issue is

1) D&D attracts new RPG players who need their hands held.

2) D&D is not allowed to fix its imbalances as quickly as they are noticed.

So Backgrounds are built more restrictive than experts and veterans desire.

I think the fact that WotC gave a ¯\(ツ)/¯ when it came to converting old backgrounds says WotC isn't concerned about the balance of backgrounds but wants PCs to think of them as part of their story rather than "free goodstuff". A good reason why customizing them is in the DMG where the DM can kinda monitor them and so that every character doesn't view them as "take the things best for my character" and more "what does my PC's background say about them?" Personally, I am hoping in moves people to say "as a X, I would have A, B, and C, which works with my build" vs "I'm taking +2 in my Primary, +1 in my Secondary, Proficiency in Perception, Athletics, and Thieves Tools, and the Magic Initiate (Wizard) feat for the shield spell. My background is Murderhobo."

I wager the issue will be mitigated on two fronts: new backgrounds will come and provide different combos of feats, ASIs and Skills, and most anyone who has played for a while will end up using customized backgrounds in the same way Variant Human was a standardized house rule in all but the most basic of basic games. But I am kinda glad the PHB doesn't try to throw customized backgrounds as the default for that reason.
 

Crafter seems kinda junk at first. Get three tool proficiencies, which hardly anyone ever uses in the first place, and 20% off non-magical purchases. Whoo!

Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant.

The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself.

Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on.
Crafter does have the minor perk of impacting spell components. 240gp Revivify, 800gp Hero's Feast, etc.
 

I would assume they might be trying to lean into the travelling wagon side of merchants going between cities and other settlements, buy where there’s excess and travel to sell where there’s scarcity, the fantasy equivalent of truckers who haul goods across half the country, they need to know that they’re going in the right direction, not all routes have well established roads.
That's kind of what I was thinking of. The "Kraft Lawrence of Spice and Wolf" kind of archetype. But, while I considered that, Navigator's Tools don't really apply (aside from whatever their Utilize functionality may be).

There's lots of travel town to town, but those are fixed routes. You know where you're going, or you try to build relationships with new towns or whatever, but merchants don't go "off road". The typical merchants aren't the explorers or sailors who need navigation methods to find their way. (And the 2014 Navigator's Tools are specifically for navigating at sea, anyway.)

Anyway, that was just my feelings on it. I'm not sure if there's a new list of tools posted anywhere (I haven't seen it). On the other hand, it seems hard to justify giving them some sort of artisan's tools, since merchants aren't the crafters, they're the go-between. Once you get past that, the only tool skill that makes sense is for driving land or water vehicles. If there's a decent Utilize skill for them, that's what I would have picked.
 
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Only the narrative aspect though, surely. I don't see How the mechanics of any of these backgrounds would be incompatible with a setting.

Maybe if everyone is a human living in a human land on the prime. Many of them would be pretty difficult if you were coming from for example the City of Brass or the Shadowfell.
 

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