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Legends and Lore - The Genius of D&D
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<blockquote data-quote="Crazy Jerome" data-source="post: 5790448" data-attributes="member: 54877"><p>My preferred order:</p><p> </p><p>1. "Rough concept/archetype" - class, race, and culture (pulled out as a separate mechanical item from race), and then level. Who you are and what you do, roughly.</p><p> </p><p>2. Major Twists and Extensions to the concept/archetype - 4E themes, 3E prestige classes, multiclassing. This refines the above into something approaching a real "character" mechanically.</p><p> </p><p>3. Fiddly customization (feats, domains, etc.) and flavor text - Polish the character. Individual elements will be much more important to a given player or group, but that is impossible to truly account for in the rules. </p><p> </p><p>Ability scores (and I guess level too, if you want to be particular about it) aren't even in this hierarchy, but orthogonal to it. That is, if part of your concept is "being one of the strongest guys around" then you need a good Str score separate from any class or race choices. Or maybe you don't care, except for what you need for class. Either way, your values for the other 5 ability scores are likely to be determined throughout the entire list--need some Dex because of a twist, and then prefer Wis over Int because of flavor or some particular customization option.</p><p> </p><p>Another way to look at that reasoning, of course, is that ability scores and levels are first in the list--not because each part of it matters that much, but because something in the package is going to underlay whatever later choices you make. And if doing that, might as well pull class up with it, which gives a list a lot like Monte's in most ways:</p><p> </p><p>1. Class, level, ability scores - fundamentals.</p><p>2. Race/Culture - finish rough concept.</p><p>3. Themes/Multiclassing - refine rough concept</p><p>4. Fiddly Stuff - polish</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5790448, member: 54877"] My preferred order: 1. "Rough concept/archetype" - class, race, and culture (pulled out as a separate mechanical item from race), and then level. Who you are and what you do, roughly. 2. Major Twists and Extensions to the concept/archetype - 4E themes, 3E prestige classes, multiclassing. This refines the above into something approaching a real "character" mechanically. 3. Fiddly customization (feats, domains, etc.) and flavor text - Polish the character. Individual elements will be much more important to a given player or group, but that is impossible to truly account for in the rules. Ability scores (and I guess level too, if you want to be particular about it) aren't even in this hierarchy, but orthogonal to it. That is, if part of your concept is "being one of the strongest guys around" then you need a good Str score separate from any class or race choices. Or maybe you don't care, except for what you need for class. Either way, your values for the other 5 ability scores are likely to be determined throughout the entire list--need some Dex because of a twist, and then prefer Wis over Int because of flavor or some particular customization option. Another way to look at that reasoning, of course, is that ability scores and levels are first in the list--not because each part of it matters that much, but because something in the package is going to underlay whatever later choices you make. And if doing that, might as well pull class up with it, which gives a list a lot like Monte's in most ways: 1. Class, level, ability scores - fundamentals. 2. Race/Culture - finish rough concept. 3. Themes/Multiclassing - refine rough concept 4. Fiddly Stuff - polish [/QUOTE]
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