MichaelSomething
Legend
If I ever find myself in a 3.5 party full of weak melee characters, I'll just play a Bard. Even the weakest Monk is useful if you give him +4 to attack and damage rolls starting at level 3.
I see this as a bug rather than a feature. If character generation involves that much "skill" the system has become too complex for its own good, and needs to be harshly toned down.Yes. In fact, I'd say that besides being arguably the most fun part of the game, it's also the part that involves the most skill.
I see this as a bug rather than a feature. If character generation involves that much "skill" the system has become too complex for its own good, and needs to be harshly toned down.
Lanefan
I agree that character-building should not require the most skill. But it should certainly require enough skill through providing a diversity of options(even if simple choices) to allow players to differentiate their characters and playstyles.
Character creation is typically done once per campaign and outside of the limited session time the group gets together. The character creation process typically describes a larger portion of the character's lifespan than his entire gameplay existence. For me, character creation is the part where I constantly want to spend more time. Where rules complexity is a problem is when it slows down the actual game. Movement, resource management, equipment...those are the things that can waste my time as a DM and the things which I try to simplify.I see this as a bug rather than a feature. If character generation involves that much "skill" the system has become too complex for its own good, and needs to be harshly toned down.
Yes. In fact, I'd say that besides being arguably the most fun part of the game, it's also the part that involves the most skill.
Well, I do think the other players and the DM should be helping, but I think that building a PC is naturally an involved process where things can either go very right or very wrong. It's the time when you have the widest spectrum of choices. It's the time when you actually read and use the rulebooks.
It's generally the time when you have the most freedom to go off the book.
If anything, I think that players learn to express their characters during play, and that it should be easier to do that, which is the problem with metagame mechanics. Asking a player to track how many uses of something they have or understand tactical positioning on a battlegrid is counterproductive unless the character would also have to understand those things; a player who has built (perhaps with aid) a good fighter, should simply be able to describe a logical course of actions (I attack) and achieve the desired result.
Character creation is typically done once per campaign and outside of the limited session time the group gets together. The character creation process typically describes a larger portion of the character's lifespan than his entire gameplay existence. For me, character creation is the part where I constantly want to spend more time.
Don't get me wrong. I can see the impetus for wanting to be able to create a character quickly, especially from a DM perspective. But for me, being able to spend a lot of time describing my character is one of the best parts of the game, and having at least the option to go in-depth is essential.
Relative to your rather unusual and idiosyncratic perspective on gaming, I can see where it would appear that way.]You are on the extreme end of time you want to spend on just about everything from what I can tell.
Relative to your rather unusual and idiosyncratic perspective on gaming, I can see where it would appear that way.
The bottom line is I want to do the most story in the least amount of time possible. That means doing as much as possible to make a session flow quicker. I want to spend a lot of time on making a character a good fighter once, and then just be able to quickly say "my character attacks" a few times and resolve each battle in a few minutes so I can move the session forward without fiddling around with the details.
If an in-game battle takes less than a minute,
or play some intricate little subgame of determining how many spells of each level I have left
I want the numbers that I already spent the time generating to show me who should win