D&D (2024) Real Character Generation in 2024 PHB

Exactly what you and everyone else experienced with the game should do. And should have been doing the past 10 years.

The designers of 5E have been trying to break player's belief in the tyranny of "Playing RAW" since the beginning of 5E's existence. Originally they did that by telling us it was "Rulings, not rules". And that was reiterated every time Jeremy Crawford had to answer some stupid Sage Advice question when someone would ask how a rule was supposed to be interpreted, despite them having quite clearly told before to "Just make your own ruling. Whatever you rule is the correct one." But since that was never good enough for those people... those people still held under the thumb of the tyranny of playing RAW... Jeremy would just almost always reiterate the exact wording as the book said and told people just follow those words-- regardless of whether or not that intended to be the case or was anything he or anyone else on the team actually ever used or played themselves. Because the whole point was that the rules as a definitive, unchanging thing were not supposed to be that way, so stop asking us to define them and make them unchanging for everyone.

So now with 5E24... they're trying to break us of that tyranny in another way since the first way didn't work... by making the rules very concrete for new players to use. "Here's how the Influence [Action] works, so you don't have to get confused determining when your communication in-character with the DM should or shouldn't work. Just follow the rules for Influence." "Here are the spells and the equipment you should take as a 1st level character, so you don't have to be confused flipping through gigantic tables of equipment and pages upon pages of spells to figure out what you should take." "Here's some simplistic Backgrounds with every facet pre-defined for you so you don't have to get confused going through the entire feat section trying to find just the right one, nor worry about which skills or ability scores you should bump."

And they did this... knowing full well that experienced players won't use ANY of it because they don't need to. After all, we've all broken free of the tyranny of RAW for some things in 5E24-- do any of us really need to be reminded about the kinds of things we can find out via the Search [Action] or Study [Action] in the Rules Glossary? Of course not. For us... those rules don't matter and are not needed because we're going to just keep using those skills in whatever way we have become comfortable with over the years / decades and will keep playing the game as we always have-- "Playing RAW" be damned. All of us are going to once again ignore the rules for Stealth in the book (as most of us did in 5E14) because all of us have our own opinions on how we want Stealth to work in our own games and there was never a set of rules to be made where "one size fit all". And now... we can all just put those Backgrounds they created for us aside-- leave them for the new players who don't yet know how to select the supposed "right" options-- and create our own Backgrounds as needed. Regardless of whether or not there's an entry in the DMG that "lets us" do it.

The game never "lets us" or "stops us" from doing anything. Only WE stop ourselves and choose to remain under the thumb of the tyranny of "Playing RAW". So if someone doesn't want to remain stuck under the thumb... that person can lift it off themselves at any point. Just find the right group of players who agree with you.
I like the sentiment, but it sounds very manipulative. Hopefully the DMG includes some designer's notes about their intentions, but I doubt it, because they ought to be in the PH as well, and no one's mentioned any. I really appreciate designer transparency, especially when it's not confined strictly to marketing materials.
 

log in or register to remove this ad

I just built a bunch of pregens for a game I'm running and converted two of my Adventurer's League characters to 2024 and the background step is the clunkiest part by far. It'd have been so much better if the default was adding bonuses during the ability score step and the feat being a separate option from background. Sure, recommend a default as part of the class step but monkeying around with backgrounds is really tedious.

Sure, there are options for flexible backgrounds in the book. That should have been the default.

Exactly. Backgrounds are woven not picked. They just traded bioessentialism for classessentialism.

Other companies are approaching species the same way, atomizing it to its basic components.

Atomizing the Background elements promotes the narrative, and describing why they are a part of your pre-history is easy when you put it in bite-sized morsels.

You have Feat D, why? (I was born under a blue moon)

You have a skill in this and a skill in that, why? (My dad did this and I taught myself that)

You know how to use these kinds of tools, why? (Gramma taught me)
Then why do you own this toolset?? (I 'found' it.)

SlyFlourish, your video on 2024 character creation and your advice to just use the bumped up standard array was spot on - unless you have an interesting reason why, which is how D&D is supposed to work.

For the PHB Backgrounds, it doesn't help that there are so few Origin Feats in the PHB, but it's obviously going to be expanded via the settings books, but 10 is a decent start if you're not bound to a precious few rational options.
 
Last edited:

I like the sentiment, but it sounds very manipulative. Hopefully the DMG includes some designer's notes about their intentions, but I doubt it, because they ought to be in the PH as well, and no one's mentioned any. I really appreciate designer transparency, especially when it's not confined strictly to marketing materials.
They've been as transparent with their "Making rulings, not rules" as they have been just making things on the down-low in hopes people follow along even without realizing it. So it's not manipulation so much as trying all different ways of getting their point across-- both clearly and behind-the-scenes.

This is the one time where your desire for the designers to make clear their intentions was put on full display from the very beginning and still so many people just wouldn't accept it and wanted to be told what was the "right" answer, LOL.
 

I have to admit, when creating new characters in 2024 I really struggle with Species. Previously, I would decide which Class I wanted to play, then chose the Race that gave me complimentary ASIs, and then picked a Background that bridged the gap. Now, I decide which Class I want to play, then choose the Background that gives me complimentary ASIs, then I look at the Species and say, "Meh. Whatever. I guess I'll just randomly roll."

I'm not saying moving the ASIs to backgrounds was necessarily a bad idea. But it seems to have made the Species less interesting to me. I never seem(ed) to pick which Race/Species to play based on their innate abilities; it was/is always about the ASIs for me.
 

They've been as transparent with their "Making rulings, not rules" as they have been just making things on the down-low in hopes people follow along even without realizing it. So it's not manipulation so much as trying all different ways of getting their point across-- both clearly and behind-the-scenes.

This is the one time where your desire for the designers to make clear their intentions was put on full display from the very beginning and still so many people just wouldn't accept it and wanted to be told what was the "right" answer, LOL.
All I can tell you is that I like reading designer's notes in RPG books, and I don't see any. It's not like other RPGs don't include them either. WotC's game is not at some higher level in that regard (or in any other regard beyond their advertising budget).
 

Exactly what you and everyone else experienced with the game should do. And should have been doing the past 10 years.

The designers of 5E have been trying to break player's belief in the tyranny of "Playing RAW" since the beginning of 5E's existence. Originally they did that by telling us it was "Rulings, not rules". And that was reiterated every time Jeremy Crawford had to answer some stupid Sage Advice question when someone would ask how a rule was supposed to be interpreted, despite them having quite clearly told before to "Just make your own ruling. Whatever you rule is the correct one." But since that was never good enough for those people... those people still held under the thumb of the tyranny of playing RAW... Jeremy would just almost always reiterate the exact wording as the book said and told people just follow those words-- regardless of whether or not that intended to be the case or was anything he or anyone else on the team actually ever used or played themselves. Because the whole point was that the rules as a definitive, unchanging thing were not supposed to be that way, so stop asking us to define them and make them unchanging for everyone.

So now with 5E24... they're trying to break us of that tyranny in another way since the first way didn't work... by making the rules very concrete for new players to use. "Here's how the Influence [Action] works, so you don't have to get confused determining when your communication in-character with the DM should or shouldn't work. Just follow the rules for Influence." "Here are the spells and the equipment you should take as a 1st level character, so you don't have to be confused flipping through gigantic tables of equipment and pages upon pages of spells to figure out what you should take." "Here's some simplistic Backgrounds with every facet pre-defined for you so you don't have to get confused going through the entire feat section trying to find just the right one, nor worry about which skills or ability scores you should bump."

And they did this... knowing full well that experienced players won't use ANY of it because they don't need to. After all, we've all broken free of the tyranny of RAW for some things in 5E24-- do any of us really need to be reminded about the kinds of things we can find out via the Search [Action] or Study [Action] in the Rules Glossary? Of course not. For us... those rules don't matter and are not needed because we're going to just keep using those skills in whatever way we have become comfortable with over the years / decades and will keep playing the game as we always have-- "Playing RAW" be damned. All of us are going to once again ignore the rules for Stealth in the book (as most of us did in 5E14) because all of us have our own opinions on how we want Stealth to work in our own games and there was never a set of rules to be made where "one size fit all". And now... we can all just put those Backgrounds they created for us aside-- leave them for the new players who don't yet know how to select the supposed "right" options-- and create our own Backgrounds as needed. Regardless of whether or not there's an entry in the DMG that "lets us" do it.

The game never "lets us" or "stops us" from doing anything. Only WE stop ourselves and choose to remain under the thumb of the tyranny of "Playing RAW". So if someone doesn't want to remain stuck under the thumb... that person can lift it off themselves at any point. Just find the right group of players who agree with you.
This is so spot on. Like, the Stealth/Hide/Invisible Condition rules are so well done for 95%+ of situations that new players will run into, and completely easy for an experienced DM to rule in a way that makes sense in a specific situation. I agree that there is purpose behind the designers leaving in rules that lead to absurd results if followed exactly RAW, and that those are there to teach new players how to break RAW in favor of what their table needs to have fun.

Same with backgrounds, though with these I think they are also meant to ensure that feeling of a 'trade off' for newer players, ie. that they can't get everything they want, exactly like they want it. Unless of course they house rule a change.
 

The point of my original post is that I don't believe the custom background "rules" in the DMG are going to be much beyond, "You can let your players create their own background by choosing their ASI (one at +2 and one at+1 or three at +1), one Origin Feat, two Skills, one Tool, and 50 GP worth of equipment." And then maybe some advice to new DMs for how to fluff Backgrounds to fit their worlds.
Ladies and gentlemen, I give you the complete custom background rules in the DMG:

1: Choose Abilities​

Choose three abilities that seem appropriate for the background:

Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution. This ability is ideal for a background that involves endurance or long hours of activity.
Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.
Charisma. This ability is ideal for a background that involves performance or social interaction.

2: Choose a Feat​

Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.

3: Choose Skill Proficiencies​

Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.

4: Choose a Tool Proficiency​

Choose one tool used in the practice of the background or often associated with it.

5: Choose Equipment​

Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
 

Ladies and gentlemen, I give you the complete custom background rules in the DMG:

1: Choose Abilities​

Choose three abilities that seem appropriate for the background:

Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution. This ability is ideal for a background that involves endurance or long hours of activity.
Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.
Charisma. This ability is ideal for a background that involves performance or social interaction.

2: Choose a Feat​

Choose one feat from the Origin category. See the Player’s Handbook for examples of Origin feats.

3: Choose Skill Proficiencies​

Choose two skills appropriate for the background. There needn’t be a relationship between the skill proficiencies a background grants and the ability scores it increases.

4: Choose a Tool Proficiency​

Choose one tool used in the practice of the background or often associated with it.

5: Choose Equipment​

Assemble a package of equipment worth 50 GP (including unspent gold). Don’t include Martial weapons or armor, as characters get them from their class choices.
You called it.

Since the rules are so short, I wish WotC had just kept them in the PHB like they did in 2014, but at least there aren't any surprises.
 

They're NPC classes. 0-level classes. Just call it what it is. I can write "farmer" on my sheet without the help of a "background."
This is precisely how we're treating backgrounds in the game we're designing... literally level 0. We're thinking of them as "pre-classes". But our are expanded to include HP, some armor and weapon proficiencies, etc.

Take the "Guard" background, for example. Why wouldn't the Guard have light armor and shiled proficiecny, and simple weaons or choose from a list of 4 or so martial weapons?

Then, it makes sense if you have a Guard background but take the Wizard class... you don't forget the things you should have learned as a guard IMO.
 


Remove ads

Top