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Take A Closer Look At The 2024 Dungeon Master’s Guide
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<blockquote data-quote="tetrasodium" data-source="post: 8999450" data-attributes="member: 93670"><p>I answered some of this earlier <a href="https://www.enworld.org/threads/take-a-closer-look-at-the-2024-dungeon-master%E2%80%99s-guide.697232/post-8998885" target="_blank">here</a> in post 339[spoiler]</p><p></p><p>[/spoiler]</p><p>In the past players made characters that required other players at the table to fill in for their gaps needs & weaknesses while the monsters were designed to require some level of magic item gains or even magic item churn. That mechanical pressure is no longer present. Since that wasn't clear though & simply linking to the text of Chapter 1: step by step character creation on dndbeyond with an explaination lets look over it... step by step...</p><p>[spoiler="step1"]</p><h2>1. Choose a Race</h2><p>Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have <strong>subraces</strong>, such as mountain dwarf or wood elf. The <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/races" target="_blank">Races</a> section provides more information about these races.</p><p>The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.</p><p>Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.</p><p>Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.</p><p></p><p>[/spoiler]</p><p>Who cares how ( that race fits into the GM's world(if at all), you decide and move on to step2</p><p>[spoiler="step2"]</p><h2>2. Choose a Class</h2><p>Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/classes" target="_blank">Classes</a> section.</p><p>Your character receives a number of benefits from your choice of class. Many of these benefits are <strong>class features </strong>— capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of <strong>proficiencies</strong>: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.</p><p>On your character sheet, record all the features that your class gives you at 1st level.</p><h3>Level</h3><p>Typically, a character starts at 1st level and advances in level by adventuring and gaining <strong>experience points</strong> (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.</p><p></p><p>Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.</p><p></p><p>Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “<a href="https://www.dndbeyond.com/sources/basic-rules/step-by-step-characters#Beyond1stLevel" target="_blank">Beyond 1st Level</a>” later in this section).</p><p></p><p></p><h3>Hit Points and Hit Dice</h3><p>Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).</p><p></p><p>At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your <strong>hit point maximum</strong>.</p><p></p><p>Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring#Resting" target="_blank">Resting</a>” in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring" target="_blank">Adventuring</a> section).</p><p></p><h3>Proficiency Bonus</h3><p>The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:</p><p></p><ul> <li data-xf-list-type="ul">Attack rolls using weapons you’re proficient with</li> <li data-xf-list-type="ul">Attack rolls with spells you cast</li> <li data-xf-list-type="ul">Ability checks using skills you’re proficient in</li> <li data-xf-list-type="ul">Ability checks using tools you’re proficient with</li> <li data-xf-list-type="ul">Saving throws you’re proficient in</li> <li data-xf-list-type="ul">Saving throw DCs for spells you cast (explained in each spellcasting class)</li> </ul><p>Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in "<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores" target="_blank">Using Ability Scores</a>", tools in "<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Tools" target="_blank">Equipment</a>.") Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.</p><p></p><p>Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.</p><p></p><p></p><p>[/spoiler]</p><p>Same problem as race but because lots of classes also have fluff so why would something session zeroish like this character creation stepwaste space mentioning how you should check with your GM <em>before</em> building a bunch of story off that. Continue on to step 3</p><p>[spoiler='["step3"']</p><h2>Determine Ability Scores</h2><p>Much of what your character does in the game depends on his or her six abilities: <strong>Strength</strong>, <strong>Dexterity</strong>, <strong>Constitution</strong>, <strong>Intelligence</strong>, <strong>Wisdom</strong>, and <strong>Charisma</strong>. Each ability has a score, which is a number you record on your character sheet.</p><p>The six abilities and their use in the game are described in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores" target="_blank">Using Ability Scores</a> section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.</p><p>You generate your character’s six <strong>ability scores</strong> randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.</p><p>Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.</p><p>After assigning your ability scores, determine your <strong>ability modifiers</strong> using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.</p><p></p><p>[/spoiler]</p><p>Ardently the GM doesn't even get a say on if 4d6k3 or pointbuy is the right thing for their game. Things like a different roll or modified pointbuy don't even need to be mentioned. Since it would truly be hard to have an alternate attribute generation method that is better than the elite array the GM is going to have an extra steep hurdle pushing through that nerf too... What possible reason could justify the PHB excluding the GM from this choice?</p><p>[spoiler="step4"]</p><h2>4. Describe Your Character</h2><p>Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.</p><p>Using the information in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background" target="_blank">Personality and Background</a> section, you can flesh out your character’s physical appearance and personality traits. Choose your character’s <strong>alignment</strong> (the moral compass that guides his or her decisions) and <strong>ideals</strong>. The <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background" target="_blank">Personality and Background</a> section also helps you identify the things your character holds most dear, called <strong>bonds</strong>, and the <strong>flaws</strong> that could one day undermine him or her.</p><p>Your character’s <strong>background</strong> describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background" target="_blank">Personality and Background</a> section, and might be willing to work with you to craft a background that’s a more precise fit for your character concept.</p><p>A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.</p><h3>Your Character's Abilities</h3><p>Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.</p><p>For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.</p><p>A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.</p><p>A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.</p><p>A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.</p><p>A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.</p><p>A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.</p><p></p><p>[/spoiler]</p><p>There are a lot of problems here. BIFTS are a thing that should absolutely be worked out with the other players& GM at the table. Those are even mentioned in the TCOE section but written to the GM rather than players actually doing it. </p><p></p><p>Lastly literally every part of that last bit on backgrounds dives into building one or more aspects of the GM's world without even mentioning the GM or DM. That's a pretty big problem when the GM says "well the game is set in $setting & that's not going to fit" but the player has been told to just come up with all this stuff without speaking to anyone else because now there's a potentially excessive backstory that conflicts with the world in one or more ways that the player has grown deeply attached to</p><p></p><p>[spoiler="step5"]</p><h2>5. Choose Equipment</h2><p>Your class and background determine your character’s <strong>starting equipment</strong>, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a> section.</p><p>Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of <strong>gold pieces</strong> (gp) to spend based on your class, as shown in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a> section. Extensive lists of equipment, with prices, also appear in that section. If you wish, you can also have one trinket at no cost (see the "<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Trinkets" target="_blank">Trinkets</a>" table at the end of the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a> section).</p><p>Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. "<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores" target="_blank">Using Ability Scores</a>" has more information on carrying capacity.</p><h3>Armor Class</h3><p>Your <strong>Armor Class</strong> (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.</p><p>Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a> section. Record your AC on your character sheet.</p><p>Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a> section.</p><p>Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.</p><h3>Weapons</h3><p>For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.</p><p>When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.</p><ul> <li data-xf-list-type="ul">For attacks with <strong>melee weapons</strong>, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.</li> <li data-xf-list-type="ul">For attacks with <strong>ranged weapons</strong>, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.</li> </ul><p></p><p>[/spoiler]</p><p>The idea that the GM might want to alter the available equipment is apparently so far into heresy that once again they are not even mentioned.</p><p>[spoiler="step six"]</p><h2>6. Come Together</h2><p>Most D&D characters don’t work alone. Each character plays a role within a <strong>party</strong>, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.</p><p>[/spoiler]</p><p>Well it's a bit late to <em>start</em> thinking about this kind of thing given that the character has been entirely & fully created & nobody else at the table has even been mentioned. Up until this point the character has been 100% created in isolation without even pointers on when to talk to others at the table.</p><p>The post is getting a bit long responding to your very long post & changing gears so I'll continue in a second post.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8999450, member: 93670"] I answered some of this earlier [URL='https://www.enworld.org/threads/take-a-closer-look-at-the-2024-dungeon-master%E2%80%99s-guide.697232/post-8998885']here[/URL] in post 339[spoiler] [/spoiler] In the past players made characters that required other players at the table to fill in for their gaps needs & weaknesses while the monsters were designed to require some level of magic item gains or even magic item churn. That mechanical pressure is no longer present. Since that wasn't clear though & simply linking to the text of Chapter 1: step by step character creation on dndbeyond with an explaination lets look over it... step by step... [spoiler="step1"] [HEADING=1]1. Choose a Race[/HEADING] Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have [B]subraces[/B], such as mountain dwarf or wood elf. The [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/races']Races[/URL] section provides more information about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters. Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well. [/spoiler] Who cares how ( that race fits into the GM's world(if at all), you decide and move on to step2 [spoiler="step2"] [HEADING=1]2. Choose a Class[/HEADING] Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/classes']Classes[/URL] section. Your character receives a number of benefits from your choice of class. Many of these benefits are [B]class features [/B]— capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of [B]proficiencies[/B]: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level. [HEADING=2]Level[/HEADING] Typically, a character starts at 1st level and advances in level by adventuring and gaining [B]experience points[/B] (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “[URL='https://www.dndbeyond.com/sources/basic-rules/step-by-step-characters#Beyond1stLevel']Beyond 1st Level[/URL]” later in this section). [HEADING=2]Hit Points and Hit Dice[/HEADING] Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice). At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your [B]hit point maximum[/B]. Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring#Resting']Resting[/URL]” in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring']Adventuring[/URL] section). [HEADING=2]Proficiency Bonus[/HEADING] The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet: [LIST] [*]Attack rolls using weapons you’re proficient with [*]Attack rolls with spells you cast [*]Ability checks using skills you’re proficient in [*]Ability checks using tools you’re proficient with [*]Saving throws you’re proficient in [*]Saving throw DCs for spells you cast (explained in each spellcasting class) [/LIST] Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in "[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores']Using Ability Scores[/URL]", tools in "[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Tools']Equipment[/URL].") Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once. [/spoiler] Same problem as race but because lots of classes also have fluff so why would something session zeroish like this character creation stepwaste space mentioning how you should check with your GM [I]before[/I] building a bunch of story off that. Continue on to step 3 [spoiler='["step3"'] [HEADING=1]Determine Ability Scores[/HEADING] Much of what your character does in the game depends on his or her six abilities: [B]Strength[/B], [B]Dexterity[/B], [B]Constitution[/B], [B]Intelligence[/B], [B]Wisdom[/B], and [B]Charisma[/B]. Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores']Using Ability Scores[/URL] section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important. You generate your character’s six [B]ability scores[/B] randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8. Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your [B]ability modifiers[/B] using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores. [/spoiler] Ardently the GM doesn't even get a say on if 4d6k3 or pointbuy is the right thing for their game. Things like a different roll or modified pointbuy don't even need to be mentioned. Since it would truly be hard to have an alternate attribute generation method that is better than the elite array the GM is going to have an extra steep hurdle pushing through that nerf too... What possible reason could justify the PHB excluding the GM from this choice? [spoiler="step4"] [HEADING=1]4. Describe Your Character[/HEADING] Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms. Using the information in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background']Personality and Background[/URL] section, you can flesh out your character’s physical appearance and personality traits. Choose your character’s [B]alignment[/B] (the moral compass that guides his or her decisions) and [B]ideals[/B]. The [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background']Personality and Background[/URL] section also helps you identify the things your character holds most dear, called [B]bonds[/B], and the [B]flaws[/B] that could one day undermine him or her. Your character’s [B]background[/B] describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/personality-and-background']Personality and Background[/URL] section, and might be willing to work with you to craft a background that’s a more precise fit for your character concept. A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet. [HEADING=2]Your Character's Abilities[/HEADING] Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered. A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid. [/spoiler] There are a lot of problems here. BIFTS are a thing that should absolutely be worked out with the other players& GM at the table. Those are even mentioned in the TCOE section but written to the GM rather than players actually doing it. Lastly literally every part of that last bit on backgrounds dives into building one or more aspects of the GM's world without even mentioning the GM or DM. That's a pretty big problem when the GM says "well the game is set in $setting & that's not going to fit" but the player has been told to just come up with all this stuff without speaking to anyone else because now there's a potentially excessive backstory that conflicts with the world in one or more ways that the player has grown deeply attached to [spoiler="step5"] [HEADING=1]5. Choose Equipment[/HEADING] Your class and background determine your character’s [B]starting equipment[/B], including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL] section. Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of [B]gold pieces[/B] (gp) to spend based on your class, as shown in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL] section. Extensive lists of equipment, with prices, also appear in that section. If you wish, you can also have one trinket at no cost (see the "[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Trinkets']Trinkets[/URL]" table at the end of the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL] section). Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. "[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores']Using Ability Scores[/URL]" has more information on carrying capacity. [HEADING=2]Armor Class[/HEADING] Your [B]Armor Class[/B] (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL] section. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL] section. Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use. [HEADING=2]Weapons[/HEADING] For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier. [LIST] [*]For attacks with [B]melee weapons[/B], use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. [*]For attacks with [B]ranged weapons[/B], use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. [/LIST] [/spoiler] The idea that the GM might want to alter the available equipment is apparently so far into heresy that once again they are not even mentioned. [spoiler="step six"] [HEADING=1]6. Come Together[/HEADING] Most D&D characters don’t work alone. Each character plays a role within a [B]party[/B], a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake. [/spoiler] Well it's a bit late to [I]start[/I] thinking about this kind of thing given that the character has been entirely & fully created & nobody else at the table has even been mentioned. Up until this point the character has been 100% created in isolation without even pointers on when to talk to others at the table. The post is getting a bit long responding to your very long post & changing gears so I'll continue in a second post. [/QUOTE]
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