Favorite parts of CharGen
Faves:
_1. Iteration: I look forward to going over the interactions of the moving parts again and again, to tweak things until I get the character to fit the concept as well as I can.
_2. At-Wills: I can spend hours reviewing this for a single character. I don't follow the CharOps lists blindly, at all. For example, I have thrashed over the second At-Will for my elf bard for months: her primary, or go-to At-Will, started out being MisMark, and still is; and while that power is greatly deprecated by CharOps, I still don't care, because that bard is still trying to form a Fey Pact with Erevan Ilesere, Exarch of Corellon--and Erevan is all about the trickery, so MisMark fits the concept, whereas War Song Strike or Staggering Note would be unsuitably straightforward. (Vicious Mockery would not be too straightforward, because it achieves its effects through delusion.)
(It gets even worse: until 2nd level, when the Warlord MC'ed Fighter, there was no Defender in the party, so all of the bard's "Misdirected Mark"-ing was fake anyway, delivering no actual mechanical effects from the Mark.)
_3. Feats: I have lists. I create most of my characters in text files first, so I can compare one thing with another without all that netlag. All Feats that I have listed in text go into one common "Feats" file (long). I maintain a "4thEdBasics" file that has my own list of favorite Feats as its second component. (My own list of 58 Ability Arrays based on 22-Point Buy comes first, sorted into descending order according to degree of spiky lopsidedness: "18 14 11 10==10 8" comes first, and "14==14 13==13==13==13" comes dead last.)
_4. Backstory: Not so favorite, but still a decent outlet for creativity. My hybrid Druid/Cleric of Melora (so "natural" a combo!) is still weak as regards completeness of backstory, and as regards being filled out enough to play; but the Conquest of Nerath board-game map is going to answer a lot of questions about seacoast towns where he might have originated, so his backstory might settle down more fully later this year.
_5. Skillsssssce: Candyland for a Rogue; tediosity for a hybrid (they get so few). For me, it really depends on the class. Bards who take "Bard of All Trades" at first level don't have to spend much time on this factor, and that's fine by me.
(Nevertheless, I still miss 3E's "skill points," and getting more skill points from having a high INT. Some degree of fiddlyness can be fun.)
_6. Weapons: "Hag-crammers" are Brutal-2 -- but do you care? When the Rogue gets an extra 2d6 damage with CA nearly every round, that totally eclipses any +1 (or whatever) differences that one weapon may enjoy over another weapon. Brew it. (Try doing 15 damage to a goblin sharpshooter that was reduced to 2 HP; is weapon choice going to make any noticeable difference in such an instance?) ("Three feet of wasted steel sticking out his back.")
_7. Dailies: I keep forgetting to use them, so they can't be all that important to me, right?
_8. Standard Adventurer's Kit: Great idea, use it every time; really difficult to enthuse over, beyond that.
Dislikes:
_1. So many choices that I wouldn't ever want to take, for any character I can imagine ever creating. OK, tastes differ; and there has to be enough different stuff to cover a wide range of tastes; but it still makes looking through the lists time-consuming. (My consolation is that it is probably equally time-consuming for everybody.)
_2. Items: Tantalus and me, together on the hillside.
I want a flying carpet! Alright, we all do; move along, nothing to see here.
_3. Options that detract from what I'm looking for.
Penny Arcade had it right -- "Shadow-Shadow-Bo-Bad-O." Enough said about that.