D&D 5e: The new Traveller & GURPS? |
So, after discussing the sudden shrinking of halfling feet, I read the first line of Chapter 1: Step-by-Step Characters (page 11).
YOUR FIRST STEP IN PLAYING AN ADVENTURER IN THE DUNGEONS & DRAGONS game is to imagine and create a character of your own.
AC 10? Dex penalty! |
Additional 2 attribute points yet to be allotted. |
Race was decided along with Class. HPs were rolled based on classic D&D B/X , or AD&D 1e. Whether or not we move to the inflated Hit Dice in 5e is not yet decided but perhaps unlikely. There will surely be House Rules on this.
A trio of troublemakers! |
Names were given and we're ready to go! The rest of the character development comes through play. This may be a foreign concept to the modern gamer but it's certainly the way we've always played D&D. It also saves a lot of time! No matter how many options you provide in a rulebook, decisions made on the spur of the moment during play will make for more interesting and varied characters. It's part of the fun. Building a character with a planned pre-destined career path is ultimately boring.
About half of the D&D 5e Player's Handbook is devoted to character creation (Part 2: Playing the Game, starts on page 171). That's a lot of options! It almost puts Traveller and GURPS to shame! I prefer character progression defined by choices players make while playing the game. Still, if you can't be inspired while playing D&D, there are certainly heaps of potential ways to customise your character in the Player's Handbook.
What next? I guess it's due time to complete the design of a Blackhawk Campaign character sheet.
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