Those what come back knowing all the rules-encourage them to re-tool their characters on their own time. You go away with notes on their interests, send them away with the basic rules pdf. If it's acceptable to have a five minute conversation with each, you spend a day filling out some character sheets, then another five-minute conversation discussing how you implemented their intent that'll speed things along a lot. So I'd say you should talk to these players about at what level of detail they want to be involved in character creation. Magic: If you've got a spellcaster, "choose four from this list of twenty-they're all in the following eighty pages."Īnd there are many more pair-interactions than just the Background ones I explicitly pointed out! I've also picked up different equipment, so perhaps need to change those original choices. Starting equipment: weapon, armor, perhaps another weapon, which pack to take, sometimes a fifth bullet-point which is mostly flavor and thus is second to "Name" in how much time it'll takeĪrchetype (Domain/Oath/School/Tradition/Circle/etc.)īackground-and now I've picked up different skill proficiencies and perhaps a language slot, so perhaps need to change original choices. Name (people find this one of the hardest)Ībility score disbursement (go back and find those racial modifiers, too)Ĭhoose some skill proficiencies, languages Remember, the list of decisions to make isn't just race/class/background: it's: (It did on Wednesday, even with a guy who'd been playing for a few months and I was helping make his second character.) busywork the second instance I find it likely to run a good half-hour. In the first instance I'd estimate about a five-minute conversation followed by 10min.
With others it's been sitting and flipping PHB pages with them, line-iteming the character sheet. With some I've just had the discussion, absent any rulebooks, of what the possibilities are and what they might like to play. It's just a matter of who's holding the pencil, doing all the little maths, and making decisions when the player doesn't yet have a preference.ĭuring the last few months I've had seven or eight opportunities-some in my own campaign, some in Adventurers' League-to walk new and new-ish players through character creation. Your players have ruled out number 1, but I don't think there's anything disingenuous about presenting both options 2 & 3 as "player creation" options. Player builds side-by-side with experienced person. Someone builds the player's character for him or her, or Player uses a pre-generated character-either from "out there" or that you've built, In other words, you’re going first every time.The simplified versions of character creation are: Even if someone somehow rolls higher than you, you can use Lucky to roll again. With this build you now have a +23 Initiative with Advantage. Alert gives you +5 to Initiative and Lucky will allow you to reroll a Skill Check, choosing the higher of the two rolls.
In my years playing DnD, here are the top 10 most OP characters I’ve encountered. What happens when you’ve cycled through all of the classic tropes like the Dwarf Cleric, Halfling Rogue and Elf Wizard? Well, that’s when you start thinking outside of the box, and it’s when those creative juices start flowing that some of the most bizarre, most powerful characters come to life. Many say your first DnD character is a reflection of yourself.īut what happens after you’ve created your first character, and then your second, and then your third and fourth until no more fantasy versions of you remain? What are the most Overpowered D&D character builds?Ĭreating a character in DnD can be a very intricate, very personal process that takes hours or days to complete.