I don't recall ever mentioning I'm teaching noobs, but either way when a character dies and is unable to return for any reason (story wise, not enough resources to resurrect, player wants a new character) the only option is to create a new character at a higher level than 1. If the rest of the party are paragon then a new character should be within +/-1 level of them. Level 1 PCs would be useless and die every combat at paragon tier. By only selecting the recommended options in the builder...
View full commentI don't recall ever mentioning I'm teaching noobs, but either way when a character dies and is unable to return for any reason (story wise, not enough resources to resurrect, player wants a new character) the only option is to create a new character at a higher level than 1. If the rest of the party are paragon then a new character should be within +/-1 level of them. Level 1 PCs would be useless and die every combat at paragon tier.
By only selecting the recommended options in the builder then yes it can be done in under an hour, but you'll have a bland generalised character. I have created and played dozens of 4th ed characters and my players have created over a hundred between them. Only about 4 of our combined characters have used retraining, and then no more than twice per character.
I speed read all the powers and magic items so I can quickly look at one and within a few seconds get a basic feel of it. This way I can move on to ones I actually want to read in depth. But still, creating a level 16 character takes hours as this needs to be done at every level. If you have some strategies that you use to speed up the process of creating a detailed character please share them, I'll be very interested to pass it onto my players.
We don't want to optimise every aspect, just ensure that power, feats, and items all work together to make something useful and fun. Doing this takes time as you weight up options. My players and I are not interested in a rushed character.
I am not implying that you are interested in teaching noobs, but you did mention in a previous post that the lag in time was especially when introducing a noob, and that is what I was addressing. I do actually make higher level characters after character death or when a new player joins, if I can't run them through a few solos to level them up that way anyway. I don't use the various extra options in the CB because I don't the options just in the PHB 1-3 boring or generic. I find there is...
View full commentI am not implying that you are interested in teaching noobs, but you did mention in a previous post that the lag in time was especially when introducing a noob, and that is what I was addressing. I do actually make higher level characters after character death or when a new player joins, if I can't run them through a few solos to level them up that way anyway.
I don't use the various extra options in the CB because I don't the options just in the PHB 1-3 boring or generic. I find there is more than enough just in those 3 books to keep the game going for years without getting boring at all. I do tend to add in the first Powers books as well, because some of my players wanted more options, and I had been promising to add them in, once support for every current powersource was out equally. That still doesn't add much. I do not allow Dragon Magazine content, because among other things, its not in a printed book, and that is oe requirement at my table. I have to A. Own the Source Material, and B. Approve it for play. Not all my players are DDI subscribers, and shoot, I didn't allow all the splat content in the older editions when I ran them either, going all the way back to the beginning. I was probably the very last DM in our area to okay the use of the Unearthed Arcana in 1e AD
I voted for "a combination", but in retrospect I really am a "consume" guy. That said, I personally feel that the 4e MM was a little under-fluffed, and I'd like to see more of that brought back (I really like the 4e phb and dmg, though).
I think that there should be a bit of visual fluff for inspiration, but at the same time I don't want them interfering with the alignment of the text, or the organization of my charts. I feel as although I very much liked the balance in 3e books, that's one complaint I had. I liked the info blocks in 4e, although from memory, I could deal with them being a little more uniform, and a little less "cram all this crap in a tiny card." Ultimately, the PHB should have the instructions clear and...
View full commentI think that there should be a bit of visual fluff for inspiration, but at the same time I don't want them interfering with the alignment of the text, or the organization of my charts. I feel as although I very much liked the balance in 3e books, that's one complaint I had. I liked the info blocks in 4e, although from memory, I could deal with them being a little more uniform, and a little less "cram all this crap in a tiny card."
Ultimately, the PHB should have the instructions clear and uninhibited, but perhaps a few VERY RAD half-full page art breaks for getting the juices flowing. Especially at chapter/section intro pages, and they should showcase the particular sections' theme.
Examples: full page mural of all the PC races gathering for the race/creation section, then the inside of a kings' armory for the equipment section, and a crowded tavern for the non-combat rules section, etc. Ramble ramble.
By only selecting the recommended options in the builder...
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I don't use the various extra options in the CB because I don't the options just in the PHB 1-3 boring or generic. I find there is...
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