Using the new quick builder, I ran into some challenges new players face in creating characters.
1. selecting a species which grants a cantrip (ex Faeries with Druidcraft, Aasimar with Light) can grant duplicate cantrips granted by class defaults (Druids, Wizards). Players who use this tool don’t know how to correct this, or even that they can, which inadvertently punishes these choices which maybe intuitive or iconic combinations. A backup spell for these moments would ease this.
2. Equipment isn’t…equipped. Create a Druid, get an AC of 11 with nothing telling you what that number means or how to improve it (with things in their inventory), and you have a collection of weapons which don’t have Actions associated.
3. Cantrips with multiple action types (Produce Flame and Shillelagh, both defaults for Druids) and spells which change an important aspect of the character (Mage Armor) are unintuitive. An “Active” toggle for these spells would make it much, much more intuitive for players who want to jump into action.
4. Characters with Familiars or other summons (Find Familiar) don’t have access to a familiar stat block unless they choose one, and selecting “Familiar” under “add Extra” doesn’t filter for valid creatures. Both of these issues send a new player into a confused rabbit hole which takes them away from the game to slog through rules, which defeats the purpose of the quick builder with options built into the quick builder.
There are, of course more things one could quibble with, but these 4 issues can seriously impact a new players experience.
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"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol "Failure means you've tried." -RB
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InsiderUsing the new quick builder, I ran into some challenges new players face in creating characters.
1. selecting a species which grants a cantrip (ex Faeries with Druidcraft, Aasimar with Light) can grant duplicate cantrips granted by class defaults (Druids, Wizards). Players who use this tool don’t know how to correct this, or even that they can, which inadvertently punishes these choices which maybe intuitive or iconic combinations. A backup spell for these moments would ease this.
2. Equipment isn’t…equipped. Create a Druid, get an AC of 11 with nothing telling you what that number means or how to improve it (with things in their inventory), and you have a collection of weapons which don’t have Actions associated.
3. Cantrips with multiple action types (Produce Flame and Shillelagh, both defaults for Druids) and spells which change an important aspect of the character (Mage Armor) are unintuitive. An “Active” toggle for these spells would make it much, much more intuitive for players who want to jump into action.
4. Characters with Familiars or other summons (Find Familiar) don’t have access to a familiar stat block unless they choose one, and selecting “Familiar” under “add Extra” doesn’t filter for valid creatures. Both of these issues send a new player into a confused rabbit hole which takes them away from the game to slog through rules, which defeats the purpose of the quick builder with options built into the quick builder.
There are, of course more things one could quibble with, but these 4 issues can seriously impact a new players experience.
"Stories never end. They merely mark the beginning of the next chapter." -Rory Bristol
"Failure means you've tried." -RB