In my group we are only playing single class characters. Even so, I want to create a unique character (both in terms of concept and rules). As such, for customisation purposes I have identified these options in the new rules, beyond class and subclass (and spell selection).
- Customised background.
- Feats.
- Combine two half-species using the mechanics from one of them.
- The Warlock class offers invocations, Sorceror offers metamagic, Battle Master offers maneuvers, Druid offers selection of animal forms.
- Weapon specialisations are new and welcome customisation option.
What other customisation options are available in the new rules when making characters?
I personally like to use Warlock as a basis or chassis for creating characters due to the customisation and optionality offered.
It’s kind of a tough question to answer. In some ways, with DM approval, you can do anything. But it seems we’re trying to stick to RAW, I guess?
In that case, I’d first note that the two-species with the mechanics of one is not RAW. It was discussed in the playtest, but has not made it to print. However, if you use Tasha’s, there is the option for creating a custom species in there.
And some of the species in the PHB have sub-species choices, so that’s another option.
A bard’s performance style, such as what instrument they play, though that doesn’t really have a mechanical effect
Beyond spell choice, there’s also just flavoring your spell. Like, what does your eldritch blast look like? Flavor and re-skinning in general can give you lots of customization options.
Thanks for making me aware. I played D&D a lot in 3.5 and I get the impression that there were more customisation then? If what you say is true, then there seems to be a need for a few more mechanics to create more optionality and customisation for creating even more unique characters, from a rules perspective. This could be on species level, on background level, maybe selecting several less powerful but origin-like feats and extending the selection for more diversity and uniqueness.
There is much less customization in this edition, but that's by design. More customization options mean the game becomes, in part, about system mastery. This edition gets away from that idea. There's fewer choices, yes, but it makes it much more difficult to make a wrong choice. Really, a poorly thought out multiclass, or completely dumping a character's main stat (think a barbarian with an 8 str) is really the only way to have a truly ineffective character.
As someone who's been playing since 1e days, I've not found any problems making distinct characters in this edition. There's definitely part of me that would like to make more meaningful decisions, since as it is now, after you pick a subclass, you're pretty much done. But I don't really miss it, honestly, that I don't need to plan out my next 7 level in advance, so I can make sure I have my skills at a certain level so I can qualify for that feat, which lets me qualify for that other feat which lets me eventually pick a prestige class.
I agree to your points, and I do not think about the creation of a complex tree of decisions to get to a outcome 7 levels ahead. 😄
I am thinking more about features at the character creation, not character advancement level. I like the elven variants. Perhaps there could have been say seven selectable minor features for each species to customise your character. Then three minor features for each background where you can select one for customisation. It would add flavour and depth.
At the end of the day, who really needs that many options? There's already plenty of combinations of characters to play.
12 base classes times 10 base species (some with variants within those species) times 16 backgrounds gives you nearly 2 thousand different theoretical characters to play. Obviously the differences between some of those are minimal, and certain combinations are much more likely and fit the archetype better, but you've still got plenty of options.
Then you add the different class features you mentioned. Weapon masteries, invocations, metamagic, wild shape forms, even things as simple as what spells you pick. FEATS!
There's so many different options, but also not so many that it becomes overwhelming to new players. I know when I was getting into DnD (I started with 5e back in like 2015), it was really nice sometimes to just be told exactly what happened when I leveled up or something like that.
You clearly have a good point when it comes to new players. I just see that I do like to get character ideas come to life, and sometimes feel restricted by the number of choices available. However, restrictions can be good too, as you need to be creative with what is there. And sometime less is more.
Anyhow, thank you for the inputs and perspectives. I guess I gave to try to makedo with what is currently available.
In my group we are only playing single class characters. Even so, I want to create a unique character (both in terms of concept and rules). As such, for customisation purposes I have identified these options in the new rules, beyond class and subclass (and spell selection).
- Customised background.
- Feats.
- Combine two half-species using the mechanics from one of them.
- The Warlock class offers invocations, Sorceror offers metamagic, Battle Master offers maneuvers, Druid offers selection of animal forms.
- Weapon specialisations are new and welcome customisation option.
What other customisation options are available in the new rules when making characters?
I personally like to use Warlock as a basis or chassis for creating characters due to the customisation and optionality offered.
It’s kind of a tough question to answer. In some ways, with DM approval, you can do anything. But it seems we’re trying to stick to RAW, I guess?
In that case, I’d first note that the two-species with the mechanics of one is not RAW. It was discussed in the playtest, but has not made it to print. However, if you use Tasha’s, there is the option for creating a custom species in there.
And some of the species in the PHB have sub-species choices, so that’s another option.
A bard’s performance style, such as what instrument they play, though that doesn’t really have a mechanical effect
Beyond spell choice, there’s also just flavoring your spell. Like, what does your eldritch blast look like? Flavor and re-skinning in general can give you lots of customization options.
Thanks for making me aware. I played D&D a lot in 3.5 and I get the impression that there were more customisation then? If what you say is true, then there seems to be a need for a few more mechanics to create more optionality and customisation for creating even more unique characters, from a rules perspective. This could be on species level, on background level, maybe selecting several less powerful but origin-like feats and extending the selection for more diversity and uniqueness.
There is much less customization in this edition, but that's by design. More customization options mean the game becomes, in part, about system mastery. This edition gets away from that idea. There's fewer choices, yes, but it makes it much more difficult to make a wrong choice. Really, a poorly thought out multiclass, or completely dumping a character's main stat (think a barbarian with an 8 str) is really the only way to have a truly ineffective character.
As someone who's been playing since 1e days, I've not found any problems making distinct characters in this edition. There's definitely part of me that would like to make more meaningful decisions, since as it is now, after you pick a subclass, you're pretty much done. But I don't really miss it, honestly, that I don't need to plan out my next 7 level in advance, so I can make sure I have my skills at a certain level so I can qualify for that feat, which lets me qualify for that other feat which lets me eventually pick a prestige class.
I agree to your points, and I do not think about the creation of a complex tree of decisions to get to a outcome 7 levels ahead. 😄
I am thinking more about features at the character creation, not character advancement level. I like the elven variants. Perhaps there could have been say seven selectable minor features for each species to customise your character. Then three minor features for each background where you can select one for customisation. It would add flavour and depth.
At the end of the day, who really needs that many options? There's already plenty of combinations of characters to play.
12 base classes times 10 base species (some with variants within those species) times 16 backgrounds gives you nearly 2 thousand different theoretical characters to play. Obviously the differences between some of those are minimal, and certain combinations are much more likely and fit the archetype better, but you've still got plenty of options.
Then you add the different class features you mentioned. Weapon masteries, invocations, metamagic, wild shape forms, even things as simple as what spells you pick. FEATS!
There's so many different options, but also not so many that it becomes overwhelming to new players. I know when I was getting into DnD (I started with 5e back in like 2015), it was really nice sometimes to just be told exactly what happened when I leveled up or something like that.
You clearly have a good point when it comes to new players. I just see that I do like to get character ideas come to life, and sometimes feel restricted by the number of choices available. However, restrictions can be good too, as you need to be creative with what is there. And sometime less is more.
Anyhow, thank you for the inputs and perspectives. I guess I gave to try to makedo with what is currently available.
There is plenty of customization:
38 Unique Weapons (not counting magic items)
12 Fighting Styles
42 Feats
10 Origin Feats
12 Classes
10 Species
40 Subclasses
Hundreds of spells to choose from.
Not to mention class / subclass specific options:
Hunter-Ranger: Hunting Styles
Sorcerer: Metamagic
Beast Barbarian: Natural Weapon
Druid: Wildshape forms, Familiar's form, Primal Order, Elemental Fury choice
Beastmaster-Ranger: Beast Companion type
Armourer-Artificer: Armour style
Artillerist-Artificer: Arcane Cannon
Bard: Magical Secrets
Warlock: Invocations
Wizard: Familiar's form
Paladin: Steed form
Elements Monk: Elemental choice
Draconic-Sorcerer: Dragon ancestor
Cleric: Divine Order, Blessed Strikes option
Thank you very much for the nice overview.