So I'm sick of people complaining about the stupid crit argument Instead, I decided to do some testing and see what happened when I applied the new Build-A-Background system to four of the characters I'm currently playing in actual for-real D&D games. Here's the breakdown
* * * Starlight Through Driving Rain Species: Tiefling Class: Artificer Original background: Archaeologist
OBG Provides: History, Survival, cartographer’s tools, Dwarven OBG Gear: 25gp bulk coin, a bullseye lantern (10gp), a miner’s pick (2gp), a set of traveler’s clothes (2gp), a shovel (2gp), a two-body tent (2gp), a 1d8 roll for one additional piece of variable-cost gear, and Narrative Fluffery. Total: 43gp (plus variable-cost d8 roll) OBG “Feature”: You can skip the normal History check required to identify the function and/or builders of a constructed ruin or dungeon. You can also skip whatever check the DM might impose on art objects over a century in age.
Origins Playtest Background: “Dilletante Archaeologist” You are a student of history, well traveled and versed in the rigors of archaeological expeditions seeking the truth of the buried, forgotten past and applying your artifice to help dig it up. You also, however, come from Old Money that allowed you to learn the ins and outs of history as a passion of leisure; you take your work seriously, but money talks and you know the language it speaks. Your expeditions were always well funded, and you know the secret to a successful dig – ensuring the right people are there to make it happen. You’re as at home exploring the depths of an ancient tomb with nothing but a blade and a set of tools at your side as you are in a pavilion tent directing the efforts of dozens of lay diggers and junior archaeologists. OPT provides: History, Persuasion, choice of tool (Carto), choice of language (Dwarven). OPT Gear: Traveler’s clothes (2gp), fine clothes (15gp), tinker’s tools (15gp), signet ring (5gp), bedroll (1gp), mess kit (0.2gp), 4x pouch (2gp), 2x sack (0.02gp), 3x vial (3gp), 2x flask (0.04gp), 5x candle (0.05gp), signal whistle (0.05gp). Total: 43gp, 2sp, 9cp (43.29gp). Loose coin: 5gp, 16sp, 6cp OPT Feat: Crafter Gain 3x Tool Proficiency (Alchemist’s Supplies, Jeweler’s Tools, Woodcarver’s Tools), gain 20% discount on fixed-cost items (homerule: advantage on Persuasion checks made to barter or haggle), craft mundane items in 20% less time
Impact: This is almost entirely upside for Star. In her current game Star took the Skilled feat at level 4 to regain toolsets her predecessor character had lost when Wizards massively reduced artificer tool proficiencies; under OPT rules she gains those proficiencies back at level 1, as well as gaining bonuses to buying, selling, and crafting – all key things for a Rich Girl artificer. The grab-bag approach to background equipment means I can reflect Star’s Rich Girl upbringing with a set of fine clothes and a family signet ring as well as reflecting her species in the fact that I no longer need to bother with a bulky, expensive bullseye lantern and its attendant oil, nor the personal tent she generally pulls from expedition budget when she needs it. She has the equipment she needs, wants, and merits instead of generic Archaeological Stuff she doesn’t bother with. Her original background worked just fine for her, but this version just works better.
OBG Provides: Perception, Sleight of hand, Alchemist’s Supplies, Shawm OBG gear: literally nothing OBG “Feature”: The ‘All Eyes On You’ feature from Far Traveler, befitting Nytra’s nature as a critter of a species nobody’s ever seen before. Effectively, she’s allowed to try and use her unusual nature to try and land a good impression with people who’d be interested in her. It is entirely worthless/nonexistent, and Nytra has never used it across either of her games.
Origins Playtest background: “Hupperdookan Fluffy Shit (for real this time)” Nobody knows what you are, including you. You were found in the woods surrounding Hupperdook and brought up by the gnomes of the city as more-or-less a gnome yourself. Just an oddly fluffy one. Despite your mysterious origins, you were accepted well enough in your community. At least, up until recently…
Despite this, you are nevertheless something no one has ever seen before. Your ears, your tail and legs, your faintly ‘off’ features, all of them point to an inherent alien-ness in your being. It intrigues some, repulses others, and incites yet others to the sort of yucky attraction you occasionally have to discourage with a stick to the ghoulies. As you travel beyond the bounds of Hupperdook, where people have heard of your fluffy self, you find yourself a stranger in a land that finds you quite strange indeed. In some circumstances this is to your benefit – your delightful fluffiness and happy-go-lucky personality can open many a door. But in other situations, your unknown nature may prove a hindrance… OPT Provides: Perception, Sleight of Hand, Alchemist’s Supplies, Dwarven (Gnomish is handled by Nytra’s species language) OPT Gear: it literally doesn’t matter what I pick here because anything is better than the “you get NOTHING, good day sir!” of normal Custom Background. When I was writing this thread at work I didn't have time to assemble Nytra's gear list because she's a packrat, so...sorry. OPT Feat: Magic Initiate (Arcane, Charisma): Minor Illusion, Vicious Mockery, Unseen Servant
Impact: Big, but not unqualified, win for Nytra. The fact that she gets gear from her background is a huge plus – in her game(s) the DM allowed her a sum of coinage to spend the same as everybody else, but she was still down the between 20 to 100+gp from background gear. She gains a language but loses her Shawm proficiency, which is a damn shame. I always enjoyed Nytra being able to play an instrument, but the OPT system is kinda running into edge cases here.
Nytra is a character I always envisioned as never quite fitting properly in Hupperdook – she’s not a craftswoman, she’s not a laborer, she’s not a performer. She helps in her papa’s shop and often spends days at a time foraging for materials in the lands surrounding Hupperdook, but she’s not an apothecary herself. She got by more on odd-jobbing than any given skill. None of the given crop of starter feats really speaks to her, though MI gives me the closest analogue to her homebrew Origin bonus, so that’s what she took. Alert is another idea, since a minxish prankster like Nytra benefits from being quick on her paws. I do love the distinctly prankish bent to her MI spell selection, and the Arcane list allowed me to assemble a packet of spells I previously could not. So that’s pretty slick. Gonna say more upside than downside, but I’ll admit she loses a few neat ribbons in the transition.
Mirage Over Burning Sands Species: Tabaxi Class: Wizard Original Background: Far Traveler
OBG provides: Athletics (class replacement), Insight, Draconic, Playing Card Set OBG Gear: 5gp loose coin, Traveler’s clothes (2gp), proficient instrument or gaming set (cards, 0.5gp), a 10gp gewgaw from your homeland, and Narrative Fluffery. Total: 17.5gp Owch. OBG “Feature”: All Eyes on You, which has had exactly as much use/benefit for Mira as it had for Nytra. Which is to say, absolutely none.
OPT Background: “Wandering Wizard” In your youth, you became apprenticed to Master Hestrania – a wizard of surpassing skill and unusual temperament. Master Hestrania did not believe in sequestering herself in a tower, surrounded by books and dried plants and other people’s knowledge. She espoused wandering the world, exploring its secrets, and creating new knowledge the sages of old were too cooped up to manage. Once she’d taught you the basics of wizardry, she opted to set you on her own path and left you behind to begin your own journey. You’ve been wandering ever since, putting your magic to work and earning knowledge the hard way, the proper way – by doing magic, rather than reading about the ways other people once did magic.
It’s a rough life without much room for wealth, but you wouldn’t have it any other way. And one day, when you’re ready, you’ll find Master Hestrania again and show her what you’ve learned, prove to her that you were worth teaching. OPT Provides: Athletics, Survival, Draconic, Cartographer’s Tools OPT Gear: Cartographer’s tools (15gp), traveler’s clothes (2gp), 4x pouches (2gp), flask (0.02gp) 2x ink pen (0.04gp), Narrative Fluffery. Total: 19.06gp. Loose coin: 28gp, 19sp, 14cp OPT Feat: Alert: +Prof to Init, ability to switch Initiative with target willing ally.
Mira’s background fits her noticeably better, especially if a DM allows the common houserule of selling back unneeded class kit at cost. She traditionally travels very light (Mira as she exists right now doesn’t even own/use a backpack and instead lives out of her four simple pouches), but now her traveling-light rewards her with extra starting coin. She gets the resilience one would expect from a wanderer with Athletics and Survival proficiencies, and Alert is a splendid boost. Mira is something of a tactician in her game already, allowing her to monkey with initiative order whilst making her noticeably harder to get the drop on is a lot of fun. Overall? A win, I’d say, though primarily because getting nuAlert is such a neat trick for a canny desert-born wanderer. The extra coin is lovely, but munchkin haters will roll their eyes at the whole thing.
OBG Provides: Arcana, Survival, Daelkyr, Alchemist’s Supplies OBG Gear: RAW, nothing. But Mistletoe’s background is a tuned ‘Haunted One’, so we’ll use that as a basis. Meaning a Monster Hunter’s pack (33gp), a set of Common Clothes (0.5gp), one whole silver piece of loose coinage (funny, but also owch), and Narrative Fluffery. OBG “Feature”: Heart of Darkness, i.e. Toss a coin to your Witcher, O valley of plenty, O valley of plenty, whooOOooaahhh!
OPT Background: “Umbragen Grey Warden” You were born in the depths of Khyber, and you were a woman grown before ever you saw the light of the surface. Your species has spent generations fighting a war against the horrors of the dark – a war you’ve been losing by inches since it began. Your kind are known for their merciless ruthlessness, utter lack of pity, and the deadly power of their bargain with the shadowy, ill-understood Umbra…but you’re different. You are an experiment, part of a breakaway sect of Umbragen who’ve rejected the Umbra in search of a new source of power that might tip the balance. Shadows are your shield, but your weapon is the Distant Light and the pale radiance of its silvery moonflame. You forsake the Umbra, but not the strength of shadow. You embrace both searing light and soothing shade, and in the doing find yourself in the Grey Between. Your people do not know what to make of you, but you know your cause is right. The Umbra had its chance. Now it’s the Distant Light’s turn. OPT Provides: Arcana, Survival, Daelkyr, Alchemist’s Supplies. OPT Gear: Traveler’s clothes (2gp), alchemist’s supplies (15gp), tinderbox (0.5gp), signal whistle (0.05gp), quiver (1gp), 20 arrows (1gp), 3x flasks (0.06gp), 2x daggers (4gp), steel mirror (5gp), 2x pouches (1gp). Total: 29.61gp. Loose coin: 17gp 32sp 19cp OPT Feat: Magic Initiate (Divine, Charisma): Guidance, Sacred Flame, Heroism
Impact: Giant win for Misty. Misty is an Eberron character from a region far beyond where most Eberron games take place, tossed into the mix of her current game through a raid gone horribly bad and the eldritch weirdness of Khyber and the daelkyr. Her original background, if played strictly RAW with no allowances, would have left her without any ammunition for her longbow (yes, Misty is a Dexy paladin, eat my charcoal-colored dark elf keister) and without alchemist’s supplies. Hell, Misty STILL doesn’t have alchemist’s supplies. She relies on a larger-than-two number of shorter, handier blades and her bow in combat, which the paladin base gear kit sucks at giving her. Sadly, the remaining ~20 gp isn’t enough to buy a chain shirt, but it is enough for basic leather. Given that Mistletoe cannot wear the chainmail her class tries to foist off on her, the ability to buy armor at all is a big win.
The resounding gear win isn’t even the cool part, though. MI: Divine is such a cool reflection of Misty’s unusual origin amidst a people drowning in shadow and viciousness. Misty’s power comes from a different place than the rest of her kind, and with three simple little spells I can conclusively demonstrate that. Giving her the ability to innately cast Heroism is so Silver Flame Distant Light it hurts, and I’m here for it. Frankly I’m tempted to ask our Eberron DM to let me try this out in game, but our chargen was already completed and I’m not about to open up that particular sack of ferrets. Still, I am deeply pleased with how smooth and helpful this particular transition is.
* * *
Broad takeaway? This new system is honestly a lot of fun to play with. Expanded with a broader pool of feats and armed with a creative writing bug, I think this system is almost entirely upside. I will say that I intend to leave feedback saying that coming up with a catchy name for your background and a description of it shouldn't be encouraged - it should be mandated. That's the one thing I think we're at real risk of losing with the system as presented; the current background system can serve as inspiration by providing tiny little story seeds that grow as a player explores them. I know that Star, for example, only exists in her current form because I stumbled across the 'Archaeologist' background and said "wow, really? That's a thing? Huh..." and my brain started going. Example/sample backgrounds can recapture some of that, and I hope they continue providing sample/example backgrounds in upcoming books, but being able to say "I'm an Umbragen Grey Warden" or "I'm a Wandering Wizard" or whatever else when asked what your background is instead of saying "Well, uhhh...I'm a tiffle, and I took History and Survival, and...what else was it...?" is desireable.
Beyond that? The new background system is almost a microcosm of chargen in itself and is a lot of fun to toy around with. Inventing your own start in the world instead of just settling for whatever the game hands you is much more engaging, and when the system expands over time it will only be more so.
What about you guys? Anybody care to join me and do a riff on an existing character, see what might change when doing an old character with the new background system? Any opinmions on the actual Character Origins rules in the Character Origins playtest document?
I don't think this system is by necessity any slower than the existing background system. Mostly because the existence of "Sample Backgrounds" means a DM snapkicking a zero-notice D&D night can simply say "pick a sample background, don't muck with it, and go - y'all have ten minutes to have sheets ready while I go scrounge some maps off the Goog." Those are going to be important, and any feedback suggesting that Wizards lessen or eliminate sample backgrounds is not well thought out. Those Sample backgrounds are how the game maintains backwards continuity with existing rules.
As for "it's easier to munchkin"? I've stopped believing that's a valid complaint. Munchkins are gonna munch no matter what, and if they're doing it at someone else's table? Who cares. For the majority of players, munchkinism is like ebola - it's some horrid, awful thing they've heard tales of that's totally ruined other people's game, and yet they've never come within a thousand miles of encountering it themselves. A firm DM can handle munchkinning without issue, and a certain level of not wanting one's character to be a walking disaster is good for the game.
Might I ask how/why one would want to play 'without backgrounds'? Seems like even in the old system, backgrounds providing half of your starting skills/languages/tools would be very annoying to work around not having. I know I'd be thoroughly irritated at having only two skill proficiencies and never having a chance to gain any others.
Any opinions on the actual Character Origins rules in the Character Origins playtest document?
(Stuff)
Deconstructed mechanics like this really slow down the character creation process dramatically, no notice, let's play some D&D nights were already mostly killed by 5e, but this really puts the finishing move on something like that.
(More stuff)
[4] on this thread. This is why there is the sample backgrounds alternative, if you don't want to stand any extra time making your background, you can just use one of the sample ones and it will work fine. If you do this, it won't take any longer than it would in 5e.
What about you guys? Anybody care to join me and do a riff on an existing character, see what might change when doing an old character with the new background system?
(A bit more stuff.)
The die-controlloing-wizard I mentioned in [2] on the previously linked thread was me trying to make the build it took me four levels to make in 5e, and one level with "One D&D." It may not have portent, but it's almost as cool as the L4 build was. So yeah, these background changes are awesome, you can sure do a lot of really cool things with them.
Fiego Laurentis De Gryphon Fiego Laurentis de Gryphon, of the Waterdeep De Gryphones, is the youngest son of the youngest son in a noble family that shocked high society generations ago by intermarrying with an Elven Princess from the elves of the High Forest. The scandal has died down somewhat in the last hundred years, mollified by the deft politics of Fiego's grandmother and the matriarch of the family, the aforementioned Elven Princess. Fiego has never been one for hard work, sleeping through most of his classes at the Bardic College and relying on his natural wit and talent to coast through while sneaking out to have illicit duels with his classmates.
Current Build Race: Half Elf (Wood Elf Variant: Fleet of Foot) Common, Elvish, Dwarvish Ability Scores: +2 Charisma, +1Dexterity, +1Strength Background: Noble Proficiencies: Playing Cards, Draconic, Persuasion, Performance (swapped out History) Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Class: Bard
Playtest Build Race: Half Elf (Human Special Features) Skillful: Persuasion Versatile: Musician Feat Background: Rich Playboy Ability Scores: +2 Charisma, +1 Dexterity Skill Proficiencies: Stealth, Performance Tool Proficiency: Playing Card Set Languages: Common, Elven, Dwarven Feat: Savage Attacker Equipment: Fine Clothes (15gp), Signet Ring (5gp), 30gp in coin
So he lost 5ft of walking speed, one language, a +1 Ability Score, and a nebulous social clout feature. He gained Inspiration on waking up, one Skill Proficiency, 5gp starting coin (assuming Bards get a starting instrument and I don't have to buy that with Background gold), and two feats that already start him on his path toward being a gishy bard. It's a little bit of an adjustment, but I think I like it.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Hmm, that's an interesting example. Useful to see how an Old 5e Half-Elf compares to a 1DD Half-Elf. heh, that and you can play every instrument known to man with six total music proficiencies from Bard and Musician, unless this version doesn't take bard as a starting class because Musician kinna handles what he wanted from bard anyways? I do like the versatility of that system, wherein certain feat types can let you get a sort of [Class]-Lite for when you want some of the trappings of a class without being saddled by its mechanics. Fiego could go straight Hexblade and still have useful musical talents via Musician if that fit his story more, though I know it's not what he's about. Heh, still, a helpful example!
I was going to compare a before and after using 1dd rules but the character ended up changing focus so much it kinda became moot (ranger went from high dex to high wis among other things).
Firbolg->Ardling (heavenly) Hermit->Spirited Away Dex->Wis Deception->Intimidation Remade at level 3 so it isn't quite what this thread is but.... anyway
Winston Poirot Ardling (Heavenly) (Honey Badger head) Light, Cure Wounds Spirited Away +2 Wis, +1 Con Common, Druidic, Giant Herbalism Kit MI Primal - Shillelagh, Thorn Whip, Healing Word Intimidation, Survival Ranger (Feywarden at 3)
When your parents warned you about wandering in the woods they were talking about poor Winston in two ways. "Sometimes children wander too far into the woods never to return, taken by the fae or eaten by the monster man in the woods." Winston was such a child who wandered into the woods and was taken by the fae for trespassing where he should not have tread. They instead raised him in the feywild which changed him over time, giving him a feral countenance with great wisdom beneath. Though not suited to the druidic training they began, he did learn much before becoming a warden of the same forest he trespassed in those many years ago.
With the magic initiate and the ardling race he ended up with a lot more spells at his disposal. Picking up the optional Druidic warrior fighting style gave some utility cantrips guidance, and Druidcraft. Having a couple free healing spell casts per day should be handy and let me pick other spells at higher level. Winston fights with his trusty stick, that he probably found on the ground (or one that looks like a honey dipper for the lulz) charge it up with shillelagh, and smack things.
Lots of spells available at low level giving a hybrid ranger druid feel. Not stuck with Hermit skills I didn't really want (but wanted the herbalism kit) and I don't even remember what the hermit ribbon ability was as never used it. This one gets more fun at 3 with using the wisdom bonus to charisma check s to round out a terrible 6 in Cha.
All in all the weird hate the new format is getting bothers me, so much of it makes no sense. You get so much more... uniqueness with your character at level 1 with this. I mean with original rules you hardly even have a character until level 3 (or subclass level) so much so except for a group of brand new never played and ttrpg starting at 1 i typically opted for level 3 because then they could make the character theirs. The downside of that is you don't get used to what abilities you have and how they might be used. I worry about some of the vitriol I have seen in other threads.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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So I'm sick of people complaining about the stupid crit argument Instead, I decided to do some testing and see what happened when I applied the new Build-A-Background system to four of the characters I'm currently playing in actual for-real D&D games. Here's the breakdown
* * *
Starlight Through Driving Rain
Species: Tiefling
Class: Artificer
Original background: Archaeologist
OBG Provides: History, Survival, cartographer’s tools, Dwarven
OBG Gear: 25gp bulk coin, a bullseye lantern (10gp), a miner’s pick (2gp), a set of traveler’s clothes (2gp), a shovel (2gp), a two-body tent (2gp), a 1d8 roll for one additional piece of variable-cost gear, and Narrative Fluffery. Total: 43gp (plus variable-cost d8 roll)
OBG “Feature”: You can skip the normal History check required to identify the function and/or builders of a constructed ruin or dungeon. You can also skip whatever check the DM might impose on art objects over a century in age.
Origins Playtest Background: “Dilletante Archaeologist”
You are a student of history, well traveled and versed in the rigors of archaeological expeditions seeking the truth of the buried, forgotten past and applying your artifice to help dig it up. You also, however, come from Old Money that allowed you to learn the ins and outs of history as a passion of leisure; you take your work seriously, but money talks and you know the language it speaks. Your expeditions were always well funded, and you know the secret to a successful dig – ensuring the right people are there to make it happen. You’re as at home exploring the depths of an ancient tomb with nothing but a blade and a set of tools at your side as you are in a pavilion tent directing the efforts of dozens of lay diggers and junior archaeologists.
OPT provides: History, Persuasion, choice of tool (Carto), choice of language (Dwarven).
OPT Gear: Traveler’s clothes (2gp), fine clothes (15gp), tinker’s tools (15gp), signet ring (5gp), bedroll (1gp), mess kit (0.2gp), 4x pouch (2gp), 2x sack (0.02gp), 3x vial (3gp), 2x flask (0.04gp), 5x candle (0.05gp), signal whistle (0.05gp). Total: 43gp, 2sp, 9cp (43.29gp). Loose coin: 5gp, 16sp, 6cp
OPT Feat: Crafter
Gain 3x Tool Proficiency (Alchemist’s Supplies, Jeweler’s Tools, Woodcarver’s Tools), gain 20% discount on fixed-cost items (homerule: advantage on Persuasion checks made to barter or haggle), craft mundane items in 20% less time
Impact: This is almost entirely upside for Star. In her current game Star took the Skilled feat at level 4 to regain toolsets her predecessor character had lost when Wizards massively reduced artificer tool proficiencies; under OPT rules she gains those proficiencies back at level 1, as well as gaining bonuses to buying, selling, and crafting – all key things for a Rich Girl artificer. The grab-bag approach to background equipment means I can reflect Star’s Rich Girl upbringing with a set of fine clothes and a family signet ring as well as reflecting her species in the fact that I no longer need to bother with a bulky, expensive bullseye lantern and its attendant oil, nor the personal tent she generally pulls from expedition budget when she needs it. She has the equipment she needs, wants, and merits instead of generic Archaeological Stuff she doesn’t bother with. Her original background worked just fine for her, but this version just works better.
Nytra Xyroxi Helnoa Ufeli Bitterclear
Species: Homebrew
Class: Warlock
Original Background: Custom Background (Hupperdookan Fluffy Shit)
OBG Provides: Perception, Sleight of hand, Alchemist’s Supplies, Shawm
OBG gear: literally nothing
OBG “Feature”: The ‘All Eyes On You’ feature from Far Traveler, befitting Nytra’s nature as a critter of a species nobody’s ever seen before. Effectively, she’s allowed to try and use her unusual nature to try and land a good impression with people who’d be interested in her. It is entirely worthless/nonexistent, and Nytra has never used it across either of her games.
Origins Playtest background: “Hupperdookan Fluffy Shit (for real this time)”
Nobody knows what you are, including you. You were found in the woods surrounding Hupperdook and brought up by the gnomes of the city as more-or-less a gnome yourself. Just an oddly fluffy one. Despite your mysterious origins, you were accepted well enough in your community. At least, up until recently…
Despite this, you are nevertheless something no one has ever seen before. Your ears, your tail and legs, your faintly ‘off’ features, all of them point to an inherent alien-ness in your being. It intrigues some, repulses others, and incites yet others to the sort of yucky attraction you occasionally have to discourage with a stick to the ghoulies. As you travel beyond the bounds of Hupperdook, where people have heard of your fluffy self, you find yourself a stranger in a land that finds you quite strange indeed. In some circumstances this is to your benefit – your delightful fluffiness and happy-go-lucky personality can open many a door. But in other situations, your unknown nature may prove a hindrance…
OPT Provides: Perception, Sleight of Hand, Alchemist’s Supplies, Dwarven (Gnomish is handled by Nytra’s species language)
OPT Gear: it literally doesn’t matter what I pick here because anything is better than the “you get NOTHING, good day sir!” of normal Custom Background. When I was writing this thread at work I didn't have time to assemble Nytra's gear list because she's a packrat, so...sorry.
OPT Feat: Magic Initiate (Arcane, Charisma): Minor Illusion, Vicious Mockery, Unseen Servant
Impact: Big, but not unqualified, win for Nytra. The fact that she gets gear from her background is a huge plus – in her game(s) the DM allowed her a sum of coinage to spend the same as everybody else, but she was still down the between 20 to 100+gp from background gear. She gains a language but loses her Shawm proficiency, which is a damn shame. I always enjoyed Nytra being able to play an instrument, but the OPT system is kinda running into edge cases here.
Nytra is a character I always envisioned as never quite fitting properly in Hupperdook – she’s not a craftswoman, she’s not a laborer, she’s not a performer. She helps in her papa’s shop and often spends days at a time foraging for materials in the lands surrounding Hupperdook, but she’s not an apothecary herself. She got by more on odd-jobbing than any given skill. None of the given crop of starter feats really speaks to her, though MI gives me the closest analogue to her homebrew Origin bonus, so that’s what she took. Alert is another idea, since a minxish prankster like Nytra benefits from being quick on her paws. I do love the distinctly prankish bent to her MI spell selection, and the Arcane list allowed me to assemble a packet of spells I previously could not. So that’s pretty slick. Gonna say more upside than downside, but I’ll admit she loses a few neat ribbons in the transition.
Mirage Over Burning Sands
Species: Tabaxi
Class: Wizard
Original Background: Far Traveler
OBG provides: Athletics (class replacement), Insight, Draconic, Playing Card Set
OBG Gear: 5gp loose coin, Traveler’s clothes (2gp), proficient instrument or gaming set (cards, 0.5gp), a 10gp gewgaw from your homeland, and Narrative Fluffery. Total: 17.5gp Owch.
OBG “Feature”: All Eyes on You, which has had exactly as much use/benefit for Mira as it had for Nytra. Which is to say, absolutely none.
OPT Background: “Wandering Wizard”
In your youth, you became apprenticed to Master Hestrania – a wizard of surpassing skill and unusual temperament. Master Hestrania did not believe in sequestering herself in a tower, surrounded by books and dried plants and other people’s knowledge. She espoused wandering the world, exploring its secrets, and creating new knowledge the sages of old were too cooped up to manage. Once she’d taught you the basics of wizardry, she opted to set you on her own path and left you behind to begin your own journey. You’ve been wandering ever since, putting your magic to work and earning knowledge the hard way, the proper way – by doing magic, rather than reading about the ways other people once did magic.
It’s a rough life without much room for wealth, but you wouldn’t have it any other way. And one day, when you’re ready, you’ll find Master Hestrania again and show her what you’ve learned, prove to her that you were worth teaching.
OPT Provides: Athletics, Survival, Draconic, Cartographer’s Tools
OPT Gear: Cartographer’s tools (15gp), traveler’s clothes (2gp), 4x pouches (2gp), flask (0.02gp) 2x ink pen (0.04gp), Narrative Fluffery. Total: 19.06gp. Loose coin: 28gp, 19sp, 14cp
OPT Feat: Alert: +Prof to Init, ability to switch Initiative with target willing ally.
Mira’s background fits her noticeably better, especially if a DM allows the common houserule of selling back unneeded class kit at cost. She traditionally travels very light (Mira as she exists right now doesn’t even own/use a backpack and instead lives out of her four simple pouches), but now her traveling-light rewards her with extra starting coin. She gets the resilience one would expect from a wanderer with Athletics and Survival proficiencies, and Alert is a splendid boost. Mira is something of a tactician in her game already, allowing her to monkey with initiative order whilst making her noticeably harder to get the drop on is a lot of fun. Overall? A win, I’d say, though primarily because getting nuAlert is such a neat trick for a canny desert-born wanderer. The extra coin is lovely, but munchkin haters will roll their eyes at the whole thing.
Mistletoe (Misty)
Species: Umbragen (drow)
Class: Paladin
Original Background: Custom Background (Umbragen Grey Warden)
OBG Provides: Arcana, Survival, Daelkyr, Alchemist’s Supplies
OBG Gear: RAW, nothing. But Mistletoe’s background is a tuned ‘Haunted One’, so we’ll use that as a basis. Meaning a Monster Hunter’s pack (33gp), a set of Common Clothes (0.5gp), one whole silver piece of loose coinage (funny, but also owch), and Narrative Fluffery.
OBG “Feature”: Heart of Darkness, i.e. Toss a coin to your Witcher, O valley of plenty, O valley of plenty, whooOOooaahhh!
OPT Background: “Umbragen Grey Warden”
You were born in the depths of Khyber, and you were a woman grown before ever you saw the light of the surface. Your species has spent generations fighting a war against the horrors of the dark – a war you’ve been losing by inches since it began. Your kind are known for their merciless ruthlessness, utter lack of pity, and the deadly power of their bargain with the shadowy, ill-understood Umbra…but you’re different. You are an experiment, part of a breakaway sect of Umbragen who’ve rejected the Umbra in search of a new source of power that might tip the balance. Shadows are your shield, but your weapon is the Distant Light and the pale radiance of its silvery moonflame. You forsake the Umbra, but not the strength of shadow. You embrace both searing light and soothing shade, and in the doing find yourself in the Grey Between. Your people do not know what to make of you, but you know your cause is right. The Umbra had its chance. Now it’s the Distant Light’s turn.
OPT Provides: Arcana, Survival, Daelkyr, Alchemist’s Supplies.
OPT Gear: Traveler’s clothes (2gp), alchemist’s supplies (15gp), tinderbox (0.5gp), signal whistle (0.05gp), quiver (1gp), 20 arrows (1gp), 3x flasks (0.06gp), 2x daggers (4gp), steel mirror (5gp), 2x pouches (1gp). Total: 29.61gp. Loose coin: 17gp 32sp 19cp
OPT Feat: Magic Initiate (Divine, Charisma): Guidance, Sacred Flame, Heroism
Impact: Giant win for Misty. Misty is an Eberron character from a region far beyond where most Eberron games take place, tossed into the mix of her current game through a raid gone horribly bad and the eldritch weirdness of Khyber and the daelkyr. Her original background, if played strictly RAW with no allowances, would have left her without any ammunition for her longbow (yes, Misty is a Dexy paladin, eat my charcoal-colored dark elf keister) and without alchemist’s supplies. Hell, Misty STILL doesn’t have alchemist’s supplies. She relies on a larger-than-two number of shorter, handier blades and her bow in combat, which the paladin base gear kit sucks at giving her. Sadly, the remaining ~20 gp isn’t enough to buy a chain shirt, but it is enough for basic leather. Given that Mistletoe cannot wear the chainmail her class tries to foist off on her, the ability to buy armor at all is a big win.
The resounding gear win isn’t even the cool part, though. MI: Divine is such a cool reflection of Misty’s unusual origin amidst a people drowning in shadow and viciousness. Misty’s power comes from a different place than the rest of her kind, and with three simple little spells I can conclusively demonstrate that. Giving her the ability to innately cast Heroism is so
Silver FlameDistant Light it hurts, and I’m here for it. Frankly I’m tempted to ask our Eberron DM to let me try this out in game, but our chargen was already completed and I’m not about to open up that particular sack of ferrets. Still, I am deeply pleased with how smooth and helpful this particular transition is.* * *
Broad takeaway? This new system is honestly a lot of fun to play with. Expanded with a broader pool of feats and armed with a creative writing bug, I think this system is almost entirely upside. I will say that I intend to leave feedback saying that coming up with a catchy name for your background and a description of it shouldn't be encouraged - it should be mandated. That's the one thing I think we're at real risk of losing with the system as presented; the current background system can serve as inspiration by providing tiny little story seeds that grow as a player explores them. I know that Star, for example, only exists in her current form because I stumbled across the 'Archaeologist' background and said "wow, really? That's a thing? Huh..." and my brain started going. Example/sample backgrounds can recapture some of that, and I hope they continue providing sample/example backgrounds in upcoming books, but being able to say "I'm an Umbragen Grey Warden" or "I'm a Wandering Wizard" or whatever else when asked what your background is instead of saying "Well, uhhh...I'm a tiffle, and I took History and Survival, and...what else was it...?" is desireable.
Beyond that? The new background system is almost a microcosm of chargen in itself and is a lot of fun to toy around with. Inventing your own start in the world instead of just settling for whatever the game hands you is much more engaging, and when the system expands over time it will only be more so.
What about you guys? Anybody care to join me and do a riff on an existing character, see what might change when doing an old character with the new background system? Any opinmions on the actual Character Origins rules in the Character Origins playtest document?
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I don't think this system is by necessity any slower than the existing background system. Mostly because the existence of "Sample Backgrounds" means a DM snapkicking a zero-notice D&D night can simply say "pick a sample background, don't muck with it, and go - y'all have ten minutes to have sheets ready while I go scrounge some maps off the Goog." Those are going to be important, and any feedback suggesting that Wizards lessen or eliminate sample backgrounds is not well thought out. Those Sample backgrounds are how the game maintains backwards continuity with existing rules.
As for "it's easier to munchkin"? I've stopped believing that's a valid complaint. Munchkins are gonna munch no matter what, and if they're doing it at someone else's table? Who cares. For the majority of players, munchkinism is like ebola - it's some horrid, awful thing they've heard tales of that's totally ruined other people's game, and yet they've never come within a thousand miles of encountering it themselves. A firm DM can handle munchkinning without issue, and a certain level of not wanting one's character to be a walking disaster is good for the game.
Might I ask how/why one would want to play 'without backgrounds'? Seems like even in the old system, backgrounds providing half of your starting skills/languages/tools would be very annoying to work around not having. I know I'd be thoroughly irritated at having only two skill proficiencies and never having a chance to gain any others.
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[4] on this thread. This is why there is the sample backgrounds alternative, if you don't want to stand any extra time making your background, you can just use one of the sample ones and it will work fine. If you do this, it won't take any longer than it would in 5e.
The die-controlloing-wizard I mentioned in [2] on the previously linked thread was me trying to make the build it took me four levels to make in 5e, and one level with "One D&D." It may not have portent, but it's almost as cool as the L4 build was. So yeah, these background changes are awesome, you can sure do a lot of really cool things with them.
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Fiego Laurentis De Gryphon
Fiego Laurentis de Gryphon, of the Waterdeep De Gryphones, is the youngest son of the youngest son in a noble family that shocked high society generations ago by intermarrying with an Elven Princess from the elves of the High Forest. The scandal has died down somewhat in the last hundred years, mollified by the deft politics of Fiego's grandmother and the matriarch of the family, the aforementioned Elven Princess. Fiego has never been one for hard work, sleeping through most of his classes at the Bardic College and relying on his natural wit and talent to coast through while sneaking out to have illicit duels with his classmates.
Current Build
Race: Half Elf (Wood Elf Variant: Fleet of Foot) Common, Elvish, Dwarvish
Ability Scores: +2 Charisma, +1Dexterity, +1Strength
Background: Noble
Proficiencies: Playing Cards, Draconic, Persuasion, Performance (swapped out History)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Class: Bard
Playtest Build
Race: Half Elf (Human Special Features)
Skillful: Persuasion
Versatile: Musician Feat
Background: Rich Playboy
Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Stealth, Performance
Tool Proficiency: Playing Card Set
Languages: Common, Elven, Dwarven
Feat: Savage Attacker
Equipment: Fine Clothes (15gp), Signet Ring (5gp), 30gp in coin
So he lost 5ft of walking speed, one language, a +1 Ability Score, and a nebulous social clout feature. He gained Inspiration on waking up, one Skill Proficiency, 5gp starting coin (assuming Bards get a starting instrument and I don't have to buy that with Background gold), and two feats that already start him on his path toward being a gishy bard. It's a little bit of an adjustment, but I think I like it.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Hmm, that's an interesting example. Useful to see how an Old 5e Half-Elf compares to a 1DD Half-Elf. heh, that and you can play every instrument known to man with six total music proficiencies from Bard and Musician, unless this version doesn't take bard as a starting class because Musician kinna handles what he wanted from bard anyways? I do like the versatility of that system, wherein certain feat types can let you get a sort of [Class]-Lite for when you want some of the trappings of a class without being saddled by its mechanics. Fiego could go straight Hexblade and still have useful musical talents via Musician if that fit his story more, though I know it's not what he's about. Heh, still, a helpful example!
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I was going to compare a before and after using 1dd rules but the character ended up changing focus so much it kinda became moot (ranger went from high dex to high wis among other things).
Firbolg->Ardling (heavenly)
Hermit->Spirited Away
Dex->Wis
Deception->Intimidation
Remade at level 3 so it isn't quite what this thread is but.... anyway
Original
Firbolg Detect Magic, Disguis Self
Hermit
+2 Wis, +1 Str
Common, Elvish, Giant
Herbalism Kit
Medicine, Religion
Winston Poirot
Ardling (Heavenly) (Honey Badger head) Light, Cure Wounds
Spirited Away
+2 Wis, +1 Con
Common, Druidic, Giant
Herbalism Kit
MI Primal - Shillelagh, Thorn Whip, Healing Word
Intimidation, Survival
Ranger (Feywarden at 3)
When your parents warned you about wandering in the woods they were talking about poor Winston in two ways. "Sometimes children wander too far into the woods never to return, taken by the fae or eaten by the monster man in the woods." Winston was such a child who wandered into the woods and was taken by the fae for trespassing where he should not have tread. They instead raised him in the feywild which changed him over time, giving him a feral countenance with great wisdom beneath. Though not suited to the druidic training they began, he did learn much before becoming a warden of the same forest he trespassed in those many years ago.
With the magic initiate and the ardling race he ended up with a lot more spells at his disposal. Picking up the optional Druidic warrior fighting style gave some utility cantrips guidance, and Druidcraft. Having a couple free healing spell casts per day should be handy and let me pick other spells at higher level. Winston fights with his trusty stick, that he probably found on the ground (or one that looks like a honey dipper for the lulz) charge it up with shillelagh, and smack things.
Lots of spells available at low level giving a hybrid ranger druid feel. Not stuck with Hermit skills I didn't really want (but wanted the herbalism kit) and I don't even remember what the hermit ribbon ability was as never used it. This one gets more fun at 3 with using the wisdom bonus to charisma check s to round out a terrible 6 in Cha.
All in all the weird hate the new format is getting bothers me, so much of it makes no sense. You get so much more... uniqueness with your character at level 1 with this. I mean with original rules you hardly even have a character until level 3 (or subclass level) so much so except for a group of brand new never played and ttrpg starting at 1 i typically opted for level 3 because then they could make the character theirs. The downside of that is you don't get used to what abilities you have and how they might be used. I worry about some of the vitriol I have seen in other threads.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."