| Post/Author/DateTime | Post |
|---|---|
| #1danthesOct 31, 2011 16:39:30 | Let's start some trouble... Saw on the forums recently people wishing for a "bicameral" approach to character building; one for the casual player who wants to create a charcter quickly and go, and one for the detail-oriented player that wants to do a lot of customization. The latter is currently being catered to, but the former is bogged down with choices that can take a lot of time. My proposed solution: Stat Blocks. Using the Companion & Monster building rules from DMG2, it's fairly easy to pull a dwarf warrior or elven ranger out of the Monster Vault, etc., level them up or down as appropriate, and season to taste. May be change a skill modifier here or there, change a language or alignment, and voila. If being underpowered compared to standard characters is a concern, use the Inherent Bonus option to maintain power parity. If the player wants feats or themes down the line, tack them on as necessary. And here's the best part: The stat block is well organized by action type, making it easy to figure out what your charcater can do at a glance. This might be of particular use to new players as they leanr the diffence between a standard and minor action, etc. When was the last time your character sheet only took up one page? ![]() Of course, this is not a catch-all, and not all monsters may be appropriate. Consider though the ease of play with such a streamlined character, that can always be customized in full at a later date, while remaining completely compatible with those who built their characters using the current standard. What does the Community at large think? I'll be trying this out next week when my wife finally joins the group... |
| #2Janx_14Oct 31, 2011 17:20:34 | Aren't e-martial classes easy enough? |
| #3Tony_VargasOct 31, 2011 19:39:18 | A condensed monster-stat-block-style character sheet? I suppose it'd be doable - D&D Encounters pre-gen sheets come pretty close. Such a character would be profoundly limitted compared to a 'full' character, though. It might be a handly 'learning' tool, for some players. |
| #4wrecanOct 31, 2011 20:24:44 | This is why I developed Lucky Power |
| #5Steely_DanOct 31, 2011 20:28:30 | In my canpaigns we have been formating characters in the monster format for many years (especially easy in 4th Ed). |
| #6necronomikronOct 31, 2011 23:41:46 | There are rules for companion characters in DMG2. Use those to create a character, and voila: you have a weak, less powerful character. It can be useful as a training tool to not overwhelm a new player, but convert it to a full character unless everyone /wants/ to play with companions. |
| #7HoundstoothNov 01, 2011 2:21:32 | Ive had guest players play the campanion stat blocks and they didn't feel as powerful, but they didn't feel useless either, they had fun, and could learn the character in the time it took to get to their turn. |
| #8danthesNov 01, 2011 12:17:02 | Would they still be considered weak after Inherent Bonuses from the DMG2 were factored in? Of course these characters would have less choices than standard characters, but my point is, it seems that there seems to demand out there for players who would prefer this, in favor of a 'pick-up-and-play" option. |
| #9necronomikronNov 01, 2011 13:13:41 | They have inherent bonuses baked in. They just have a very small move pool: 1 encounter, 1 utility in heroic. You can tweak to taste to get them more useful... |
| #10LitmusNov 01, 2011 15:33:08 | Ive had guest players play the campanion stat blocks and they didn't feel as powerful, but they didn't feel useless either, they had fun, and could learn the character in the time it took to get to their turn. Ditto - had a one-off player join my game last Sunday on the spur of the moment and he ran a monster-statted NPC. Worked perfectly as he was able to easily pick up the 4e mechanics (which he was completely new to) and focus on role-playing a character (which he was very experienced at). You'll probably want to consider a few things: - do you give the character second wind? - action points? - do you list out every skill with modifiers or just trained? As far as balancing for power, I'd use the monster format, but the PC maths for building the character (hp, dmg, hit bonuses, etc). Playing a character that's clearly inferior to the rest of the party isn't going to be as fun for most players. You could easily build a standard PC and then simplify it into the monster stat block. At some point you can then convert that character to a normal class if the player is ready for something a little more complex. |
| #11necronomikronNov 01, 2011 16:51:46 | Litmus: Yes, a companion character or 'character as a stat block' would generaly get healing surges and action points. For skills? Just list out what they're trained in and what their new modifier is. |
| #12LitmusNov 02, 2011 15:49:22 | Litmus: The point that I was trying make, is that none of these things are included in the rules/standard stat block for a companion character. So if you decide that you want to give your Basic PC these options, they need to be added in. Just listing out trained skills means that when you ask for an atheletics check, for example, the player with the Basic PC doesn't have the relevant modifier listed if they aren't trained. Creating a character sheet that is supposed to be newbie-friendly, and then leaving key info out isn't going to work. Which does of course mean that you end up with a sheet that has more info on it than a std companion character would. Regardless, I'm a big fan of the OP's idea - it's probably what Essentials classes should have been; easy to learn, quick to create, but with the option of converting into a full PC class and still feel as though it's the same character. I actually started converting all of the pre-gens that I keep on hand for drop-in players to this format last night ![]() |
| #13necronomikronNov 02, 2011 15:54:52 | Well, I could see doing it in a couple of cards, bundled for one character. One has the basic companion sheet info, the second one has a few useful stats on the character, like all skills, and maybe some basic info on what happens at level 2, if they level up and you don't have another sheet for them. I could see making a 'cut in half' sheet with two 8.5 x 5.5 sheets, one with stat blocks, the other with skill checks and basic info. You'd then pencil in some of the info, and preprint the rest. I don't have the DMG2 in front of me, but, it does give rules on healing surges. CS correspondence basically said "treat it like a character in most respects, barring rules specifically mentioned within the text of those pages" when asked about action points, etc. So, yeah, they get action points, healing surges and basic actions that can be done by PCs, such as second wind, etc. |
| #14LitmusNov 02, 2011 16:59:32 | Certainly nothing in the DMG2 to say they get second wind or action points (and I have it in front of me), and a quick google got me a load of EnWorld posts that explicitly say they don't. In any case, I think we both agree that you'd want to include it for a 'Basic PC' so we're probably splitting hairs ;) |
| #15AlluviusNov 02, 2011 17:07:38 | Couldn't you just click the button on the Character Creator to have the computer create one automatically for you? Just a thought... |
| #16mbeacomNov 02, 2011 17:30:05 | This is why I developed Lucky Power I want to play these characters now! (although I'm curious about the striker always hitting with one stat and damaging with another). They look to be a blast. Well done. |
| #17wrecanNov 02, 2011 18:08:21 | This is why I developed Lucky Power Thanks! I tried to make all the Lucky Classes two-Ability dependent. Lucky PCs really shouldn't be the min-maxing type. Plus, it let's uyou play around with different types fof lucky characters. One buffon could be more Charismatic than Agile, always hitting his opponent, but never really commecting, while another buffoon who is more agile than lucky, hits less often, but when he does, it has more impact. |
| #18mbeacomNov 02, 2011 18:10:36 | This is why I developed Lucky Power It certainly makes perfect sense from a story perspective. I'm just not used to seeing faithfulness to story trump 4Es raw combat balance. I actually quite like it. |
| #19wrecanNov 02, 2011 18:18:16 | It's not that unbalanced either, because Lucky characters rarely have a need to use any other abilities anyway. And they need to put that second Ability bonus somewhere! |
| #20GarthanosNov 02, 2011 18:19:33 | That element ie wrecans blog on the lucky power source was a major inspiration for me joining the community |