This
method was accepted by the group and worked fine. Before the second
session started we had two new player’s join the group. These two players were
very familiar with 5e and balked at the idea. Both of these players told me they had a hard time making characters. One player even told me he had
thought of dropping out before even starting because of his frustration making
the character he wanted. In the end that player did drop out due to scheduling
issues. This was a shame because he really added to the group and the campaign
as a whole.
I can
attest that this method is frustrating and difficult. I had a hell of time
making characters when I tested it out myself. The problem I’ve discovered is
that players come to the game with the idea of a class they’re excited to
play, and when the stats they roll up prevent them from effectively playing what
they want it’s frustrating. I don't see this as a case of power gaming as much as it's a case of wanting to play a character that is competent. The current method means that they either have to play a sub par
character, or choose a class that they don’t want to play. Both options are understandably unappealing.
One
of the unexpected advantages of playing at my local game store is that they
keep sending me people interested in playing D&D. Thus, this week I have another
batch of new players joining the group. Since we only have about two hours of
play time it’s imperative that the players are ready to play as soon as
everyone arrives. Therefore, people need to have their characters ready. Which
brings me to my long winded point. In an effort to make the game more “interesting”
I made the game more difficult and less appealing. If I had gone with character
creation as per the book I could have just let players make the characters they wanted to play, increasing the fun, and allow new players join in without having to spend my time explaining the method and then
frustrating them with its limitations. The evidence thus far has shown no
obvious advantage to creating characters with this harsh method. If anything it has detracted from the game.
As a busy person in real life I don’t want to
spend my time vetting characters. I do however,
want a sense of balance and fairness at the table. I’ve
decided to end this “experiment”. Going forward we will be generating stats using
the rules as written in the 5e PH. This provides an arbitrary environment in which
everyone knows what to expect and lets people play the character’s they want to
play.
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