RPG Table Top

Dungeon Master Tools – Character Creation

Okay, I realized there is another element of Dungeons and Dragons, or RPG’s that I want to cover for Dungeon Master Tools. I think for a Dungeon Master it’s important to go into your Session 0, which you can read about here, with a plan. Players are going to come in with a plan, so as a Dungeon Master come in with a plan as well for how that session is going to go and how character creation is going to work.

Dungeon Master Tools – Character Creation

Know What Books You Are Going to Use

Firstly, know what books you are going to use. If you are a new Dungeon Master, I think I would go with the Players Handbook and the Revised Ranger which you can find online. I wouldn’t add in anything else, because that is going to mean a few things. Firstly that you or someone owns those other books. And if you don’t own them, you need to know what’s in them pretty well. The other reason is that it keeps what you need to know focused and the character races and classes easier to keep track of.

As you play more and feel more comfortable, I think it’s totally valid to add in more books. In fact, I expect that most Dungeon Masters are going to add in more books over time. Though, if you are playing the revised 5E with the new books, you get to keep it limited, for now.

Is Anything Banned?

Next, know if you don’t want anything in your campaign. Is your setting one where all magic comes from the divine or demonic sources, maybe you don’t go with all the casting classes. Or if magic is banned or doesn’t exist for some reason, that’s good to know. Another example would be creatures with flying speeds that the PC’s (player characters) can play. Do you want to deal with a 3D battle scenario or not?

I think that banning is a last resort. In fact, I recommend that Dungeon Masters don’t do it. But there are thematic reasons why you may ban some class or class feature so be aware of that. Especially if this is your first campaign, and you want to run something that is maybe easier to understand, don’t ban anything, go with a setting that more closely resembles Faerun as it’s going to make your life easier as you and your players don’t need to remember anything.

How Do You Get Stats?

One of the final things here is how you get the stats. And I want to talk about a number of ways that you can get them. Because there are a lot of fun ways. But know how you want to do it. Why, because a player might like one better than another, so they can min/max or manipulate things more. So know which way you want to go so there isn’t a discussion. You run this game as the Dungeon Master, listen to reasons, but at the end, everyone does it the same way, however you land.

Point Buy

Firstly there is point buy system. In this players get a certain number of points, and all stats start at 8. Then you spend points to increase those stats. Before the bonus you get from being an elf or half-orc, whatever it might be, you can go as high as fifteen. Each number increase costs a point and you start with 27 total points. This is going to give the players complete control over how they handout their stats.

Image Source: Wizards

Rolling

Rolling For Stats is another way that you can go, and this can be done in a few different ways. The most common way is roll 4D6 (four six sided dice) and drop the lowest of the dice. For example, if you roll a six, two, five, and two, you drop one of the twos, and get a 13. Now, you complete that six times, one for each stat, and players assign them in the direction that they want. That is going to let some numbers possible be higher, but there isn’t a floor like you get with the point buy system.

You can also just go with rolling 3D6 and keeping that, it’s going to create a wider range of what you can roll, though. So it is possible that a player is going to roll very low. A three in a stat is too low to really even play with, and while it’s possible in the previous version, it’s less possible.

Finally, you can use either method and do a down the line approach to the stats. What I mean by that is you start with strength and go down. So if I decide I’m a wizard, I hope I roll well on roll four for intelligence. This is going to create a greater level of variance in characters and how good they are and it can be fun. Just let your players know ahead of time.

Standard Array

The final way is the simplest. This is the standard array. The standard array is 15, 14, 13, 12, 10 and 8 for your stats. Every player is going to start out basically the same. Now that order is going to change, but no one is going to have a very high stat by magically rolling three sixes. And no player is going to have a low stat. This is good, I think for a starting campaign. The more new people you have, the easier this is to use. Mainly, because, you don’t want someone to be in a position to dominate everything because of good rolls.

Is Anything Custom Allowed?

This is the final thing and generally my answer is going to be no for this. Again, if you feel comfortable with it, sure. But know that what is custom might not be balanced. And this could be from a custom class that a player found on the internet that they want to try. Or it might be customizing a spell so it does a different type of damage. Generally I saw go with rules as written. Unless you want that extra challenge in something, keep it simple. And if this is your first game or early on in your dungeon mastering career, definitely don’t do it.

Final Thoughts

This, I think, is a good bonus topic to add into the mix. I don’t think it’s as much of a tool that I would recommend specifically to make your life easier. It is just some good things to think of before you session zero. Especially when it comes to how you want to get your stats and anything custom. That way you know what you are comfortable with.

For me, personally, I like the roll 4D6 and drop the lowest. Though, with that, it is not too hard for a player to get some really good stats. So even with my preferred system, I generally look through and make sure everyone is balanced. If someone rolls everything over 12, for example, I change one. I want you always to have a bad stat, and some good stats, no Batmans (someone who is good at everything) on the team. Use your discretion with that and keep it fair.

So what is coming up next?

  • Session 1
  • Story Arcs
  • World Building
  • Combat
  • Exploration
  • NPCs/Social Interactions
  • Meta Game and Players at the Table

And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you. And this one is really that first step that you can take before you even start to think about the other elements.

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