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Character Creation Concerns

13 posts · 643 views · started 2019-01-24 01:45 UTC
AN
Anubis
2019-01-24 01:45 UTC
#1

So the two campaigns breifly went through Char Creation but I'm a bit concerned about Abilities. They never really glossed over them in the two campaigns and from reading the 11 pregens some of them feel unique to the hero and some feel unique to the archetypes you got during creation. But I read the core book to Mutants and Masterminds and my god is it complicated ability creation is so free form it gives me a headache trying to make a char... Will Sentinels be a bit less complicated for those who already have a concept? (Mine being a heroic necromancer and a Japanese Style Superhero) 

PL
PlatinumWarlock
2019-01-24 02:47 UTC
#2

Mutants and Masterminds (and Champions/HERO System) are both notorious for their labyrinthine character generation rules.  

I haven't seen anything beyond the livestreams, but I'd be quite surprised if the SCRPG was anywhere close to those.  I'm guessing it'll be closer to creation for a FATE character or a Savage Worlds character. 

AN
Anubis
2019-01-24 02:48 UTC
#3

I know DnD and World of Darkness 

MI
MindWanderer
2019-01-24 18:41 UTC
#4

From what we've seen on the livestreams, it's exactly the opposite of "labyrinthine."  It's very linear and holds your hand the whole way.  I'm not sure how much it gives up in the way of flexibility, though--Christopher's players all used the random approach and just went wherever the system took them, and Paul's players were talking over each other the whole time and it was hard to follow.

PH
Phantom5613
2019-01-29 15:22 UTC
#5

As an avid player and GM of many varied game systems and having watched  Christopher and Paul’s streams, I’m confident to say that I think character creation will be on the easier end of the spectrum. Probably a little more involved than Savage Worlds(Which really isn’t difficult at all if you know what kind of character you want to play) but not as difficult as WoD(Which most books come with a cheat-sheet for character creation).

ST
Studoku
2019-01-29 15:41 UTC
#6

As far as I could tell, the guided approach limits players to about 3 options when they make a decision. It seems good for players new to the system, or to roleplay in general, since fewer options make choices quicker and easier. Restrictions like that can also help with creativity.

The free approach is apparently the same creation, but choosing the dice rolls. Way more flexibility, but potentially overwhelming. It seems like a good system for players with a character concept in mind (which probably includes everyone who’s been following the game this much).

AN
Anubis
2019-01-31 10:25 UTC
#7

Choosing dice rolls seems dumb just pick whatever you want...

LI
liarliar
2019-01-31 12:17 UTC
#8

Some people like to have a little randomness, either to inject a dose of the unexpected or just to help them decide. That’s clearly not your thing, and that’s fine too - knowing that people have strong feelings one way or the other might be why they’ve included both options.

AN
Anubis
2019-01-31 14:59 UTC
#9

Well I feel like as it's been explained to me I can only use dice rolls 

P2
Powerhound_2000
2019-01-31 15:08 UTC
#10

They mentioned on character creation streams that the dice rolling to generate a character is just an option to use and isn’t required.

RI
rickjonzz
2019-01-31 15:11 UTC
#11

This is from memory so I may be miss-remembering the details. 

With the dice method, I think for each step, you roll 3 dice (d10s, maybe) and you can pick the sum of any 2, and even then you can re-roll if you don't like what you got. 

Or with the guided method, you just pick something off the list at each step. 

It may seem like you have to use the dice because the 1st mini-campaign, everyone used dice and some folks used dice in the 2nd.

But if you sit down to make a character and say "I want to play a Rook City accountant named Steve Fiddler who was feeding info on the Organization to Mr Fixer becase when Steve was a kid, he took classes at the dojo, and then the Organization burned his house down, but the experimental chemicals used to set the fire gave Steve fire powers like the Human Torch, and now Steve fights crime as 'Dragonfire," then you can just do that, picking the appropriate items off the lists. 

You may have gotten that impression because I think none of the players in either game sat down with that firm a concept, so they used dice to sort of help them along. 

MI
MindWanderer
2019-01-31 18:32 UTC
#12

The specific dice they used was determined at each step.  There didn't seem to be any rhyme or reason to it, but everyone was rolling different combinations of dice depending on what they'd chosen in previous steps.  It was two dice, and you could pick the result of either die or the sum of them.  Again, I don't know if it's changed since then.

AN
Anubis
2019-01-31 18:37 UTC
#13

Sure it'll all make sense soon