cbrunish said:
I would seem better to let the players design the character that they want to play. True it is great test of a gamer to play a character that may not be exceptional but it is more enjoyable to play what you envisioned when you started your character.
I've mentioned this before, but it's been my experience in my 20+ years of gaming with several different gamers over the years that self designed characters--where the player has total control--actually turn out less interesting characters than if there are some constraints on the creation.
When the player has total control, we get a character that is "perfect" for whatever role he is meant to play (or, as close to mechanically perfect at the player can get him). His stats are optimized for his class, and his background, although maybe somewhat interesting, usually turns out to be fairly generic.
If you allow the player to create with a few "givens", then I notice their creativity really takes off. They've got to figure out "why" a certain thing happened--and this usually leads to some incredibly interesting characters with amazing backgrounds.
When you read a book, it's the flawed characters that are typically more interesting. Even Conan, who has "it" in the physical department, has major flaws in Howard's typical fish-out-of-water stories. Conan is guided by his barbarian code while others are not. Conan is limited by his fear of magic and baffled by civilization--all of these come into play to "limit" Conan and make him interesting.
The best character generation system I've ever seen is the one used for
Classic Traveller. If you use the system "right", you meta-game a character for several years, actually rolling up his background.
It takes on the illusion of real life because some choices are made by the character (the players choice of which column of skills to roll upon) while life may take a turn the character didn't expect (the random roll of the dice).
The
Classic Traveller system turns out more true "characters" than anything I've ever seen. It's a springboard for creativity. And, players may not get exactly the character they were looking to have when they started chargen, but what they got has so much more "life" and "freshness" associated with it that I've always found players are glad they went that route of chargen (even if they were reluctant at first).
Now, Conan is not as restrictive. A player can choose his class. In my campaign, I'm restricting that to
Commoner, Borderer, Soldier, or Thief, right now. But, I plan to allow other types of multiclassing later in the campaign.
And, I'm allowing my players to play any of those four classes they want.
On one note, CHA is much more import in Conan than in D&D. In my campain I have a Zingarian Pirate character with a high CHA and Improved Feint. Because of this he strikes flatfooted every round and does as much or more damage than the Barbarian with a two-handed sword attacking twice. Also if you have a Noble character, then CHA would be his lifeblood!
CHA can be important, no doubt. My point is that CHA, in this game, especially with the Soldier class, is usually not as important as the other stats.
When you're arranging stats, you've got to prioritize. STR, DEX, and CON are obvioulsy more important to a Soldier character than CHR. Then, INT gives you more skills.
That takes it down (usually) to either WIS or CHA. And, since WIS is used for a Save, where as CHA is only used for a few skills, CHA typically becomes the placement of the lowest stat the Soldier throws.
Conan 321 is designed to allow the players some choice but also preclude the lowest roll always being dumped in the same stat.