Yeah, I mean it could just be so cool if done up proper! I can envision players just going nuts with regular clothing and basic equipment arms and armor (perhaps even a rope or a torch hehe) and just really enjoying that as the final stage of visualization to complete the starting char concept. It comes up time and again, so I hope they do it.

Just thinking on the Class part, and especially basic features like abilities and spells, so I was watching Aestus' videos just now mentioned in the gen section (thanks snowram) and I liked the way some of this material was tutorialized there. I wish the game could do something like that within char creation at that screen, not necessarily on that level of depth but just more basic concepts. I'll use this as just a super quick example that I liked in the early Cleric vid from patch 7, describing the difference between Cure Wounds and Healing Word...

Starts here at like 10.47.00 right after getting blessed



Done up like that in a simple frame of ref that the player would probably find useful. Or perhaps something in the organization or display which does a little riff on situational/non-combat oriented spells vs more combat themed spells. Where the game kinda tells the player which things are what, like buffs vs attacks or concentrations spells and the like, just even into the representation - say grouped on the left or right, or in different rows or columns. The info is there, but the little icons and relationships may not be meaningful to player who hasn't yet played or who knows the D&D in advance. The idea being that within the prepared spell menu of char creation the player would be given the sort of hint - that there are some spells which it is best to have at the ready pre-combat or within combat and some that are more post combat oriented or non-com style. Just so the player can get a brief primer in that way. I feel like each class could get a similar sort of treatment, the super cliff notes version of the class handbooks basically, but where the connection to the gameplay would be sort of laid out more. Or in use recommended defaults (with a button say, which I'd prefer), where the game doesn't just pick what's best us but also sort of editorializes why in a tooltip and gives a little breakdown, and made clear by the row/column, which could expand if the player wants to preview the class at a further stage of progression so it could work in the char sheet that way as well. Anyhow, just thought those were cool, so had to mention right quick!

ps. I'd have made the halfling even smaller honestly. I feel like they should look as if they could do some kinda tumble roll/dive through an average sized human's legs, since that's such a signature sort of halfling move. Even if the animations didn't show it, I always pictured Montaron going for the femoral artery. "Faemoral Arterie" is also the name of his main halfling love interest in my head cannon lol. That gal in the lineup could probably just barely make it happen. Maybe if she was put up next to the male Human avatar which is slightly taller in default? Basically in every instance the males are taller, except for with the shorty races. I wonder whether that's necessary though? I guess it follows the general averages for Humans, but it's still pretty pronounced there. I think they could dial that back a little as well, because by making the male and female avatars of a given race a bit closer in height, then the differences between the various fantasy races from each other would probably be even clearer at a glance.

Last edited by Black_Elk; 16/09/22 09:01 PM.