Level Up (A5E) "Easy Mode" Pregens?

Selganor

Adventurer
Has anyone compiled a list of "easy mode" (i.e. easy to learn and understand) parts for characters?

Background: I quite often run intro games for people who never played D&D (or sometimes any RPG) and whose first (or second) language isn't English, so the easier it is to read and understand what the features are the better the chance they are actually using it.

Did anyone already compile some similar lists/pregens?
 

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Selganor

Adventurer
I know but there are still some options that are easier than others.

Since I don't intend to go back to WotC 5e (regardless of the x in 20X4) I only pack an A5E AG (although most of the time as a PDF on a tablet since that's at least 1-2kg lighter)
 

Vin St. John

Explorer
I respect the dedication to playing an indie version of 5e, but I have to agree. A5E (for better or worse) is not an ideal way to introduce players to 5e.
For what it's worth, 5e is in the Creative Commons now. You can make pregens using the SRD rules without supporting WotC in any way, and you can even work in A5E concepts over time.

Alternatively, I'd suggest creating pre-gens using the A5E rules, with the following changes, some of which are applicable to designing any 5e pregen.
EDIT: And I just have to say, sorry, this is the closest I can come to something useful, but I acknowledge it's not what you're asking for. Hopefully somebody has done exactly what you're requesting!

1. Everyone is a human. It's ok if they all have the same Ancestry Gift.
2. Everyone has one of the more generic cultures like Villager, Cosmopolitan, or Collegiate. Everyone could have the same Culture and it would be fine.
3. No Destinies
4. No skill specialties
5. Ignore item material properties (use default armor types, etc.) and tool properties
6. Don't bother labeling what comes from an Ancestry Gift, vs a Background, vs a Class feature, vs a Knack, etc., unless the character sheet you're doing sort of forces you to do so. For players learning to play the system (not learning character creation), it's more important to know what's a bonus action vs an action, what has limited uses, etc.

If this is for a one-shot, there are certain things unlikely to come up in the span of a single game, that you can omit:
7. Omit any feature text that explains what a character can do at level up (i.e. swap cantrips or fighting styles)
8. Omit any feature that has to do with downtime, strongholds, hirelings, etc.
9. Omit personality / background / character / item traits that are intended for long-form campaign roleplay, i.e. a character's Connections and trinket from the background, unless you think they're particularly relevant for the adventure.
10. Choose their Prepared Spells for them, and don't bother listing all the other spells on their spell list that they could choose to Prepare on a Long Rest.
 

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