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How do you get involved in your character ?
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<blockquote data-quote="Jhaelen" data-source="post: 7125172" data-attributes="member: 46713"><p>I very much like my character's abilities to make narrative 'sense' and this actually takes precendece over (full) optimization.</p><p></p><p>I often start from a very mechanical viewpoint and pick what interests me and then try to come up with a story that explains how the character ended up that way. If I can't think of a good reason for some ability, I replace it with something that is easier to explain with the background details I've already decided on at that point. So it's a bit of back and forth, but I usually end up with a pretty interesting and unique history.</p><p></p><p>Sometimes I have everything fully fledged out at the beginning of the game, sometimes I continue to add further details as the campaign goes on.</p><p></p><p>Often it doesn't take much to get my creative juices flowing. E.g. in our 4e Dark Sun campaign, once I decided I wanted to play a Dragon Magic Sorcerer with the Templar background, I noticed the great synergy with the Dragonborn race and decided I'd be a 'Tyrian Spy' for Dregoth, the Undead Sorcerer King, and the creator of the Dray race (which is what the Dragonborn in Dark Sun represent). Then everything else quickly fell into place.</p><p>Imho, the most important aspect of a character is to note a few of his likes and dislikes, open and hidden goals and main character traits. If you have this, you have a good guideline how your character should react in any given situation. It's a lot better than D&D's default alignment system.</p><p></p><p>I also really enjoy writing session reports from the viewpoint of my character. It's an excellent way to truly get into your character's state of mind.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7125172, member: 46713"] I very much like my character's abilities to make narrative 'sense' and this actually takes precendece over (full) optimization. I often start from a very mechanical viewpoint and pick what interests me and then try to come up with a story that explains how the character ended up that way. If I can't think of a good reason for some ability, I replace it with something that is easier to explain with the background details I've already decided on at that point. So it's a bit of back and forth, but I usually end up with a pretty interesting and unique history. Sometimes I have everything fully fledged out at the beginning of the game, sometimes I continue to add further details as the campaign goes on. Often it doesn't take much to get my creative juices flowing. E.g. in our 4e Dark Sun campaign, once I decided I wanted to play a Dragon Magic Sorcerer with the Templar background, I noticed the great synergy with the Dragonborn race and decided I'd be a 'Tyrian Spy' for Dregoth, the Undead Sorcerer King, and the creator of the Dray race (which is what the Dragonborn in Dark Sun represent). Then everything else quickly fell into place. Imho, the most important aspect of a character is to note a few of his likes and dislikes, open and hidden goals and main character traits. If you have this, you have a good guideline how your character should react in any given situation. It's a lot better than D&D's default alignment system. I also really enjoy writing session reports from the viewpoint of my character. It's an excellent way to truly get into your character's state of mind. [/QUOTE]
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