Do you like character building?

Making up new characters is one of my favorite parts of roleplaying even though I'll never play the vast majority of them. I love coming up with a concept and finding mechanics that support the concept. And I love taking mechanics (a class or race, say) and adding a backstory/concept to it so that I'd want to play it.

What I think appeals most to me about making characters is the daydream of how fun it would be to play that character. It's similar to what this local DJ viewed the lottery; he didn't spend $1 for a multimillion dollar lottery ticket, he spent $1 for a day of imagining what it would be like to win.
 

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Making up new characters is one of my favorite parts of roleplaying even though I'll never play the vast majority of them. I love coming up with a concept and finding mechanics that support the concept. And I love taking mechanics (a class or race, say) and adding a backstory/concept to it so that I'd want to play it.

Yeah, sounds like me!

In fact, that is so me, one of the reasons I post as much as I do here is that I'm trying to help people with PC design. (Campaign design suggestions are probably the only thing that really outnumbers those posts.)
 


Wow - I am surprised about the number of people that don't like building characters...which kind of supports an idea I have been talking a bit about lately (see below for this side trek).

As a DM I LOVE building characters/monsters. I read the players books a lot and often dream of making PCs. BUT I am certainly not a big fan of power building...and fortunately neither are my players. We still inc a lot of random rolls as part of the creation process.

...Now I have been having discussions with players and others DMs re our best PC Parties, and most had a common thread/theme, and most had a large DM influence on the characters. My favourite in fact is when I pretty much put a bunch of dwarves together, complete with personalities and views on other PCs and the players loved them. So I am thinking of again doing the chargen for next campaign...and a lot of what I have read hear supports this.

I can certainly see a player who who want to create his/her PC no matter what and I would let them...and then try to tie them into group. I just find a group often works best if created as a group - and often that needs the input of the person who is going to run the game. I liked James Wyatts predetermined background cards he mentioned in is Dungeonmastery column. Anyway, next new game I reckon I will hand out a lot of character sheets, already done and have players choose. At least from there they can change things mechanically through the 4e rebuild rule. Going by a lot of posts here, it doesn't seem like such a bad idea for other DMs too.
 

Since these things are not mutually exclusive, wouldn't it be fairer to say that you can't stand playing with a group that won't stop min-maxing characters (or thinking of them only in those terms) even when at the table? In both your examples it seems to me that the problem is the players, not the building mechanics per se. Respectfully, I think your distaste is misplaced.

There's nothing wrong with the building mechanics themselves, nor is there anything wrong with a group that likes a game with a lot of character-building.

My personal preference is to run/play in a version of the game that minimizes character building, that's all. I really don't enjoy building characters (although years ago I used to), and, IME, lots of character building rules/options tends to make the game more "rules heavy" than I like to deal with.

In my case I love building characters mechanically, and I absolutely try to follow the don't be a jerk rule at the table, even if it means nerfing a character at the DM's request.

That's cool.

And when I DM I'm free to optimize to my heart's content (I'm mostly thinking of 3.5 here). If I end up making a surprisingly effective build, no problem, the effective CR (or equivalent) goes right up. If it's totally broken, I don't use it. The joy is in the journey, and then in the good sense to share it rightly.

When I DM, I really don't follow any hard-and-fast rules to coming up with monsters, traps, and other challenges for the PCs. I just try to dream up something, give it the stats that I feel are about right, and run with it. I personally don't see a need for hard-and-fast building rules for the DM as long as he's being fair (although I can see how some DMs may like such rules and find them useful).
 

I admittingly don't understand people who make the claim of "In previous edition I made characters who grew organically rather then making builds."

You uh, didn't. You didn't make or build anything.

You had no choices when you leveled up in previous editions. You got a bit better at attacking things, your health went up a variable amount, and you (maybe) were able to cast some more spells. Only thieves got something they could decide on with each level when they could spend their thief skills.

Me? I love character building. That's because I just like building in general. It's why I love getting keeps or castles or forts or towers or what have you in games to be slowly built up. Taking that level 1 and making it a level 20 is awesome, especially if you get enough coherent and important choices along the way to really shape your character.

Sure, you could say "here's your level 1 fighter. At level 20 he's kinda better at hitting someone with a stick. Now pretend he's really a pirate." I'd rather make an actual pirate, with pirate-y skills and pirate-y abilities, and the ability to say "No, I'll take Pirate Attack at level 5, not Woodsman Attack."
 

I admittingly don't understand people who make the claim of "In previous edition I made characters who grew organically rather then making builds."


I disagree- there were always choices at least as far back as AD&D- 3Ed just ushered in an explosion of choices.

My mages, thieves and whatnot have always been a bit...different...precisely because of the choices I made.
 

There's nothing wrong with the building mechanics themselves, nor is there anything wrong with a group that likes a game with a lot of character-building.

Fair enough, I just didn't get that perspective based on your first post. Whether you like the process of building or not is immaterial to me, it was just the reasons you gave that struck me as peculiar. I'm glad to have a better understanding of your position. Nearly as glad as I am that this didn't turn into INTERNET FIGHT! ;)

My personal preference is to run/play in a version of the game that minimizes character building, that's all. I really don't enjoy building characters (although years ago I used to), and, IME, lots of character building rules/options tends to make the game more "rules heavy" than I like to deal with.

Understandable. It's certainly clear that a system with little or no room for serious build optimization (or other forms of rules mastery) is less likely to attract players for whom those parts of a game are a big draw. Those sorts of dynamics will alter the "gamer demographic" from which players of that specific game are drawn. Insofar as the many fiddly bits of recent D&D editions is a draw to those who like rules mastery, we are more likely to run into D&D players for whom that is the chief or only draw (for better or worse...they deserve the opportunity to play too, but they don't deserve to ruin games.)

When I DM, I really don't follow any hard-and-fast rules to coming up with monsters, traps, and other challenges for the PCs. I just try to dream up something, give it the stats that I feel are about right, and run with it. I personally don't see a need for hard-and-fast building rules for the DM as long as he's being fair (although I can see how some DMs may like such rules and find them useful).

I'm definitely of the latter type. In world-building I prefer to think of all creatures as being derived from the same basic rules, and for me that forms a pillar of the world's coherence and verisimilitude. It's not an absolute rule, but I deviate from it with caution, albeit somewhat more frequently after 4e's release, because it damages my own view of what I'm creating. For example, I'd never give a 3.5 creature more hit points without giving them HD, Con, or some appropriate feat, barring a seriously compelling in-world reason. The fact that elites in 4e just get more hit points without changing levels bothers me a bit conceptually, but when working in 4e I just go with it because it's a foundational assumption of the mechanics, and also because sometimes leads to serious pragmatic advantages (but it's a tradeoff I take seriously). Since I also find optimization to be inherently interesting, the framework that treats all creatures as derived from common rules serves me much better in most cases.

Fortunately, the hobby supports many types. I'm playing two campaigns at the moment. The first uses a custom character point system which has a lot of the build and tactical knobs I love because I and the other designer wanted them there. The second is a Call of Cthulu campaign with a pregen character the DM handed me at the first session. Both great games, and frequently for very different reasons.
 

I admittingly don't understand people who make the claim of "In previous edition I made characters who grew organically rather then making builds."

You uh, didn't. You didn't make or build anything.

Mechanically? Nope. I picked spells for my wizard (I was almost always the wizard) and that was about it.

But I think my characters were more interesting, and I know I was more invested in them... as someone said in another thread, all the brain-power I allocate to mechanical details in the newer editions is brain-power I don't have to spare for characterization and immersion. YMMV.

As far as character-building goes: I enjoy it, but I don't really want it in tabletop gaming. To me, character-building (in the sense of optimization, searching for the most effective combinations of elements) is for computer games.
 
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I admittingly don't understand people who make the claim of "In previous edition I made characters who grew organically rather then making builds."

You uh, didn't. You didn't make or build anything.
Yes you did.

You built a personality, expressed through play. You built a history as a side-effect of play. You built a reputation via deeds done during play. You built, in short, a character; *during* the game, rather than beforehand.

You just didn't use mechanics and numbers to do it. You played the game to do it.

Lan-"and with this, I fail to see a problem"-efan
 

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