Character Generation Questionnaire

Philthulhu

First Post
After having played Jagged Alliance 2 for the puteenth time, and started Morrowind for the more-than-teenth time, I had the idea of converting the character generation of pen-and-paper D&D into a system like the character questionnaire you find in some/lots of computer RPGs.

So I've created the first version of a Character Generation Questionnaire.
The idea is that the DM hands out the multi-choice questions to the players, who answer them accordingly. The DM then collects them, checks the answers (through an easy-reference table), and lets the players know what class, skills, etc they have just 'picked'.
Think of it like a personality test for the PCs.

Has anyone done this before? I had a quick skim and didn't see anything, but you never know...

Currently, 'Phils Patented Character Generation Questionnaire Mark I' has questions for determining Class, Skills, and Traits.

I haven't done Feats, since they can be confusing when you end up doubling up with bonus feats from Class choices (ie. a Ranger taking Endurance twice). That would also add a phenomenal amount of questions, and I'd prefer the questionnaire to be around 30-40 questions max.

I also haven't added Races. Not only would the questions I'd come up with lead to really obvious results ('Do you like trees?'), but by leaving Races out of the questionnaire you gain two large benefits;
a) You can add Races from outside the PHB at will.
b) The Players can choose their race before they answer the questionnaire, and so create some surprising combinations that they might not have thought of otherwise (ie. Half-Orc Wizards).

I decided attributes/stats would be left to the Players, once they have filled out the Q&A and know what they are playing with. There would be nothing worse than taking a Sorceror with a Charisma of 6. Funny, yes. Playable over the long run, not really.

Finally, Traits are just something I added, taking inspiration from the Computer RPGs. Think of them as role-playing hooks, with some rules to make them more interesting (and fun!).
Psycho, Compassionate, Apathetic, Cowardly, Truthful, and Individualist are the only ones I've added so far. Couldn't really think of any others that I could be bothered writing rules for.


I currently need to write up a few more questions for the Skills part of the Q&A. The way the whole system works is by preferential votes. Pick the same answer for a Class twice, and you're that Class. For skills, I need a bucketload of questions to do the same thing.

The reason is twofold; for classes with lots of skill ranks (Rogues, Bards, etc), this allows them to 'select' a lot of skills, and give some variety; for classes with few ranks (Clerics, Fighters), this allows them to double-up on their answers and confirm that those skills are what they prefer, and also to bring in results that will actually rest within their list of class skills!

I'll be looking for suggestions, recommendations, etc. I'll post the whole thing at some stage, somewhere, so everyone can see it, and more questions can be added/suggested.
 

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Looks interesting. The 3.0 Hero Builders Guidebook has a very in depth look questionnaire to develop character history as well as one for determining alignment.
 



There is a random method in Unearthed Arcana that isn't too bad. I normally use it for PCs when I want to get a quick background and develop a character based on a single roll, however I once sat down and randomly determined each level/culture the character had been affected by.

I ended up with a surprisingly well-rounded character.

D
 

Ah, sweet.

Most tables from the sourcebooks seem to be background. Which is good in a way. Means I can ignore all that stuff, and aren't doubling up on anything :]

Cheers guys. Keep pointing out more books for me to check - I'm far too lazy to go through them all myself ;)
 

Version 0.5

Not finished. Need more questions to cover each Skill at least once.

1) Who is your favourite character from Star Wars?
A. Darth Vader.
B. (Good) Luke Skywalker.
C. (Neutral) Chewbacca.
D. (Evil) JarJar Binks.


2) What would you consider the greatest book of all time?
A. (Good) The D&D Player’s Handbook.
B. (Evil) Any of the Harry Potters.
C. Baby’s Big Book of ABCs.
D. (Neutral) I’d prefer to watch the movie.


3) It’s pouring down with rain, and you open your door to see a small cat, soaked to the bone, shivering, looking up at you. As you look into its big blue eyes, a single thought runs through your head and out your mouth;
A. (Good) “You poor thing, let’s get you inside.”
B. (Evil) “Hmm, I haven’t had lunch yet.”
C. (Neutral) “Sorry kid, I have three cats already, plus four dogs, a flock of pidgeons, and a sheep. Try next door.”
D. “I wonder if I still have the number for that blonde I met last night.”


4) While walking through town, you see a man running, followed soon after by a large mob chasing him. What do you do?
A. (Neutral) Nothing.
B. (Chaos) Try and protect the Man, despite not knowing what he has done.
C. (Law) Join the mob, since the Man is obviously a criminal.
D. (Individualist) Trip the Man over as he passes you, and throw a bag of alchemist’s fire at the Mob. While they are distracted, grab whatever the Man has got and run like hell.


5) When you grow up, you want to be just like;
A. (Barbarian) Arnold Schwarzenegger
B. (Monk) Bruce Lee
C. (Wizard) Bill Gates
D. (Cleric) The Pope


6) Who would be your favourite superhero?
A. (Barbarian) The Incredible Hulk, for his big muscles and bad temper.
B. (Rogue) Batman, for his ability to get into anyplace quietly and take out the bad guys.
C. (Druid) Beastboy, coz turning into a shark would be awesome at the swimming pool.
D. Dr. Jean Grey. She’s hot. Nuff said.


7) You are wounded in the leg during combat. It’s bleeding badly. What do you do?
A. (Cowardly) Scream like a girl and promptly faint at the sight of your own blood.
B. (Psycho) Ignore it, and chase down and kill the bastard who dared hit you.
C. (Paladin) Tie a tourniquet and continue fighting, so you don’t let the team down.
D. (Cleric) Stitch up the wound using a splinter from the hilt of your axe and a hair from your horse’s tail, then chew the leaves of a nearby plant that you recognise as an anaesthetic.


8) There are some things you would never admit to anyone, including;
A. (Bard) Your short-term stint as the backing vocals for a boy-band.
B. (Ranger) That you once grew a first-place-winning pumpkin for the local show.
C. (Sorceror) Your unnatural interest in Harry Potter.
D. That just once, you were turned on by a cartoon character.


9) You do not typically endorse violence, unless;
A. It involves a large purple dinosaur.
B. (Paladin) The person was a criminal and deserved it.
C. (Druid) It is against those who have no respect for nature.
D. (Truthful) No, I really do endorse violence.


10) You are walking through town when you see a store on fire. Checking that the coast is clear, and being of a conscientious disposition, you enter it. You have only got time to grab one thing. What is it?
A. (Bard) A lute signed by all the members of the Stoning Rolls.
B. (Rogue) A grappling hook and lockpick, along with a copy of “Daylight, the Unseen Foe”.
C. (Wizard) A bound set of “How to Summon Friends and Influence People”, Volumes 1-4.
D. Horace, the store owner, still bound and gagged behind the counter.


11) You would pay top dollar to see a fight between;
A. (Monk) Bruce Lee and the Undertaker.
B. (Ranger) Robin Hood and Clint Eastwood.
C. (Sorceror) Gandalf and Harry Potter.
D. Angelina Jolie and Jennifer Love Hewitt, as long as mud and/or jelly was involved.


12) You most want to be remembered for;
A. (Balance) Your sure footedness.
B. (Craft (alchemy)) Your fiery personality.
C. A really long…
D. (Hide) You’d prefer not to be remembered at all.


13) When you eventually die, you want your tombstone to read;
A. (Tumble) Never dare a Hill Giant he can’t do a somersault.
B. If you can read this, stop standing on my head.
C. (Heal) Never trust a patient who pays you with teeth; they’re always looking to collect.
D. (Escape Artist) You think I’m in here? I dare you to check.


14) When you are not slaying monsters and rescuing damsels in distress, you like to take some downtime by;
A. (Compassionate) Volunteering at the local halfway house.
B. (Disable Device) Pulling apart children’s toys to see how they work. Usually infront of the children you just stole the toys from.
C. (Disguise) Pretending to be an art critic and getting into palace functions for free.
D. (Survival) Bushwalking.


15) You have just been captured by an Evil Cult. As the members discuss whether or not to sacrifice you, you have time to plan your next action. What is it?
A. (Appraise) Calmly inform them that the Blessed Cup of Demon Summoning they have been using for their dark rituals is really a Cursed Cup of Impotence.
B. (Use Rope) Grab the nearby rope that was carelessly tied to the wall, and swing across the spiked pit of death to the open door and freedom.
C. (Listen) Already having planned your daring escape, and now just waiting for your companions to show up, listen in on their conversation as they reveal their plans for world domination.
D. Soil yourself. Then you plan to regroup, and come up with a new plan.


16) You are awakened late at night by the sounds of someone breaking in downstairs. What do you do?
A. (Move Silently) Grab your knife and sneak downstairs to teach the robber a lesson.
B. (Craft (trapmaking)) Using your sheets and bedpan, rig the door to give any would-be intruder a nasty surprise.
C. (Jump) Open the window, grab your sword, and jump down to the ground, ready to come in behind the git who broke into your house.
D. (Spellcraft) Walk calmly to the top of the stairs, and start throwing fireballs, shouting “Come get some of this you bastard!”


17) You are lying in bed when your wife calls, wondering where you are. What do you do?
A. (Forgery) Put the finishing touches on the medical certificate for the past week’s “vacation”.
B. (Sense Motive) Try to work out if this is part of the “trying new things” she was talking about when she tied you to the bedposts.
C. (Handle Animal) Quickly hide the goat under the bed.
D. Tell Candy it’s time to leave.


18) You have just bought a new dining setting, knowing that there was “some assembly required”, but not knowing that the instructions are in Korean. What do you do?
A. (Speak Language) Hell, I can speak and read Korean fluently, let’s go.
B. (Concentration) Hope that if you concentrate on the manual hard enough, the diagrams will begin to make sense.
C. (Craft (engineering)) Forget the manual, and rely on your experience of having put together hundreds of things just like this one. What could possibly go wrong?
D. (Search) Check the contents of the box again, making sure there are no bits missing, before taking it back to the store and hitting the clerk who sold it to you.


19) Your definition of Hell would be;
A. (Decipher Script) Not having a book to read.
B. (Open Lock) Being stuck in a room with no doors or windows.
C. (Apathetic) Having to sit around a campfire singing Kumbahya with Boy Scouts.
D. Your wife leaving you for your girlfriend, and not inviting you along.


20) What would be your totem animal?
A. (Spot) The Eagle, who soars above the clouds and sees everything.
B. (Ride) The Horse, whose freedom allows him to run like the wind across the plains.
C. (Perform) The Monkey, whose shenanigans bring a smile to everyone’s face.
D. (Climb) The Sloth, who generally sleeps a lot.


21) At the local tavern, you are caught up in a trash-talking contest between a rival adventuring party. What do you do?
A. (Knowledge*) Dazzle them with your in-depth knowledge of Star Trek.
B. (Bluff) Try and convince them that despite being only 3 feet tall and skinny as a rake, you could easily outdrink their 7-foot tall, 280-pound Half Orc.
C. (Sleight of Hand) Let your party do all the talking while you steal everyone’s purses.
D. (Intimidate) Walk over and punch the rival leader in the face.


22) You are about to be captured by the town guard after the curfew hour. What do you do?
A. (Diplomacy) Try to reason with them into letting you go.
B. (Gather Information) Allow them to take you in, knowing that you could learn some valuable information about them during your stay in their cells.
C. (Swim) Seeing no other option, throw yourself off the bridge and hope that you float. And that they can’t.
D. (Use Magic Device) Pull out the ring of Invisibility you just stole from that nobleman in the alley and put it on.


23) You are flying over inhospitable mountains when your plane crashes. Pulling yourself from the wreckage, you;
A. (Search) Declare yourself head chef, and lead a scouting party to search for the plump woman you saw in the back of the plane before take-off.
B. Pile the flammable wreckage into a pyre in the middle of the snow, douse it with aviation fuel, and sit and watch it all burn, crying “Why prolong the inevitable?”
C. Grab the drink cart and the only surviving stewardess and go out with a bang.
D. (Craft (engineering)) Create a rudimentary flying machine out of the seat covers and tail section that will fly you and the rest of the survivors over the mountains and to civilization!
 

Version 0.5 - How it Works

Obviously, until i finish it, the results are given next to the actual questions, so everyone can see how it works. You give that answer, you get that result.

The finished product will actually randomise all the questions, and have a quick-tally sheet for the DM, who just has to look up which answers each player gave to decide what they are about to play with.

There are also defaults for some of the catagories, and a whole new category of Traits.

------------------------------------------------
As it currently stands, this is how it works;

Alignment; No Defaults
Chaos, Law, and Neutrality are chosen with one question. Use the best result out of Good, Evil and Neutrality from the three questions provided. If there is still no score for Good, Evil or Neutrality, then revert to the standard for the campaign (typically Good).

Class; Fighter Default
If the same Class is chosen twice, the character is now that Class. On the off-chance that two are both marked twice, use alignment restrictions. If that fails, choose for the player.
If the player chooses a Class that they cannot because of their Alignment, change their alignment to the nearest possible (ie. A Lawful Neutral Barbarian would become True Neutral).

Skills; No Defaults.
Skills are chosen in the same way as Class. For each skill chosen, a player must spend a portion of his skill points. The player must spread the points evenly across the skills chosen, but can take preference for class skills (ie. if a Cleric ends up with Heal and Disable Device in their list of skills chosen, they can ignore Disable Device in favour of Heal, as Heal is a class skill). If they have extra skill points, they may spend them on any skill they wish. If they do not have enough Skill points, then they must still try and spend them on the skills they chose.
*Knowledge: Use the most obvious Knowledge skill for the class chosen (typically, the class skill or skills).

Traits; No Default.
If more than one Trait is chosen, then revert to the default (ie. no Traits).

Trait Descriptions;
Apathetic
You are detached from the world around you. Perhaps you were witness to some atrocity when you were a child, or maybe you’re just a bastard, but you have gained the ability to switch off from the pain and suffering of those around you. Even the puppy-dog eyes of starving orphans cannot move you. You are an ice-man.
Because you are able to ignore the plights and emotional pleas of others, you gain a +4 bonus to Will saves against Charm effects, and a +2 bonus to Sense Motive checks. However, you suffer a -4 penalty to Diplomacy checks, since your icy nature soon becomes obvious to all.

Compassionate
Helping people is in your nature; you can’t resist it. Your heart melts every time you see a stray animal, an orphan child, or an injured or diseased civilian. While not quite Mother Theresa level, you are pushing for the position.
You gain a +4 bonus on Heal checks, and must use this skill to help others. Further, you must try to help people in need as much as you can; offering food, shelter, or money to beggars, curing the sick and injured, even bandaging birds’ wings. Naturally, you cannot be of Evil alignment, and cannot intentionally use weapons or spells that have ability or energy drain effects, including poisons and diseases.

Cowardly
So you’re not the bravest of them all. You might be called a pansy, chicken, or wussy-boy, but you know deep down it’s really just an overly active survival instinct. Hey, you’ve survived this long already, so it can’t be all bad, right?
You suffer a -4 penalty to Will saves against fear effects. However, your survival instincts are so acute that you can add a +1 luck bonus to Armour Class against Attacks of Opportunity and when you are caught Flat-footed.

Individualist
You see yourself as a lone gunman, and despise all forms of authority, especially if they try to infringe on your own personal rights. Let’s be honest here, you object to them even if they don’t have anything to do with you. The only way to survive is to look out for number one, and if someone can’t deal with that, then you don’t need them.
You gain a +4 bonus to Survival checks, but suffer a -4 penalty to Diplomacy checks. If you join any kind of organisation, you suffer an XP loss equal to your level x 100.

Psycho
You are seriously unhinged. When the voices in your head are in agreement, they make you do things, which can be seen by others as sheer brilliance, or complete derangement. We also know what you used to do to your neighbour’s cat.
Any time you are in a combat situation, there is a chance that you will pretty much lose your marbles. At the start of your turn during a combat round, there is a 10% chance that you will “go psycho”. Additionally, every time you are injured in combat (hit point damage, as well as energy or level drains), there is a 10% chance that you will go psycho. In such circumstances, you will drop any ranged weapons you have, and charge the nearest enemy creature. If you cannot charge, then you will run towards the nearest enemy creature until you can charge. You gain a +2 Strength bonus and a +2 bonus to Will Saves when you go psycho, but suffer -1AC. This bonus lasts until the end of the combat, or you fall unconscious, and stacks with a Barbarian’s Rage ability.

Truthful
You have an honest face, and unfortunately, an honest soul. You find it difficult to hide the truth, and cannot tell a lie, and this makes you terrible at keeping secrets. There are, naturally, ways to get around this, and while you cannot lie outright, you have learnt to bend the truth, and to omit certain information when speaking to someone.
You gain a +4 bonus to Diplomacy, but suffer a -4 penalty to Bluff. If you are ever caught in a lie by another character or NPC, you suffer an XP loss equal to your level x 100.
 

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