Mercule
Adventurer
All I really care about is that the player tries to role-play -- and that it isn't constantly the same character.
I gamed with one fellow who was in the military and was quite tactically adroit. He _always_ played a character who was a minimalist on equipment (low magic, cyberware, whatever) and a tactical genius. I learn a lot from the player as far as tactics go, but he wasn't very interesting to roleplay with.
On the other hand, my wife always plays a fighter-type of some stripe, whatever the game or genre. She always picks something different for personality, though -- it feels like a new character. All of the characters float around the same archetype, but it doesn't get old because she throws some personality in.
Myself, I like to play concepts that challenge me. Chaotic Good comes easiest for me, regardless of other factors in the character's make-up. Lawful is _really_ challenging, though. Right now, I'm playing a Lawful Good rogue. Very challenging for me. Unfortunately, what really makes it tough is that there are a couple of players who seem to hate the idea of doing anything in character and kill any chance at character building.
Regardless, it's fun to try.
Same goes for playing a character who works differently than I do. I suck at spell-casters. Fortunately, I tend to think it's more fun to play the mundane trying to kill the evil wizard. Still, I like to give it a try every now and again, even though it takes a lot more work. I'd hate to be denied the chance.
Likewise for stats. Wisdom's the hard one for me. Charisma can also be difficult. I love the idea of the grand con-man, though. I can usually pull one off reasonably entertainingly. I just need the benefit of the dice. The flip side is that, although I'm not smooth as silk, I'm not bad (average charisma, several ranks in diplomacy). If a DM lets me go on personal ability, I do tend to get a huge benefit.
My basic feeling is that it's up to the charter of the group what flies and what doesn't. If role-playing is in there, it should be encourage and enforced. If everyone is there to kill orcs, then don't try to push role-playing. This goes for players and DM alike.
If your group isn't going to spend the time to build up characters, and especially if you aren't willing to do some work on your own, then don't try to create a deep character (Paladins by their very nature should be deep). It doesn't happen on its own and the end result is usually pretty ugly.
I gamed with one fellow who was in the military and was quite tactically adroit. He _always_ played a character who was a minimalist on equipment (low magic, cyberware, whatever) and a tactical genius. I learn a lot from the player as far as tactics go, but he wasn't very interesting to roleplay with.
On the other hand, my wife always plays a fighter-type of some stripe, whatever the game or genre. She always picks something different for personality, though -- it feels like a new character. All of the characters float around the same archetype, but it doesn't get old because she throws some personality in.
Myself, I like to play concepts that challenge me. Chaotic Good comes easiest for me, regardless of other factors in the character's make-up. Lawful is _really_ challenging, though. Right now, I'm playing a Lawful Good rogue. Very challenging for me. Unfortunately, what really makes it tough is that there are a couple of players who seem to hate the idea of doing anything in character and kill any chance at character building.
Regardless, it's fun to try.
Same goes for playing a character who works differently than I do. I suck at spell-casters. Fortunately, I tend to think it's more fun to play the mundane trying to kill the evil wizard. Still, I like to give it a try every now and again, even though it takes a lot more work. I'd hate to be denied the chance.
Likewise for stats. Wisdom's the hard one for me. Charisma can also be difficult. I love the idea of the grand con-man, though. I can usually pull one off reasonably entertainingly. I just need the benefit of the dice. The flip side is that, although I'm not smooth as silk, I'm not bad (average charisma, several ranks in diplomacy). If a DM lets me go on personal ability, I do tend to get a huge benefit.
My basic feeling is that it's up to the charter of the group what flies and what doesn't. If role-playing is in there, it should be encourage and enforced. If everyone is there to kill orcs, then don't try to push role-playing. This goes for players and DM alike.
If your group isn't going to spend the time to build up characters, and especially if you aren't willing to do some work on your own, then don't try to create a deep character (Paladins by their very nature should be deep). It doesn't happen on its own and the end result is usually pretty ugly.