Blue
Ravenous Bugblatter Beast of Traal
Man, there's a lot of answers to this question.
First, this is an answer for 5e. The truth is there's a lot of mechanical influence on concepts, things I rarely think of because I've been playing so long but was really brought home to me when I was teaching my daughter. This was a number of years ago and she wanted to create a character. i figured I'd talk her though the concept and then handle the mechanics myself. She stated describing what she wanted, and while it would have been balanced it didn't fit any class. (First example of how mechanics control concept). So I explained the classes to her. And she wanted a druid among the choices. But then I made the "mistake" of explaining ability scores, so prominent on the character sheet. She wanted her defining characteristic to be agile "like Peter Parker". And among the others she wanted to be naive with a low wisdom. The hghi dex doesn't carry over to animal forms (something she wasn't expecting), and the low wisdom hurt all spellcasting DCs, spell attacks and the like. I might try it as a unusual character but there's no way I'd hand it to a new player when they have the assumption that they'll be just as able to contribute as everyone else.
Anyway, all of that was to say that in any version of DD&, mechanics will strongly coral your concepts, unlike in some other systems.
For myself I usually work in one of three ways on 5e characters.
1. If joining an existing group or we're all creating characters together, I'll plan with the others what niches to cover mechanically.
2. I like voices and vocabulary choices as my triggers for getting into character, so I'll often work out dialog ahead of time (in the shower) and from there a personality. Once I have that, I see what type of build would fit it.
3. I will play around with builds just to play with the mechanics, and sometimes those will get married to one of the earlier steps. Other times I just build something new.
First, this is an answer for 5e. The truth is there's a lot of mechanical influence on concepts, things I rarely think of because I've been playing so long but was really brought home to me when I was teaching my daughter. This was a number of years ago and she wanted to create a character. i figured I'd talk her though the concept and then handle the mechanics myself. She stated describing what she wanted, and while it would have been balanced it didn't fit any class. (First example of how mechanics control concept). So I explained the classes to her. And she wanted a druid among the choices. But then I made the "mistake" of explaining ability scores, so prominent on the character sheet. She wanted her defining characteristic to be agile "like Peter Parker". And among the others she wanted to be naive with a low wisdom. The hghi dex doesn't carry over to animal forms (something she wasn't expecting), and the low wisdom hurt all spellcasting DCs, spell attacks and the like. I might try it as a unusual character but there's no way I'd hand it to a new player when they have the assumption that they'll be just as able to contribute as everyone else.
Anyway, all of that was to say that in any version of DD&, mechanics will strongly coral your concepts, unlike in some other systems.
For myself I usually work in one of three ways on 5e characters.
1. If joining an existing group or we're all creating characters together, I'll plan with the others what niches to cover mechanically.
2. I like voices and vocabulary choices as my triggers for getting into character, so I'll often work out dialog ahead of time (in the shower) and from there a personality. Once I have that, I see what type of build would fit it.
3. I will play around with builds just to play with the mechanics, and sometimes those will get married to one of the earlier steps. Other times I just build something new.