What makes a truly well-conceived PC?

Whenever you make up a new character, if you're like me, you're looking for a perfect synthesis of just the right distribution of stats, just the right selection of feats and skills and spells, just the right gear, and just the right background and personality. What makes it "just right"?

Do you have a PC that you feel is so elegantly designed that you doubt you could ever come up with one so perfect again?

Do you like your PC to be extremely unique, extremely practical for the party, or something else? Maybe you want to perfectly exemplify a particular class, or a particular race . . . Maybe you want to capture a particular archetype. Or maybe you want to just create a character that is satisfying to roleplay because you can relate to him or her so well.
 

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everytime i make a PC- i always have:

a) one big stat
b) one big flaw (super low stat)
c) one quirk

and depending on the class i feel like playing- i always choose the race that is often considered, but not the most infamous (never a favored class- and never human).
 

candidus_cogitens said:
Do you have a PC that you feel is so elegantly designed that you doubt you could ever come up with one so perfect again?

Those characters of mine that I have found most satisfying, and that have proved most memorable, are ones that have had a relationship or contrast with [someone else in] the rest of the party that generated ongoing byplay among the characters and allowed each character to display his or her unique style.

Once I played a bitter, cynical, pragmatic, middle-aged nobleman (the Earl of Rule) and a friend of mine played his enthusiastic, romantic, idealistic much younger cousin, the Chevalier d'Alembert. Those characters showed up much better by mutual contrast than either of them could have without a foil. They were both great fun to play. Their contrast of styles was such that they made even climbing out a window fun (and funny).

This sort of contrast also leaves players free to play up to their character's style, without having to compromise too much with pragmatism. With two Rules in the party we would have had to compromise our concepts to pick up on any lady-in-apparent-distress story offers or other sucker plays. With two d'Alemberts we would have had to either moderate the characters' recklessness or else run some hideous risks. But with d'Alembert dragging Rule into hair-brained adventures, and Rule covering d'Alembert's back we were both able to play rather vivid characters to the hilt. And without depending on the GM to give us NPC foils.

Regards,


Agback
 

perfect PC

I try to make my PC's as self-suffient as possible. I tend to play a lot of rogue types so I max out use magic device. and try to take the skills and feats that I think I will need to survive if everything gets "hairy". and since I don't usually know what everyone else is going to do I place the highest priority on INT so I can cover as many bases as possible.
 

Naked and on Fire

That's is the best type of character. I want as many problems, as many hindrances, as many difficulties as possible without going overboard. That way the successes are actually hard. I've been in too many games that just didn't feel challengeing. They were fun games, but sometimes I want to feel like I acheived the Impossible. So, sometimes you need to be Naked and on Fire. :D
 

*sigh*

I always DM, I can count the PCs for (A/O)D&D I made on one hand. As for other games, I usually don't get to play long enough to see if the PC is good or bad, let alone to identify what makes them good or bad. I can make some observations, though.

Anyway, I don't like my PCs to be excessively unique, because I feel that uniqueness and originality are different things. Anyone can whine to the DM until he can play a nonstandard race; but that won't make a boring character into an interesting character.

I never look for party practicality in may characters, ever. It's the DM's job to make adventures that cater to the party, not my job to make characters that can do his adventures.

Now, let's see. A thing that I look to achieve when designing a character is coherence between description/background and stats. If it says that he has big muscles and he used to go swim with his parents, he won't have STR 8 and no Swim skill. The right distribution of stats, feats, skills, and so on is the one that matches the concept, so the trick is coming up with a good concept.

I also like to design his personality so that he has some good reasons to adventure and can get along with most people. I strongly dislike characters that seem to be made to annoy or be annoyed, as well as those who would rather stay home and grow cabbage.

If I feel the campaign is not too serious, I make not too serious characters. I like to make social munchkins, maxing whatever social stats the system uses and seeing what the DM does. I've killed two campaigns due to excessive wealth, so far. Well, neither of them was going anywhere in any case; one was a Star Wars campaign where DM pets were sprouting up like mushrooms and the other was a Cyberpunk 2.0.2.0 game where a PC was a vampire (!).

If the campaign is trying to be serious, OTOH, I make good roleplayable characters. Too many players, when asked to make a character with an interesting background, come up with something weird involving ancient prophecies, mysterious family heirlooms and stuff like that. Not realizing that if everyone in a party of 5 has destiny written all over the forehead, the overall result looks just ridiculous. Nah, I'd rather make someone who isn't the average guy but isn't the saviour of the universe either.

Another thing that I dislike is characters that are absolutely the best at what they do. So six people meet and they all have exactly 18 in their primary stat? Yeah, right. This isn't a matter of powergaming, it's just that making every hero a superhero quickly becomes stale IMO. My characters tend to have the right stats for their class but not inhumanly so.

The last character I prepared is for a Star Wars d20 campaign that I hope some day will begin, who is a sorta wookie mystical warrior. Initially accepted into a wookie order of force-using fighters (kinda like jedi, only more shamanistic and less munchk... erm, efficient) on account of his combat skills, he was kicked out because with his whopping 8 WIS and 10 INT he wasn't good enough. He never really cared too much about it, getting into it mostly because of prestige, but he doesn't really have anything else to do, so he got the first ship out of Kashyyk and there's the campaign is supposed to begin. He's a Force Adept right now, but he's going Soldier from 2nd level on. He's incredibly strong but not the brightest or wisest wookie in the galaxy.

So let's see, this character is interesting but not designed to steal the spotlight. He is powerful, capable of dealing nasty damage in melee and of using a bit of Force as well, but not munchkin. He is kinda weird, with his shamanistic outlook, but not disrupting. He can do a lot of things but he's only really good at one - melee.
 

Crothian said:
Naked and on Fire

That's is the best type of character. I want as many problems, as many hindrances, as many difficulties as possible without going overboard. That way the successes are actually hard. I've been in too many games that just didn't feel challengeing. They were fun games, but sometimes I want to feel like I acheived the Impossible. So, sometimes you need to be Naked and on Fire. :D

Can't you just see the PC creation process? :D

Naked? check.
On fire? check.
Anything else? Nope.

Good to go!
PS
 


I'm not far from Crothian's style of character creation, but not quite that drastic either. I prefer characters with personality (not always a good one mind you), quirks, flaws, strengths and some degree of bravado -- I'm not much good at playing the quiet types :D.

My characters usually have two solid stats, three which are fair to middling, and one which is rather poor. Their skills and feats make sense for the PC even if they're not the most powerful or beneficial combination available. Same goes for race and alignment. Then I just spend a few hours getting inside my character's head and allow a personna to evolve.
 

My style is fairly similar to yours, Candidus Cogitens. A perfect PC is one in which form and function match beautifully. I want all the mechanics (skills, feats, attributes) to fit the character concept. I want a character concept that is at least partially original (like a twist on a classic theme). And the character should ideally be effective in combat and outside of combat. The personality and history should blend in with and shape the mechanical stuff (class, race, etc.), and not just be tacked on, with little thought.
 

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