What makes a truly well-conceived PC?

Quickbeam said:
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.

In practice it's not as drastic as it sounds. It really depends on how much the DM wants to make relivant. My last character was a cleric who's church and other priests basically hated him becasue they didbn't know exactly what he was. People in general had a negative reaction to him as well, as he wasn't really a people person. Hoever, the DM didn't really have any of that matter too much. We never ran into other cleric of his faith or had that much of a problem with commoners. Heck, he wasn't even the oddest thing in the party.
 

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Crothian said:
Naked and on Fire

Hmmm, I was working on a dwarf rogue for a campaign my wife was running. Everyone else had gotten her filled out character sheets and gear lists, along with backgrounds. I kept putting it off and finally got the char sheet and background done just before the game.

When we started she told me that since I had nothing written down I woke up naked; must have been drunk and gambled all my stuff away the night before. My dwarf walked over and knocked on the door of a druid - he was annoyed to be woken up by my banging and grumbling so he just cast Faerie Fire on the dwarf and slammed the door shut.

The dwarf then went downstairs naked and wreathed in green flame....

Another character lent him a cloak and a gnome helped him buy some basic gear. It ended up introducing characters really well and set up some friendships and antagonisms that were fun to roleplay through the campaign

edit: I fill out gear sheets now... :p
 
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I usually go for the high stat, low stat, quirk method as well. My current character is a halfling rogue. DEX 19, WIS 6. In character, I voice him with the voice from South Park's Saddam Hussein ("Hey...come on, guy...."). He's also got a penchant for absinthe. When he drinks the stuff, he pulls out a piece of parchment and draws. Once in a while he'll churn out something really good and maybe make a few gold by selling his work. His happy-go-lucky demeanor, coupled with the low wisdom score, has made playing this the most enjoyable character I've created yet.

~ Box
 

I rolled up a naked cop in cyberpunk one time*. Does that count?

(* for those that have not played Cyberpunk, it has charts for randomly rolling the character, and one of the charts includes clothes - I rolled "naked", and then another chart indicated that I was a "cop".)
 

I guess I'm a little different to everyone else so far. I don't get to play all that often; mostly I'm the DM. When I do get to play I like to play a competent individual on his way to being a hero.

I don't really go for the really low stat/strange foible/massive difficulty to overcome characters. Frankly, a moderately interesting semi-loser who has difficulty impacting the universe around him isn't roleplaying, it's my life. I'm in this D&D thing to escape from all that.:D

That being said, I don't get off on powergaming or dominating the party. I like to play competent fighters with a bit of style (my new Psi War is looking extremely promising at this stage. See my sig [pimp! pimp! pimp!]).
 

I have trouble (been DMing way more than Playing for the past year) with dividing "good player" and "good character."

When every one of you starts talking about "quirks" and "flaws" I think that maybe your not makign such a wise judgement. A character should be a character, without needing to divide up the good and bad.

I like a character (player) that can motivate people on his own. I only have one of those right now, and I wish I could play beside him. He knows how to tell the DM what he wants his character to do. At low levels, he looks for some chance to go risk his life. He's being naive intentionally, for an IC an OOC reason. In character, he is truely naive, and probably doesn't understand the danger inherent in an adventure. Out of character, he is trying to aim as high as he can, and hope he doesn't fall. This helps him develop a history, and it helps some of the less interesting players develop a repoir with one another.

Once that stage is out of the way, he stops motivating the characters to follow hooks. Instead, he starts to make his own. He becomes pro-active, and does whatever is necessary. Sometimes he would lead the group into something fun, but mundane: like using your professions and crafts to turn a few bucks in town and make a better town out of it. "Elect our fighter to the constable of the guards!" and "Vote our *cough*rogue/bard*cough* to be the new governor of your beutiful democratic city!" All this helps further anchor and develop characters, meanwhile he plans to pull something much larger off. He puts all his friends in place, and he makes his plots and schemes.

In one particularly grand experience, he plotted to install his group as nobles, earn titles and land, then annex some of the barbarian lands. The barbarians wouldn't be forced out, but he certainly would spread such rumors. Then, unbeknownst to other rulers, he managed to convince the barbarians to ally themselves with him. He proceeded to use them tactically in order to get a reaction out of the local "Guildenstern's" brother, whom would hopefully antagonize a minor war.

Knowing his own group was by far superior to the normal soldiers of his enemy, they stood there. 6 characters against 200 armed men (with crossbows, longspears, swords, and daggers on even the least armed man), and intentionally prolonged the fight. I told him it would take the entire Barbarian group which he had sent through a certain secret passage he uncovered while being a friend to the "Guildenstern's brother" a few hours in order to take the main palace.

Of course, given his tactical superiority to the Marquis in charge of the "skirmish force" of 200 men, the players were able to survive and retreat from the battle field without wounding a man or being wounded. Those soldiers returned to thier general's home to find the flag raised in there enemies name, to say the least.

That's a good character/player to me. One that goes off and does something with the world the DM provides without being an idiot or weakening the story. He made the game more fun for the DM as well, and without any character flaws other than his lack of discipline with women (his character had 6 or 7 affairs if memory recalls)... all very realistic for a man of such tastes, and quite good fun. He also knows that he exists to be a hero, and he sticks up for the causes his character values, and that is what it takes.

Actual development can be done any-which-way, as long as the player is willing to bring himself above the level of simply "having" traits, and will do something with them. This is just me of course...
 

Generally, when I design a character, I start with a concept - about two or three words that set out "what" my character is. Example, my current FR character: "human weretiger monk." This is generally what I want to play in terms of mechanics.

Then I figure out how my character got to be what he is. In the case of the monk, Jasin, a natural lycanthrope, was born to members of a monastic order dedicated to Selune who believe that lycanthropy is a gift if properly used. They seek out afflicted lycanthropes and teach them to control their abilities and hunt down those who use their abilities to spread chaos. Jasin's family was attacked and wiped out by a rival order dedicated to an evil deity. I always want to include plot hooks and stuff for the GM to play with. It's fun to have something appear out of the character's past. I pick a few personality traits that define the character, decide on a tone of voice and some mannerisms, and generally get a feel for how to act the character out at the table.

Now I assign stats, skills, and feats based on the concept, putting them where they best illustrate the character's development so far. Because he's a weretiger, he's got a high strength, so I figure he would be trained to take advantage of that. So I put his high stat in strength, followed by wisdom, because he would be taught to be alert and one with his surroundings. Then I go with constitution, then dexterity and intelligence, and charisma last because as a natural lycanthrope, he has a feral streak that normal folk might find unsettling, perhaps a vestigial predator-prey reaction. We use a point-buy system, so this is real easy. I picked feats like flying kick and improved initiative to represent a direct, linear, no-nonsense fighting style and put points into listen, climb, jump, etc.
 

I like a deep background. I try to write out at least a page if I think the campaign (and the character) is going to last a while. I like highly flawed emotionally struggling characters, but I occassionally play 'wise father figures' just for the change. Most of my characters are a little bit older than the average. I try to fully realize a character, so that I know exactly what the character would do in any situation.

Some of the characters I've played in brief (very brief)
-------------------------------------------
1) A mutated Gorilla name 'Koko'. (Gamma World)
2) A English private detective/paparazzi.
3) An elvish runaway, sort of an elvish Oliver Twist, only grown up and unrescued and now an artful rake.
4) A simple peasant farmer with a dangerous sorcerous gift.
5) A library curator who happened to be a vampire, who protected his humanity with literature but was slowly slipping away into the void. You didn't want to be in his reading group. :) (my WoD character).
6) A Maine lobsterman.
7) A disgraced Imperial Officer, with a great sympathy for the rebellion, but a lingering faith in the original 'good' vision of the Empire. (my SW character)
8) A rastaferrean bush pilot.
 

Re

What does it for me is pretty much in the following order:

1. Roll a decent set of stats with at least 2 decent stats (14 and up), preferably more.

2. DM tells us what module we are going through and what area it will start in. Gets my mind flowing on a background

3. Creating a background that includes choosing the class and race I will play.

4. The final event that makes the character is a combat where I do really well, usually involving a lucky die roll that turns the tide of combat or makes my PC standout. All these factors together usually indicates well-conceived PC.


I have had two PC's which were so well-conceived I cannot imagine creating better.

The first was the king of a fallen kingdom. His life quest was to rebuild his kingdom and reclaim the throne. I am not going to release anymore info about him as I am writing his story up.

The second was Celtavian, a wizard/cleric of Mystra. He later became a chosen of Mystra. I loved this character because he truly was the powerful, mysterious, wizard archetype you see in films. He rarely spoke. I took him through 12 levels without ever being seriously attacked. He actually saved the entire party two times, and often turned the tide of battle when he actually did cast.

What was so amazing is that the DM truly could not find a good reason why the enemies we were facing would attack him. He usually stood back and did nothing unless someone needed his help or a spell would be helpful. He is my favorite character.
 

I have various ways of coming up with characters, but one that I have had success with is to make an archetypal character that anyone will recognize, but that doesn't get made much. For instance, I have a mounted combat character. At 4th level, he has 4 feats, and none of them apply off his horse. It makes him either very useful, or a little less useful than average, depending on the situation. Regardless, I always have a roleplay hook.

I think the key to a good character (and I don't always follow this) is to know where they come from. Make up a background, and then bring it up in roleplay. Another character I play is related to a famous thief, and doesn't want to admit it because he's nothing like that. A third is a paladin in love with another PC, but his attempts to get her attention always go wrong. Have some strong roleplay hooks, and it's hard to go wrong.
In regards to stats, I try to pick something that nobody else does well, frequently something a little offbeat, and be the best at it. That way I don't step on anyone's toes, yet I get my moment to shine. My Paladin has the best charisma and the feats to use it, my wizard is incredible with his evocation electricity spells, and my Psion makes Astral Constructs like nobody's business. All three are useful, and all three have interesting roleplay.

Okay, so that was all disjointed. Make of it what you will.

--Seule
 

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