Maulium
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Long time no see forum ;P
Ok now, to business! Ladies and Gentleman! I present to you:
JONNY’S SMALL GUIDE FOR CHARACTER CREATION FOR BEGINNERS
This guide is meant to help GM's (and players) on the tasking of building a character for the PC's. This guid is incomplete, so it's here where I ask for your aid in this matter, and I'm open to criticism.
P.D.: NO NEED TO READ THE WHOLE POST, MAYBE JUST READ WHAT YOU ARE INTERESTED IN AND COMMENT ON IT (ANY COMMENT IS GREAT HELP).
Disclaimer: I do not claim to own any of the original material quoted from the Pathfinder RPG system.
Ok, now, let's get started...
As often as it is seen when creating a new campaign for beginners, some of those beginners might not have a clue of what they are doing, and sometimes when creating the classes and characters the system of an RPG is so complex that we don’t really leave much agency for the player to decide what they really want to be.
So in the spirit of keeping it simple and more accessible to most players, here is a small guide that might help you aid your players to create a better character that suits them better. This guide also allows a tool that will help the Game Master understand what their players are expecting out of their play session. So strap in and let’s jump into the action!
STEP 1: EXPLAIN THE PREMISE!
Pathfinder RPG is a game about adventure, magic, monsters, and looting with friends! It may have many varied settings; it might be a high fantasy fairy tale full of all kinds of fey creatures, a noble quest bestowed on a group of worthy heroes, the tales of riches and plunder of pirates of the sea, or a grim tale of some foolish adventurers trying to stir the wheel of fate to something other than destruction, among others.
It is important for the player to know what they are going to be playing for them to create their character accordingly, so when explaining what the game you are about to play is about, just keep it simple (that means, not as long as the last paragraph).
My favorite example is: “You are a band of adventurers, some of you are off to see the world, some of you want to spread your faith, and some of you are out for gold.”
To be honest, I’ve never used this phrase (my actual favorite one is, “you wake up beaten and blindfolded in a world unknown”), but that is beside the point. The point is it works! You can extrapolate thousand if not millions of adventures with the “band of adventurers” opening line. You might elaborate a bit more after you’ve given your initial statement, but just remember; SIMPLE = UNDERSTANDABLE
Now it’s time to start asking questions to your players!
STEP 2: WHAT RACE DO YOU WANT TO BE?
Without frontloading all the information they need to know, present the player with the races they might be able to play with a short description of what makes them special. Additionally, in the description there can be a small space for some of the racial traits of the race. Alternative races are a reward, and players might not know why they want to play them yet.
Races Available
Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.
Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.
Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
…
You’ve picked up your race? Well that was quick; now let’s move on to Step 3.
STEP 3: WHO ARE YOU?
Making a few simple questions you can help player make the right choices for the character he/she wants to play. Be sure to keep these questions in mind when building the story around your campaign.
Basic Character Questions:
Traits questions
(these questions are 1 to 10 questions, then you add 8 to the result and that’s their ability score, or they could be Yes or No questions if you want to roll dice (3d6), and place the higher scores on the abilities marked with a yes).
• Are you strong and muscular?
• Are you agile and fast?
• Are you physically resilient?
• Are you wise and experienced?
• Do you like learning and knowing?
• Are you spontaneous and charismatic?
Preferences and lifestyle questions:
(This questions will help you guide your players to understand what class they want to choose)
• Are you religious?
Yes / No / Undeceive
• Are you a thief or trickster?
Yes / No / Only this one time
• Do you like magic?
Yes / No / It’s ok
• Do you want to crash skulls?
Yes / No / One or two skulls might do
• Are you fond of animals or the wild?
Yes / No / I kinda like them
• Are you passionate about music and arts?
Yes / No / I just enjoy them
• Do you want perform miracles?
Yes / No / A little
• Do you want to be a knight in shining armor?
Yes / No / Maybe on weekends
• Do you like Martial Arts?
Yes / No / Some punching sounds nice
• Are you sneaky and stealthy?
Yes / No / I can hide if I need to
• Do you want to be a mad scientist?
Yes / No / I’m not sure
• Do you like bows and arrows, muskets, and crossbows?
Yes / No / Shooting can be fun
Description
Ask and listen
After having answered these questions, ask the player why he/she chose the answers that he/she chose. Don’t judge or try to correct them, just listen and you’ll know a lot more about your players and how you can help them enjoy themselves. Once you get to know the reasons behind their choices, ask them to write a short description about their characters in one or two lines. Tell them they may elaborate later on their character.
Name and appearance
This is also the time to give your player’s character a name, a nickname if it has one, and an appearance. These things are not just to write on a pretty paper and must be taken into account when playing (if possible). Additionally you might give them tools to build a costume portrait of their character, or skip the appearance features all together.
Nerfing / Buffing (you may skip this step)
So, this system gives out the possibility of having an overpowered player, or an underpowered one (the same as rolling dice to be honest) when you roll for the ability scores. To resolve this I have 2 suggestions, the boring one, and the creative.
The boring one is to try to accommodate your player to the 25 point buy system for Pathfinder ability scores. That means doing the math and adding or subtracting points on the abilities with the consent of the player. Let me clarify that while I find this a boring option, I think it is very useful, the problem with it is that you tease the player with the bad taste of what it could have been but isn’t (although sometimes it is necessary if he rolls 18 three times in a row).
The creative one adds more fun to the game! Usually a players is given 2 traits to choose from that will aid him on his quest to greatness. Say you have an underpowered player, add him 1 or 2 traits in addition of the 2 he might already choose. Say you have an overpowered player, and here is where it gets tricky. Add him a “weakness trait”. What’s that? Those don’t exist? Well make them exist, but be fair. I make the weakness bigger or smaller depending on how much I need to nerf the players character. I inspire myself in my own flaws to be honest, and just have a laugh when I see others roll playing it.
Example:
(Trait) Allergies: When coming into dusty rooms, or changing drastically of weather, or coming out of the water you have a 5% / 10% / 25% chance of being overcome by a sneezing frenzy that denies stealth checks immediately and gives you a -1 on attack rolls, saves, ability and skill checks.
This way to add a roleplaying aspect to the game and nerf the player in a creative way which can be fun for him and the other players.
…
Done here, moving on!
Step 4 CHOOSING A CLASS
... ok, it's incomplete, but I'm eager to hear your ideas and suggestions =D