
PossibleCabbage |

Where traits are concerned, there's two things to consider.
1) Certain traits are amazing with certain builds.
2) There's a whole lot of traits and they're not particularly well organized and easy to read through.
So if I know, for a fact, that a traits like Fate's Favored or Fey Foundling would be amazing for my Warpriest or Paladin, I'll probably take that. If I'm not aware of any amazing traits relevant to what I'm playing, I'll generally just peruse some list somewhere and take whatever seems to fit the character I have envisioned.
They really need to have more flavors for that +2 Initiative trait though. Just put a different "why you have +2 initiative" trait in every hardback, so I won't need to play so many characters who grew up bullied.

Rednal |

One technique I've employed is trying to explain how they used all of their abilities at first level. So, for example, I might try to figure out how they used each of the skills they have, whether there were any spells they favored, that sort of thing. I usually end up with a fairly solid picture of who they are as a person when that happens.

zainale |
well lets take currant PC i am working on. lets call him sage his is an old fire casting druid/oracle. some of his back page stuff are burn amplification(feat) and two world magic (trait) i chose one because who does not want to burn their enemies and have them stop, drop, and roll. the other for prestidigitation because glowing eyes makes you look like a boss.

John Mechalas |

and when you make a character which way do you choose? what is your motivations?
I prefer the RP aspects of the game, but at the end of the day it is still a game system that is based upon a complex set of rules. If the character is not playable, it doesn't matter how good your RP is because eventually what happens to you will be decided by a series of dice rolls.
So, I start with a concept for RP, but then work out the mechanics that produce a viable build.

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One then the other. Start with something you want to play RP-wise or class/mechanic-wise. Then find a way to add mechanically to the RP in a way that makes it more viable. I like RP that has mechanical support.
I find the best characters are those that are useful to a party, don't die and can be RPed successfully through mechanics.
Start with what ever you want and improve with the other. If you have an RP build add optimisation to it until it is viable and let the character evolve in interesting ways around those decisions. Or, build a strong character form an idea about story and personality a make a few changes to fill that out. Either way do both to the best of your ability and you will have fun.