| Apupunchau |
There are many ways to go about making characters. Whether we roll or or point buy. Whether we start with a rule or write a complete background first. How you make a character depends on the game your plying, your GM, and your own personal taste. So today for those of us who are just starting to get their feet wet in role-playing let’s talk about all of them.
For those of us who have been playing forever. What are your favorite character creation methods? Do you always stick to the method given in a certain system? Are there games that you don’t play just because of the method of character creation?
| gunny the toad |
I just go with what i feel like, i don't like giving weird personalities because then i'd feel "bound" by it, so i just like playing sone morally average guy who i can relate to and be myself with. I often start the character creation by just reading through the classes/archetypes until i can visualize a character i feel like playing, i like either high point buy (20/25) or rolling for stats, i find 15 and 10 just a bit depressing, like "you give me the power to choose, but nothing to do with it"
| Planpanther |
I dislike random chargen in PF/D&D, but I enjoy it enough in Traveller. Point buy is my vastly preferred method for 3E/PF. I like doing session zero for Traveller and Call of Cthulu, but don't find it often necessary or advantageous in PF/D&D.
My process for PF is usually to dive into the player's guide for the AP (which we tend to run). I find a wealth of ideas for what to expect for the campaign, which allows me to make a character that should flourish through out it.
Our Traveller games tend to be more sandbox so particular campaign feel/subject is usually up to the players. Its fun making characters together and come up with a backstory on how they met up. From there the game gets legs based on player interest.
I like using different systems for different experiences. I'm not a one game to rule them all type. I'm not going to play western themed game using PF for instance. That said, the feel and mechanics of a particular system will usually produce different chargen options and preferences. YMMV
| ultimatepunch |
My group has started using 4d6 drop the lowest, in order. We roll 10 sets of scores. Pick a set and cross it off. If a character dies that player rolls one more set and adds it to the pool.
Rolling stats in order has been great. I didn't think my players would enjoy it when i pitched the idea, luckily I was very wrong. They have embraced the challenge. Our current Wizard has an 18 strength. He really had his heart set on playing a wizard, his set of scores with the best INT happened to have an 18 STR, so he ran with it. He is a terror with the quarterstaff.
This system has worked so well that I doubt we will go back to the old way.
| Haladir |
Regardless of game system, here's my process...
1) Have a meeting with the GM to discuss the themes, assumptions, and general overview of the game, as well as the game mechanics being used for character creation. In Pathfinder terms, this is more-or-less like reading the Players' Guide of an Adventure Path.
2) Come up with the idea of a character who would be interested in the stated themes of the campaign, including a set of motivations to go on the adventure. Often, this includes thinking of similar characters from literature or other media as an inspiration. It's at this stage that I usually have an idea of the character's race and sex, name, and general personality.
2a) Discuss with the other players to make sure none of us are making a character that would fill the same niche as another character.
3) Switching gears to the game mechanics, I'll then decide upon a general framework mechanically that would be a good fit for the character. In Pathfinder or other OGL games, this would mean deciding the character's class (and possibly archetype).
4) Use the appropriate game mechanics to make an effective character according to the character's personality, background, and theme.
Voila.
Backpack
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I usually have some kind of event spur an idea for a character. Like recently I've been on a "what do you mean my caster shouldn't be in melee" kick. I really liked the idea of playing a pfs gish, but i wanted to do it differently than a bloodrager or any other archetype. Thus my fighter 1 Sorcerer 6 eldritch knight 3 came into existence. Typical round goes, quicken spell, move, vital strike. I have much of the utility of a caster and the mind of a barbarian. Recently I had someone spend a whole fight ignoring my eidolon on my summoner, and his reason was the caster in the back was clearly weaker and obviously the summoner. Well now i have Urgh and Argh the half orc summoner ancestor eidolon pair. Both are melee focused greataxe users who i have ranks in disguise with so that they look like each other. They are currently all GM credit but I'm excited for them!
| DungeonmasterCal |
I tend to go for heroic numbers for my characters, but I don't do point buy. For decades we did the 4d6 drop the lowest, reroll 1s method. We're switching to 8+d10 on our next campaign. I know that seems awfully high to some groups, but I believe heroes should have heroic abilities.
I start with a class in mind, then I build a concept around it. Then I come up with the background and the reason it would be an adventurer. Then I pick the feats, traits, and calculate skills in that order. Voila! A character.