PC Philosophy: Covering Your Weak Points


Pathfinder First Edition General Discussion


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I'm preparing to guest star as an enchanter in an upcoming game, and I find myself confronting a philosophical point in character building. Is it better to try and cover all your bases (in my case, grabbing threnodic spell or the mesmerist's psychic inception), or are you better served by leaving a few holes in your defenses? Your teammates are supposed to help cover some of your weaknesses after all, and spending too much time plugging holes can leave a build spread thin. I suppose it goes back to the notion of "the Batman wizard" who has a scroll for all occasions.

So here's my question: When you're building a PC, do you always try and shore up your weaknesses? How far do you go? When is it better to focus on your strengths and accept that your dude won't be suited to certain encounters?

Comic for illustrative purposes.


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Don't leave glaring holes that will get you one shotted. Like try to make your will save not absolutely suck. And maybe don't buy down your Con without a good reason to.

If you are a one-trick pony, have a reasonable backup plan. That backup plan could be as little as a dagger and a club but at least you put in a little effort, and the rest of the PCs will get a chuckle out of the notion of your perfectly tuned monstrosity desperately trying to defend his life decisions with a club.

Other than that, lean heavy into your strengths. Have fun with the character. Follow your heart, not your head.

Shadow Lodge

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I'm totally the opposite. I always leave a weakness in my character builds, usually a glaring one. I find that weaknesses add character and interest to a build. Caveat though, I have an extreme level of system mastery. I wouldn't necessarily recommend my approach to a newer player. My character builds are usually on the op can solo the ap side, so leaving weaknesses helps mitigate that. I've also played the game so much, that safe builds aren't very interesting. I'd rather experiment and see if I can make something odd work.

I do try to avoid any weakness that makes me a party liability. That is, I'm fine if my weakness causes my character harm, but I do always aim to have a good counter to confusion and dominate so I won't kill the party. That doesn't necessarily mean a good will save, in fact I often play poor will save characters. There's a lot of ways to get bonuses vs enchantments as well as abilities to shake them off or suppress them.


Embrace your weaknesses, they are part of the character of your character as much as the strengths are if not more.

While I would advise to have cover your weaknesses in the sense of still being able to be useful when for some reason your main guns are out of order - say you are a spellcaster caught in an anti-magic field -, I wouldn't advise to make characters that cannot be overcome. Role-playing failure and defeat are interesting in their own right.
- When I take a drawback, I remind the gamemaster of it every once in a while and even more so with systems that allow the purchase of several negative qualities. What good is it that I am allergic to lavender if it is never encountered? Free points? No, thank you! -

Shadow Lodge

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DRD1812 wrote:
...When is it better to focus on your strengths and accept that your dude won't be suited to certain encounters?
In my opinion, it comes down to the level of risk:
  • If you are fairly likely to be slightly hindered or highly unlikely to be 'shut down completely', then you can probably 'focus on your strengths.' For example, specializing in Magic Missile is fairly safe because outright immunity is fairly rare despite the existence of the Shield spell.
  • When outright immunity to your focus is fairly common, you really need to have some other options available. The poster child for this situation is, of course, the mind-affecting build as so many creature types (constructs, oozes, plants, undead, and vermin) are outright immune to your, well, charms...
Basically, there is big a difference between "won't be suited to certain encounters" and "may be 'dead weight' for entire adventures at a time."


My go-to class is Core rogue, covering its weak points would keep me busy for the entire game. ;o) There is nothing wrong with cherry-picking a few efficient partial fixes to your weak points (like a cloak of resistance or asking the actual martial for flanking help), but beyond that IMO you are better off building on your strenghts.


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The only time that I create characters with glaring weaknesses are because I am intentionally giving myself a particular handicap in order to enhance my own enjoyment of the game, or to just prove a point that a lot of the advice given in optimization forums, while useful, is not the gold standard of character building.

Most of the time, I play fairly well-rounded and versatile characters with the ability to contribute to most types of encounters/challenges adequately. Sometimes, that just means I assist others, or just keep quiet with my 7 charisma, or play the feeble old 'wizard' that is secretly a hulking barbarian that eats magic when you make him mad, but he is still better than you at social encounters.

Crafting a character in Pathfinder is an artform that I enjoy very much. Every aspect of them is intentional and chosen for a reason. The fun part is to walk into a campaign expecting a build to go a certain way, and then the story begins to shape the character just as much as the character shapes the story. I usually never get what I intended when I design a character build. I always get something better than I intended.


it depends on the game. for PFS where I will not know who else is at the table, I make my character a generalist who can cover as much as possible. For Campaign play with a regular, set party, that will be consistent week after week, I make my character a specialist who focuses on his role in the party. this causes him to have weaknesses, with the hopes that a party member will cover for those issues.


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Pathfinder is a team game. The team should not have weaknesses. There are thousands of posts on this forum about 'optimising' characters and scant few about how a team of characters are going to be built to maximize individual specialisms without leaving holes in the group's capabilities.

Relatedly, there are thousands of posts about over powered characters or unbalanced parties and the need to customise encounters to suit the party. None of that would be required if the players built a balanced party to begin with.

To answer the OP. Build a character that fills party weaknesses and enhances their overall capabilities.


Meirril wrote:
Don't leave glaring holes that will get you one shotted. Like try to make your will save not absolutely suck. And maybe don't buy down your Con without a good reason to.

I agree with Meirril. Weaknesses are perfectly fine, but don't leave glaring holes in your defenses (AC, saves) and don't build a castle (your enchantment power) on sand (no way to deal with undead, constructs, vermin, ...).

Though usually there are items to patch these things up to a half-decent level (AC: enchanted armor, saves: resistance cloak) and to help jump insurmountable obstacles a few times per day (enchantment: metamagic rods: coaxing, threnodic, verdant).

These should help getting through the first surprising/unexpected encounters until you have some time out of combat to adapt/strategize with your party: Let them know that your options are limited in these circumstances & that you might use "the Order of the Stick's most frequent strategy" [running]. After all, the GM might want to bring your character to the edge but not go for a total party wipe.


An effective character should always be able to contribute to the success of the party. They should also avoid becoming dead weight. As long as you follow these two rules you should be fine.

Contributing to the success of the party does not mean you need to do everything. Specializing is perfectly acceptable and in fact recommended. But don’t over specialize. If you are playing an enchanter a lot of your spells are going to only be useful vs things with minds. But you should still have other spells besides those. Having some utility and party buffs spells in addition to the enchantment spells is going mean even when you run into something you cannot charm your character is not totally useless.

Instead of trying to eliminate all weakness it is better to minimize them. Everyone has weakness so trying to create a character without any weakness is futile. Don’t try and get your fighters will save to be better than the clerics. That is going to take up too many resources and make your character less effective. Boosting up the fighters will save to the point he has a reasonable chance to avoid getting controlled is good enough.

What it really comes down to is balance. You want to be able to do the things your character is supposed to be good at, but at the same time you don’t want to be glass cannon.


So I think it depends what you mean by weakness. Not being able to handle certain situations is fine as long as other characters in the party can (or if the GM avoids putting your party in situations you can't handle). For instance, your barbarian may view ranged weapons as a weakness and only fight in melee combat (possibly because of a low Dex score). That can be a fun way to turn a mechanic into a personality quirk for the character.

On the flip side, having a weakness that can completely remove you from play puts a lot of pressure on the rest of your team to function. For instance, lacking any spells to handle undead as spellcaster with mostly mind affecting spells. Especially frustrating if your GM throws you into a campaign full of undead. Having something you can do under the circumstance, even if its not an efficient action, is a wise move. Don't make the rest of your team feel like they are carrying you.

On that note, not dying is an important part of adventuring. Dying makes the rest of the team have a harder time, so I'd avoid having your character's weakness involve them being particularly easy to murder.

Lastly, you can always bake in weaknesses made entirely from the fluff of the character rather than the crunch of the mechanics. Perhaps they refuse to fight women or cannot tell a lie. Paladins aren't the only ones with codes and its fun to build your own.

Shadow Lodge

For spellcasters in particular- I prefer not to have an answer for everything, because "I magic the problem away" is always the least interesting solution.


gnoams wrote:
For spellcasters in particular- I prefer not to have an answer for everything, because "I magic the problem away" is always the least interesting solution.

That's actually quite easy to deal with. Encounter/situation variety. If the GM changes up the types, number and difficulty of the various events then it means that spellcasters will have less useful spells available and will be less certain whether to cast the spell or save it for when it's really needed. Consequently, there is more reliance on skills, feats and better tactical play and less on magic.


Hugo Rune wrote:

Pathfinder is a team game. The team should not have weaknesses. There are thousands of posts on this forum about 'optimising' characters and scant few about how a team of characters are going to be built to maximize individual specialisms without leaving holes in the group's capabilities.

Relatedly, there are thousands of posts about over powered characters or unbalanced parties and the need to customise encounters to suit the party. None of that would be required if the players built a balanced party to begin with.

To answer the OP. Build a character that fills party weaknesses and enhances their overall capabilities.

You are correct, in that it is a team game, but trying to force players to play a character they don't want just to make sure a party is balanced is not always a good option. I have found it enjoyable to let people play what they want, and then try to find non-traditional solutions to problems that come around that aren't covered by a character. (i.e. no rogue, well, we need to buy a wand of knock, etc.)


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I'm not saying that there isn't flexibility, but it is the players collective responsibility to create a balanced party. If they can't, because they're all insisting on playing hyper specialised builds then that is there decision. When the end result is a bunch of easy encounters, followed by a TPK; that is not the fault of the GM.

To use the rock, paper, scissors analogy: A balanced party should have one of each, an optimised party should aim for diamond, kevlar and chainsaw. If the players have built 3 diamonds then they will destroy scissor encounters, overpower rock and be helpless against paper.


My philosophy is that it is more important to address weaknesses in the overall party moreso than personal character weaknesses.

That being said, I always encourage people to play what they want to, first and foremost. Be and do whatever it is you will enjoy being and doing.

If your level of enjoyment is dependent upon having an optimized character, then optimize it. If you will have fun playing an old man with a bum leg, play an old man with a bum leg.

The party will adapt and overcome... or they won't... but everyone should have fun, regardless.


Maybe just build to the averages by CR here. You'll need some items or auto-level bonuses baked into the build to hit these benchmarks, but there you go.

So you're playing an "enchanter." I'm taking that to mean Wizard with Enchantment as your specialty school. Well, looking at the chart I linked to you'll want super high DCs.

Crank up your Int. Take a couple feats for higher DCs. Make sure you pick items or auto-level boosts that play into this means of combat contribution. Finally, as a backup when either you're facing something mindless or otherwise immune to your charms, pick a school that gives you a damage option and try to keep that damage option varied enough that you can work around some resistances/immunities.

That, and keep your AC/HP up. Not a lot of monsters pose Ref saves, but Con saves might be a hassle. There's options but I'd probably try to shore that one up too. Personally I prefer a Valet Familiar with the Teamwork Feat Shake it Off along with a Cloak of Resistance, YMMV.

So long as you've got those basics covered though, go nuts. Leave gaps or weaknesses. Better yet, while leaving gaps you COULD fix with feats, grab some weird or trap feat and make your PC a niche build.

Have you ever really LOOKED at the sheer volume of General feats? There's some weird one I've never heard of called Ambuscading Spell. What if you took a trait to get Stealth as a class skill to max out, then at later levels crafted tons of scrolls of Vanish or a wand, then you just make sure your PC acts a lot in surprise rounds?

Another one might be Ironclad Logic. It might not be an option for your PC until Level 3 or 5, but at that point you could easily take on the role of party "face," maybe even use your enhanced Diplomacy skills to try to talk your way out of encounters if your GM is into that kind of thing.

Sure taking some weird, niche feat might mean that your Ref save falters or you don't have what it takes to hit Incorporeal creatures or something. Adapt; challenge yourself to build somehting other than the prototype, optimized Enchanter Wizard out of some guide.

Make YOUR character yours.


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Eh, unless you are running an AP straight from the book society style it is the GM's job to tell story. If they need to adjust an encounter because the PCs cannot handle the current one, it will produce a better experience for everyone involved. Now like, if you heavily hint about something and they make no attempts to avoid the giant pitfall you've built infront of them, that is their fault.

But looking at a party of martial characters and deciding that the next puzzle you're going to put infront of them will involve Knowledge Geography where wrong answers will release swarms that are immune to weapon damage...you're kinda GMing wrong.


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I know it's not always the most popular/approved approach, but I'm a "hole-filler" kind of character builder. What I mean by that, is I'm the guy who almost insists on making/settling on my character last within the group. Part of this has to do with my brand of OCD, but I truly feel better/happier when I can bring in a character who helps shore up a lack in the party balance. I also like groups that are as race/class/theme diverse as possible. This helps me find spots where my character can shine, and also make sure that I'm not to far overlapping or stepping on the toes of another.

I know there are several strong opinions on the subject, and I'm not insisting or advocating pro or con for it. For me though, the "classic party" is still a useful trope for group building. Not to force people to fill a role they don't want, but just as a quick rough estimate of the groups ability to handle different aspects of game play.

It drives some of my friends crazy that I hold off until they've declared. I get a lot of the "play what YOU want" lines. The thing for me is, I imagine almost all of my characters as groups to begin with. I've got dozens of character concepts in my mind and files that I may never get the chance to play, and most of them are in groups or teams in my head. I WANT to play them all. So, when it comes time to build, I scroll through my mental rolodex of characters, look at the ideas of my fellow players to pare possibilities away, and finally select the "teammate" that fits the new group.


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It's a basic problem that is fundamental to all aspects of design. Characters with aggressive strengths tend to have aggressive weaknesses. A character that isn't bad at anything tends to not be good at anything, either. What I do is make sure my character is really good at 1 or 2 things, and make sure they have a good Will Save.


Sysryke wrote:
It drives some of my friends crazy that I hold off until they've declared. (...) when it comes time to build, I scroll through my mental rolodex of characters, look at the ideas of my fellow players to pare possibilities away, and finally select the "teammate" that fits the new group.

Ever considered that maybe the other players like to have holes in the group's setup? It's one of the reasons I advocate building/selecting characters mostly indepdendently - overcoming challenges is what the game is all about, and needing to come up with creative solutions is a lot of fun; more fun than always having the perfect class feature to trivialize every difficulty they encounter.

Contrasting what others have said, I think the party having weaknesses makes the game better. Unless you want to breeze through the campaign with ease.

DRD1812 wrote:
When is it better to focus on your strengths and accept that your dude won't be suited to certain encounters?

When the fix would cost you too much. 'Dipping' five levels on your unchained Barbarian just to get flight probably isn't worth it. Picking up a couple Amentum Javelin or later a couple potions of Fly is.

The cost-benefit equation is relevant for both sides, though: Just like a too high cost to shore up a weakness isn't a smart idea (unless the weakness is critical), getting too little bang for your buck when improving a character's strength isn't worth it, either.
People often fall into the trap of "win more" options; that's an option that only improves your character for situations they're already extremely well geared for. An example would be Greater Two-Weapon Fighting, which is only useful in situations where the character can full-attack a target with not-too-high AC and little or no damage reduction - that's exactly the situation the character doesn't need improvement.

The concept is true not just in Pathfinder - in anything competitive, the unfavourable matchups are the ones that recources (e.g. practise time) should be spend on, not the already highly favourable ones.


Derklord wrote:
Sysryke wrote:
It drives some of my friends crazy that I hold off until they've declared. (...) when it comes time to build, I scroll through my mental rolodex of characters, look at the ideas of my fellow players to pare possibilities away, and finally select the "teammate" that fits the new group.

Ever considered that maybe the other players like to have holes in the group's setup? It's one of the reasons I advocate building/selecting characters mostly indepdendently - overcoming challenges is what the game is all about, and needing to come up with creative solutions is a lot of fun; more fun than always having the perfect class feature to trivialize every difficulty they encounter.

I realize I used the term "hole filler" so I confused the issue. My bad. My groups don't quite get into the level of game/group theory/crafting to specifically consider whether or not we've left weakness/holes in a tactical sense. (The exception being a "theme/challenge" game like "all rogues" or "all divine", "all small", etc.) It's more the avoiding excessive overlap thing I go for.

None of us, myself included, are hunting for the perfect combination of class features to take down every challenge, but we do like to diversify. There's a pretty wide range of experience, play styles, and system mastery at my table. Taking the time to consider these things during character creation helps make sure everyone has a chance to have fun and get a possible "spot light moment".

We clearly have different build philosophies, and that's okay; but, I do prefer to group build (especially since several of our party members utilize me as a math/mechanic/reference resource during building).

The part that "drives my group crazy" is that I'm a little more vocal about the "diversity" aspect of my character creation process. I often end up saying I "can't" play something, and then they chime in with the "PLAY WHAT YOU WANT" comments. I don't literally mean I "can't" play something; nobody is saying NO or holding a gun to my head over certain options.

My build process just most often starts with a plethora of character concepts or ideas, and then I pare down. I've gone the other way before, but it's rarer for me to start from just one concept that popped into my head, or I'm excited about. It's a form of choice anxiety/paralysis. Not incapacitating, but I do better with a buffet than a menu. Weirdly enough, my current character is from a single concept burst.


ShroudedInLight wrote:

Eh, unless you are running an AP straight from the book society style it is the GM's job to tell story. If they need to adjust an encounter because the PCs cannot handle the current one, it will produce a better experience for everyone involved. Now like, if you heavily hint about something and they make no attempts to avoid the giant pitfall you've built infront of them, that is their fault.

But looking at a party of martial characters and deciding that the next puzzle you're going to put infront of them will involve Knowledge Geography where wrong answers will release swarms that are immune to weapon damage...you're kinda GMing wrong.

I absolutely agree that designing an adventure so that success is dependant on progressing in one particular way is poor GMing. But I absolutely disagree that a swamp should be mysteriously devoid of mosquitoes because the players made an unbalanced party.

The way I run a campaign is by determining the BBEG and their plots, I also work out the other major actors' and their plots and weave them together. The characters then disrupt those plots and the various NPCs adapt to the situation as they would see it. Consequently there is no railroading but I expect [and tell the players upfront in session 0] the characters to gather information and research what is happening. I reward players who invest in knowledge skills with relevant and pertinent clues based on the character knowledge. I also have taken the three clue rule to heart (as well as several other excellent articles on that site). If the player's actions take them to a swamp then a player who has invested in Survival, Knowledge (geography) or (local) or asked about known dangers would be warned about the hungry swarms of mosquitoes and the crocodiles. From there it's up to them to equip themselves appropriately.


ShroudedInLight wrote:
Now like, if you heavily hint about something and they make no attempts to avoid the giant pitfall you've built infront of them, that is their fault.

That falls under this category, usually. As long as the players have been pointed in the right direction, and ignore it, you can mention that they were given the opportunity. Its when they wind up in a situation they can't handle without prior warning that problems occur. If you don't mention the Dark Woods are trapped, its kind of a dick move to put traps there. If they are teleported into the swamp from out of no where and have no access to solutions to those mosquitos, its rude to put swarms there.

Remove the problem, replace it with an equivalent hazard they can overcome. Use larger mosquitos that can be hit with weapons, have individual mosquitos inflict disease (a party of full martial characters will usually have good Fort saves), pick a different critter, put a skill challenge in the way, etc

Shadow Lodge

I disagree. It's completely fine to put traps all through the woods. If they don't have a way to deal with it, then they leave and figure out a new solution. You can throw anything at your players as long as you let them step back and re-assess. Just don't force them into a no win situation. Let your players blunder, let them figure things out on their own. A campaign where you come pre-equipped with all the answers is boring.


gnoams wrote:
For spellcasters in particular- I prefer not to have an answer for everything, because "I magic the problem away" is always the least interesting solution.

Well now you've got me curious. What kinds of self-imposed restrictions do you tend to put on your casters? As a mesmerist, I obviously have the built-in limitation of mind-affecting focus. Is that the kind of thing you're talking about?


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WTF, Wizard?! Today is THE ONE TIME you didn't prepare [insert spell here]?!

Emphasize Wizard when you say it in the most scathing tone possible, so it cuts like a knife.

Sometimes the party NEEDS the situation to be magic'ed away... but there are a lot of times when, you know what, we actually CAN just climb that.

Yes, I do have Fly prepared. No, I will not cast it on you. Last one to the top is a rotten egg... I also have Polymorph Any Object prepared, so you better start climbing. GM, I rolled a 13, my Strength modifier is -2, so an 11.


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Two things I make sure my spellcasters keep, if they begin the build at level 1 or 2 with them: any free Crafting feat, and a Familiar. I keep them for 1 word... utility.

I'm not talking about combat utility here. I rarely have a spell in a spell slot for the day that covers any situation, but if I don't have a +1 from Guidance, or an Aid Another bonus from me and/or my Familiar, or a potion/scroll/wand with a situational buff spell like Monkey Fish, Spider Climb, Fly, Insect Scouts, Knock, Stoneshape and so on... I feel like I'm doing it wrong.

Now the big buffs and combat stuff... SOMETIMES I build casters with these, sometimes not. But it's these one off things that NO ONE ever thinks about until AFTER the party realizes it's a problem.

For the same reason I love building characters with extra movement types or movement enhancements. My all time fave was a grippili ranger. Using alternate race traits he started the game with a Climb speed, glider wings, the ability to jump a little better, and a crazy-high Dex. I was taking the Ranger FCB for Grippili that would give him a Swim speed by level 8 too, but the campaign never got that high.

Last but not least, I really favor underdogs. Y'know, halfling rogues that use sling staves, or grippilis that spend a feat on a 10' long tongue but don't have a Touch attack right away. I'm a sucker for trying to make Small sized PC Intimidate or grappler build that performs as well as their Medium sized counterparts.

As for leaving gaps in what the party can handle, as a GM I have no problem with that. I do warn my players though that certain gaps are unforgivable and WILL get exploited. Having a party of PCs that make it to level 6 without ANY of them working towards decent Ranged attacks, or the ability to keep track of invisible foes, or engaging foes/environments with KNOWN abilities and not providing mitigations is your own fault.

Case in point, I have a group that is nearly level 10 but they've had it easy to this point against foes with specific energy type attacks. So far they've just toughed it out when these foes were encountered, counting on high HP and lots of healing.

I warned them up front that there would be a black dragon in a swamp in their current adventure. They did NOTHING to protect against Acid damage, despite having a full 24 hours to prepare. Now they're in the middle of the fight and realizing that if they take another 12d6 Acid damage from a monster comfortably 70' away in the middle of a swamp lake, they could very well die.

This explains one other thing I do with "prepared" spellcasters such as wizards and magi. Whole portions of my WBL are portioned out for copying spellbooks, bribing NPC spellcasters into letting me copy their spells, copying scrolls, etc. So many of the players in my games just rely on the spells they get per level when their actual, potential spell lists are MILES long and include some of the best situational utilities in the world.

Shadow Lodge

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When I play a spellcaster, I try to pay attention to what skills my team mates excel at and not take spells that duplicate any of those skills. If you have another player who is good at stealth, swimming, climbing, disable device, and you prepare invisibility, monkey fish, and knock, you're just competing with the other pc to be the one to complete the same challenges. If someone else already has that covered, then don't double up on it, cover something else.

The situational stuff I make sure to have are ways to deal with invisible creatures, darkness, swarms, and the like. Combat abilities that make encounters extremely frustrating if you don't have the proper counters for them.

I always cover basic physical skills. Even if I make a sorceress with a 7 str, she's still going to have a minimum of +5 in acrobatics, climb, and swim. PCs do a lot of strenuous physical stuff all the time. Being able to make a DC15 when taking 10 on these physical skills is a base requirement of being an adventurer to me.


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gnoams wrote:
...PCs do a lot of strenuous physical stuff all the time. Being able to make a DC15 when taking 10 on these physical skills is a base requirement of being an adventurer to me.

This is my line of thinking as well.

The concept of weak spots is kind of layered. On one hand, I think flaws and weaknesses are what make a character interesting.
On the other, I think it's personality flaws that make a character interesting, more so than mechanical ones.
But then on the third hand, I think it makes much, MUCH more sense for a person--especially someone with a lifestyle like your average fantasy rpg PC--to actively strive for well-roundedness and survivability than to consciously pursue being a one-trick pony or going all in on the offense. It's human (or elven or dwarven) nature to survive. The goal of combat is not to gain victory but to avoid defeat, etc. Plus, getting hurt is...bad. So you'd probably want to prevent that.

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