Author Topic: RP Advice  (Read 777 times)

Legacy_xidekeen

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RP Advice
« on: May 25, 2011, 04:12:00 am »


               Hello,

First I'm fairly new to RP and really like the atmosphere that people create in them but everytime I try to create a character I try to go for min/max build and have a hard time creating an rp character instead (if that makes any since to you guys/gals) I'm hoping that I can get some ideas on on what to build. I'm really interested in making a halfling ranger sense it seems pretty simple but yet kind of out there in a way but don't how to build him accordingly to his background.  Since most builds I make are just generic and have no quirk or anything special in them.

All in all I hope I can get some background stories and a build that will fit for it (max level 30).

P.S - I not that great in creating backstories thats why im asking for help.

P.P.S - It doesn't have to be a ranger class but just an archer type.

P.P.P.S - It needs take 3 levels of any class before multiclassing (ex: 3rogue then you can multiclass)

Thanks
               
               

               


                     Modifié par xidekeen, 25 mai 2011 - 03:18 .
                     
                  


            

Legacy_Aleron

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« Reply #1 on: May 25, 2011, 05:11:06 am »


               It's a matter of taste and flavour. More often than not imo it is easier to take the idea and build the character to fit it than the other way around.

Something to consider is that the average stat for a race is 10 before racial modifiers. So statwise at least you can use that as a guide (in other words for a halfling 12 dex is average, 8 str is average). So if you had a halfling with a 10 dex you would be considered clumsy toward the others of your race.

Generally try imagine the character you want to play and adjust the character to fit that. '<img'> Rangers are not my forte' I admit so afraid I can't help you much there.
               
               

               
            

Legacy_Elhanan

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« Reply #2 on: May 25, 2011, 06:52:19 am »


               You could take advantage of the Halfling and Ranger bonuses to slings, and build on this to be somewhat different; a Shire Guardian if you will.
               
               

               
            

Legacy_jmlzemaggo

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« Reply #3 on: May 25, 2011, 07:22:33 am »


               Get to know your character before. Have a drink with him, or with her. Before playing any module, I spend a good hour with her (I play girls mostly) alone. But please, never ever anymore in that "new character" builder at the beginning of every module, which is all about technics, numbers, only there to remind you you're just playing a computer game. 
***Talking about immersion ':blink:'*** 
I prefer to select her, since we already know each other. Why creating her...She isn't real?
In a 'character builder module', or even better, at the very beginning of the module I'm about to play. With clothing, weaponnery, choosing her face, hair color, her voice...
Then, once I'm pleased with what I see, should I say pleased with myself, I only begin to save the world. 
I built long time ago one sorceress, one fighter, one paladin... one PC for each class I play, and all with the same name. Then just using them at will.
So I suppose we now starting to know each other a little better...
You made me realize this is what my list in my signature is all about, as a matter of fact (short for AAMOF, as everyone knows). 
               
               

               


                     Modifié par jmlzemaggo, 25 mai 2011 - 06:42 .
                     
                  


            

Legacy_The Amethyst Dragon

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« Reply #4 on: May 25, 2011, 09:06:38 am »


               Here's what I do most of the time when creating a new character.

1. Pick a concept or theme, not a build.  I get a mental picture of the character I want to play, and what kind of goals that character might have.
Example: a halfling man that's obsessed with severe weather

2. Once I have a concept/theme in mind, then I start to consider what might be involved in that concept.  What can extend it to an interesting character?
Example:
- refuses to go indoors if it's raining/storming/snowing/hurricane/etc. (doesn't want to miss the experience)
- wears light/no armor when it's not freezing outside so he can better feel the wind and rain on his skin/hair
- uses weapons/spells/items that remind him of rain, snow, lightning, and wind
- constantly talks about the beauty, power, majesty, etc. of thunderstorms, blizzards, hurricanes, etc.
- seeks out places prone to severe weather

3. Abilities/Skills/Feats time. What abilities would best fit this type of character?
Example:
Str: 10 (slightly stronger than average for climbing to high places to better see weather and to be able to walk into strong winds)
Dex: 18 (move like the wind, throw things into the wind more easily & accurately, avoid slipping in the mud)
Con: 14 ("beefy" halfling, better for surviving cold weather and enduring hailstorms)
Int: 10 (average here)
Wis: 8 (not that wise to be out in severe weather all the time..."Ooo, lightning!  Let me climb this solitary tree to get closer to it!")
Cha: 10 (average here)
skill ranks in:
Discipline (for standing strong in the face of powerful winds and such)
Tumble (for avoiding getting hit by large things blowing in the wind)
Heal (for mending minor wounds caused by debris, falling trees, hail, etc.)
feats:
Lightning Reflexes (for avoiding lightning!)
Great Fortitude (for enduring out in storms)
Luck of Heroes (by the look of things, this guy is going to need any luck he can get)

4. Based on part 3, what might be a good 1st class to start building from?
Example:
Ranger: the classic outdoor warrior
Druid: priest that spends most time out in the weather
Cleric (of a weather/storm deity): kind of like druid
Sorcerer/Wizard: wind and lightning spells!
Rogue: good at getting to places with better views of weather, can use various storm-related magic items
Monk: no armor, often out traveling when severe weather hits

5. Starting gear.  What kind of stuff is this character going to want to use.  Not what does the most damage, or has the best crit. range or multiplier, or grants the most attacks, or give the best AC, or has the most of that type available in-game, or what combines with various combat feats the best.  Think character, not build.
Example: (ranger with ranged weapon)
Main weapon: sling (bullets are like hailstones or blown debris, takes skill in working with the air)
Backup weapon: club (branch broken off a tree by a storm)
Armor: leather (light armor, doesn't keep out rain)
Shield: small shield (remnant of a storm-broken roof? for deflecting blowing debris)
healing kits: for minor wounds
torch: for seeing a little in fog or dark of night
bag: for keeping food enclosed inside backpack (no need for trail bisquits to get soggy in the rain)

6. Start playing.  Don't plan everything out beyond the first few levels.  And what planning is done should fit the character concept, not what's most "effective".

7. Character planning.  Think about each choice you make.  Want to become a weapon master?  Why?  How does it fit the character concept?  Want to multiclass to rogue?  Why?  How does it fit the character.  Are your choices just made because of game mechanics, or is there a reason your character (not you as a player) would add another class?


It can be difficult for someone used to min/maxing for game mechanics to change to a character-based approach.  Just give it a try.  What's the worst than can happen?  Your halfling ranger ends up starting with a 20 Dex and 16 Str for stronger ranged attacks, uses a bow instead of a sling (higher base damage), uses stronger armor, and takes feats more for combat than for theme?  Just hit the cancel button on the final screen and start over. '<img'>  No big deal, it's a game.

Backstory:

I tend to take the "what backstory?" approach with a new character.  The character theme can be used as a basis later.  How did this hafling become obsessed with storms?  Make stuff up as you go along, rather than having everything set.  When you add something new, write it down on paper next to your computer.  Don't worry about every major life milestone up until now, until something is brought up in in-game conversation.  Don't be afraid to let your character's views and ideas change over time as the game progresses.  Who cares right away how many siblings this halfling has (or had)?  Until it comes up in-game, it's unneeded information.

Characters don't need flaws to be well role-played.  They don't even have to be extraordinary.  Maybe just use one aspect of your own personality and extend that into a full-fledged role.
               
               

               


                     Modifié par The Amethyst Dragon, 25 mai 2011 - 08:14 .
                     
                  


            

Legacy_SuperFly_2000

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« Reply #5 on: May 25, 2011, 09:53:40 am »


               My tip is: Don't overdo it!

I know many like to draw parallells to the pen and paper game but this is a computer game and hence meant to be more "actiony".

Sure...thinking about a little backstory probably wont hurt....but as your PC is an adventurer I wouldn't overdo this part as well. For example if your PC grew up in a family where the father had alcohol problems or whatever is not really interesting.... However...if your PC grew up as a son to a father who was a master smith, that might be interesting.

If you really want to be "roleplaying" you shouldn't worry excessively about the "build". I've even heard expressions like "a roleplay build"....there really is no such thing. Just choose the skills, feats and so on that feel right and feel interesting at the moment.

Naturally making devastating mis-choices is no fun, I agree, still it does not effect your "roleplay" all that much...

For example once I made a sorcerer with high INT instead of CHA. Embarrassing to this day :-P

The thing that I most bind to roleplaying is how you play a PC of different races. Most of us are humans so we can play that one more easily (also in most FR regions this is the most common race). Learning to play elves, dwarves, halflings and other, in a convincing way, is the real challange I think. So read up on that D&D / FR lore (or whatever setting youre playing in).

Also choose a patron deity that is somewhat like you want your character to be and you're good to go.

Amethyst Dragon made a pretty in-depth description there but I think most of it is good and if you don't come up with anything you could do something like that.
               
               

               


                     Modifié par SuperFly_2000, 25 mai 2011 - 09:01 .
                     
                  


            

Legacy_xidekeen

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« Reply #6 on: May 25, 2011, 05:01:19 pm »


               I did not expect the depth of answer you guys/gals provided, thanks!

So, I've been pondering before going to sleep on my halfling archer and came up with this idea.

A hefty halfling striving to be a fighter but was not strong enough to string a bow or fast enough to swing a blade. He took up the sling and practiced religiously with it gaining him knowledge of it. Hearing the battle tales from his papa who was a famous enlisted fighter he learned how to act in difficult situations and when defeat comes and it will just get up and shake it off.

Don't know if that background story makes sense or not but its a halfling who wears heavy armor, wooden shield, and uses a sling that is wisdom based (zen archery)

This is the starting stats I gave it, according to the background story

Strength - 10

Dexterity - 13 ( Originally It was 10 but raised it to 13 for rapid-shot don't know if I should lower it)

Constitution - 14 ( For enduring long marches in his heavy armor)

Wisdom - 17 ( Knows when to shoot for his target or when to back off)

Intelligence - 12 ( Knows a little bit of military strategy from his papa)

Charisma - 8 ( Not the most well liked halfling since his strict and lawful)

-Skills-

Concentration - ( Knows better then to be provoked by the enemy)

Discipline - ( To keep on marching in that heavy armor)

Heal - ( First aid....? )

His first level feats I took were according to his description (point blankshot, bullheaded) and will take the feats according to how he is and NOT what makes him better.

Criticism is welcome on my character.

The Amethyst Dragon  - thank you for your long helpful advice. I'm actually going to copy and save it in my computer. Also, thanks for everyone that responded didn't actually think I was going to get helpful advice.
               
               

               


                     Modifié par xidekeen, 25 mai 2011 - 04:07 .
                     
                  


            

Legacy_NWN DM

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« Reply #7 on: May 25, 2011, 06:15:06 pm »


               IMO RP has more to do with who your character is, rather than what stats he has.
               
               

               
            

Legacy_Elhanan

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« Reply #8 on: May 25, 2011, 07:17:56 pm »


               

NWN DM wrote...

IMO RP has more to do with who your character is, rather than what stats he has.


This....

Good RP does not have to be proven thru Feats and Attributes; take what you want. It is about laying the role you envision.
               
               

               
            

Legacy_HipMaestro

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« Reply #9 on: May 26, 2011, 12:47:12 am »


               There different levels of RP.  Some servers (characters) have very stringent guidelines while others consider RPing a more vague character regimen.

I happened to post a similar concept (halfling ranger) as what you are looking for here as a pre-epic build.  Basically, I had a rough idea off how i wanted my character to interact with its environment and then chose classes that would best allow the toon to do that.  I found it easier to design the exact build details once I had written the full background which described its origin, ancestry, etc.

It's not exactly what you seem to be developing, but it may show you how to synch the build with the RP concept.  BTW, I consider the refinement of the combat effectiveness secondary to the RP aspects, but that is a personal decision you will need to make yourself.

There are many RP concepts out there, both pre-epic and from the ECB group but they are usually difficult to find among the pure combat twinks (the search engines I've used do not provide pure text query to locate RP-only builds).  But it is always more enjoyable to play with your own, original concept anyway.
               
               

               


                     Modifié par HipMaestro, 25 mai 2011 - 11:47 .
                     
                  


            

Legacy_Mad.Hatter

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« Reply #10 on: May 26, 2011, 01:23:26 am »


               

NWN DM wrote...

IMO RP has more to do with who your character is, rather than what stats he has.

It's amazing how eloquent and charismatic all those CHR 8 / INT 8 fighters are. '<img'>
               
               

               
            

Legacy_xidekeen

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« Reply #11 on: May 26, 2011, 03:36:20 am »


               Everyone,

Thank you for all of your advice but I made the built I stated above with the background story and I'm enjoying him so far maybe because its how I want to grow up to be in a way. But all in all thanks for the help and take care.
               
               

               
            

Legacy_WebShaman

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« Reply #12 on: May 26, 2011, 09:54:16 pm »


               I just have to contradict those advocating that RP is NOT RPing your stats!

Stats set the "flavor" if you will, of how your character is.  They do not dictate in a fascist sense, but consider them as guidelines.  From there, one can pretty much see what type of personality one will have.

Low wisdom results in someone who tends to be impulsive, and unaware of the consequences of actions.

Low Cha can be either physical in nature, or it can be mental, or a combination of both!  Quirks that make one difficult to like, gross behavior, or just plain physical ugliness.  Or perhaps a combination of all of the above.

Low Int results in someone not really being able to figure out complex puzzles, or grasping the intricacies of logic (not being able to come to a logical conclusion, for example).  They are truly dumb.  But it can also be someone for example, that is poorly educated - perhaps they cannot read or write.  So education could result in a higher Int (put points into Int to represent this as the character progresses in level).

Str, Dex, and Con are physical stats.  Thus, one can pretty easily RP them.  Low Str is obvious, I think.  A weakling, really.  Low Dex results in someone who is clumsy.  And low Con results in someone who is sickly.

Not RPing such stats is, IMHO, a fatal error.  Now, I am not an RP ****, so I don't put much care into who RPs according to what.  But if someone is going for the RP thing, ignoring scores (especially Min/Max sort of scores) is just in bad taste.

So use those scores to "flavor" your character - just do not let them totally dictate what and who your character is.

Just my $.02 on it.
               
               

               
            

Legacy_Elhanan

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« Reply #13 on: May 27, 2011, 07:00:55 am »


               

WebShaman wrote...

I just have to contradict those advocating that RP is NOT RPing your stats!....


Just speaking for myself, but that is not what I said or meant. If one takes low or high stats, then play them. But for good RP, one does not need to pad or nerf the stats to play a vast number of roles.

And the same could be said for Feats and Skills. If one takes something, then play off of that, and avoid being rather adept at things outside the resume. And one may also select choices not usually taken simply to explore alternate methods of play. But taking a nerf selection does not make one better at RP.
               
               

               
            

Legacy_WebShaman

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« Reply #14 on: May 28, 2011, 06:26:14 pm »


               ^ I don't think my post was contradicting you, Elhanan.  If you felt spoken to, please disregard.

My post was mainly aimed at the Min/Max sort of character, that is often played as if they did not have "average" scores...or low scores!  Personally, I find that having a low score or two can make for an interesting character.  

However, you are quite correct to state that scores in the average range can include just about all the different types of characters, personalities, etc.