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.
'> 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 .