In this thread I am hoping to share tips and tricks that are helpful when designing a new character. Personally I find the roleplay aspect of D&D to be the most appealing and so I dedicate as much time and effort as I can in crafting not just their personality but thing like the way they speak or move. So I am hoping to hear about what kind of things you do when preparing to bring a new character to life.
Character creation is a favorite of mine too. Making a character that others find equally enjoyable is really important. More often than not, my friends and I work together on our own characters and give each other feedback.
I adore character creation. When I start with a character, I sometimes will actually draw them first, then add their personality and history afterwards. At least artistically, I like to have a sort of 'theme' around them. Like for one character, I had their theme be ravens, then later came up with the idea of mixing an occult horror with a Lovecraftian theme.
I've been having some trouble getting my main group to think of character creation as something more than just building a hero and giving them a backstory. They're pretty decent at saying "okay, I haven't played a [race][class] yet, I want to try that," but a bit lousy on breaking their own molds, and I'm hopeful that this thread is going to give me some ideas for how to work with them on these issues.
That said, the biggest pet peeve I can think of when someone is building a character (especially for anything open play or Adventurer's League) would be giving your character a reason to be working with a group. It doesn't matter if every player has known each other since they were in diapers, if every character is built as if they're going to be the main character instead of a main character in a larger group, even the best concepts, builds, and twists end up falling by the wayside. Ever character is unique and has potential to be great, but I keep seeing a focus on "me" play and not "we" play. I feel like this is to the detriment of the party, especially when every week the DM has to spend half a session focusing on one character only to go back next week and do it again for another character instead of getting some good group play in every other session.
I honestly don't do anything in preparation for roleplaying. I'll give a small amount of thought to why the character may have one ability or another due to its history, but I don't really flesh it out until I start doing things and see how the dominos (and, consequently, dice) fall. I've tried putting a bunch of prep work into characters before and it just doesn't jive with me. Thinking on the fly just seems to be the way for me, and honestly a lot of unique character aspects have come out of off-the-cuff roleplaying, too.
That said, the biggest pet peeve I can think of when someone is building a character (especially for anything open play or Adventurer's League) would be giving your character a reason to be working with a group. It doesn't matter if every player has known each other since they were in diapers, if every character is built as if they're going to be the main character instead of a main character in a larger group, even the best concepts, builds, and twists end up falling by the wayside. Ever character is unique and has potential to be great, but I keep seeing a focus on "me" play and not "we" play. I feel like this is to the detriment of the party, especially when every week the DM has to spend half a session focusing on one character only to go back next week and do it again for another character instead of getting some good group play in every other session.
I honestly have trouble with the "me instead of we" aspect unless I'm playing a support character. Which leads most of my characters to be heavily support-based.
I love creating a character and developing a backstory, personality, and look. But I've enjoyed writing fiction since 7th grade so that helps lol. I play with a range of friends, some doing full voices and mannerisms, to less animated play. I feel like letting people do what's comfortable for them makes for a much more relaxed group.
I love character creation, I must admit I always have a small storage of characters ready to be used.
As for tips on how to do that, well I can offer my creation process. My methods for developing a character is pretty simple, I start out with a concept and then I'll build around it. This can be a basic concept like "someone who believes the best of everyone", and then I'll take that and build around it. I think what kind of backstory would someone who is so optimistic and naive have? What other traits would work well with this, both negative and positive. It's a fun way to create characters, and looks often factor in last. I think one of the best ways however, is working with other people and creating your characters together. You can give each other feedback, and make sure you have a group that will actually function together and no character that might not mesh with the group.
I can agree with Vileo that prepping too much can be a hinder too, as it can be stifling. A trick I've learned is to keep your backstory full of holes. That might sound a bit strange, but it means it can easily be edited to add in new details, and potentially if someone needs to reroll a character or someone new joins the group, an easy way to introduce them to the group by having your character and theirs know each other from before.
I love character creation, I must admit I always have a small storage of characters ready to be used.
As for tips on how to do that, well I can offer my creation process. My methods for developing a character is pretty simple, I start out with a concept and then I'll build around it. This can be a basic concept like "someone who believes the best of everyone", and then I'll take that and build around it. I think what kind of backstory would someone who is so optimistic and naive have? What other traits would work well with this, both negative and positive. It's a fun way to create characters, and looks often factor in last. I think one of the best ways however, is working with other people and creating your characters together. You can give each other feedback, and make sure you have a group that will actually function together and no character that might not mesh with the group.
I can agree with Vileo that prepping too much can be a hinder too, as it can be stifling. A trick I've learned is to keep your backstory full of holes. That might sound a bit strange, but it means it can easily be edited to add in new details, and potentially if someone needs to reroll a character or someone new joins the group, an easy way to introduce them to the group by having your character and theirs know each other from before.
Another benefit to having a somewhat-vague backstory with a hole here and there is that it's much more easily integrated with any setting that your DM chooses, especially if you're making the character ahead of time.
On the note of preparation, I DMed a few games for my friends involving a very Skyrim-esque dragon killing theme, and had them write backstories in which they made up locations and NPCs for me to use in the game. It went rather well, and I was able to integrate everyone's backstories into the larger plot. Several of my players enjoyed the process thoroughly, though it's worth noting that I started them at level 15 as well, so there was plenty of room for them to already be heroes.
Character creation for me usually involves (in any order):
- having the backstory ready to go from years of writing and finding the class that best fits the story - finding an interesting character design on Pinterest/DeviantArt/Google - Hey, I've never played this class before; let's roll the stats and see where this goes from here!
I'm so detail-oriented that it's very hard for me to come up with a character that doesn't have a fully fleshed-out backstory; I'm trying to play it a little loose with my newest.
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Character creation for me usually involves (in any order):
- having the backstory ready to go from years of writing and finding the class that best fits the story - finding an interesting character design on Pinterest/DeviantArt/Google - Hey, I've never played this class before; let's roll the stats and see where this goes from here!
I'm so detail-oriented that it's very hard for me to come up with a character that doesn't have a fully fleshed-out backstory; I'm trying to play it a little loose with my newest.
I actually have a friend that extensively uses character designs, too. I've been trying to get into it, however I always find myself imagining something very specific and can never find a design for it! Though at some point I'd like to start with a design and build a character from that, I feel like that would be a fun experience.
When I create a character I usually go in this order:
Study the campaign setting extensively if I am not familiar with it, which usually entails anything beyond Forgotten Realms and Dark Sun (My Favorite btw--and saddened no official 5e Dark Sun material or at least UA has been released yet).
Choose a Race and Name
Choose a Class
Choose a Region where my character is from
Choose or roll height and weight, followed by hair color, eye color, skin, etc...
(A) Customize my own Background (My ideal way of things) --Or-- (B) Choose a Background and roll my traits (personality/ideals/bonds/flaws) or
Come up with an elaborate backstory/history
Choose an aligment appropriate to the backstory
Roll my stats or use Standard Array/Point Buy when applicable
Choose my proficiency (s) from my Class and Background to match my backstory to the best of my abilities.
Gear up from starting class gear and background choice
(A) Find the best picture I can to represent my Character and convert to a token if playing on Roll20 -- Or -- (B) I bite the bullet and find the closest matching figurine I can to represent my character on a table.
Character creation for me usually involves (in any order):
- having the backstory ready to go from years of writing and finding the class that best fits the story - finding an interesting character design on Pinterest/DeviantArt/Google - Hey, I've never played this class before; let's roll the stats and see where this goes from here!
I'm so detail-oriented that it's very hard for me to come up with a character that doesn't have a fully fleshed-out backstory; I'm trying to play it a little loose with my newest.
I actually have a friend that extensively uses character designs, too. I've been trying to get into it, however I always find myself imagining something very specific and can never find a design for it! Though at some point I'd like to start with a design and build a character from that, I feel like that would be a fun experience.
What's really nice is having the story and finding the character design that's just perfect, or vice versa.
I've been throwing my tiefling druid as an example across the forums a lot. I had her story skeleton first, but when I ran across this picture on Pinterest, she just became more of a reality and seeing her face kind of filled in some of the holes in her story.
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Oh, that does look perfect! The closest I've come to that so far is I've had to edit the hair color, and 'shop in the proper weapons, otherwise the rest was pretty spot-on. That particular character is for my friend's homebrew setting, a human sorcerer/warlord (my own homebrew iteration--still nowhere close to done, though).
Character creation for me usually involves (in any order):
- having the backstory ready to go from years of writing and finding the class that best fits the story - finding an interesting character design on Pinterest/DeviantArt/Google - Hey, I've never played this class before; let's roll the stats and see where this goes from here!
I'm so detail-oriented that it's very hard for me to come up with a character that doesn't have a fully fleshed-out backstory; I'm trying to play it a little loose with my newest.
I actually have a friend that extensively uses character designs, too. I've been trying to get into it, however I always find myself imagining something very specific and can never find a design for it! Though at some point I'd like to start with a design and build a character from that, I feel like that would be a fun experience.
What's really nice is having the story and finding the character design that's just perfect, or vice versa.
I've been throwing my tiefling druid as an example across the forums a lot. I had her story skeleton first, but when I ran across this picture on Pinterest, she just became more of a reality and seeing her face kind of filled in some of the holes in her story.
Oh wow! That s an amazing picture, and I can really understand how it would give you inspiration! Finding artwork that fits your character is the best feeling in the world, unfortunately I rarely do.
And yes, starting from a piece of art and building a character from that sounds like a fun challenge. I might try that sometime!
The old 3e Hero Builder book is wonderful for a reference for fleshing out interesting characters--I recommend finding a PDF or getting an old copy. It's got a ton of great tables and ideas.
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
I always like to make my characters have a few quirks or eccentricities. It tends make for memorable moments in the campaign.
One time my sorcerer eagle dove into a haystack because he reaaaaaaally wanted to fly. he landed and then proceeded to find the needle in the haystack after succeeding on a perception check. His response when approached by his companions...."I found the needle!"
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My name, is Balthazaar Cage! Savior of Ravenscrest, defender of the light, reincarnated chosen one of the gods, rightful ruler of all that can be seen and half of that which is unseen. If that's to long you may simply refer to me as "Sorcerer Supreme."
I used to do a lot of backstory work too, but what I find works for me is I start with what kinda personality would be fun to RP since that's the most visible part. I especially focus on mannerisms and quirks that are especially visible in play. Then I figure out their priorities like why they adventure and how that works into their personality. This can be something like they just want to get their money back, or their just in it because they get yelled at for killing people for fun, but do it for the money just because they don't get yelled at that way. Then I do a rough backstory and what class they should be because of that. The majority of class and race combinations run fine with a little experience so I don't worry about optimization. It's way more fun this way and I get to try out some unorthodox character builds that can be way more fun than the usual stuff.
I think its the reverse of what a lot of people think they have to do since they start with class and backstory, but this helps me prioritize RP and has added to the experience a lot. Though a lot of my characters turn out more than a little crazy, but that might be the nature of the adventuring job.
Or you know... just me.
This flow of creation seems more organic since I think its a lot more like how people actually develop, you don't start with your profession after all. This leaves a few holes that give my character room to grow as play continues, but lets me know how to RP them from the start since I start with personality and mannerisms. Usually my party members love or love to hate my characters and I always love to RP them. Hope this helps.
I like making characters with flaws. A simple Google search will reveal many ideas for these. One of my favorite characters was an elf who was raised by a dwarf, and started to think of herself as a really tall dwarf. She tried to take advantage of her dwarven skills and abilities, and was confused when they didn't work the way she thought they should. It was always fun when she tried to drink like a dwarf.
Hi there!
In this thread I am hoping to share tips and tricks that are helpful when designing a new character. Personally I find the roleplay aspect of D&D to be the most appealing and so I dedicate as much time and effort as I can in crafting not just their personality but thing like the way they speak or move. So I am hoping to hear about what kind of things you do when preparing to bring a new character to life.
Character creation is a favorite of mine too. Making a character that others find equally enjoyable is really important. More often than not, my friends and I work together on our own characters and give each other feedback.
I adore character creation. When I start with a character, I sometimes will actually draw them first, then add their personality and history afterwards. At least artistically, I like to have a sort of 'theme' around them. Like for one character, I had their theme be ravens, then later came up with the idea of mixing an occult horror with a Lovecraftian theme.
I've been having some trouble getting my main group to think of character creation as something more than just building a hero and giving them a backstory. They're pretty decent at saying "okay, I haven't played a [race][class] yet, I want to try that," but a bit lousy on breaking their own molds, and I'm hopeful that this thread is going to give me some ideas for how to work with them on these issues.
That said, the biggest pet peeve I can think of when someone is building a character (especially for anything open play or Adventurer's League) would be giving your character a reason to be working with a group. It doesn't matter if every player has known each other since they were in diapers, if every character is built as if they're going to be the main character instead of a main character in a larger group, even the best concepts, builds, and twists end up falling by the wayside. Ever character is unique and has potential to be great, but I keep seeing a focus on "me" play and not "we" play. I feel like this is to the detriment of the party, especially when every week the DM has to spend half a session focusing on one character only to go back next week and do it again for another character instead of getting some good group play in every other session.
I honestly don't do anything in preparation for roleplaying. I'll give a small amount of thought to why the character may have one ability or another due to its history, but I don't really flesh it out until I start doing things and see how the dominos (and, consequently, dice) fall. I've tried putting a bunch of prep work into characters before and it just doesn't jive with me. Thinking on the fly just seems to be the way for me, and honestly a lot of unique character aspects have come out of off-the-cuff roleplaying, too.
EDIT:
I honestly have trouble with the "me instead of we" aspect unless I'm playing a support character. Which leads most of my characters to be heavily support-based.
"I encourage peace."
I love creating a character and developing a backstory, personality, and look. But I've enjoyed writing fiction since 7th grade so that helps lol. I play with a range of friends, some doing full voices and mannerisms, to less animated play. I feel like letting people do what's comfortable for them makes for a much more relaxed group.
Now u don't....
I love character creation, I must admit I always have a small storage of characters ready to be used.
As for tips on how to do that, well I can offer my creation process. My methods for developing a character is pretty simple, I start out with a concept and then I'll build around it. This can be a basic concept like "someone who believes the best of everyone", and then I'll take that and build around it. I think what kind of backstory would someone who is so optimistic and naive have? What other traits would work well with this, both negative and positive. It's a fun way to create characters, and looks often factor in last. I think one of the best ways however, is working with other people and creating your characters together. You can give each other feedback, and make sure you have a group that will actually function together and no character that might not mesh with the group.
I can agree with Vileo that prepping too much can be a hinder too, as it can be stifling. A trick I've learned is to keep your backstory full of holes. That might sound a bit strange, but it means it can easily be edited to add in new details, and potentially if someone needs to reroll a character or someone new joins the group, an easy way to introduce them to the group by having your character and theirs know each other from before.
"I encourage peace."
Character creation for me usually involves (in any order):
- having the backstory ready to go from years of writing and finding the class that best fits the story
- finding an interesting character design on Pinterest/DeviantArt/Google
- Hey, I've never played this class before; let's roll the stats and see where this goes from here!
I'm so detail-oriented that it's very hard for me to come up with a character that doesn't have a fully fleshed-out backstory; I'm trying to play it a little loose with my newest.
Your Friendly Neighborhood Community Manager
Hat On | Hat Off
"I encourage peace."
When I create a character I usually go in this order:
---Architect of Worlds, Destroyer of Dreams
Your Friendly Neighborhood Community Manager
Hat On | Hat Off
Oh, that does look perfect! The closest I've come to that so far is I've had to edit the hair color, and 'shop in the proper weapons, otherwise the rest was pretty spot-on. That particular character is for my friend's homebrew setting, a human sorcerer/warlord (my own homebrew iteration--still nowhere close to done, though).
"I encourage peace."
Oh wow! That s an amazing picture, and I can really understand how it would give you inspiration! Finding artwork that fits your character is the best feeling in the world, unfortunately I rarely do.
And yes, starting from a piece of art and building a character from that sounds like a fun challenge. I might try that sometime!
The old 3e Hero Builder book is wonderful for a reference for fleshing out interesting characters--I recommend finding a PDF or getting an old copy. It's got a ton of great tables and ideas.
manysideddice.com
+ A Table of Contents That's Better Than Nothing (hundreds of creative, storied items that are "better than nothing")
+ A Table of Contents To Worry Your Players With (dozens of weird, storied traps to make your players nervous)
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
I always like to make my characters have a few quirks or eccentricities. It tends make for memorable moments in the campaign.
One time my sorcerer eagle dove into a haystack because he reaaaaaaally wanted to fly. he landed and then proceeded to find the needle in the haystack after succeeding on a perception check. His response when approached by his companions...."I found the needle!"
My name, is Balthazaar Cage! Savior of Ravenscrest, defender of the light, reincarnated chosen one of the gods, rightful ruler of all that can be seen and half of that which is unseen. If that's to long you may simply refer to me as "Sorcerer Supreme."
I love creating characters. I'm almost 99% DM so most of my creations become the NPC's of the worlds my groups adventure in.
I used many methods over the years but the link below is about as close to my creation process as you can get.
https://dmdungeon.wordpress.com/2017/01/30/character-creation/
JT " You will find that many of the truths we cling to depend greatly on our own point of view."
I used to do a lot of backstory work too, but what I find works for me is I start with what kinda personality would be fun to RP since that's the most visible part. I especially focus on mannerisms and quirks that are especially visible in play. Then I figure out their priorities like why they adventure and how that works into their personality. This can be something like they just want to get their money back, or their just in it because they get yelled at for killing people for fun, but do it for the money just because they don't get yelled at that way. Then I do a rough backstory and what class they should be because of that. The majority of class and race combinations run fine with a little experience so I don't worry about optimization. It's way more fun this way and I get to try out some unorthodox character builds that can be way more fun than the usual stuff.
I think its the reverse of what a lot of people think they have to do since they start with class and backstory, but this helps me prioritize RP and has added to the experience a lot. Though a lot of my characters turn out more than a little crazy, but that might be the nature of the adventuring job.
Or you know... just me.
This flow of creation seems more organic since I think its a lot more like how people actually develop, you don't start with your profession after all. This leaves a few holes that give my character room to grow as play continues, but lets me know how to RP them from the start since I start with personality and mannerisms. Usually my party members love or love to hate my characters and I always love to RP them. Hope this helps.
I have found that over the years I tend to lump my players into 2 group. Group one is the MIN/MAX Player and Group two is the Character Player.
That's a little opinionated and every now and again I find a few that are a mix of both.
The game is a story that is about of unfold. It's never been about the numbers for me.
JT " You will find that many of the truths we cling to depend greatly on our own point of view."
I like making characters with flaws. A simple Google search will reveal many ideas for these. One of my favorite characters was an elf who was raised by a dwarf, and started to think of herself as a really tall dwarf. She tried to take advantage of her dwarven skills and abilities, and was confused when they didn't work the way she thought they should. It was always fun when she tried to drink like a dwarf.
A dwarf with a canoe on his back? What could go wrong?