Little-known fact: there’s nothing that gets me quite as excited as this:
I’m the sort of person who watches video game rosters very closely during production. I watched every reveal trailer for Marvel vs. Capcom 3 the day it was released. I have the website for Super Smash Brothers 4/5 in my daily bookmarks list. I review every roster for a professional wrestling game, even though I have no intention of ever playing the game myself. Even after release, games with more playable characters have a higher appeal to me than games that don’t. It’s why I first picked up Fire Emblem, or got a pre-order of Batman: Arkham City for the DLC.
Why? Because there’s nothing that represents quite as much potential as a new character. I’m the sort of player who loves discovering new things, and playable characters are no exception. Will they be easy to learn, or powerful but difficult? How will their mannerisms translate to gameplay? Will the story be different with them, and how? Will they be terrible?
I approach D&D character creation the same way. I don’t want to come up with a great build and slot a personality into it, in the same way that I rarely want to come up with a great personality and slot a build into it. I want everything to work together. I want to iron out the kinks as I work through it. I want to take this character and see how they affect the story and how the story affects them. I want to change that potential into fun.
Most of my players look at character creation similarly. I do know players who design a build and a personality separately, either because they’re unaware that the two clash or because they simply don’t care. I also know players who design a build solely and trust the personality to come naturally during play, which is an interesting way to go about it for a strong role-player. But for the most part I think players love character creation as much as or more than actually playing the character.
When it comes to the actual work involved in creating a character, D&D and Pathfinder books do have advice. Often this comes in the form of an easy-to-follow list of steps, and often I have deep and abiding problems with that list. Here’s the list of steps for character creation in the 3.5E Player’s Handbook:
- Check with your DM for house rules, campaign standards, and what other players have already created.
- Roll ability scores
- Choose your class and race
- Assign and adjust ability scores
- Review the starting package (if you don’t know what this is, that’s fine; most players skip it)
- Record racial and class features
- Select skills
- Select a feat
- Review description chapter (that is, the chapter in the book that covers alignment, religion, vital statistics, personality, etc. Per the book, this step is optional.)
- Select equipment
- Record combat numbers
- Fill in details like name, age, gender, alignment, personality, etc.
I expect that this is for a first-time player, and it’s one of the worst ways I’ve ever seen to present it. By these steps, you don’t consider your character’s personality until step (9), unless you want to put it off until last. That is, your ability scores, job, race, training, and possibly even your equipment are more foundational than your personality. As Socrates Jones might shout, “Nonsense!” That’s an academic way of building a character, something that you might expect to give to a program or a robot that can create character quickly and efficiently. But we don’t want quick and efficient. We want meaningful and fun. We want to design our characters not with Intelligence, but with Charisma.
…meaning “in keeping with the theme of this blog”, not “with Charisma as the primary stat all the time.”
I’ve only created fifteen-odd characters for campaigns, but by my count I’ve run campaigns for seventy-odd characters. Adding in the characters I’ve helped design for other campaigns and one-shots like Delve Night, I think I have an idea of what works and what doesn’t when building a character. And what doesn’t work is waiting until the end of character creation to create the character. Things like class and race can give you some direction, but they should never be your basis. Instead I have my own list:
- Get together with the rest of your party and the DM. I skipped this step the last time I touched on character creation, but that’s not to say I’ve never said it.
- Decide what character you want to play. This includes personality, general role in the group, some backstory, and so forth. Try to avoid deliberately stepping on other players’ toes during this step, unless that’s what you and your group want.
- If the description from step (2) contains any in-game terms like the character’s class, feats, skills, etc., repeat step (2) until it doesn’t. This is to make sure that you’re building a concept first and numbers second, and to keep your blinders off. If you decide “I’m playing a paladin”, you won’t consider a fighter even if it’s closer to what you want. If you decide “I wear lots of armor, ride a horse, and protect the weak”, you have more options.
- Jot down a few phrases about who your character is and how they act. These don’t have to be as long as a sentence or as pithy as in the FATE system, but they can be. Whatever makes sense to you. Some players like doing this as part of their character’s past: “Raised in a cane break by an ol’ mama lion” reminds them of their history in a way that pervades their other choices. Some do it as future: “I want to become a top-ranked assassin” suggests that skill and recognition are the character’s driving motivations, and the build should reflect that. Some do it as present: “When in danger, hide behind the robot” shows a defensive character who shouldn’t be built for front-line combat.
- Start rolling stats and building the character. The above list puts this as a number of steps, as though “record racial and class features” is as important as everything else. It’s not. The build itself is only one part of the character and only one step in the process.
- If the stats you roll don’t mesh with your character concept, talk to the DM. Technically, 14 / 13 / 13 / 13 / 13 / 8 is a valid stat array, but I don’t know many players who would enjoy it (I’m looking at you, Leaf Faraldrson).
- You can design the build in largely the order stated above: ability scores, class, race, skills, feats, equipment. But it’s not a hard-and-fast order. Some players have strong opinions about how certain races should act and choose race early in their design. I do not. Some players also have certain equipment in mind (whip, lightsaber, or even something Lucasfilm didn’t do) and build with that in mind. Whatever works for you.
- When you’re finished with the footwork, start writing things down. Feats and equipment may change your core numbers like ability scores and AC, so I tend to put things on my character sheet last. It also makes a number more real to put it on a character sheet, which makes it harder to change. At this point the character is still in flux, and you should feel free to dump anything that you don’t like and rework it.
- Play the character. A lot of official books seem to think that character creation is complete once the sheet is done. That’s not even a little true. You need actual play to make sure your character is working like you want. Keep an eye on the traits you wrote in step (3); if you’re not playing to those traits, either the traits aren’t accurate or you’ve forgotten what sort of character you want to play. The latter in particular is a great way to lose interest in a character fast.
- Change the character. Very few characters are perfect right out of the gate. Many need tweaks to trade out features that aren’t working the way their players expected or that aren’t entertaining in practice. Sometimes the whole character needs to be scrapped and replaced with something more fun; this happened twice in the beginning of The Great Tower of Oldechi alone. I consider a character to still be fluid for at least their first three sessions, and after that I allow use of retraining mechanics to adjust a build.
- Repeat steps (7) and (8) until the campaign ends. No character is completely static as long as they’re being played. Maybe you died and that changed your world outlook. Maybe you found an heirloom sword and got inspired by its history. Maybe you slew a dragon (or a king) and the eye of the public is now upon you. Even if you have no singular defining moment, you still adventure, age, meet people, kill people, and gain experience and rewards. A character that stays exactly the same is a boring, insufferable character. In the same way that D&D players mutiny when they’ve played weekly for a year without gaining a level, you should take a good long look at a character that hasn’t changed in a year.
The analytical or captious reader may note that each of these steps is a more significant undertaking than the list in the PHB. That’s intentional. Character growth can’t be boiled down to a GameFAQs walkthrough, where if you follow certain bite-sized discrete steps you’ll have fun. Character creation is an ongoing process, often but not always something that happens organically without an explicit focus.
I can’t guarantee that you’ll have a perfect character if you go through this list, in the same way I can’t guarantee that you’ll always roll a 20 if you flick your wrist a certain way. There are elements in play beyond your character, including your personality, other characters, the other players’ personalities, your DM, and simple luck. But I can say that this way I’m happier with my characters, and I see more players happy with their own characters. Meaningful characters take meaningful effort to reach the potential you saw when you first pictured them in their head.
When a campaign ends, I want to think “My character was as fun to play as I thought it would be when I came up with it, and a big part of that fun was the journey as I explored their possibilities.” I want to be satisfied enough that I can get excited about the next approaching challenger, because I know I’ll have fun with that too.
Unless it’s Toon Link.

An ordinary person would look at this and say “Ah, the typesetting broke. The second character in the ‘3rd’ column belongs in the ‘4th’ column.” A designer or editor might say “…frick.” But the sort of player who abuses RAW instead says “Awesome! A vigilante gets twenty 3rd-level spells per day at L7, and thirty-one at L8! Too bad they don’t get any 4th-level spells, but that’s a trade I’m willing to make.”
On Inspiration
Left Oblique and I go back and forth a lot on what systems, players, DMs, and gaming in general are and should be. A lot of it comes down to simulationism versus narrativism, but it’s not always that clear-cut. One conversation we had recently was about what a system allows players to do versus what it encourages players to do. There are bits and pieces of my side of the discussion all over the blog, and the most relevant post from LO’s side is here: Why system matters (a brief example)
There’s a particular section I find somewhat prophetic:
Compare that to last week’s Legends and Lore, where Mike Mearls brings up a system called “inspiration”. In short, inspiration is binary: you either have it or you don’t. When you role-play, the DM can grant you inspiration, which you can use for a +2 to some roll that is related to your role-play (or isn’t; it’s a little vague).
Inspiration fades quickly (“Don’t I know it” says my inner writer), so the incentive isn’t to sit on it until a crucial moment. The most mechanically advantageous use of inspiration seems to be getting it and using it as rapidly as possible, which means acting in character as often and as thoroughly as possible. Alternatively, you can get inspiration by “bringing the game to life, keeping the action moving, or otherwise making the game more enjoyable for everyone.” It’s not just a bonus for roleplay, it’s a bonus for being a good person at the table.
And that’s kind of my problem with it, and with LO’s stance on it as well. The system itself is fine and does the job it’s designed to do (I imagine). My concern is that we live in a world where it’s necessary.
I’ve played with and DMed for plenty of people in my career. I’ve seen players who treat their characters as faceless bundles of stats, players who run roughshod through games unaware of or unsympathetic toward the way they affect the game for other people, and players who actively cheat for reasons I haven’t been able to understand. I’ve also seen players who treat their characters as living, breathing people, players who sacrifice their own experience for others, and players with respect for the game and the people who play it beyond a simple “we’re on the same team” aesthetic. And I’ve seen a startling number who combine both, like players focused entirely on the stats, ignoring any opportunity for in-character actions or growth, who are still a joy to have at the table. Similarly, I’ve seen players fully immersed in their characters who were still unlikeable drags. The point is that players are a disparate group hard to categorize into any meaningful bundles.
But one of the most common attempts is to put players on an axis of stats versus…well, versus not-stats. I’ve seen this described as role-play versus roll-play, talking versus combat, acting versus numbers, and any number of definitions that don’t fully explain each side or accept the possibility that somebody can do both at once. My personal favorite, perhaps because it’s the most pithy, is quiche versus cheese. But in order to use the least loaded words we can, let’s take a page from Dice of Doom and call them “left” and “right”.
The far left doesn’t need an inspiration mechanic to encourage them to participate in the role-playing aspect of a role-playing game. They do it because it’s entertaining or fulfilling. Good role-play, like good play in general, is in the short term its own reward. In the long term it connects the player to others with the same ideals, which leads to a better time all around. That’s not to say that this mechanic isn’t for the left as part of 5E’s “something for everyone” high concept, but I can’t see inspiration pulling somebody over the fence. It’s not for them.
Which makes it easy to say that the inspiration mechanic is for the far right, to encourage role-play by giving it a tangible reward, but I don’t see that either. The right will find a way to use or abuse any and all systems available regardless of their intent. If acting in-character gives mechanical benefits, fine. But it doesn’t change that we’re still dealing with players who only have respect for role-play when it gives them numbers.
As I see it, inspiration is for the people in the middle. These are the players who either don’t have a strong opinion on this scale or who actively try to stay between extremes. Many of these players are new, or at least that’s the explicit intention behind 5E. Inspiration is there to push these players toward the left, because the designers know that the books themselves have a focus on rules that leans to the right.
My argument is that the focus on rules isn’t a bad thing. The deep, heart-of-hearts core of a role-playing system is only to provide a method for conflict resolution; beyond that it’s all people sitting around a table and playing make-believe within the restrictions of that method. D&D has lots of ways to resolve lots of conflicts, usually using dice, and that’s what the rules do. But it’s up to the DM and the players to decide what conflicts are worth resolving, often using methods beyond the rules, and that’s role-play. I don’t see how adding rules for non-rules enhances the non-rules.
Say that I have a fighter. He has a bond with the cleric, and he gets a +2 whenever he’s doing something to help the cleric. This will encourage him to help the cleric, yes. To an outside observer, it’s more clear that the fighter is protecting the cleric. But a player on the left will help the cleric regardless of whether there’s an incentive. A player on the right will do it only because of the incentive. Everybody is still acting the way they always were. We’ve added something to the system to encourage role-play, and nothing has actually changed.
All that’s happened is that we now have a “reminder” for people in the middle. It tells the player “Ah, I’ve decided that my character should act this way, and there’s an opportunity to act this way.” It’s no different from dedicating a section of the character sheet to bonds or goals or allegiances. The rules benefit is completely ancillary to the aim of the mechanic, which is to encourage role-play. But role-play for the sake of stats isn’t role-play at all, or at least it’s not a role-play I want to see encouraged. It’s just a means to an end, and that end is exactly what role-play isn’t.
So we are teaching some role-play to players who are new to the game or don’t have a strong opinion. But we’re teaching them to expect a reward for it. When that happens, there’s a chance that we’ll instill a love of role-play, but there’s a greater chance that they’ll see role-play without rewards as something not worth the effort. I don’t want to see role-play become just another feat choice or optional system to be ignored, and presenting it that way isn’t doing anyone any favors.