When you’re making a character, do you prefer to start with the mechanics, backstory, or aesthetics first?

(Shamelessly stolen from [email protected].)

  • GaryPonderosa
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    91 year ago

    I try and come up with something mechanically interesting and then work my character and backstory around that.

    • @nonprofitparrot
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      71 year ago

      This is the way, imo. At the end of the day, it’s a game and you want a character that is fun to play. Plus the mechanics get me excited to try new and weird ancestry/background combinations.

    • @START9
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      11 year ago

      Yeah this is the way I do it except I do a third step which is go back and see if any of the feats ive chosen because of mechanics could be switched to better fit thematically

  • Supersonic Stork
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    71 year ago

    Mechanics. Pf2e is inherently tactical, and I like looking at a funky archetype or class feature and building around it. Backstory usually comes naturally when choosing what feats to take, and aesthetics usually result from that.

    I’m curious to see how this correlates to the play style of people though. I come from the other side of the GM screen, and I think that’s influenced how I build my characters.

  • ZagorathOP
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    71 year ago

    I usually start with a very broad flavour concept, then figure out how to do it in mechanics, and use that to flesh out the details of the flavour.

    There have been times when I’ve come up with a very detailed flavour first and then gone for mechanics later.

    The only time I start with mechanics is with one-shots or other times I don’t particularly care about the character themselves.

    • Zagaroth
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      1 year ago

      Heh, I was confused a moment. Then I realized it was my doppelganger speaking for me once more. :P

  • @[email protected]
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    51 year ago

    I sort of go with both at the same time, I let the mechanics drive the flavor and flavor drive the mechanics. I usually come up with a concept first, then figure out the mechanics for it, and then further develop the flavor based on mechanics.

    For example, my 5e pugilist character that focused on grappling and had a snake theme to her (snake tattoos and moves inspired by snakes like constrictors) was developed in PF2e as an Animal Instinct Barbarian (Snake) with Wrestler archetype for exactly the same flavor but more mechanics better suited for what I was looking for. I didn’t want to go monk since the only snake-themed monk stance is more focused on Poison (Cobra Stance) which isn’t what I wanted, plus she’s more of a rough brawler type than mystical monk type.

  • @[email protected]
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    51 year ago

    Since I’m still relatively new to the system, it has to be flavor first, but that’s changing as i gain experience. My first char was (still is I guess) an Investigator and let me tell you, that is a tough class to start with. It breaks (in a good way) the fundamental “roll d20 to attack” mentality which threw off me, our new-to-PF GM, and the VTT.

    My next was a Champion with Bastion (free) archetype, but I’ve ret-conned as I learn more rules to be Lastwall Sentry instead of Bastion. Champion and Bastion just had too much overlap- in other words the Champion alone satisfied my flavor-needs for protection and shield power.

  • GolGolarion
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    51 year ago

    I’ll yield mechanics to aesthetics first, but I’ll pretty much always start with mechanics as the foundation when i roll up a character. I’ll ask what kind of character can spring up from someting like “Skeleton Barbarian,” and stick with the idea more strongly than those mechanics.

  • mal2
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    41 year ago

    I usually start with a broad mechanical concept — melee, ranged, healer, or the like. Often that bit is discussed with other players to see what they’re thinking. I don’t want to end up with everyone trying to fit in the same niche on accident.

    Then I refine the idea by thinking about flavor. Sometimes I’ll find a picture at this stage, then try to build a character around that. Otherwise, I’ll try to come up with an interesting backstory or bit of the world that we haven’t explored before and build around that.

  • this-gavagai
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    41 year ago

    Both!

    What I love about Pathfinder character creation is that it doesn’t feel like either/or to me. In the games I was familiar with, there were usually only a few viable archetypes that would remain fun to play as you progressed through the levels.

    Here, I don’t feel like you have to choose. Flavor supports mechanics which supports flavor back in turn. I’ve yet to come up with a concept that I couldn’t express with the normal character creation process, and I’ve never felt like there was a single “correct” build that I had to play if I didn’t want to be left behind by min/maxers at the table. I never would have seen it this way until I experienced, but crunchy tactical mechanics is the best thing that has ever happened to my role playing.

  • Easy
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    31 year ago

    I go for mechanics. I’m not a huge flavor guy, but I get interested with mechanical concepts and want to see how it works out and if I can make favorable combinations. I haven’t played enough 2e to know how well that works, but that’s more or less what I’ve always done with TTRPGs.

  • @robolemmy
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    31 year ago

    I have to say, as a GM, I want the players to start with a concept and work from that. BUT I absolutely do not want them to start with a character from books or anime or some batshit crazy idea and expect me to beat the mechanics all out of shape to accommodate them.

    I saw a post on another site (which shall not be named) where the player wanted to play a monk with eyes on the palms of his hands instead of on his face. He claimed it was for flavor but he also said he wanted to just be able to close his fists and ignore any negative effects from seeing something, such as a gorgon or basilisk. While I admire the creativity, I don’t have any interest in screwing up the playability for other characters and for myself.

    When I’m a player I start with a role, then layer on something odd/quirky, then look at how I can implement it within the rules.

    • @nonprofitparrot
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      11 year ago

      That’s RAW for visual effects- any character (with eyelids) can close their eyes to ignore a medusa’s petrifying gaze.

  • Drunemeton
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    21 year ago

    I’m a forever GM/DM so when I play a character I usually go for a class I’ve not played before so I can learn the mechanics.

    It’s one thing to read a class description, it’s a whole other thing to actually play one.

  • @Jocarnail
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    11 year ago

    Sometimes one sometimes the other. Depends if something catch my eyes while browsing the manuals

  • @ParanoidAndroid
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    11 year ago

    I tend to start with a rough concept/flavour and then look for mechanics to facilitate that. For example; for my current character I mainly wanted to build something like a pro wrestler. Looked a bit at the rules and found that Catfolk + Gymnast Swashbuckler + Wrestler dedication will do exactly what I want the character to be. Throw in some Kurgess worship and I basically had exactly the character I imagined.

  • @Imotali
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    11 year ago

    I tend to start flavour unless my part really needs something specific.

  • @Aurangzeb
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    11 year ago

    Sometimes I start with flavour: imagining the badass fantasy in my head (or finding art that inspires me) then picking feats that fulfill that idea most closely.

    More often though, I’ll be reading through the feats and find a really cool feat chain or capstone and create a flavour that would allow me to utilize those feats. I then end up picking the filler feats to match the existing flavour like in the first example.

    So…both? Yeah. Both