About the mounted thing, an easy solution would be to play a small rider with a medium mount like a lynx or a riding dog. Halfling cavaliers seem like a fun time
@@starbird3939 I'm sure someone has. It's got a great inspiration. You can always keep it in the back pocket for your tables though, just in case the chance comes up.
In a previous campaign, our gnome rode an Irish Wolfhound. During a mounted combat an enemy attempted to dismount the gnome by attacking the dog. This didn't sit well with the party as each member risked the attack of opportunity for retribution. *insert Green Lantern getting punched by multiple dudes meme* The dog was fine.
I personally hate tropes like Joss Whedon writing where some characters that are incredibly annoying or stupid never seem to get punished for their action but SOMEHOW when you try to punish or reccomend another idea to them YOU get the blame instead despite what they do before is clearly dumb and
So chaotic stupid energy mixed with plot armor and character favoritism, which in this case means the D.M. is the biggest problem here. People trying to be bugs bunny forget that in the episodes that he is supposed to win he is often minding his own business, and the guy got beaten by a tortoise in a race when he was being insufferable. What they often make is daffy duck, a person who is stupidly stubborn, and always expects things to go his way. If a D.M. feeds that problem by giving them what they want, the best solution would be to walk away, as no one has fun when a self important Daffy Duck is given power over the story.
My first game ended because a PC wanted his girlfriend to join. She wanted to play " the most beautiful elven ranger who always hits the target". Started a downward spiral that ended the game. I liked that game because the gm was good at putting us in situations that gave our PCs their time to shine
One of my party members in a previous game made a cavalier, with a specialty for mounted combat... problem was we were never able to keep our horses for very long... He found another solution though... my PC...the moon druid... It actually worked out quite nicely. My favorite form was the dire wolf, which gets pack tactics and thus has advantage on all attacks if an ally is within 5 feet.. and the wolf's back is certainly within 5 feet. Still there were limits...he could not mount up once I turned into a giant elk inside a dungeon... not without slamming his head into the ceiling.
Reminds me of my first character I ever made, a human rogue who had... loving parents that to his knowledge were still alive. a friendly young man who tried to be kind to everyone he met, he was only 'sneaky' because he had an intense desire for knowledge which led to him sneaking around people to look at books or artifacts that he wasn't allowed near. He was also a joker when it came to things, EX: when in a bar fight he picked up two tankards and said 'you wouldn't hit a guy with glasses would you?' then got decked.
I'm a way bigger fan of the more charismatic rogue over the typical edgy rogue. Had a human rogue character with a love for jokes and work play named Nikolai who had the nickname "Nickel Eye", he was a good one
Going to be playing a rogue assassin with the stereotypical tragic bad parents backstory but is a unintentional follower of Shar so she just tries to forget all the horrible stuff shes done and wants to be better. to escape her past she's taken on the face and persona (via the faceless background) of one of her previous targets who was a local hero. done right i can play a character whos done horrible things from being manipulated by a sadistic goddess and had her reputation destroyed but wants to reclaim her own fate. decent charisma so good at lying, but also good at persuading and intimidating. Gets angry easily but has to play the goody two shoes so she has to bite her tongue.
Those “lone wolf” characters that refuse to work with the party. It is ok to have an occassional 1 on 1 rp time, but these guys just want to play 1 Player dnd and treat the others like NPC’s. Go play BG3 or Skyrim if you want a solo game
I played a sort of lone wolf character and just played them as someone who just prefers to keep to themselves but will still work in a team. Overall became the quiet one of the group. Next campaign, someone played a similar character who became the butt of many jokes but said character still overall helped the group out and really opened up as the campaign went on.
I have a type of “lone wolf” character. The party actually enjoyed them because they understood that their goals aligned and were starting to get her out of her comfort zone. I did have notes for the character on when they would shut down. Typically it was when she was forced to deal with emotional situations or when someone was forcing her to do something she genuinely was extremely uncomfortable with. Other players picked up and realized that if they casually talked with her, she would bring things up on her own. Or if they showed her “hey doing x, y, and z may suck but this is the outcomes for doing it” in a more logical sense instead of emotional driven, she was much more willing to take on said roles without a fight. But with Lone Wolf and edgy characters, the goal to make them work is to actually give them a reason as to why they would work with a party if they were so used to doing things by themselves or with very few people.
I don't mind a lone wolf, if they understand that this is a "team game" first and foremost. They can have their moments of - "Hey, I'll be back, trust me.." - and be all epic and cool, but don't steal the thunder 24/7.
I found that's basically how the DnD game I'm currently in was working when 1 player was there. His character had a dagger that was possessed by a demon that would talk to him and convince him to commit violent unalivings. The sessions were usually split 50/50 between his solo RP with the DM and the rest of the game. The group finally caught on to his dagger being evil and dealt with it, to which he ragequit.
Surprised the "no fun allowed" paladin isn't mentioned. I intentionally went with a neutral good paladin rather than lawful good and spun my backstory to compliment my naive attitude so I wouldn't step on other players' actions.
Eeeeeeeeh Lawful good isn't meant to be "Ultra strict towards everyone". A good paladin is stricter towards himself than anyone else. Lawful good is not lawful, and it's not good. It's more than the sum of its parts. No fun allowed is LN. Lawful Good - for a paladin in particular - is someone who is good - and holds themselves to the standard of a knight of justice, neither overbearing (punishment must fit the crime), nor overly lax (You won't let the group get away with blatant criminal acts) - but maintaining a sense of priorities. Instead of refusing to work with people, you do what's needed to stop the greater evil at the moment, then in private you'll tell them what you think they did wrong... Because there's a method to justice. Naturally that doesn't apply when they start killing children - but at that point they're being problem players- Lastly, obviously. A lawful good paladin is a hero in the truest sense of the word. You don't expect anyone to be perfect or to follow your oath. Your oath was yours to take and they haven't sworn it. You can chastise people for common sense morality... But well if the rogue lies... Not like he swore the oath of devotion that forbids it. He *was* trying to help the hostage situation so maybe you'll just stay quiet... Maybe sulk a little but yanno
I'm currently playing a LG character who happens to be an assassin. Technically he is an "scout and archer who had as misspent youth" and I flavour his sneak attack like Legolas skills (he is a wood elf noble). I got asked why he was always so bloodthirsty. My response. Every time he has killed its been a violent law breaker or monster. He isn't a murdohobo but if he knows a fight will happen he is going to strike first from the shadows for sure. LG has a bad reputation but honestly I find it quite fun. Especially in 5e where you can pick your own code for the lawful part. Ie he follows the Wood Elf code rather than the law of the human lands.
@@Oznerock I've got a religious fighter character who does exactly this. He holds himself to a set of creeds that he holds himself to, but he doesn't fight the mostly good people he surrounds himself with just because they don't hold the same values as he does, and even when they do have issues that he disagrees with, he's more then forgiving as long as there was actual purpose to it. One of my particular favorite moments was him chastising a particularly holier-than-thou member of his order which basically was "a soft touch often works better then an steel blade". Kindness and forgiveness can bring more good then merely slaying evil.
For me it’s people who think they can pull of a character that everyone is supposed to hate and then later come to love. It’s good in concept but rarely can one pull it off without just making session not fun or seem like someone who just wants to hog the spotlight.
I tried that once. Not sure if the issue was really mine though. Started off snobbish wizard who's proud of his ability to manipulate reality. Classic neat freak, thinks throwing fire is "the lowest form of magic", that sort of thing. Planned to have him mellow out rather quickly but the other players were never interested in looking past their first impression. I even had him try to reach out but they just gave him the cold shoulder. Should've given him to the dm and been like "Here. They hate him that much? Make him their enemy."
There is only one trope i hate that isnt on the list of things you shouldnt do, and thats the character who doesn't interact with the rest of the party. Play your character in anytype of appropriate way you like, but please interact with the party. Shy, Loner, Hardass, give me something more than "They just look at you for a moment then leaves." You dont even have to interact with me, but just someone in the party. Other than that i can deal with most of the tropes people complain about in and out of character but i cant deal with someone who doesnt interact. I have a mute friend i played with and they interacted by typing it out or doing sign language and we took it as the character speaking telepathically.
One of my best friends plays a “lone wolf” tiefling paladin, former noble turned hardened criminal and zhentarim agent. Everything about him gives the energy of someone who wouldn’t want to work with the party. However, his big secret is that he’s actually a huge softie who loves his friends and would lay down his life to protect us. He has once already and we keep telling him not to do it again and he refuses to listen. We love him so much.
To defend the Multiple Personas one a bit It CAN be done correctly, and enjoyably. for everyone. I had a player who was possessed by basically a demoness. Swapping permitted them to switch both bodies, sheets, and personality, (always the three together, so you knew who you were facing at all times.) And they both were decent people. The demoness was completly unhinged with enemies, that she basically loved to torture during/outside the fights, but she was chill, and even cute the rest of the time. After a while (since she appeared mid campain to spice up a character that was originaly quite bland) the dude who was possesed by her became super protective of her and she kind of became his adoptive little sister. He was a fighter and she a mage that fired needles. an incredible duo both for RP and fights, and they let plenty of space for everyone. The characters became a recuring Duo in several other campains were they would often do cameos, and were loved by the whole table. However, they had the same HP and Mana/spellslots for both, so there was never any possible cheese with them.
I am guilty of something like this. My group started a new campaign, an 'ancient rome with D&D races' kind of thing. I sadly missed the first month due to work, but I had heard from the other players that all they were doing is fighting undead and no actual greek/roman monsters at all, just some new chaos god disrupting everything. So when I finally made it to the table I unveiled 'Fantiago Rompedor De Los Muertos' (Breaker of the dead) who was a half-orc spanish Luchador Monk in a bull mask and a bodysuit. The DM raised a brow to that and he asked why I was a luchador instead of a more 'Roman/Greek' style character, and I simply stated 'From what I heard, there were no Roman/Greek monsters anyway, so I would fit right in. He just sighed and let it happen. He took the hint, and soon the rest of the group and I were happily fighting minotaurs, harpies and the like, went into the past and killed/ate the first/last ever deer, and ended with an epic battle against the god of chaos.
A personal fun theme of mine that i ran was a strength focused rogue. Put my expertise in Athletics and took the tavern brawler feat. His backstory was that he was the bouncer for the theives guild base, and got demoted when he let an undercover officer in due to low wisdom and intelligence stats. Went to work as an adventure where he could put his fists to use
@venerablebrothergoriate5844 thanks haha. Admittedly at the time I wanted to play a character a little similar in personality to Gaston from beauty and the beast. Was a one shot so it was fine, but could have gotten annoying later on.
@@pyrosfyre789 I’ll usually go for a Warforged Juggernaut with a personality not unlike HK-47 from Star Wars KOTOR. It’s fun, especially when the DM plays along and all the NPC’s start getting nervous around me. 😂
Rogues are just great canvases for any character that's particularly talented at something that isn't "swinging giant hunks of metal" or "wielding the elemental tapestry of the universe." Gotta love that expertise. Wish bards were the same, but they're too closely tied to the concept of performance.
The OP of that bit here and, I mean it might've been? I'm not too familiar with Rick and Morty so I couldn't say for sure but as could be seen with the rest of my babble, my table quite likes to reference stuff and that player is no exception. Though his first character didn't start out very 'Florida Man' so much as he developed that over time; originally his 'very distressed boxer/part time mechanic from our world Florida isekaied in just his boxers' backstory was actually played pretty damn seriously (mostly in terms of 'this guy has literally nothing here and joined the party in desperation' and 'almost killed himself with his own magic/skills multiple times early on because he had an established flaw of not having a clue of what he was doing until he got to practice with it' kinda ways though there was a little 'hope my grandpa and dog are still doing ok' moments) but well, eventually his player playing off every failed wis and cha roll for comedy, the character's habit of going full '' as a coping mechanism/our amusement and us realizing he was from Florida kind of made the meme write itself. Then his player decided to officially lean into the madness, specked into Echo Knight on top of his Defender Artificer so his guy could 'accidentally' summon AU versions of himself to help him (in universe making us realize that that was probably how he got pulled into the setting) and welp, many games later and with the help of the DM, that's how we eventually got The Organization... Which was almost certainly a Kingdom Hearts Organization 13 parody now that I think about. XD (Sorry for babbling, I just have a lot of nostalgia for the 1st Florida man since his character and my very first character, a bright yellow cockatiel aarakocra Way of Mercy monk, were two thirds of a 'best buddies beating up enemies with their fists' trio -3rd was a bright purple kobold Sun Soul monk/WM barb- and I can't resist gushing about them whenever I'm given the chance
I had an interesting thought on the multiple personalities idea: Play an eldritch knight. One personality thinks they're a fighter, the other thinks they're a wizard. Neither personality knows about or remembers the actions of the other. The character would become more powerful when they go through growth and both personalities reconcile, so then they start using both magic and weapons in tandem. Important: both personalities are friendly toward the rest of the party!
I am currently playing a charater that has two different personalities and sets abilityscores etc. Fighter and barbarian. However whilst both are fine withthe party they initially did not like eachother until they realised neither of them were the original character.
I've actually seen an instance of somebody who always plays basically the same character done really well. This guy I played with was always a monster hunter (usually a vampire hunter but sometimes it changed), and despite this all his characters were really unique, and the thing tying them together was that they were all related. He went in depth with it to, he made a whole family tree detailing their lineage and how they ended up in various magical worlds when they started in a grounded setting. The dedication alone made it work
I've definitely been one of those annoying players before. My first 5e character was an attempt at what I thought was realistic. They were an ordinary citizen who got tricked into accepting a boon from an otherworldly source, becoming a warlock. They wanted nothing more than to return to the shire and quit the adventuring business. I thought it would be a cool idea to have this character deal with the temptation of power through their pact, using evil for good, and seeing where the campaign takes me in terms of character development. MFW i realized neither the party or the DM were big roleplayers and I was too dumb to realize that switching tack was probably the better option. No one wanted to deal with a reluctant adventurer or deal with the tyranny of realism - they just wanted to suplex dragons and act as themselves.
Meh, don't think anyone did anything wrong there. Just an unfortunate clash of expectations for the game. That said, my first attempts at D&D were with Adventure's League. I quit pretty early on because I've zero interest in a TTRPG light on RP. Would rather just play videogames.
I've actually thought about making an echo knight under that premise. The summoned "echo" would just be whoever isn't in control of the main body at that current moment (sorta like moon knight)
I'm a big fan of that last type of player, who makes a well designed character with defined flaws and mortal weaknesses but is very likeable. When they have that tragic death it can incite intense feelings for everyone involved. Tragedy and loss have inspired some of the most beautiful creations, and you have to admit nothing tugs on the heartstrings more than a dramatic death.
6:26 I feel as though I did this right in a CoS campaign. My second character, near the end of the campaign, was a Shadar Kai Hexblade 4 arcane archer 5. Being a Shadar Kai, they knew of the Raven Queen, and being a Hexblade warlock, they served the Raven Queen. The Raven Queen is the goddess of death. Her anathemas are basically treat life and death as a natural cycle of life, and do NOT disrupt it. Aka revival/necromancy magic. In the final fight with Strahd, my character was grappled by Strahd and got a natural one on their first death save. Had Strahd killed me, he would have raised me as undead. My friend healed me, and my bow being elsewhere, I grabbed Strahd's sword, and coup de grâce'd himself, lobbing off his own head so Strahd couldn't turn him into a zombie. It is absolutely something my character would do, and it made for an awesome story.
One way to do a warlock in a tech-sci-fi setting is to make the Patron an A.I. Most of his "Spells" are tech gadgets supplied by the A.I.'s cult. The best part? The Ai can communicate with The WLK by nural-implant.
Add powerfull alien/other dimension beings, synbiotic parasite (tech or organic), shady organisation/cult with tech/drug thatgive super powers that only leader/s can make. You need very grounded seting to make warlock invalid and he would be not only one.
Definitely agree on multiple/split personality characters, they usually end up being disruptive spotlight hogs. The "everyone look at me" personality always seems to turn up when the other party members are having a moment to shine... I'd also add the "contrarian" character. The player who always wants to do exactly what they're told not to do. You know the one, the player who insists on playing that one race the GM banned, the one who absolutely has to be a Jedi in a Star Wars game when the GM asks for no Force users, the one who will make a barbarian in a magic academy setting, basically the one who has to always be the "odd one out" in any group or setting, especially if the GM imposed any rules/limitations on character creation at the start of the campaign. And finally, the "joke" character in a setting that doesn't fit. This applies both to characters who are based off a joke or meme, and characters who have to make everything a joke, no matter how serious the setting or the rest of the group is.
for the split/multiple personality char it depends on how they're played. i had a friend play as one and it was fun and he wasn't abusing it in everyway.
It really doesn’t get better than playing thragg the half-orc “wizard” who’s only spell is “shatter” that he casts from his oddly tree trunk-shaped “wand”
The most agreagous character i made was homicidal to goblin kind. And would be all to happy to go on goblin slaying missions even at lvl 15. Became a bargaining chip to get the evil mage to do good things willingly.
@@unnameduser5647 no. It was before gobline slayer. I was making a CE character, and needed something that fit but wouldnt disrupt the party. I was pretty happy to see the party use her vice to get their way.
The one for me is we will call The Ousider - The character that is so out there, so detached from the game concept/genre that they don't fit in and everything becomes about explaining things to them. Once had someone want to play a Predator in a Star Trek game and I did have to explain eating with a form to them. Things that no matter who hard you try the story always will come back to them.
We have a fighter in the party who just has a bad case of Goku syndrome. They fight literally everything and HAVE to do it RIGHT NOW even when it makes far more sense to wait literally one hour in game so that I, the cleric, can finish my spell prep. Then they have the nerve to go "Well you should've come in to heal us" when I was openly saying "I don't have any more spell slots." Worst part? Fighter's so hard to kill that he just never learns a lesson. I'm starting to seriously debate just *not* healing him anymore till he gets his act together.
I was the “guy with a bunch of pets”. Though they weren’t really pets but rather a growing list of NPC allies, family members, and extended family. It started with a horse my character named Cycloneous. Then he met an NPC named Jessica, they started dating and he moved in with her. He then bought a hunting dog which he named Bjornhard. And later he hired and then became friends with a halfling thief and mapmaker named Pheleous, who became “Uncle Pheleous” when my character had a child with Jessica. Then later on I picked up two former cultists from the Cult Of The Reptile God adventure module, two clerics, Misha and I think the other was named Alexis. Anyways Misha became my character’s secretary once he started running a crime syndicate out of a hideout he had built by some kobolds and dwarves in the city sewers. And Alexis was kind of just there. Oh and he bought his wife a horse too so we each had our own horse and a carriage for personal use. Pheleous was our chauffeur as a cover for why I had originally hired him.
@@mishagaming1075 This was Misha Devi who is apparently an iconic character from the Cult Of The Reptile God module that takes place in the town of Orlane. Long story short she was one of the main cultists and so my party and more specifically my character captured her pretty early on after she failed to stage an ambush against us. Over the period of the adventure my character worked very closely with her, showing his guile in figuring out which cultist she trusted most outside of Alexis and then “accidentally” freeing them for her under the guise that my character was going to join the cult. So I followed the freed cultist to a safehouse and then slowly but surely captured every brainwashed cultist in the city one by one until all that was left was finding the temple in the swamp. Essentially I spent most of the adventure flexing on her. After we killed the naga I basically told her “I can either leave you here and the townsfolk will probably kill you for your crimes, or you can come back to the capital and work for me.” She obviously chose the option that didn’t get her killed and eventually we became good friends since I was providing her housing, a job, and a new start in a new city. And that’s when I revealed that she was working for a mob boss. She was surprisingly chill with that.
I love bards and to this day have never played a horny one. I've been a secret assassin that uses his music to get into venues, a dancer very into perfecting his art, and even a collector of stories in a quest to uncover history and turn it into educational songs. It's not hard and wayyyy more fun IMO.
I just recently had the pleasure of DMing a short campaign with one of those "Split personality characters", but I trusted the player who had the idea so i gave it a go. And boy I was not disappointed. The character was well written and played, despite the concept having so many opportunities to fail miserably. Goes to show, almost any idea can be made to work if someone knows what they're doing
My first ever time playing dnd was as the dm. Me and the group decided that each of us should make up a story in our heads and dm that, and once the story is complete, another person would dm their story. I started off as the 1st dm. There wasn't a lot of time for world-building, so I decided to just kick things off with the characters getting news of mysterious occurances in a remote settlement, which would lead to horror-fantasy encounters which seerved as the base for the world-building later on. One of the players had made a dark-elf character and a few sessions in the campaign my brain did a 360 spin after hearing the character talk about Azura the tribunal etc (for everyone that doesn't know, Azura and the resst are based on Elder Scroll lore aka a video game). Man I was so disappointed, cause the premise that each of us would add to the universe together and build a unique world with our stories, was just turned into "fuck it - let's make fantasy soup. I add Elder Scrolls lore as canon to this world". I regret not speaking out regarding it or putting down consequences as the dm (aka every time the dark elf character mentioned Azura or whatever, the locals treating them like a madman, Azura's miracles not working etc).
THERE'S SOME DAYS WHERE MY RAGE IS UNPARALELLELELELEDDDDD... But overall I just want to make people smile and be happy, while also acknowledging some things are actively BAD.
2:30 I played a Mounted Mounty once. He was a halfling paladin riding a St. Bernard. D&D 3.5 had "riding dogs" specifically for small characters to ride, and since said riding dogs are Medium-sized creatures, they can easily function in a dungeon.
I played a guy with MPD on one occasion. I wasn't aware that it was such a hated trope. Although my guy was on the lower end of the "abusing multiple personalities for benefits" spectrum. His three personalities just shifted around his mental stats (Int, Wis and Cha) and gave him a different favoured weapon for each personality. He remained a fighter in every personality, (so no "Today I am a Wizard!" shenanigans) and rolled a D3 to see which personality was "out" after every long rest.
When ppl insert themselves into your characters backstor without asking, our rogue did that, it was annoying but yeah I said while I wished he had asked me first before doing so I had to admit it made sense that two characters with a criminal background may come from the same gang, its just my character ran away from the gang, his left amicably then just expected my to trust his when he turned up out of knowehre telling me he had been trackiong me when other gnang members had and had tried to kill me? He didnt mean any malice about it, he was totaly new to ttrpgs and just over exicted
Chaotic characters can actually be played without annoying the party. I once played a psychopathic bard in a homebrew cypher system Witcher setting. Bards don't have magic like in 5e, and are really only good at social skills and a few suave fighting moves. My character had a ton of social abilities (Essentially Command and Suggestion, but non-magic), and his whole thing was he was excellent at tricking people. He loved money and saved his own skin alot. And he often pushed the party to do things that would profit them, or him, even at the expense of others. But despite all this, he was never uncontrollably chaotic, because *the survival of the party was paramount to him* If the party died, so did he. And I think thats one of the most important things a person should somehow include in their character if they are making an evil or chaotic character.
I hate when a character’s backstory has little to no parts of their backstory that link them to the world. Whenever I want to make a character, I always see if I can have a 1 on 1 with the DM to figure out a logical origin for my character from within that world. Usually it boils down to them being a secret project made by dwarven artificers and I’m okay with that. And yes, I’m almost always a Warforged Juggernaut.
@@venerablebrothergoriate5844 see that's not as big a problem as you'd think. It's not hard to form a story for your character as you play and figure out what you want to do with them. It can actually be kind of fun because you can take inspiration from the game as you experience it. But what am I supposed to do with a reincarnated warlord from ancient times that has been awakened by some powerful entity or god? That's a level 10 boss enemy story, not a low level character that my friend insisted on.
@@graveyardshift2100 right, I agree with you. It’s just like… when a DM makes a whole damn world for you and other players to be a part of in a campaign, why would you disrespect that by refusing to engage with it, y’know???
@@venerablebrothergoriate5844 bro, sometimes people just want to hang out and play the game. It's great when they do put in the effort, but man it is still a game to be enjoyed and not a stage play. I get what you're saying, but it is still just a game.
Recently made and am test running an "insufferably lawful good" character. He was meant to be a paladin but one of my party mates is running his first campaign and wanted to paladin so i stepped aside and worked his backstory a bit to let him be the paladin. The rework actually helped lean in to how insufferable my guy is. The guy he was going to take his vows for failed to match up to his lofty ideals so he leaned in his natural magical talent and became a wizard and his goal for the adventure is to find a pure god worthy of his worship. Character could easily ruin a campaign because hes 100% a no fun allowed style character but i sat each one of my mates aside and told them what my plans for the character were and asked how much hamming it up they were ok with. Every one of them told me to go all out so i have been. We're two sessions in and as far as RP goes every single character hates his guts, but out of character every one is im stitches when his cringey ass gets going. Hes 100% dying to a fellow party member before we hit level 5 because hes umbearable but everyone outside of it spends half the session laughing at him. Terrible character tropes have their place, its usually the moron behind the character sheet thats making it a bad time for everyone else.
My friends suffered trying to deal with this trope for years: the Selfish Edgelord who uses their backstory as an excuse. Someone who had a fucked up childhood, usually with one or both scumbag parent(s). If one parent wasn't scummy, they were abused and/or murdered. Insert living as a humanoid lab rat/slave/toy. Goes on and on about how much they've suffered, and thinks they can commit as much crime and evil as they want, because "it's not nearly as bad as what I had to go through". Doesn't acknowledge at all how they've become a scumbag themselves, and then gets pissy when guards maul them, or when the other PCs call them out. One iteration was hated so much that the gods themselves promised to obliterate the edgelord's soul at every possible corner. Literally had the God of Death breathing down his neck as he was written out of play. Reading their horror stories, I've banned that trope from my table.
Easy solution to the Menagerie: - Large groups of the same beings get combined into a "swarm" monster that basically counts as all those beings together. Due to being a large group they are easy to target, but have a higher AC then the original monster due to simply being "more", and its health is much higher too. It can't attack all at once as its a huge mass of the same beings, so instead they get multi-attack (so if you have like 20 monsters, you still only get 3 attacks minimum per turn with that) - If you have a large variation of beings, spread out the control of those monsters for the party, so everyone gets to play instead of just the Menagerie player.
I had a bard that used the stereotypical bard ad his "on stage" persona but off stage he resented the hell that he had to act that way. Kept sending the groupies to the paladin to hook him up lol
When I decided to look into a lot of githyanki stuff from the various editions of DnD, talked to the DM about it, and rolled up a character. Someone else saw what I was rolling up, decide they liked the race (or rather, the numbers and abilities of the race since they didn't care about anything else about it), and rolled up not only the same race but the same class only to play like someone who escaped from a psych ward.
I Have a split character in a star wars campaign (a glitching droid). It's interesting as he has no additional benefits or skills and will in fact lock off weapons and abilities dependent on his personality at the time, I roll for what personality is playing but its a D4 role to myself and that's what the dice said, it's what I play. It's lead to some interesting times when I've had to play a healer in a fight instead of security, an engineer in a drug trade or security in a town setting. the other players have found they can force a reroll if they twat me over the head but it doesn't grantee the result they want. I originally made this character to increase the challenge of the campaign for me without inflating the challenge for first time players, I was hobbling myself so I would have fun without harming their play and I NEVER did a "psycho mode that needs to be restrained!"
It was kind of funny- in my Pathfinder game, the Bard was the *least* horny person in the party. (She actually was a bit of an exhibitionist that liked going around in skimpy clothes, or even nude, but sex? Not interested.) She was chaste up until... about level 10 I think? She met an NPC at level 7, had a long romance (Which was interrupted when said NPC got turned into a Death Knight- long story- don't worry, we killed the Death Knight and raised her in her original form), and now they're engaged (and fucking), but both are totally monogamous and exclusive to each other.
Right now I’m playing a charismatic arcane trickster. He’s basically the embodiment of an evasive support, and my motto when making him was “Whatever he stole from you, it isn’t worth trying to get it back.” His entire build is around being impossible to pin down in combat, and then just utility to help the party as much as possible(prestidigitation, mage hand, silvery barbs, etc.). That combined with flight and solid charisma has already been pulling so much weight outside of combat so far since I’m the only caster in this quest, and I’m really looking forward to seeing how it does in combat.
I made a tortle wizard who got a menagerie because i rolled character trait of loving studying monsters. They help me and the party run the inn we got from volo.
Agreed that is the execution rather than the trope itself what can make or break a character, for example: Our group's Rogue is a kleptomaniac...but only with food, having almost died from starvation in their backstory now they have a BIG issue with anyone leaving leftover food and will gladly put anything that's tasty and people would let "go to waste" otherwise into his bag of holding. P.S: Yes he has a Bag of Holding, No he doesn't uses it for anything other than storing food (The Wizard's bag of Holding is where importan stuff goes to avoid the magic mcguffing getting sticky.)
So another player and I worked together with each other and the DM to pull off the walking veto AND the lone wolf renegade together in a way that didn’t ruin the game, and the whole point of our joint character arc was for me to overcome my status as the walking veto (as the lone wolf renegade character WAS of the group that I hated,) and serve as a vehicle for the lone wolf renegade to learn how to trust and depend on others. by the end of the campaign, the two characters were great friends and my character even sacrificed a chance to see his dead family again in order to bring the other guy’s sister back to life
For me it is more of the players that can't differentiate between the game and real life. Like the characters have to be best friends and can't argue because the players are good friends irl. Basically if your character isn't like you irl, they get upset. But had one that was also the "can I make this my pet?" or "Can I ride that now?"
I tried a 'multi-personality character' with a DM's permission once (character didn't start out that way, but then the DM revealed my character wasn't a mid-20s halfling but an early-100s halfling with brain damage, amnesia, PTSD and was under the effects of various illegal psionic and enchantment effects). Concept was cool, and the backstory I revised that the DM accepted was (while dark & twisted) generally well-received by the party (party didn't have much opinion of the personality gimmick, but that was largely because it barely had a chance to come up as the DM began rushing the campaign to a crazy degree compared to what we were doing, imo). Was set up that each personality (7 in total) had a different goal & outlook, but would generally follow the party & plans until a trigger came up (or character suffered a crit or rested, which had a high chance of changing the dominant personality).
I once played a Warforged that had 2 personalities. The one that everyone saw was the cold, mechanical, unfeeling, calculating drone that he was primarily built to be, but the other side, partitioned away from the exterior and kind of hidden away inside its consciousness was everything that could be defined as emotion. It was basically 2 consciousnesses inside the same mechanical body. One was very clearly in control, the other one was unaware that it wasn’t in control. Kind of like locked-in-syndrome, only you don’t ever realize you’re not in control of your body or what you say. A mage/artificer multi class in our party once used a detect thoughts on my character and found the two separate spheres of consciousness, and after much work, she was able to merge them. His personality was now just as much of a human as any of them. The artificer and my character even started a romance. Of course, it wouldn’t lead to children or anything, but she took some schematics of my character and basically used them to build us children in kind of the epilogue of the campaign. It was great. Unless we’re talking about animals or something I don’t typically use the word “cute,” but their relationship most definitely was.
Most hated character concepts: 1. The "LOL-Random I'm sooo kooky, look at all of my belts! You're heading to see the town mayor? I'm gonna blow him up with a million bombs because it's funny. Have I mentioned my fishnet stockings in the last 30 seconds?" 2. "My trauma *is* my character" or the worse variant; "The person I fetishize, and *their* trauma, is my character."
I have been addicted to videos like this or other "horror stories". I've only ever played dnd/ttrpg's with friends, and everyone is pretty casual about it. So hearing all this feels like looking into another world.
The multiple personas could work, but it would require combining many things with the DM, if it were on the table i usually play, the DM would roll the dice at certain moments to determine which persona was in control at the time.
Now THAT sounds cool. Leaving the switching of personas to a roll of the dice would probably be far more immersive and fun for RP - after all, if the character can’t control or predict which persona will take control, why should the player?
@@vee1267 we never tried it, but i can garantee you that if i wanted to play a character such as this, either i or the DM would suggest we do it like that, and we'd do it, if i had 3 personas for example, it would probably be by rolling a d6, with 1-2 corresponding to one persona, 3-4 to another... or, one or three personas would be by dice, and a last one would be triggered by something, whatever it is, either would be revealed by the DM when the time was right, or combined with the DM, since multiple personas are a result of a mental condition, be it psycholocal or supernatural if we're talking Vampire, DnD or Chtulhu, i know my DM and know this was how he would do it.
i did play that way long ago, either the dice or a certain event (like getting hit) would trigger hte personality switch, between certain number of a d100 would get a certain personality, it would vary between a coward, a good guy, a f*ck everything guy and a murderhobo, never landed on the murderhobo but i did run away from a fight because it was a small spiders.
Funny because you could just say your character had fantasy DiD and suddenly you get actual studies on how these personas could have been formed. Which could really help when trying to come up with a backstory that answers why your character has funny lil people in their head.
I actually created a split personality mage that was literally a mother and her 2 children trapped in the same body. Though this was in GURPS, which has mechanics for disadvantages. (Including split personality) If I tried to create this character in 5th Ed, I'd probably go wild magic sorcerer with a modified wild magic table to include personality shifts.
"BBEG killed my parents in my backstory" I like this if it happens in the campaign. Give the player a chance to actually feel the hatred they're supposed to be playing. Whenever it's in the backstory with characters that, for all purposes, haven't actually existed, it just falls flat. Half the time, they forget it happened. Even if it's session 1, make it part of the game.
3 character Types I dont like: - The super cute murder hobo. The player chooses a tiny cute race (like a halfling) pretends to be a barbie doll or something but is secretly the most lethal warrior in the group. - The City Phobic woodsman. Usually a barbarian, ranger or druid but played in such a way that they refuse to enter a city. - The annoying musician. Your typical Bard or Rockerboy that expects just because he starts playing in the center of town that everyone is gonna come running to watch. He expects every building should now be empty, everyone has donated their life savings and their town virgins.
The walking veto isn't inherently bad. It's the player's responsibility to either somewhat go with the party or realize that there's no way the character will work with everyone and roll up something new. If the DM doesn't want to deal with it, then they should be the one doing the vetoing. The menagerie: more of the DM's fault. The moment a player wants to do it, DM should either veto or start putting down the restrictions that would make it acceptable. Don't even bother arguing from a realism standpoint. Just let the player know that sort of thing has a good chance of making combat encounters exponentially longer and makes balancing things a pain. Subvert Stereotypes: This is just as annoying if the "subverted stereotype" is the personality. Don't try to "subvert” when making the character. Just ignore them instead. Also, it's weird that "a rogue who isn't a kleptomaniac" is a subversion. There are so many types of rogues it's stupid. Even if sticking to "crime," just look at all the kinds of crime that doesn't consist of stealing random shinies. The guy making his characters lovable, giving them a fatal flaw almost guaranteeing some tragic fate, and then angling towards it when tired of playing the character is hilarious. More power to his maudlin ways.
OP of the fatal flaw/long rambley end section and I just want to clarify something I don't think my comment in video made quite as clear as I was hoping: The guy I mentioned tries to build up his characters dying of their fatal flaws from the moment he introduces them and actively grows bored of them the second it they fail to perish to their intended fate (to the point he tried to convince us all to let him offscreen kill a much beloved character we'd spent a whole campaign finale saving, right after she'd already peacefully retired offscreen with her love interest, who was another player's retiring PC and had very much earned her happy ending). Think of it as the very rare inverse of the 'players have to accept PC death is a possible outcome' issue. If it was just him getting bored of the character any old time or his love for angst I wouldn't have even mentioned him since he's honestly an amazing player, acts as DM catnip for the entire server and did actually back off when he realized his love of angst was starting to push too far, but like, he's why that Discord now has a 'Accept that your PC's survival is a possible outcome of RPing with other people' rule and helped all of us learn how killing one's own PC post retirement could be something of a dick move to other players (especially if you were the one that encouraged the DM to use your character's doom vs salvation drama as the central plot stakes for the arc's finale and literally every other player's crowning moment of awesome was wrapped up in your PC's survival XD). So yeah. Absolutely great guy but no. No more power to his maudlin ways! He's already got exactly enough to balance out the rest of the entire Discord being a bunch of happy ending inclined saps as it is, and no doubt he'd get bored if his angst plots didn't have a failure outcome~ XDDD
@@FaisLittleWhiteRaven Lol, thanks for going into it further. I still find it hilarious, but totally get the dick move aspect of it. I’m far more used to the other end where people see a character too much as a self-insert. Not that you can’t do it, but it’s a personal pet peeve due to the problems it can cause (such as conflicts or death in-game causing issues irl). Anyways, sounds like a great guy and glad you’ve all sorted things out so well.
I struggle with players, who either want to play a character that does not fit into the universe created or that tries to shoehorn in ideas from other settings. It’s frustrating to me how many times I experience people who want to bring in Pokémon to a high fantasy game, or who would like to use their anime character in a sci-fi world. I also do not like when characters try to use a disability or mental health issue that they have no context for. Sometimes I think this one bugged me because I am a psychologist and so I am constantly fighting in my head. What someone with that mental health issue would do versus what that character is doing. as far as disabilities, I often see characters who want the disability for the interest that I give their character but they don’t want to seriously consider the implications that having that kind of disability might have in the setting that they are in. For example, someone who wishes to play a blind character but then also wants to play a warlock of the Thome character. Unless you work it out with the DM how are you supposed to read the book unless you have come up with your own system a Braille. I have a blind player at always cracks me up seeing what people try to do with blind characters.
I’m very uncomfortable with characters that are based off of things split personality, schizophrenic, and other mental illnesses because they “think it’s cool”. Most of the time from the 15 years of playing and DMing in and off seeing those concepts often fall into a gross stereotype of those disorders. I know that it’s possible to rp those types of characters, but more often than not, I don’t think most people (including myself) have the ability to play those characters without going into deeper research into those things. And on average, I rarely see people doing heavy duty research on the DSM, watching documentaries over certain disorders, etc. in order to accurately depict what they want while still making it fun for themselves and the table.
Yeah, mental illness isn't easy to rp out. Even with some good research behind it, it can still be difficult to avoid stereotyping the illness with the behavior that results from it. Irl, the worst behaviors exhibited can range from very unsettling to outright terrifying.
It's an issue pretty common in all story telling. If you're writing about a concept you don't know much about, that's going to show, either through weird preconceptions or obvious overreliance on tropes/stereotypes. As someone a bit too fond of the Isekai genre (I enjoy the general concept and picking apart what's good and bad is fun), I'm a bit overly familiar.
speaking as someone with diagnosed mental and physical disorders, i think it's important to know that people don't want to roleplay the disorder, they want to emulate the Hollywood version of the disorder from a character they liked in fiction. so they aren't "the split personality character." they are the "Moon Knight-like character." it's the same way that nobody wants to roleplay a 9-5 job just because their character has a backstory related to a 9-5 job. or a character who is a farmer that tells the party "no, i can't adventure for the next 2 months, it's planting season." i spent my childhood blind and even though i can see now do to surgery, i love playing blind characters, and i love seeing others really getting into what a Blind character can offer. to me, it feels like sharing a small part of the experience with them. in short, don't confuse fantasy games or characters with reality. think about it like you would a Hollywood movie. and if you have experience with what they are trying to roleplay, give them hints so that they might enjoy their characters more. don't gatekeep character concepts.
Oh most definitely on the average person needing to go heavy on research for a mental illness to really be accurate while still being fun for everyone. As a person with way to much free time and who watches random documentaries for fun even I've never been able to play any sort of multiple personas character. Even though I've been wanting to try to play something like that out ever since i learned about DiD. And i can say that its incredibly hard to do when the most representation we get for those kinds of disorders is things like Split, which often actively cause harm to people who actual have these disorders. Or things like Moon-Knight. Which while aren't bad, still have many stereotypes within.
@@zamba136 I understand that. I love character creation to be able to study things like that. I have a character that is blind as well. But I took time to research it because the blindness they have is different from mine (I’m in the spectrum of blindness). But with some of the concepts with mental illness, it is a touchy subject. Not everyone at the table wants to rp with a character that has chronic depression. Or someone using DID as a reason to go murderhobo. I’ve had it at my table before and it takes away the fun when used irresponsibly. But I did have a player make a character with a split personality based off of Courage the Cowardly Dog.for a one shot. It worked out really well, for the one shot, but for a full campaign, it would have gotten old very fast.
1:38 Don’t be mistaken, dual personalities/split personalities can be good if you play it out well, a character in a campaign of mine had multiple personalities as a result of their patron shattering their mind upon coming into their life. It’s less like “ohhh I get to swap characters and skills based on the scenario” but more exactly of a personality switch that was flicked on. Think of V and Johnny from cyberpunk. Appearing in your peripheral vision, berating you, and the points in time when that persona takes over are few and far between story moments that are planned by the DM and PC beforehand. I absolutely loved seeing that roleplay and I actually used their character as inspiration for my BBEG in my next campaign. Tldr multiple personalities can be cool, just they have to be played really well and shouldn’t give the player bonuses without drawbacks.
Kinda want to hear other people's take on a sorcerer I made for a pathfinder campaign a couple years back. Was told that a high charisma means good at talking, or very attractive, and i'm bad at talking, so I just made her drop dead gorgeous, this was contrasted by the fact that she was asexual, and also generally an 'eccentric' person. She fully understood she was conventionally attractive though and tried to use it in her own awkward way to persuade people to let her into places or to buy things. She had an obsession with magical items, to the point where I put a large portion of her stats into crafting related skills, her whole thing was she was fascinated by her innate magical ability, and wanted to learn more about how it could be manipulated into items using natural magics (AKA she was a magic item nut, not for having them, but just to see how they worked and how she could replicate or create the items herself.)
I've seen a few of these. The Mounty is challenging, unless the character and mount are small. A grugach blink dog rider is fun. We had a real mess up in a 2E game where one character was horse-oriented and another had Dream Journeying; you can't take animals on a Dream Journey and if the party has that ability they will use it for long-distance travel. The menagerie problem is special to 5E; it is a major issue with the system that it can't handle large numbers of creatures in combat. In earlier editions the menagerie was almost expected; see the rules for Followers that have been around since there were 3 little booklets. My pet peeve - Pythonisms; there's always one player who thinks it's clever to recycle 50 year old humor.
There are ways to make the mount or menagerie more portable. I've seen DMs create customized Figurines of Wondrous Power to enable it. I've written Pact Boons of the Steed and the Mastiff where the animal can be summoned/unsummoned. Both these Boons have good literature examples (e.g. Dilvish for the Steed and The Omen movie for the Mastiff).
"It's what my character would do" when doing something insanely stupid or mean to another party member. How about you roll up a character that wouldn't do that?
When we play with my friends and something like that happens we try to be objective like "if you do this you can't be a part of the group, I don't care if you are paying us or whatever", up to the point of straight killing them if needed. If they complain about that, then you have a player issue, not a character issue.
Split personalities yaaaay......I love when somebody shows up essentially playing 2 characters to everybody else's 1. Doesn't cause issues or seen spotlight hoggy at all.
Yeah no split personality doesn't mean you turn into a better you just because someone triggered your bipolar disorder so I agree 1 health bar and no split mana/anything it's the same dude just having a mental breakdown lmaos. Now if that person was instead a werewolf or lycanthrope of some kind then sure a separate hp bar and the like as your physically changing not just mentally
The only concepts that really bother me are the ones that a player can't actually commit to. Don't play a dumb or unwise character unless you are willing to hurt yourself, don't play a brilliant tactician if you don't want to bother reading and understanding the base rules of 5e and remembering your allies capabilities, don't play a healing and tender care cleric if your only going to take healing word and forgo the other healing spells because they aren't "optimal". Etc, etc. If you like the aesthetic of a character concept but not the mechanics just choose a different but related concept that allows you to do what you want (ex: a cleric that started with a healing focus but wants to broaden their understanding of their deity through the spells it grants them).
I have a few. Here's 3. 1. Outragous Accents! I have met certain people who's characters I have had to threaten to kill because they want to, purposely, speak in the most annoying versions of accents. I have Banned players from accents before and I probably will again. 2. THE UNPRINTED! Once in a while, I'll run into someone who wants to play a race not included in Printed Material, and I'll normally be amenable to working with them... But if every character you want to play is a talking Dinosuar, Goat, or Gryphon, and you do this multiple times in a row... get ye butt out. 3. Please Play a Different System! 5E is popular, and what everyone wants to play, and nobody wants to learn a new system... but gods damned, there are Systems you could use to play your Mech Pilot, or a Werewolf, or a Super Hero, there are other TTRPG systems for it! Please! Ask me to run that! Float the idea of playing Battletech, World Of Darkness, or Mutants and Masterminds to the group! Maybe we can try a new system for once! But if you try to run a Cyberpunk Badass in my Medevial Fantasy Game I... I don't know man, it sounds like you just wanna play Cyberpunk or Shadowrun.
Yay and nay. 5e has supplements that allow for most of everything you deemed unworthy so to me it's mostly setting of the story and time that matters in cases like for example the cyberpunk guy you brought up. If in your game historically even if you added the new spelljamming stuff, how would his character have been created?? What race and when for what kind of questions I'd be asking to the point he'd need a whole fleshed out backstory just for it to make sense, so I agree that some things should just be left alone for the sake of ease but assuming the planets are aligned in the pcs favor maybe the dm would work w him in possibly reskinning an existing thing in the game to match his cyberpunk needs... just my opinion
@johnnyhorsewhale3116 I have no problem working with people as a DM to make their visions come true. All of these gripes come with that disclaimer inherent. And sometimes, just sometimes, you find a person who isn't satisfied even when you bend over backwards to try and get them what they want and it's just... You as a DM, an older person, more experienced, can see that they'd be having more fun playing a different system, and yet if/when you bring that up you get the 'Murdered Puppy' stare of 'But I don't want to learn something new'. 5e is so, so, so easy to learn for new players and will be what I run until the end of time or until they anounce a better sucessor to it (No, One D&D is not a better sucessor, don't ask), but it has absolutely galvanized the TTRPG comunity into thinking that it is the only system that exists, especially the newer players, and just once I wanna hear someone tell me they want to play an Edgy Creature of the Night, tell them that they want to play World of Darkness, and not get the thousand yard stare as my words go in one ear and out the other.
EVERY time I have EVER seen anyone playing a Rogue, they must always try to steal everything that isn't nailed down that they think they can get away with, or absolutely MUST sneak around everywhere and disappear from the group at every possible moment. This, apparently, is mandatory of the Rogue class, even though that is not stated anywhere in the books.
I play rogue a good number of times. I never have stolen, especially from a party member and I don’t tend to leave the group unless I’m doing as intended which is scout ahead, and that’s informed. Oh wait, I did steal once but it was proof off some bandits that they were working for a nearby cult and I took it to the town leadership and that was how the party got together. More a story sequence. But yeah, other than that, I don’t really steal. I’ve played a number of rogues and this is sort of my forte. I always try to make thoughtful personalited ranged type characters. But that’s me. I have heard plenty who lean into the theft and being standoffish and trying to be away from the group. Doesn’t vibe with me personally but I enjoy the mechanics of the rogue class and they fit a lot of the concepts I like to throw together for story and rp reasons.
I never played a rogue or a character that does that, but stealing everything i can get away with, including nailed down and the nails, is a fantasy I sometimes want to act on, so it's probably a matter of time til all my friends find all the items they don't really need missing, and instead finds that I bought everyone a crowbar to help me clear the room.
Personally, I'd have to say that the worst would be a party that outright refuses to work together, all because folks of certain races are supposedly evil or because dwarves are supposed to hate elves, or because members of certain races are not native to the setting. Now, give me an orc that's trying to go, "Just because orc raiders destroyed your home, doesn't mean that all orcs are evil" or a dwarf that's willing to put aside his dislike in order to work with the elf, and maybe the giff is just someone trying to locate the means to head to their home, and the party as a whole decides to work together.
I must admit I'm a bit of a Menagerie, though the key to doing those types of things right is to make the turn order more concise through various rulings. For example small minions could share a singular turn in Initiative, or you could just focus on summoning 1-2 large minions so they don't effect turn order as much, or just act as extensions of yourself if they go after you or share a turn with you.
I was a little disapproving of the mounted combatant objection. I am currently in a campaign playing a cavalier. A dullahan actually. First time experiencing playing an undead too. As a dullahan I have lore reasons for not wanting to be without a mount. It's a staple of the character. So far I've found: The type of setting is what limits a cavalier's effectiveness for mounted combat. If you're in a tight cave fighting some kobolds, your dragonnel mount probably won't be effective. On the flip side I would say it's perfectly reasonable to bemoan a DM who constantly forces a cavalier into situations where their mount is incapable of following. Especially for important boss fights. Cavalier is too nuanced of a balance and setting issue to completely place the burden of responsibility on the player when things turn problematic. A DM has to realize who they're running the game for. If a player has a requirement that needs to be met, it's in good faith to try to meet it within reason. Introduce options for the players which gives them opportunities to use the class features that they invested in.
My mate tried making a love child between a vampire and a golem his character and have the riches of 30 generations of his ancestors wealth while have super strength as well. I ain’t having any Mary or Gary Sues in my game.
So, myself and another player played the "we've fought in 2 civil wars, been level 10 at least twice, slept with strad's bride, and owe sheogorath 3 yet to be decided favors" at level 1. The gimic is we where the worst bards ever, (a fighter and rogue) and keep stumbling into situations amid a get rich scheme. Then binging away all the riches on good times untill we're out of shape and owe every bar on the storm cost so much gold we have to go find a new scheme. Having wasted away our levels in the process. We started in witch light, and had a great time. Now we're actually doing strad (with the same party and GM). We are playing the same characters and have to figure out how to not just survive but also sleep with his bride. Hilarity ensues.
In my youth I was a member of a roleplaying club of sorts. The club had taken its name after a character was the most wrong type of character the founders encountered, well someone made. The story goes as this character was of a class not supposed to be in that world/campaign and IF they existed, of a the least likely subclass. Try rolling a wizard specialised in necromancy in a Star Trek campaign and you get the idea of the level of wrong.
Honestly type of player I really dislike is the type of player who goes above and beyond in the subversion of the expectation of your character based on your race or class to the point where they are detrimental to themselves and the party mechanically. For example I can get the idea of being a warlock but doesn't want to use elfish blast but a warlock that doesn't wants to use any spells whatsoever and they completely disregard their Patron to the point where they always get into situations where spells that they have would be solved and yet they do not cast them. Or A barbarian who refuses to do any sort rage mechanically because their character isn't actually mad even though raging doesn't necessarily need to be anger. ( at one point I played a barbarian who was a very jovial man but was also a masochist so he enjoyed actually being attacked and the gleeful excitements to be in battle is kind of what the rage was for that character)
It's funny how you mention "Main Character without consent", in one of the posts you read. I hate players that do that to their party without making sure everyone was okay with it (especially since 9 times out of 10, they aren't), but I had the reverse occur to me, or at least perceived it as such, in a group that I had joined. On session 0, We all entered the Discord call to discuss our characters and sort of acquaint ourselves with one another, since most of us were mutual friends with at least one person in the group, in one way or another. The chemistry between us, I felt, was pretty great. Until it came time to talk about our characters. In a completely homebrewed setting, One player had created a Goblin Cleric, who worshipped a Dwarven god. To keep it brief, the idea of the character, which I had helped them to write, was one who was raised by Dwarves and grew to love their culture, and was disgusted at the one they had been born to. Second player was, by mere coincidence, a Goblin, but the class was either Sorcerer or Druid? I don't actually recall, but I do remember the first player being rather disparaged at the idea of not being unique, since the original plan, according to the DM, was for everyone to play different races, but because Player Two was not part of a tribe, and was isolated, from what I remember, there wasn't really an issue between the two players-- they both actually seemed to like the creative spin each player had put on their racial background. Player Three, myself, was a Half-Orc Fighter. Without deeping too hard into my backstory, My characters mother was killed by his Father's tribe, and his father died trying to avenge his lover. I had put a lot of effort to make sure that my character would serve as a disciplined advisor, and a shield, because he knew the consequences of allowing emotion and tension to boil over. Player Four was... a Goblin Rogue. I do not recall getting much more of a backstory than joining the group because it viewed my character as a father figure. I already felt singled out as the only non-goblin in the party. It could have been a very interesting game, if I had stuck it out, and I regret it deeply, but I think what really pushed me over the edge to leave the game before session 1 was the fact that a player had outright said, during session 0, that their character would default to my judgement, as the strongest/biggest member of the party. It just made me really uncomfortable, because this would have been my first group outside of school. I think I told the DM about a week or so later that I would not be participating, though there is a lot more to the story than I can share without consulting the rest of the party about their thoughts on the matter. I know this'll get buried because your video is 3 months old, but I just wanted to share because I sometimes wonder what could have been, and because of my discomfort, I backed out before I could find out.
I think a lot of character concepts CAN work with the right roleplayers so it's hard for me to say "I hate edgy loner rogues" I think it gets annoying for me when it's a character concept that simply can't work under the basic rules. Like one time I started a campaign and the character pitched to me was this wolverine style warlock who was essentially immortal and had no memory. Luckily he was cool when I explained that it's not a bad premise for a character just that it wouldn't necessarily work in D&D because mortal peril is part of the game. If you can't functionally die there's no challenge you just get up and keep fighting. But I did assure him that I there is resurrection magic in the game and even created a mechanic where his patron could return him but would ask a price of the party trying to resurrect him. Essentially the resurrection as a quest bit.
I just started playing a bardbarian with a sort-of split personality, but it’s just the rage vs calm type that mostly differentiates between in combat vs exploring. Also, our party has a disrupting player that constantly runs ahead, never waits and acts wayyy too naively because "iT‘s WhAt ShE wOuLd Do" and I am sick of it. Even worse, her player really likes her and the current campaign already sees her reusing the char from a previous one, so I don’t think I‘ll be rid of her anytime soon.
I love playing against stereotypes I will even pick sub optimal races to play into that. My favorite thing to do is actually work with the DM and leave holes in my back story for them to fill I will create a skeleton that fits everything else, but there will be one or two pieces of details I don't fill in this way I can often be surprised as a player for what direction the DM takes.
People playing an idealised version of themself never ends well, especially in LARP. The character bleed is always a problem. And yes I did that with my first LARP character and learned the hard way.
Had a group ban out emulating/role playing established characters, but weren't against it as long as you didn't use their name. Played a Human Arcane Trickster Rogue based on Usopp from One Piece, using illusions as cheap tricks like a 10 Ton hammer illusion. Later on, a different DM made "A Hero for Fun" a quickly unsubtle Saitama reference which everyone lapped up.
That's usually been the rule in groups I've played with. You can take a lot of inspiration from an anime character, but you should change the name and maybe add a little extra spin on it.
@@Vgy1592 I think it's fin if to emulate and role play a character and name them as such. My issue is that they'd do the same, only making some thinly veiled change to the name and act like that's okay. To add to this, there reasoning behind it was because it was lazy, even though, I remained fairly consistent with how the character would act in the scenarios given, and the DM was just upset that I made use of tools he gave me to overcome an obstacle he gave me
7:20 I've got a 27th level Half-Orc Rogue-Barbarian who has never stolen a thing in game (he did in his backstory but simply to survive when kicked out of his tribe). He's got a 16 intelligence and while he may not know the proper fork to use with desert, is a top-notch military strategist and knows not to interrupt the negotiations with a dragon -- but instead maneuver into a position to maximize his sneak attack should negotiations fail.
On the topic of, "It's what my character would do." Yes, but no. That's all in the rationalization of the dumb decision in question. There was a campaign where a character of mine, a new leader of a struggling small time thieves guild, (made up of various instances of societal run-off and assorted disenfranchised individuals who weren't really given much option,) returns to the town he left to seek funds and experience to come back and take for all it's worth, only to find that it is an anti-crime dystopian utopia, where even small time criminals are mind-wiped and reintroduced into society under different names and personas who would never dream of criminal activity of any kind. This was a moral nightmare for my chaotic neutral leaning-toward-good character, who I personally described as 'chaotic light-grey', valuing freedom and camaraderie beyond all. Sure, they were finally given places to fit into society, roles to fill, but it wasn't by choice, and it was at the cost of every bond they had forged, every fond memory they had cherished in spite of their hardship. In response to this perceived injustice, he hastily planned a broad daylight, 'snatch-and-run' jewelry store robbery, aided by a distraction from an NPC companion and love interest, for no reason other than spite, a burning rage over those he considered family being basically mentally destroyed and their skin being given to strangers to wear, and maybe to remind something buried deep in all those brainwashed to somehow start kicking and screaming against whatever programming, magical or otherwise, that they were put through. This heist ALMOST goes off without a hitch. Almost. I chose the wrong exit direction once I got out onto the street and ran straight into the archmage who was enacting these radical new criminal punishments and was captured, dragged off while ranting and raving about mind wipes, and not fair, and "I'll make this whole damn town remember who we were!" and generally looking like a madman. Thankfully the party just barely managed to rescue him from the holding cell before his sentence was carried out. Of course, sans basically all of his gear because they were lucky enough to just manage getting HIM out, and that was already with a bit of DM fiat and looser interpretation of the rules. I genuinely did stand by it as a valid in-character decision because he was blinded by hurt pride, and was grieving the loss of practically family who jarringly lacked that glimmer of recognition in their eyes when he greeted them and carried no recollection of the heists they had each other's backs on and bonded over only a handful of months prior. But I wouldn't exactly call it the smartest, most well-thought out decision. It would have been perfectly acceptable for that to have been where I needed to roll up a new character. Having fucked up gloriously the amount of times I have for the sake of, "It's what my character would do." I feel that you can most certainly inconvenience the party once or twice, even in big ways, without being an inconvenient character, but holy shit, some people just wake up every day and choose violence right away. "It's what my character would do." doesn't mean it's not a mistake, and trying to excuse it away and being upset when it doesn't work is probably the least graceful way to respond to the failure or rejection of these actions.
Hate the evil priest trope. I understand some may not be faithful or have problems with irl religion but for Christ sake (he he) not everyone who believes in a higher power has to illogically evil. DM d a game where I had a priest in a village besieged by an evil god. The players thought he was the one summoning it and they tried a thousand methods to find out his “evil” plan, but all said and done he was the only thing keeping the villagers alive. Also it’s always Christian based, I want to see an evil Bhuddist or Rabi or something not just “Pope bad”
6:45 So random story. When One Punch Man was new a player joined at a fairly high level and wanted to play Saitama but fantasy. I had never seen the show but the character description sounded like it could be a fun monk backstory. So I designed a magic item for him which was a Glove of Striking so he could do extra big punches with it. But the funny part was, in all the reference images I got for the character, only one hand was visible. And because of his name, for some reason I thought he only had one glove. So the magic item was literally one red glove.
I was that player that wouldn't get rid of her mount. I was a Halfling Cavalier with a Dire Corgi mount, who I was bonded to. Our DM was guiding us through an entrance to the Underdark. At one point we came to an obstruction blocking the entrance which. apparently, I could get through and the rest of the party could get through, but somehow my Corgi could not. I took it as, we weren't meant to go in that way and we had to find another way through. I don't know maybe my DM had a special hate for my Corgi because a few sessions later my Corgi ended up getting killed in a Death Mist. Of course, I was the one who rolled a 5 for their dex save and the DM felt bad enough for me that they imbued my lance with my Corgi's soul and I ended up with a war horse that I could somehow ride.
I don’t necessarily hate them but character concepts that I don’t allow at my D&D table are fully Blind or Mute characters (especially if they are a Spellcaster). I run D&D 5e games and the mechanics of the game just simply don’t accommodate that kind of character. Spells in particular almost all require the ability to see, and or speak in order to be used at all. If you want to play a blind or mute mage then there are really only two or three spells that you could actually use in the entire game.
Think this is more an issue of making it clear how what they want will interact with mechanics? Most people wanting to do this don't want to actually cripple their character this hard anyways. Though it might be an interesting character concept to "regain" the ability to see through the devil sight invocation, if you and the rest of the party is okay with you RPing dead weight until you can get it.
@@skycastrum5803 No the issue is people thinking that the only way to make an interesting character is to give them a crippling handicap in a system that doesn’t accommodate it.
@@shadowmyst9661 I mean, yeah, but they tend to not want it once they realize it means their character.... "has a crippling handicap in a system that doesn't accommodate it." Admittedly, that may take an actual session of "no, you can't cast spells. You can't speak. You can't aim your crossbow either. Ahh, if you run towards the noise you can maybe try to hit the enemy with disadvantage."
@@skycastrum5803 That’s why I don’t allow those characters. If someone asks me if they can play a blind or mute character I will tell them straight up that it is not going to work in my game. I keep my games by the books when it comes to most aspects of the system I’m running. I want to keep everyone on a fair and level playing field. And above all I don’t want one player to be constantly punished, hold everyone else back, or be left out because of a needless self-inflicted handicap. I don’t care if you want to play a character with one arm, one eye, and/or one leg as long they are still capable of doing the base requirement for what they need to function within the rules used at the table. For most spells that is the ability to see, speak, and/or have at least one hand (even if it’s a magical prosthetic made by an Artificer).
Mute characters can be fun when it's not a spellcaster. I've never played an explicitly mute character, but I've definitely played characters with inabilities to communicate outside of body language for one reason or another. It can be an interesting challenge if done well. Blind... Yeah, I guess there's not a lot of options that work for that, in 5e. I know you can make it work in Pathfinder, though. I haven't played a blind character since my freeform RP days on MMO's, though. Where being a blind summoner who used summoning magic for a seeing eye dog wasn't that much of an issue.
For me the one that pisses off the most is the "i can't do anything at all so you have to protect me/carry me pc" I've come across it a few times but it's a player pc where they've intentionally made the pc bad at whatever thing they are supposed to do (barbarian with no strength, wizard with dumped intelligence etc. The one that comes to mind is a guy that actually asked if he could have even lower stats than what he had) and so the rest of the group basically has to spend their entire time protecting this person making the game an escort mission. In addition to this they tend to play it like the wacky "I didn't know what I did was stupid" mentality which just grates on me *edit* this isn't me saying that a pc has to be min-maxed to be fun. This is specifically people that make pcs that can't do what they are supposed to do and put the weight on others to carry them because of it.
Last game I played a Goliath abjuration wizard as the "tank" max'd strength, min'd int. used spells like enlarge and jump to move huge amounts of items and characters.
@@phillipsurname6993 I feel your misunderstanding the intent of my post which is a pc that can't do anything at all. It appears that you specifically built things to make the best of spells that didn't need modifiers. I'm refering to players that actively are trying to be worthless or a detriment
Some of these feel like a partial GM issue more then a player-only issue. Its partially their job to curate the characters to be able to prevent disruptive play. Like, all these ones needed was a "hey, this character you brought in doesn't seem to fit the campaign, would you perhaps want to try with a different concept?" And should they not, then perhaps they should sit this one out and wait for a game that more suits the characters they want to play. Like, I'm all for removing problem players, but the best time to reduce issues related to character build or personality is before the beginning of the game, where you settle expectations. The first one in particular screams "I don't actually look at the sheets or characters before accepting them", and thus is easily solved by doing so and using logic like "the other players are all playing elves, perhaps I should point this out to the player who wants to play a character that hates elves for whatever reason". Or the Meneagerie, where you can see that the PC is grabbing every summon spell under the sun. Perhaps you could realize that they're looking to being a massive summoner and talking to them about how many creatures you're feeling okay with running to keep combat running smooth. Or the "mounted mounty". If they made a mounted character and you primarily have indoor and dungeon-type encounters in mind for the game, why didn't you point out this problem before Session 1 so that they can adjust, or step away themselves once they realize they can't drag their horse into Moria so that the Cavalier can do things? 8:15 immediately fits what I'm seeing. GM saw an issue with the character concept in context of the setting, didn't immediately treat the player as if he's wanting to be the "i'm special and unique and will bully the setting into accepting it" character, and they work on something that was more appropriate for the story the GM was trying to tell. If character build issues actually ended up being an issue, *why did you let them bring it to the table anyway?* Some of these are 100% just disruptive players, like the edgy witch girl or the "moment-chaser", but that's a player issue, and can only be discovered through play. Other note: "Hey, subverting stereotypes good!" No, your Ace bard isn't inherently interesting just because she's not interested in sex. They become intersting when they have something inherent within themselves that is interesting other then "look, my character isn't like the other bards". You also don't need mechanical penalties to play character flaws. If you wrote into your backstory that your character is a recovering drug addict, I shouldn't need to bully you through Con saves into fighting the urges, since you are clearly interested in playing out that story *considering that you wrote it* and should be willing to "take the bait" as it were.