Wait... do you mean there is a chance that they are wearing pants? That had not occurred to me. I assume that no one sitting at a table is wearing them.
This is honestly the best description of these mechanics in the game that I have ever seen. I’m literally going to send this before every single session 0 from now on.
Yeah for real. I am still a noob, but it seems that I always misunderstood these things. I thought an ideal was like a lifegoal like "I want to be a princess" or something, not a core belief like "I belief good always wins" I thought bonds were just people you care about, but might your bond also be a god? Especially when you want to play a cleric?
My elf druid character in the current campaign has the unofficial bond to protect our dwarf barbarian whose one goal in life is to die in glorious battle. It's makes fun and interesting conflicts of interests.
I love it. This is like the worst escort quest ever. "Ok, all you have to do is make sure this guy doesn't die." "Sounds easy enough" "LEEEROY JENKINS!!!!"
I've something similar, my half-elf acolyte fighter is the sponsor of a dwarven Barbarian who got hooked on drugs from a shipment his tribe raided and left them to find more. It's quite fun.
The way I play it is fairly simple, and works well for getting into character. Flaws are the reason for my Bonds, Bonds are the reason for my Ideals, and my Ideals are what make my personality traits. It's sort of a Conscious, subconscious, unconscious relationship over the 'why' of my character. I use that to figure out a few things that happened in the backstory and the reasoning & outcome for the characters actions (the rest of the backstory I leave to the DM).
Personality Traits I revel in mayhem, the more destructive the better. When violence breaks out, I lose myself in rage, and it’s sometimes hard to stop. Ideals Might. In life as in war, the stronger force wins. It is better to die in battle than run like a coward. Bonds I will be the best for the honor and glory of my homeland. I will become the greatest warrior that ever lived. Flaws I throw caution to the wind.
My flaws for my favorite character, Traviso, are aracnophobia, basic distrust of others ( until he gets to know them) , a mostly under control bad temper, and brutal honesty. These are easy for me, my IRL personality is the same. It's actually played out in game. In 1 adventure, we came across a nest of giant spiders. We were getting our butt's kicked. I asked my DM if I could "lose my temper" to override my fear. He agreed. I don't remember what he had me roll for, but I succeeded. An almost barbarian like rage. We won the battle. The aftermath was not so good. Traviso sat down, went fetal, and started rocking back and forth. To this day, Traviso will cast magic missile at a house spider.
I’ve never played D+D, likely never will, but as an aspiring fantasy writer I find these videos very helpful for thinking about character building and development as I write.
I am a fantasy writer and I love playing D&D because it is a similar thing but I don't have to control the main characters. I can just set the setting and then react to the main characters. It's a wonderful creative outlet during proof-reading periods.
I use up to 8 traits in my games, and they are linked in pairs: Personality (what you are) and Vice (how you escape yourself), Ideal (what you believe) and Flaw (what pulls you away from your beliefs), Goal (what you want to do) and Issue (what prevents that), Bond (what you care for) and Fear (what you fear for). I find it very dynamic.
I played a character with a bond that she and her pet wolf were friends, not master and pet. It lead to some really interesting scenarios where she wouldn't go to a certain place or building unless Rin (the wolf) was aloud also. Also, if Rin and a PC was in danger, she would always save Rin first. Her flaw was that Rin was her last connection to her father and would do anything to keep him safe.
I once wrote a character who was your typical good kid but he was a kleptomaniac, doing it unconsciously. It was his reason to start adventuring - if I learn to do it properly, professionally, then maybe I'll be able to control it. And it created a lot of interesting decision points like whether to be upfront about this issue or try to hide it, or if you found an item in your pocket that wasn't there before should you keep it or throw it away, or maybe try and find an owner (or sell it to the fence). Also gives some room for interesting social dynamics in the group.
I also really agree with the issue of flaws being the downsides of one's strengths. That makes total sense. Also, don't make the flaw so irritating that it ends up being a spotlight hog.
I played a wild mage in AD&D 2e that also kept asking "What's the worst that could happen?". That character casting a spell often was the worst thing that could happen due to old, very nasty, wild magic tables. I was so happy to see Kelly use that with Sebastian. The reactions from other players brought back happy memories.
I just started playing an Archfey Warlock who loves to pull pranks and is very fun-loving. Flaw? "What do you mean a joke could go poorly? It's funny!"
Guys, I think this is one of your best videos ever, focused on one of (in my opinion) the best aspects of 5e, and a really fun, but often glossed-over, aspect of character creation. Awesome impromptu roleplay! This will be a must-watch for any new players I DM for.
One of my players has a very fun flaw that we came up with together during creation. Rather than a standard flaw like "I'm terrible with money" or "I hate social interaction", her character has a tendency to develop phobias easily during stressful situations. After close calls or otherwise traumatic moments, I'll call on her to do a will save. If she fails by a bit, she's got a minor fear, and if it's by 10 or more she'll get a full on phobia. Some examples are: when she was woken up in the middle of the night to undead crows outside the cave they were staying in, just staring at her (fear of birds, specifically undead ones. Kenku necromancer later was a fun encounter.) when she was searching for berries, and found the animated head of a deer, chewing at the bush she was searching (fear of bushes, can never know what's inside them. Same adventure as the birds) when she was swimming alone in an underground river, and the party druid, unknowingly to her, became a shark and full speed swam right towards her to assist in fighting eels (fear of sharks. Should be interesting later, she's a pirate) We don't ever treat these phobias as something detrimental to the point of halting progress, but it's always fun when one of them pops up and she has to react to it.
I like to think, that I give a little bit of myself to everyone I meet, and that I in exchange get a little bit of them. But I assure you sir, I am absolutely positive that I have nothing of you in me.
This is probably the most useful video a new player can watch. Before rollong stats, choosing race, class, subclass... There is this. The True core of what a character is and what makes them special. Thank you so much Dungeon Dudes.
My favorite flaw that I've used is having a character that was an anterograde amnesiac. Essentially, every time that we started a new session I'd forget everything that happened in the last session. It helped my party revisit what happened and retraced their steps, while also producing some funny moments while I'm alone at the beginning of a new session
I find this the most fun part of character creation, a welcome relief after totting up all the dice rolls and checking the game mechanics that apply. Traits et al help to turn the numeric strengths and weaknesses of a character into flesh and to suggest a style of play. I can sit for hours imagining how various vignettes might play out, giving me a feel for the character and helping build up those numbers and a few sentences into something enjoyable that plays well and naturally once the game is in session. It helps me work out if I want to multiclass at any point in the foreseeable future, or even just what feat to aim for at lvl4, which then feeds back into a discussion with the DM so they know what I'm looking to get out of the game, and -- if it suits them -- what they might put into the game so those opportunities are foreshadowed rather than just arrive out of the blue at some level-up point. Of course that initial plan might not work, or could very well change as the game unfolds, but I think it's good to have one.
One of my favorite character writing tricks is folding Ideals and Flaws together as two sides of the same coin. Any heroic trait can lead to a natural flaw; if your character is courageous and fearless, they are also reckless and blind to danger. If your character is honorable and oathbound, they can also be rigid, close-minded, or woefully ignorant. If your character is compassionate and selfless, they can also be overprotective, emotionally vulnerable, or self sacrificing to their detriment. And if your character is courageous, honorable, AND compassionate, then they get the WHOLE bundle! Likewise, if a character is more defined by their flaws than by their ideals, then their flaws can also be tipped into positive traits. If a character is cowardly, they are also thoughtful and considerate. If a character is lazy, they might also be tactful and always looking for efficient solutions with the least effort. If a character is quick to anger, they might be the most indignant and passionate when the moment calls for well-guided fury.
In a oneshot I played in a while back, the Bard in the party used a support spell on everyone, then sat out of that entire encounter (was not the final encounter of the oneshot) because his character was busy using a Disguise kit to make themselves appear like the warden of the jail-maze we were trying to escape (his flaws was being brash and narcissistic). One of the players (one of the Monks) was annoyed that he "did nothing" for that entire fight (his spell he cast had thankfully given enough temp hp to everyone so the one player survived long enough to pop a healing potion), but the Bard was confident that his efforts will pay off. Come the final encounter (right before the exit), and the Bard steps forward (disguised as the warden) commanding the potential enemy to stand down. Rolls a nat20 on his Deception check, allowing us all to escape the jail-maze right there and then. He didn't have to do that, but because his character's flaws and ideals aligned with doing that, he did, and it panned out to great surprise around the table. That is how to play with your character's flaws and ideals imo
My Hexblade is based off Giladaroy Lockhart. If he is in a tavern or crowd, he has to roll a dc 12 wisdom check or try to sell copies of his books to everyone in the bar. If he drinks the dc goes up by 2 for each drink. He also gets insulted if people don't k ow who he is. He's also a coward but his sentient Hexblade weapon drags him into battle and rag dolls him around. It's pretty hilarious to RP.
I'm making a Half-Elf Druid for an upcoming game. I wholeheartedly agree with the way you guys explained these. She completely believes that people are a part of nature and therefore subject to Natural Selection. Due to this, she constantly believes in adapting (wild shaping) to the situation so she can be the "Apex Predator" in that situation. She was abandoned by her mother at a young age so she treasures her friends and so she constantly pushes herself to be as strong as she can be so she can protect them.
I really appreciated this breakdown. These were never clear to me and now I have saved this video so I can always refer back to it. Also, the term "Actionable" is such a great device to encourage more RP. Thanks you two.
Thank you for this, personality traits, bonds, ideals, and flaws have been the most difficult part of character creation for me, and this video was a very helpful breakdown of how to make them.
one of the favorite bonds I gave a character was a spirit that was keeping the character alive. a soldier who had wandered the woods for hundreds of years after a war offered to help them stay alive after a sorcerer cut out their heart and in return when the character got their heart back, they would help burn away the chains that kept their soul stuck in the material plane. this spirit had a lot of stuff to do with the RP and the DM had some fun times having the spirit randomly speak through the character and i used it to explain some of my skill master things by tapping into the soldier's memories.
I've kind of hit a roleplay roadblock for my current character, a halfling evocation wizard, and this video has really helped me think about how I could portray him going forward. His whole deal is that he is a magic school student who is looking for his missing mom, but he also lacks confidence in himself. To explain how he has managed to survive and contribute to combat, I'm going to say that his various missions in the field have helped him build his courage and has shown him that he is not as weak as he thinks he is. However, his new fear is that he won't be strong enough to save his mom and others.
I tend to see ideals/bonds/flaws as an agreement between the player and DM saying basically "here are some opportunities for story development that we'd both be interested in potentially exploring." Sometimes they're details that are baked into the backstory, sometimes they're additional details...I don't always insist on them when I'm a DM (for campaigns rather than one-shots, though, I tend to heavily encourage), but as a player they just make everything more fun.
My friends fighter has 6 int. He rolls an intelligence check when he needs to make a decision, DC dependent on the decision being made. It has gotten him in trouble more than once, and created some hilarious moments in the process. Our whole party both loves and hates Keggg.
I actually have always disliked this sort of thing. It is removing your responsibility bacuse you can blame behaviour on the dice and doesnt represent you making the most interesting/enguaging choice available on your own merit. If your table enjoys it by all means, its never come across as particularly interesting to me though. If you want to do the dumb mistake just do it, and in a way that is entertaining for everyone in the group and doesnt come down to total randomness. The consistency lets other people play off your character more effectively. Again, not here to throw shade and say you're playing wrong or anything. If it works at your table, roll away!
@@invidiousone3662 I mean, if someone is otherwise unsure how to play a low intelligence or low wisdom character, I don't understand why it would be problem. They are just giving themselves a self-imposed mechanic so that they can better roleplay a challenging aspect of their character. You can't pretend that you didn't say "I dislike the thing you do, it's not interesting" by trying to cover it up with a worthless line at the end. If that's your ending line, then you also could have not said it at all.
@@c.v.emmans I thought we were all here to discuss things and share experiences? I specifically pointed out "why it would be a problem" because I've played with people where it was a problem. People who have slapped down a dice, thrown up there hands, and said "well, I guess I ruin everything bevause I have 8 Int and am an idiot. Not my problem." When they have the full capacity to NOT do that. I hoped to share a different perspective because the person said "it's always a funny time". I wanted to be sure I wasn't disrespecting the fact that it worked for them, merely sharing (as they did) an observation of my own experience, and that I think the technique is limiting and can be harmful in some ways.
I actually just played a character with ASD last night and did something similar. It was a blast and equally helped and hindered the group in unique ways.
really agree with the why question. i had a lawful good tiefling who really emphasised the lawful aspect, it was very un-tiefling like. why? she was born to a human noble family and grew up very affluent. it rounds out your character background if you constantly ask yourself why they think this.
One of the easiest flaws to role play is hubris, which is why half of the parties I've DMd for are full of people playing characters with competing huge egos, regardless of class. A narcissistic rogue/assassin character is also a fun one.
@@timothymanuel9197 I thought his main flaw was the 4th movie. It's completely reasonable to want to avoid snakes if you are often in areas where poisonous snakes live.
@@falsenames That is true, but a big part of the shtick is that his fear for snakes was the exact opposite of the bravery he showed during all his adventures, and that it was almost always over the top
This video has transformed and fleshed out my current character. I'll be returning to this video for future characters. Thank you for an excellent video
When I'm DMing, I tend to avoid player backstories and run a short interview with each player one-on-one. This will also inform what 5E calls Traits, Ideals, Bonds and Flaws. Here's how that looks: 1. When you're out of the room, and NPC would describe you as ______. 2. What would you kill for? Die for? Live against all odds for...? 3. What do you love? 4. What do you hate? 5. What is your character's end goal? 6. What's your perceived method of getting there? 7. What's your character's downfall? This creates a conversation around how the character will be at the start and how they will evolve. If you get flat and bland answers to desires like "knowledge", "wisdom" or "revenge", expect the interview to have no value. But if you get something like "My mentor had a secret. He tempted me with it. He taunted me with it. He never ever revealed it. I was there for that work. I was part of it. I deserve that secret. It's my birthright!"...then you have a real story. If you get the same answer to multiple questions, expect an NPC minion to have more depth. Traits ted to be Question 1. It could be how the character is perceived, but not how they perceive themselves. This dichotomy is purely natural. Flaws are clearly #7, but this isn't tied to a background or a class. There's no reason why a Wizard cannot be a bit too heavy on the sauce because his mind never shuts up, so he's tempted by strong drink even without being an Outlander. In the end, if you can get the player to actually think about WHO the character is more than WHAT the character is, you've won the day. They might well go on to become a DM themselves, because they can see outside the Rogue who steals from party members, the bard to wants to have sex with everything alive and the oath of Karen Paladin. Even casual "beer and pretzels" gamers can be inspired to think more about the experience, if my own table is any indication.
17:08 I think the classic example of a "flaw" that is misunderstood is Tasslehoff from Dragonlance - yes, the character was constantly stealing things. He wasn't stealing *important* things all the time, he certainly wasn't stealing things to sell or profit from, and he was always there WITH the stolen thing when it was needed, with a cheeky "Oh I was just holding it for you!" or "Oh I saw you drop it so I picked it up, I didn't want it to be lost!". Far too often people use a character flaw as an excuse for player selfishness or to "one-up" their fellow players. When you make a flaw, remember we are all here to have fun together, and don't use your flaw as a weapon to ruin the fun of your fellow players.
My true neutral firbolg druid, N'Hamashal, was a caretaker. Literally, he was a day-care worker while the other "real druids" of his people went to take care of the local groves. His flaw: "When I’m distracted, I’m liable to talk to adults as if they were children. Particularly if they’re short." The best part was we had a young Kenku monk with us as a player, and so he treated him -- because he was small -- like a little kid. "Now, this isn't something polite to do to people," after to the monk would beat the snot out of someone.
A subject that isn't talked about much, so I appreciate you guys touching on this. I have the same thoughts as Kelly of our passions and flaws seem to coexist within one another. It helps you appreciate people a little more, I just unfortunately came to that conclusion late in life, but it benefits me now which I'm grateful for. These are areas I try to get the players to wait on until we have some things done. Sometime before they even start their character they have a backstory. We edit it together and find all those things within their story about them, you can use the chart but even in the PHB it says you can make your own which encourages players to be their wonderful unique selves. Not sure if anyone has done it for D&D but White Wolf and the WoD system has a flaw and merit system, for how many points of flaws you take (point buy as well as use your XP to buy more or you get more during play) you gain that many points in merits, which would be like additional feats. I love that system because now the players must take flaws if they want some special feat. Brings a lot of interesting moments to the game when they have nightmares and can't fully rest. Or sleep light so they wake up at every little sound. Or have an enemy which could be 1 big bad enemy or a large group coming after you. Being haunted by your foes you have killed can cause substance abuse or neuroticism. Fun stuff.
All this should be something not only players have, but key NPCs Need, the whole persuasion system in 5e have this concepts as a keystone to get results from social interactions (DMG 244 -245) and it makes so. much. sense. More people need to remember them because out there are a good bunch of players unaware of them.
You guys have really come into your own. Watched you for almost a year now, and I can see some character development and growth and you're now some of my favorite voices in the D&D community.
My flaw is the every time I smell cheese I become hypnotized and float towards it like Monterey Jack in rescue rangers, but I do often find food and supplies for the company that way. Lol that would be fun to work in some how actually
First time 5e PC here, started a campaign about 18 mo ago. Wish I had seen this video explanation before i started, so helpful and well explained! Now I'm going over my character (still alive!) and updating this section to make more sense for my RP.
My party is notorious for adopting children. So far we got a damphir child, a fourteen year old succubus, a future hive mind they helped hatch, and some necromsncer kiddos.
This comes at a really good point for me. In the campaign i play my character, a hexblade warlock, has a magic scythe that can use animate dead 3 times a day per day. We have a Paladin in our group who is very much against demons and such. She played it out before but now she's struggling how to approach this ability of my weapon without breaking the group but still staying true to her character.
This video is wonderful. I've been playing for a while and though I consider myself a decent roleplayer, its nice to have a bottom-line, succinct evaluation of what each category is and how it relates to your character. I feel like I'll make better characters after viewing this, and that's always a good thing.
This is easily one of your best videos. There are so many good advices here, in fact I'm gonna put them to use already! I'm far more confident on the character I just made now, can't wait to play him!
Artistan who adventured for coins and gems, not for monetary use but as raw materials for his artistic creations that he never would sell. He never had coins to pay for rent, meals, equipment, etc , etc and so he was always skipping town.
When you were talking about flaws I was reminded of a character from the '80s TV show, "The A-Team". Mr. T played the strongman of the group, but was deathly afraid of flying. Of course, they had to fly a lot, so it was always fun when they had to sedate and/or trick him into flying and his reactions afterward were comedy gold.
Brilliant. Sometimes when we think about a character we say "cool!" and suddenly fall onto some sort of "Flux of Consciousness" and we write the strongest ideas about it and it's OK, I mean, spontaneous things are the best. It's also true that sadly most of times the simple inspiration risks to guide you towards confusion or to nowhere at the worst. In this video you re-establish the right order in our mind through the general definition of personality(general disposition indeed), flaws and bonds(that is not just about people). I appreciate this video, it puts my head in ease and order, not the boring one but the kind of order which facilitates creativity. Greetings from a fan from Italy 🇮🇹 and dude, sorry for my English.
This is a great video and I’m showing it to my niece who is playing with us in her first 5e campaign (second campaign ever, she played briefly with us in a Pathfinder dungeon crawl) to help her role play her character and figure out who she is outside of combat and her backstory. My character actually changed after the first session because going over everything for my Dwarf Fighter with the DM I just went quiet for a second and said “oh crap, I think I wrote a cleric or paladin. Should I shift this?” Being the great DM he is, he said “no, you’re not a cleric or a paladin. You’re a old retired fighter. But who knows what will happen on this quest.” Thanks again, guys, for another great video.
This is very good advice. I personally try to make the character's flaws, bonds, and ideals that make sense for the backstory that they have and also their alignment. I don't always use the ones that are given as an option by the backstory options that you give your character, ie Noble or soldier, but they can help. But honestly always have them have something that work for their backstory and alignment that will work.
Dunno, some of the predefined options seem a little lackluster /difficult to adapt. For example, the flaw that i chose with my DM for my Wizard Sage in the upcoming campaign was that he is unable to keep secrets, but right now i'm wondering if i really will be able to use it in game, because i'm not sure we will be travelling through many cities/settlements in general
This is still one of the best guys that ever made, and I constantly come back to it whenever I'm creating a new character! Thank you so much for this video. It's a great resource that I send to my entire group.
Jumping to this video straight from the Armor Class one that was, like, four years ago, showed an impressive quality jump :D That's a good video, Dudes!
I played as a Tortle Barbarian - Blood Hunter (Wild Magic, Order of the Lycan). The Tortle was flavored as a snapping turtle, and when he went into Lycan form he was a Wereshark. My bond, flaw, and ideal was that he loved to eat. Whether that was a good thing or not, or just impartial and weird, was determined by the setting. Trying to get a taste of noble we just assassinated and needed to leave, taking a bite out of the minotaur that I'm facing down during battle, or just having a messy meal at a nicer tavern, it let for some goofy roleplay. But that 1 trait filled all 3. Also a fun quirk was that he always referenced himself as a shark in conversation, and it confused those around him till he shape shifted.
As a DM, one thing I suggest to players is to think of their bonds the way I think of plot hooks. I often look at them for ideas when I feel like a new subplot is needed. (My group plays in a VTT, so I have ready access to everyone's sheets.)
This is an amazing topic and a great video. Good job y'all 💖 I was recently struggling with how to play a character because I did the exact thing Monty mentioned - elaborate backstory but no way to realize that into play. Sitting down with my DM and fleshing out what parts fell into each of these categories really helped me playing the character in the following session. So yeah these are so important!
The "not-really-a-flaw" thing is something a DM I played with mentioned too. The example they mentioned was, "My character carries too much stuff". They had a story reason for this, intending to make a make big thing in the campaign, but the campaign fizzled out before that happened.
My tiefling barbarian was raised on stories of heroics and good deeds by her father, a retired paladin, and so is so willing to jump in to protect others that she'll believe any claim of danger
My favorite elf wizard, Ellerhel Lothlorean had the intense addiction to Silverthorn Tea. Evertime we had a rest, I broke out the fire and kettle and made my tea. I would suggest we take rests often and even under the most ridiculouse circumstances just so I could drink my tea. People got tired of it, but I just explained "if you've ever tried it, you'd be addicted too!".
I’ve been stuck for ideas for an upcoming avatar TLA campaign and this video just got all the creative juices flowing. This is my new character creation ritual video.
I gave my main character a catchphrase and it accidently turned into a huge flaw/emotional payoff. Shes a bull-headed fighter who was raised since childhood to be a fighter. She fights at the drop of a hat and the catchphrase I gave her is "Its what I know" said in like a boastful cocky way. a big emotional moment happened where there were no enemies and I as the player had an epiphany. I made her attack walls, tables, support beams, etc. Finally a party member, the character who has the closes bond with mine, asked "what are you doing? why are you fighting?" I replied "ITS ALL I KNOW!" God I love D and D.
My Drow Feylost Death Domain Cleric; her Ideal is Changeability, basically she doesn't like to be tied down to 1 place for a long time unless some controlled Chaotic magic allows some changes to be done to the place. Her Bond is finding all magic very interesting/compelling even if the magic is considered "Evil". Her Flaw is she is suspicious of strangers, more specifically if the stranger(s) are members of the shorter lived races, part of that reason is because so many automatically assume she is evil/hostile simply because she is a Drow. My Astral Elf Anthropologist Paladin (oath of conquest); her Ideal is Discovery, basically she wants to discover as much as she can about any subject/race/etc. Her Bond is has a Dragon Talon on a Necklace that she thinks is a key to a lost society/civilization. Her Flaw is she talks to herself and doesn't make friends easily. My High Elf Gate Warden Druid (circle of spores) her Ideal is Freedom; basically she believes that her personal Freedom is paramount beyond other things. Her Bond is she protects Nature and Nature protects her. Her Flaw is she is Shy in large groups and/or large cities, basically if the population of the city exceeds 300 people she feels shy and oppressed. My High Elf Sage Ranger(Drakewarden) her Ideal is Knowledge, basically she wants all the knowledge of all languages and history. Her Bond is protecting an Ancient Text filled with secrets and potential destructive power. Her Flaw is if she sees a Demon and can safely do so, she will try and take notes on its anatomy/powers. My Mountain Dwarf Runecarver background Wizard (Necromancy) his Ideal is also Knowledge, but specifically knowledge related to immortality and all magic. His Bond is risks dying himself to recover Ancient Relics that could feed his long-term goal of achieving Apotheosis/Immortality. His Flaw is he rarely leaves a ruin/dungeon/etc without looking for all it's potential secrets related to his goals, even risk sacrificing others to do so. Anyway my point is I disagree with your guys suggestions/assessments/necessities for those things.
One thing I enjoy doing when creating a character is random rolling on the suggested traits/ideals/bonds/flaws table for the background I choose, and then using that as a jumping off point for crafting the character. To me, it makes it feel less like I'm creating a character and more like I'm being introduced to them. In a previous video on this channel about Vengeance Paladins, I commented about a concept I had for a Paladin I was about to play that was a Scourge Aasimar with the Haunted One background, with the idea that his angelic guide was actually a source of torment for him, constantly castigating him for not doing enough to fight the darkness. When I rolled on the characteristics table, that allowed me to fine-tune how he has responded to that pain, with the result being a grim, severe, reserved person, extremely thorough and methodical in pretty much everything he does, who ends up coming across as fatalistic and lacking in empathy, though in truth he's not, but just pushes people away because he's always ended up hurting anyone he's ever cared about (on a related note, he almost always wears a face covering mask because going without one makes it harder for him to control his Radiant Consumption). That also allowed me to take the character in interesting directions. For example, he was originally conceived to be a Vengeance Paladin, but after a rough first couple sessions, something in him broke and he went full Oath of Conquest. To the rest of the party, he's basically become kind of a grumpy team dad, while against the party's enemies he falls somewhere between Judge Dredd and the Doomslayer. In one session, while investigating the house of an evil noble they had killed, he sensed the fiendish presence of the noble's imp familiar, used Radiant Consumption to basically play Hot And Cold with it, then, once he tracked it down, grappled it and let his radiant energy slowly cook it to death. Also, his mount from the Find Steed spell has actually become one of the more fleshed out NPCs in the campaign, and has become a new extra Bond for the character since my Paladin does not have nightmares so long as his steed is nearby when he sleeps.
I have a little example regarding the suggestion to be open to discovering new traits, ideals, bonds, and flaws as you progress through your campaign: I’m currently playing a Githyanki Eldritch Knight who I was initially planning on roleplaying as a little rude/standoffish and slow to trust, among a few other things. What I wasn’t quite expecting (but actually fits well considering she’s 18 and a little impulsive) was for her to use Feather Fall to yeet herself off of cliffs and treetops as often as she does basically the very moment I dipped into Wizard and gained a few more spells for her! Basically, I realized that she’s done a lot of things that could get her labelled as an adrenaline junkie! Or, at the very least, a little less concerned about her safety if it means she gains something, such as a new experience, some fun, or a sense of victory. I’m still thinking about all the ways this newly discovered trait/flaw intersects or opposes her other established traits.
I always take a background from the books because I don't know how to make one. I try to pick the one that might work for my character and choose the bonds, flaws, etc... from there. I find them really hard to work into stuff though. They seem more broad than the ones you've said. XD One of character's flaws was she had a ritual she had to do every day. Her bond was she had to keep a journal. She was the only one in the party that needed to sleep 8 hours and then she "wasted" time having to do the ritual of brushing her hair 100 times in the morning, writing about the previous say in her journal and then doing her prayers (cleric) every morning. Another character has a bond of: I wish my childhood sweetheart had come with me to pursue my destiny. ... we're doing CoS so there's no way to work that in, so my idea was that the childhood sweetheart would be looking for her and end up being my backup character should this one die. 😅 I prefer my Aasimar Paladin in CoS than a Bard though... I don't know why I made the sweetheart a Bard... I just did. No clue of race or gender though.
If they're sweethearts, thinkingabout what makes them compatible, what they have in common, might be useful not just for the way your current character thinks about their sweetheart and how it might affect their rolep0lay, but also be useful in terms of developing the sweetheart into feeling more like a character in their own right. That'll be useful if the worst does happen to your aasimar.
This was a great episode, guys. Nice work. I've found that most players don't really have an understanding of what traits, ideals, bonds and flaws really are. This episode goes well with the episode on how to add depth to your character (add catch phrases, canned sayings, etc.). Great job with this.
I currently have a Thief Rogue with the healer feat whose short little backstory is: I was a butcher, I have cancer, the social institutions won't help me, I got to learn medicine on my own to survive. They always dissect humanoids, don't worry about mortal danger because they are on deaths doormat anyway and are so steeped in blood and gore that they don't understand disgust. They recently made a pact with the warlocks patron to give them more medical knowledge in exchange for a quota of souls. They are a pretty good off-healer too
I semi-Homebrewed a Protector Golem/Living Statue-type character (using Warforged stats) who is incapable to all but very simple reasoning, and his dialogue usually boils down to "I protect". Honestly, he's been a blast to play and roleplay.
Ib want going to watch this video, but I am glad I did. This is a great insite that makes me think about how I rp and how I can do better. One of my favorite flaws was having a half orc with a half elf sibling. His bond was to be loyal to his sister even though his sister was not a good person. It made some great rping elements. She even betrayed him a few times but he never stopped sticking up for her.
This is a great video for even longtime players. It is a shame that this doesn't have more views, as I still have trouble with these from time to time despite playing since 3.5. Having these traits, ideals, bonds, flaws come up more often has been keeping me more invested in what is happening in the campaign I am currently in. My current character is a half-elf "beast" (read: monstrosity) conclave revised ranger noblewoman with a still growing Hook Horror, named Aurora, as her ranger companion. With Aurora being one of her bonds and effectively her child (My character's ideal is based on family), it certainly causes conflict trying to get into cities and towns. Turns out people don't like monsters being in civilization or something. I constantly have to consider Aurora in everything my character tries to do lol.
Have you guys ever thought about doing collaboration videos? I'd love to see you guys do one with Runesmith or some of the awesome creators on here. Love the video! Keep up the awesome work!
I only discovered you guys like a few days ago and I think I've watched a dozen of your videos at this point... You are absolutely incredible please keep Producing your incredible quality work I love your style I love your interactions and I just want to spend more time hanging out with you metaphorically on UA-cam. You rock incredibly hard & thank you! * Slowly begins watching every video you've ever made*
I have a new starter character developed that I have not gotten to play yet: a 3/8s-Elf Drakewarden Ranger. He is a devotee of Ehlona and his bond is to protect the free peoples of the Vesve Forest from the minions of The Old One (post Greyhawk Wars). He loves being out among the trees, but is very uncomfortable being underground, a borderline claustrophobic. So, Dungeons (uh, no) & Dragons (yaayyy!). I think this has potential to be a lot of fun.
I think the biggest thing is to make your personality, flaws, bonds, and ideals all super actionable. The more active your character is, the more fun you will have and the more the party will enjoy your character. I’ve played too many characters with goals either too abstract to work on or too dependent on background activity and my DM working with that. Yet every character I’ve made with a goal they could actively pursue like taking over their home country (way too long of a story to explain) or help every person they possibly can has been so much more fun because it gives you a role play catalyst to work with and your party members will be able to work with that catalyst.
I had a character I was really excited about once. I took the barbarian class for mechanics, but really he just an incredibly strong stuff-mover in a warehouse. I was planning to flavor rages as just getting "in a zone". Not the sharpest bulb in the crayon box - he had a dream that sent him on the quest that he interpreted as prophetic but just sounds like a regular dream. And I was really excited about his flaw: I was going to make him START OUT as a coward, since he's never experienced actual fighting before, but I wanted not just a flaw but an opportunity for character growth. Yes, I brought this up during session 0 and everyone was okay with it. Then our first combat encounter is against a starving bear, and in trying to roleplay that newbie fear I got myself and another character killed. Not just down, dead-dead.
My character Flaw? Curiosity killed the cat. He will open every container, sxplore every possibility and room, even beyond his own good. He knows that the book is cursed... he knows it... but... It's so interesting! Maybe inside there will be something fascinating! I got Feebleminded like this... hahahaha had ton of fun! This also gives me the excuse to esplore the game and maps.
The fact that both of them could be pantsless and we wouldn't know.
Dammit, I will never be able to watch one of these videos the same way ever again.
@@isaiaharmour6145 All four hands are clearly visible for the whole video.
... But what about their mage hands?
Wait... do you mean there is a chance that they are wearing pants? That had not occurred to me. I assume that no one sitting at a table is wearing them.
@@samdicken8435
And their invisible servants...
What if neither of them have legs?
This is honestly the best description of these mechanics in the game that I have ever seen. I’m literally going to send this before every single session 0 from now on.
Thank you!
Yeah for real. I am still a noob, but it seems that I always misunderstood these things. I thought an ideal was like a lifegoal like "I want to be a princess" or something, not a core belief like "I belief good always wins" I thought bonds were just people you care about, but might your bond also be a god? Especially when you want to play a cleric?
My elf druid character in the current campaign has the unofficial bond to protect our dwarf barbarian whose one goal in life is to die in glorious battle. It's makes fun and interesting conflicts of interests.
I love it. This is like the worst escort quest ever.
"Ok, all you have to do is make sure this guy doesn't die."
"Sounds easy enough"
"LEEEROY JENKINS!!!!"
I've something similar, my half-elf acolyte fighter is the sponsor of a dwarven Barbarian who got hooked on drugs from a shipment his tribe raided and left them to find more.
It's quite fun.
does your dwarf barbarian happen to be named lieutenant dan?
clearly he needs to be a zealot barbarian, so he can die gloriously in battle over and over again!
2 years later yet you guys are still explaining this well. TYSM for the beginner friendly vid!
I usually number the bonds of my characters from 001 to 007.
Omg this is so subtle! Love you!
@@andreacristiano5452 are you The Spy Who Loved Me?
Because one bond is not enough, but there is online one Bond
One is bonded to ones nation ; wider empire and the western alliance.
Only one bond. Spell check is the enemy
That impromptu roleplay between the nervous wreck and the laid back procrastinator was just gravy.
i wanna slather it on my biscuits
The way I play it is fairly simple, and works well for getting into character. Flaws are the reason for my Bonds, Bonds are the reason for my Ideals, and my Ideals are what make my personality traits. It's sort of a Conscious, subconscious, unconscious relationship over the 'why' of my character. I use that to figure out a few things that happened in the backstory and the reasoning & outcome for the characters actions (the rest of the backstory I leave to the DM).
This is an interesting idea. Could you give me an example you’ve used for a character?
Perfect
Personality Traits
I revel in mayhem, the more destructive the better.
When violence breaks out, I lose myself in rage, and it’s sometimes hard to stop.
Ideals
Might. In life as in war, the stronger force wins.
It is better to die in battle than run like a coward.
Bonds
I will be the best for the honor and glory of my homeland.
I will become the greatest warrior that ever lived.
Flaws
I throw caution to the wind.
My flaws for my favorite character, Traviso, are aracnophobia, basic distrust of others ( until he gets to know them) , a mostly under control bad temper, and brutal honesty. These are easy for me, my IRL personality is the same. It's actually played out in game. In 1 adventure, we came across a nest of giant spiders. We were getting our butt's kicked. I asked my DM if I could "lose my temper" to override my fear. He agreed. I don't remember what he had me roll for, but I succeeded. An almost barbarian like rage. We won the battle. The aftermath was not so good. Traviso sat down, went fetal, and started rocking back and forth. To this day, Traviso will cast magic missile at a house spider.
@@insyklepeadya How would those personality traits inspire role play in social situations?
I’ve never played D+D, likely never will, but as an aspiring fantasy writer I find these videos very helpful for thinking about character building and development as I write.
You should try it, it's very fun
@@THEPELADOMASTER It can also provide inspiration for a fantasy story.
Even if you move away from it, as long as you're an aspiring fantasy writer, D&D WILL find you. Eventually.
I am a fantasy writer and I love playing D&D because it is a similar thing but I don't have to control the main characters. I can just set the setting and then react to the main characters. It's a wonderful creative outlet during proof-reading periods.
I use up to 8 traits in my games, and they are linked in pairs: Personality (what you are) and Vice (how you escape yourself), Ideal (what you believe) and Flaw (what pulls you away from your beliefs), Goal (what you want to do) and Issue (what prevents that), Bond (what you care for) and Fear (what you fear for). I find it very dynamic.
I played a character with a bond that she and her pet wolf were friends, not master and pet. It lead to some really interesting scenarios where she wouldn't go to a certain place or building unless Rin (the wolf) was aloud also. Also, if Rin and a PC was in danger, she would always save Rin first. Her flaw was that Rin was her last connection to her father and would do anything to keep him safe.
Tip: Make characters that are somewhat self-aware of their flaws. This way you can create interesting flaws without being disruptive at the table.
"If I had a flaw it would be arrogance, but thankfully I don't have any flaws."
@@RichWoods23 I thought I was wrong once, but I was mistaken.
@@RichWoods23 I'd love to be you just so I could have a friend like me
I once wrote a character who was your typical good kid but he was a kleptomaniac, doing it unconsciously. It was his reason to start adventuring - if I learn to do it properly, professionally, then maybe I'll be able to control it. And it created a lot of interesting decision points like whether to be upfront about this issue or try to hide it, or if you found an item in your pocket that wasn't there before should you keep it or throw it away, or maybe try and find an owner (or sell it to the fence). Also gives some room for interesting social dynamics in the group.
A good example of a heroic flaw is that Superman only ever loses to Batman because Batman KNOWS he won’t kill
I wish someone would tell Christopher Nolan.
The real reason is...
...because he's Batman!
I also really agree with the issue of flaws being the downsides of one's strengths. That makes total sense. Also, don't make the flaw so irritating that it ends up being a spotlight hog.
It's like Caleb's relation with fire .
Hehe catchphrases..
Kelly -as Sebastian Crow- : what’s the worst that can happen?
Veo/Pluto: Stop saying that! Shut up!!
I played a wild mage in AD&D 2e that also kept asking "What's the worst that could happen?". That character casting a spell often was the worst thing that could happen due to old, very nasty, wild magic tables. I was so happy to see Kelly use that with Sebastian. The reactions from other players brought back happy memories.
@@falsenames I played a chaos mage in 3.5.. he was one of my favorite characters. To bad he got to the end of his path of chaos and died horribly 😂
I just started playing an Archfey Warlock who loves to pull pranks and is very fun-loving.
Flaw? "What do you mean a joke could go poorly? It's funny!"
Guys, I think this is one of your best videos ever, focused on one of (in my opinion) the best aspects of 5e, and a really fun, but often glossed-over, aspect of character creation. Awesome impromptu roleplay! This will be a must-watch for any new players I DM for.
Agreed! This was great. Definitely helpful for new players in getting a full character concept fleshed out.
The best but skipped part of character generation
One of my players has a very fun flaw that we came up with together during creation. Rather than a standard flaw like "I'm terrible with money" or "I hate social interaction", her character has a tendency to develop phobias easily during stressful situations. After close calls or otherwise traumatic moments, I'll call on her to do a will save. If she fails by a bit, she's got a minor fear, and if it's by 10 or more she'll get a full on phobia. Some examples are:
when she was woken up in the middle of the night to undead crows outside the cave they were staying in, just staring at her (fear of birds, specifically undead ones. Kenku necromancer later was a fun encounter.)
when she was searching for berries, and found the animated head of a deer, chewing at the bush she was searching (fear of bushes, can never know what's inside them. Same adventure as the birds)
when she was swimming alone in an underground river, and the party druid, unknowingly to her, became a shark and full speed swam right towards her to assist in fighting eels (fear of sharks. Should be interesting later, she's a pirate)
We don't ever treat these phobias as something detrimental to the point of halting progress, but it's always fun when one of them pops up and she has to react to it.
Me when I saw the title of this video: YES, YES, YES
I like to think, that I give a little bit of myself to everyone I meet, and that I in exchange get a little bit of them. But I assure you sir, I am absolutely positive that I have nothing of you in me.
Red sus
This is probably the most useful video a new player can watch. Before rollong stats, choosing race, class, subclass... There is this. The True core of what a character is and what makes them special.
Thank you so much Dungeon Dudes.
My favorite flaw that I've used is having a character that was an anterograde amnesiac. Essentially, every time that we started a new session I'd forget everything that happened in the last session. It helped my party revisit what happened and retraced their steps, while also producing some funny moments while I'm alone at the beginning of a new session
* Tags all my players *
Hahahaha same
Same
I just posted this in the campaign server after we had session 0 last night.
I'm about to post it in a server for all new players
This must be one of the oddest thing I didn't know I needed to watch.
If you ask me, this is one of your most important videos so far.
I already commented once, but this was an amazing video and it deserves a second comment. Great stuff guys.
Glad you enjoyed it!
Yup
I needed this lol, I always struggle with these. And tend to ignore the entire section on the character sheet
I find this the most fun part of character creation, a welcome relief after totting up all the dice rolls and checking the game mechanics that apply. Traits et al help to turn the numeric strengths and weaknesses of a character into flesh and to suggest a style of play. I can sit for hours imagining how various vignettes might play out, giving me a feel for the character and helping build up those numbers and a few sentences into something enjoyable that plays well and naturally once the game is in session. It helps me work out if I want to multiclass at any point in the foreseeable future, or even just what feat to aim for at lvl4, which then feeds back into a discussion with the DM so they know what I'm looking to get out of the game, and -- if it suits them -- what they might put into the game so those opportunities are foreshadowed rather than just arrive out of the blue at some level-up point. Of course that initial plan might not work, or could very well change as the game unfolds, but I think it's good to have one.
Dude same. I have classes and races I love to play mechanically, but can never figure out the role play part
One of my favorite character writing tricks is folding Ideals and Flaws together as two sides of the same coin. Any heroic trait can lead to a natural flaw; if your character is courageous and fearless, they are also reckless and blind to danger. If your character is honorable and oathbound, they can also be rigid, close-minded, or woefully ignorant. If your character is compassionate and selfless, they can also be overprotective, emotionally vulnerable, or self sacrificing to their detriment. And if your character is courageous, honorable, AND compassionate, then they get the WHOLE bundle!
Likewise, if a character is more defined by their flaws than by their ideals, then their flaws can also be tipped into positive traits. If a character is cowardly, they are also thoughtful and considerate. If a character is lazy, they might also be tactful and always looking for efficient solutions with the least effort. If a character is quick to anger, they might be the most indignant and passionate when the moment calls for well-guided fury.
In a oneshot I played in a while back, the Bard in the party used a support spell on everyone, then sat out of that entire encounter (was not the final encounter of the oneshot) because his character was busy using a Disguise kit to make themselves appear like the warden of the jail-maze we were trying to escape (his flaws was being brash and narcissistic). One of the players (one of the Monks) was annoyed that he "did nothing" for that entire fight (his spell he cast had thankfully given enough temp hp to everyone so the one player survived long enough to pop a healing potion), but the Bard was confident that his efforts will pay off.
Come the final encounter (right before the exit), and the Bard steps forward (disguised as the warden) commanding the potential enemy to stand down. Rolls a nat20 on his Deception check, allowing us all to escape the jail-maze right there and then.
He didn't have to do that, but because his character's flaws and ideals aligned with doing that, he did, and it panned out to great surprise around the table. That is how to play with your character's flaws and ideals imo
5:00 Oooh, I love canned lines! Valanthe always says "What a lovely day for a stroll" when it's fight time
My Hexblade is based off Giladaroy Lockhart. If he is in a tavern or crowd, he has to roll a dc 12 wisdom check or try to sell copies of his books to everyone in the bar. If he drinks the dc goes up by 2 for each drink. He also gets insulted if people don't k ow who he is. He's also a coward but his sentient Hexblade weapon drags him into battle and rag dolls him around. It's pretty hilarious to RP.
Another great video. More great advice.
Edit: Kelly get affiliate links for your wardrobe. I want that hoodie.
Kelly looking fly af
Stylin bruv. Stylin.
I'm making a Half-Elf Druid for an upcoming game. I wholeheartedly agree with the way you guys explained these. She completely believes that people are a part of nature and therefore subject to Natural Selection. Due to this, she constantly believes in adapting (wild shaping) to the situation so she can be the "Apex Predator" in that situation. She was abandoned by her mother at a young age so she treasures her friends and so she constantly pushes herself to be as strong as she can be so she can protect them.
I really appreciated this breakdown. These were never clear to me and now I have saved this video so I can always refer back to it. Also, the term "Actionable" is such a great device to encourage more RP. Thanks you two.
Thank you for this, personality traits, bonds, ideals, and flaws have been the most difficult part of character creation for me, and this video was a very helpful breakdown of how to make them.
Monty talking about himself being a procrastinator while I currently sit here doing a 3 week project I've barely touched due in tomorrow.
one of the favorite bonds I gave a character was a spirit that was keeping the character alive. a soldier who had wandered the woods for hundreds of years after a war offered to help them stay alive after a sorcerer cut out their heart and in return when the character got their heart back, they would help burn away the chains that kept their soul stuck in the material plane. this spirit had a lot of stuff to do with the RP and the DM had some fun times having the spirit randomly speak through the character and i used it to explain some of my skill master things by tapping into the soldier's memories.
I've kind of hit a roleplay roadblock for my current character, a halfling evocation wizard, and this video has really helped me think about how I could portray him going forward.
His whole deal is that he is a magic school student who is looking for his missing mom, but he also lacks confidence in himself. To explain how he has managed to survive and contribute to combat, I'm going to say that his various missions in the field have helped him build his courage and has shown him that he is not as weak as he thinks he is. However, his new fear is that he won't be strong enough to save his mom and others.
I'm a Critter and I love the ideal "Only steal from grumpy people."
I tend to see ideals/bonds/flaws as an agreement between the player and DM saying basically "here are some opportunities for story development that we'd both be interested in potentially exploring." Sometimes they're details that are baked into the backstory, sometimes they're additional details...I don't always insist on them when I'm a DM (for campaigns rather than one-shots, though, I tend to heavily encourage), but as a player they just make everything more fun.
My favorite way of playing a mentally compromised character is to " roll to see if I do stupid" even I do odd I don't. Always a funny moment
My friends fighter has 6 int. He rolls an intelligence check when he needs to make a decision, DC dependent on the decision being made. It has gotten him in trouble more than once, and created some hilarious moments in the process. Our whole party both loves and hates Keggg.
I actually have always disliked this sort of thing. It is removing your responsibility bacuse you can blame behaviour on the dice and doesnt represent you making the most interesting/enguaging choice available on your own merit.
If your table enjoys it by all means, its never come across as particularly interesting to me though. If you want to do the dumb mistake just do it, and in a way that is entertaining for everyone in the group and doesnt come down to total randomness. The consistency lets other people play off your character more effectively.
Again, not here to throw shade and say you're playing wrong or anything. If it works at your table, roll away!
@@invidiousone3662 I mean, if someone is otherwise unsure how to play a low intelligence or low wisdom character, I don't understand why it would be problem. They are just giving themselves a self-imposed mechanic so that they can better roleplay a challenging aspect of their character. You can't pretend that you didn't say "I dislike the thing you do, it's not interesting" by trying to cover it up with a worthless line at the end. If that's your ending line, then you also could have not said it at all.
@@c.v.emmans I thought we were all here to discuss things and share experiences? I specifically pointed out "why it would be a problem" because I've played with people where it was a problem. People who have slapped down a dice, thrown up there hands, and said "well, I guess I ruin everything bevause I have 8 Int and am an idiot. Not my problem." When they have the full capacity to NOT do that.
I hoped to share a different perspective because the person said "it's always a funny time". I wanted to be sure I wasn't disrespecting the fact that it worked for them, merely sharing (as they did) an observation of my own experience, and that I think the technique is limiting and can be harmful in some ways.
I actually just played a character with ASD last night and did something similar. It was a blast and equally helped and hindered the group in unique ways.
really agree with the why question. i had a lawful good tiefling who really emphasised the lawful aspect, it was very un-tiefling like. why? she was born to a human noble family and grew up very affluent. it rounds out your character background if you constantly ask yourself why they think this.
One of the easiest flaws to role play is hubris, which is why half of the parties I've DMd for are full of people playing characters with competing huge egos, regardless of class. A narcissistic rogue/assassin character is also a fun one.
Indiana Jones shows he has a heroic procrastination and under pressure personality with his catchphrase: "Dunno, I'll think of something."
and his main flaw is fear of snakes
@@timothymanuel9197 I thought his main flaw was the 4th movie. It's completely reasonable to want to avoid snakes if you are often in areas where poisonous snakes live.
@@falsenames That is true, but a big part of the shtick is that his fear for snakes was the exact opposite of the bravery he showed during all his adventures, and that it was almost always over the top
This video has transformed and fleshed out my current character. I'll be returning to this video for future characters.
Thank you for an excellent video
When I'm DMing, I tend to avoid player backstories and run a short interview with each player one-on-one. This will also inform what 5E calls Traits, Ideals, Bonds and Flaws. Here's how that looks:
1. When you're out of the room, and NPC would describe you as ______.
2. What would you kill for? Die for? Live against all odds for...?
3. What do you love?
4. What do you hate?
5. What is your character's end goal?
6. What's your perceived method of getting there?
7. What's your character's downfall?
This creates a conversation around how the character will be at the start and how they will evolve. If you get flat and bland answers to desires like "knowledge", "wisdom" or "revenge", expect the interview to have no value. But if you get something like "My mentor had a secret. He tempted me with it. He taunted me with it. He never ever revealed it. I was there for that work. I was part of it. I deserve that secret. It's my birthright!"...then you have a real story.
If you get the same answer to multiple questions, expect an NPC minion to have more depth.
Traits ted to be Question 1. It could be how the character is perceived, but not how they perceive themselves. This dichotomy is purely natural. Flaws are clearly #7, but this isn't tied to a background or a class. There's no reason why a Wizard cannot be a bit too heavy on the sauce because his mind never shuts up, so he's tempted by strong drink even without being an Outlander.
In the end, if you can get the player to actually think about WHO the character is more than WHAT the character is, you've won the day. They might well go on to become a DM themselves, because they can see outside the Rogue who steals from party members, the bard to wants to have sex with everything alive and the oath of Karen Paladin. Even casual "beer and pretzels" gamers can be inspired to think more about the experience, if my own table is any indication.
Watching this two years in the future because it’s still a fantastic resource for character creation ❤
17:08 I think the classic example of a "flaw" that is misunderstood is Tasslehoff from Dragonlance - yes, the character was constantly stealing things. He wasn't stealing *important* things all the time, he certainly wasn't stealing things to sell or profit from, and he was always there WITH the stolen thing when it was needed, with a cheeky "Oh I was just holding it for you!" or "Oh I saw you drop it so I picked it up, I didn't want it to be lost!".
Far too often people use a character flaw as an excuse for player selfishness or to "one-up" their fellow players. When you make a flaw, remember we are all here to have fun together, and don't use your flaw as a weapon to ruin the fun of your fellow players.
Well said!
My true neutral firbolg druid, N'Hamashal, was a caretaker. Literally, he was a day-care worker while the other "real druids" of his people went to take care of the local groves.
His flaw: "When I’m distracted, I’m liable to talk to adults as if they were children. Particularly if they’re short." The best part was we had a young Kenku monk with us as a player, and so he treated him -- because he was small -- like a little kid. "Now, this isn't something polite to do to people," after to the monk would beat the snot out of someone.
A subject that isn't talked about much, so I appreciate you guys touching on this. I have the same thoughts as Kelly of our passions and flaws seem to coexist within one another. It helps you appreciate people a little more, I just unfortunately came to that conclusion late in life, but it benefits me now which I'm grateful for.
These are areas I try to get the players to wait on until we have some things done. Sometime before they even start their character they have a backstory. We edit it together and find all those things within their story about them, you can use the chart but even in the PHB it says you can make your own which encourages players to be their wonderful unique selves. Not sure if anyone has done it for D&D but White Wolf and the WoD system has a flaw and merit system, for how many points of flaws you take (point buy as well as use your XP to buy more or you get more during play) you gain that many points in merits, which would be like additional feats. I love that system because now the players must take flaws if they want some special feat. Brings a lot of interesting moments to the game when they have nightmares and can't fully rest. Or sleep light so they wake up at every little sound. Or have an enemy which could be 1 big bad enemy or a large group coming after you. Being haunted by your foes you have killed can cause substance abuse or neuroticism. Fun stuff.
All this should be something not only players have, but key NPCs Need, the whole persuasion system in 5e have this concepts as a keystone to get results from social interactions (DMG 244 -245) and it makes so. much. sense. More people need to remember them because out there are a good bunch of players unaware of them.
You guys have really come into your own. Watched you for almost a year now, and I can see some character development and growth and you're now some of my favorite voices in the D&D community.
Connecting your ideals to your backstory is a rly good template !!!!
My flaw is the every time I smell cheese I become hypnotized and float towards it like Monterey Jack in rescue rangers, but I do often find food and supplies for the company that way. Lol that would be fun to work in some how actually
First time 5e PC here, started a campaign about 18 mo ago. Wish I had seen this video explanation before i started, so helpful and well explained! Now I'm going over my character (still alive!) and updating this section to make more sense for my RP.
My party is notorious for adopting children. So far we got a damphir child, a fourteen year old succubus, a future hive mind they helped hatch, and some necromsncer kiddos.
All of them will be latchkey kids.
This comes at a really good point for me. In the campaign i play my character, a hexblade warlock, has a magic scythe that can use animate dead 3 times a day per day. We have a Paladin in our group who is very much against demons and such. She played it out before but now she's struggling how to approach this ability of my weapon without breaking the group but still staying true to her character.
Well, this was an amazing guide! Now i have more ideas for characters, and basically now i can make more easily "Characters" and not only "Concepts"
The ideals section in particular....gold!
Thanks for the tips!
I think that the word that Kelly may have been searching for in his description of flaws would be 'incidents' :)
I've never played D&D and I don't even know how to play but I'm EAGER to learn!!! :D Thank you for making these videos ❤️
Personality traits can be shown by a signature catchphrase:
"I'm Sebastion Crowe, and I'm here to save you."
This video is wonderful. I've been playing for a while and though I consider myself a decent roleplayer, its nice to have a bottom-line, succinct evaluation of what each category is and how it relates to your character. I feel like I'll make better characters after viewing this, and that's always a good thing.
This is easily one of your best videos. There are so many good advices here, in fact I'm gonna put them to use already! I'm far more confident on the character I just made now, can't wait to play him!
Glad it was helpful!
Artistan who adventured for coins and gems, not for monetary use but as raw materials for his artistic creations that he never would sell. He never had coins to pay for rent, meals, equipment, etc , etc and so he was always skipping town.
When you were talking about flaws I was reminded of a character from the '80s TV show, "The A-Team". Mr. T played the strongman of the group, but was deathly afraid of flying. Of course, they had to fly a lot, so it was always fun when they had to sedate and/or trick him into flying and his reactions afterward were comedy gold.
Brilliant. Sometimes when we think about a character we say "cool!" and suddenly fall onto some sort of "Flux of Consciousness" and we write the strongest ideas about it and it's OK, I mean, spontaneous things are the best. It's also true that sadly most of times the simple inspiration risks to guide you towards confusion or to nowhere at the worst. In this video you re-establish the right order in our mind through the general definition of personality(general disposition indeed), flaws and bonds(that is not just about people). I appreciate this video, it puts my head in ease and order, not the boring one but the kind of order which facilitates creativity.
Greetings from a fan from Italy 🇮🇹 and dude, sorry for my English.
Loving Kelly’s fashion sense!
“Cthulhu Saves...for later!”
This is a great video and I’m showing it to my niece who is playing with us in her first 5e campaign (second campaign ever, she played briefly with us in a Pathfinder dungeon crawl) to help her role play her character and figure out who she is outside of combat and her backstory. My character actually changed after the first session because going over everything for my Dwarf Fighter with the DM I just went quiet for a second and said “oh crap, I think I wrote a cleric or paladin. Should I shift this?” Being the great DM he is, he said “no, you’re not a cleric or a paladin. You’re a old retired fighter. But who knows what will happen on this quest.” Thanks again, guys, for another great video.
This is very good advice. I personally try to make the character's flaws, bonds, and ideals that make sense for the backstory that they have and also their alignment. I don't always use the ones that are given as an option by the backstory options that you give your character, ie Noble or soldier, but they can help. But honestly always have them have something that work for their backstory and alignment that will work.
Dunno, some of the predefined options seem a little lackluster /difficult to adapt. For example, the flaw that i chose with my DM for my Wizard Sage in the upcoming campaign was that he is unable to keep secrets, but right now i'm wondering if i really will be able to use it in game, because i'm not sure we will be travelling through many cities/settlements in general
@@claudiolentini5067 true I won't disagree with you
This is still one of the best guys that ever made, and I constantly come back to it whenever I'm creating a new character! Thank you so much for this video. It's a great resource that I send to my entire group.
a very important video, which i will henceforward show at all my session 0s. Thank you Dudes
Glad it was helpful!
Jumping to this video straight from the Armor Class one that was, like, four years ago, showed an impressive quality jump :D That's a good video, Dudes!
I played as a Tortle Barbarian - Blood Hunter (Wild Magic, Order of the Lycan).
The Tortle was flavored as a snapping turtle, and when he went into Lycan form he was a Wereshark.
My bond, flaw, and ideal was that he loved to eat. Whether that was a good thing or not, or just impartial and weird, was determined by the setting.
Trying to get a taste of noble we just assassinated and needed to leave, taking a bite out of the minotaur that I'm facing down during battle, or just having a messy meal at a nicer tavern, it let for some goofy roleplay.
But that 1 trait filled all 3.
Also a fun quirk was that he always referenced himself as a shark in conversation, and it confused those around him till he shape shifted.
I love listening to the two of you talk. Your videos are basically my lunch companions at work
As a DM, one thing I suggest to players is to think of their bonds the way I think of plot hooks. I often look at them for ideas when I feel like a new subplot is needed. (My group plays in a VTT, so I have ready access to everyone's sheets.)
This is an amazing topic and a great video. Good job y'all 💖 I was recently struggling with how to play a character because I did the exact thing Monty mentioned - elaborate backstory but no way to realize that into play. Sitting down with my DM and fleshing out what parts fell into each of these categories really helped me playing the character in the following session. So yeah these are so important!
Glad it was helpful!
The "not-really-a-flaw" thing is something a DM I played with mentioned too. The example they mentioned was, "My character carries too much stuff". They had a story reason for this, intending to make a make big thing in the campaign, but the campaign fizzled out before that happened.
My tiefling barbarian was raised on stories of heroics and good deeds by her father, a retired paladin, and so is so willing to jump in to protect others that she'll believe any claim of danger
My favorite flaw I ever wrote was the simple text "I have an addiction: alcohol and Relik". Relik being a tabaxi npc that my Tiefling bard simps over.
My favorite elf wizard, Ellerhel Lothlorean had the intense addiction to Silverthorn Tea. Evertime we had a rest, I broke out the fire and kettle and made my tea. I would suggest we take rests often and even under the most ridiculouse circumstances just so I could drink my tea. People got tired of it, but I just explained "if you've ever tried it, you'd be addicted too!".
No one:
Sebastion Crowe: "What's the worst that could happen?"
I’ve been stuck for ideas for an upcoming avatar TLA campaign and this video just got all the creative juices flowing. This is my new character creation ritual video.
I gave my main character a catchphrase and it accidently turned into a huge flaw/emotional payoff. Shes a bull-headed fighter who was raised since childhood to be a fighter. She fights at the drop of a hat and the catchphrase I gave her is "Its what I know" said in like a boastful cocky way.
a big emotional moment happened where there were no enemies and I as the player had an epiphany. I made her attack walls, tables, support beams, etc. Finally a party member, the character who has the closes bond with mine, asked "what are you doing? why are you fighting?" I replied "ITS ALL I KNOW!"
God I love D and D.
My Drow Feylost Death Domain Cleric; her Ideal is Changeability, basically she doesn't like to be tied down to 1 place for a long time unless some controlled Chaotic magic allows some changes to be done to the place. Her Bond is finding all magic very interesting/compelling even if the magic is considered "Evil". Her Flaw is she is suspicious of strangers, more specifically if the stranger(s) are members of the shorter lived races, part of that reason is because so many automatically assume she is evil/hostile simply because she is a Drow.
My Astral Elf Anthropologist Paladin (oath of conquest); her Ideal is Discovery, basically she wants to discover as much as she can about any subject/race/etc.
Her Bond is has a Dragon Talon on a Necklace that she thinks is a key to a lost society/civilization. Her Flaw is she talks to herself and doesn't make friends easily.
My High Elf Gate Warden Druid (circle of spores) her Ideal is Freedom; basically she believes that her personal Freedom is paramount beyond other things.
Her Bond is she protects Nature and Nature protects her.
Her Flaw is she is Shy in large groups and/or large cities, basically if the population of the city exceeds 300 people she feels shy and oppressed.
My High Elf Sage Ranger(Drakewarden) her Ideal is Knowledge, basically she wants all the knowledge of all languages and history.
Her Bond is protecting an Ancient Text filled with secrets and potential destructive power.
Her Flaw is if she sees a Demon and can safely do so, she will try and take notes on its anatomy/powers.
My Mountain Dwarf Runecarver background Wizard (Necromancy) his Ideal is also Knowledge, but specifically knowledge related to immortality and all magic.
His Bond is risks dying himself to recover Ancient Relics that could feed his long-term goal of achieving Apotheosis/Immortality.
His Flaw is he rarely leaves a ruin/dungeon/etc without looking for all it's potential secrets related to his goals, even risk sacrificing others to do so.
Anyway my point is I disagree with your guys suggestions/assessments/necessities for those things.
One thing I enjoy doing when creating a character is random rolling on the suggested traits/ideals/bonds/flaws table for the background I choose, and then using that as a jumping off point for crafting the character. To me, it makes it feel less like I'm creating a character and more like I'm being introduced to them.
In a previous video on this channel about Vengeance Paladins, I commented about a concept I had for a Paladin I was about to play that was a Scourge Aasimar with the Haunted One background, with the idea that his angelic guide was actually a source of torment for him, constantly castigating him for not doing enough to fight the darkness. When I rolled on the characteristics table, that allowed me to fine-tune how he has responded to that pain, with the result being a grim, severe, reserved person, extremely thorough and methodical in pretty much everything he does, who ends up coming across as fatalistic and lacking in empathy, though in truth he's not, but just pushes people away because he's always ended up hurting anyone he's ever cared about (on a related note, he almost always wears a face covering mask because going without one makes it harder for him to control his Radiant Consumption).
That also allowed me to take the character in interesting directions. For example, he was originally conceived to be a Vengeance Paladin, but after a rough first couple sessions, something in him broke and he went full Oath of Conquest. To the rest of the party, he's basically become kind of a grumpy team dad, while against the party's enemies he falls somewhere between Judge Dredd and the Doomslayer. In one session, while investigating the house of an evil noble they had killed, he sensed the fiendish presence of the noble's imp familiar, used Radiant Consumption to basically play Hot And Cold with it, then, once he tracked it down, grappled it and let his radiant energy slowly cook it to death.
Also, his mount from the Find Steed spell has actually become one of the more fleshed out NPCs in the campaign, and has become a new extra Bond for the character since my Paladin does not have nightmares so long as his steed is nearby when he sleeps.
I have a little example regarding the suggestion to be open to discovering new traits, ideals, bonds, and flaws as you progress through your campaign:
I’m currently playing a Githyanki Eldritch Knight who I was initially planning on roleplaying as a little rude/standoffish and slow to trust, among a few other things. What I wasn’t quite expecting (but actually fits well considering she’s 18 and a little impulsive) was for her to use Feather Fall to yeet herself off of cliffs and treetops as often as she does basically the very moment I dipped into Wizard and gained a few more spells for her!
Basically, I realized that she’s done a lot of things that could get her labelled as an adrenaline junkie! Or, at the very least, a little less concerned about her safety if it means she gains something, such as a new experience, some fun, or a sense of victory. I’m still thinking about all the ways this newly discovered trait/flaw intersects or opposes her other established traits.
Amazing and important advice!
Glad you think so!
I always take a background from the books because I don't know how to make one. I try to pick the one that might work for my character and choose the bonds, flaws, etc... from there. I find them really hard to work into stuff though. They seem more broad than the ones you've said.
XD One of character's flaws was she had a ritual she had to do every day. Her bond was she had to keep a journal. She was the only one in the party that needed to sleep 8 hours and then she "wasted" time having to do the ritual of brushing her hair 100 times in the morning, writing about the previous say in her journal and then doing her prayers (cleric) every morning.
Another character has a bond of: I wish my childhood sweetheart had come with me to pursue my destiny. ... we're doing CoS so there's no way to work that in, so my idea was that the childhood sweetheart would be looking for her and end up being my backup character should this one die. 😅 I prefer my Aasimar Paladin in CoS than a Bard though... I don't know why I made the sweetheart a Bard... I just did. No clue of race or gender though.
If they're sweethearts, thinkingabout what makes them compatible, what they have in common, might be useful not just for the way your current character thinks about their sweetheart and how it might affect their rolep0lay, but also be useful in terms of developing the sweetheart into feeling more like a character in their own right. That'll be useful if the worst does happen to your aasimar.
This was a great episode, guys. Nice work. I've found that most players don't really have an understanding of what traits, ideals, bonds and flaws really are. This episode goes well with the episode on how to add depth to your character (add catch phrases, canned sayings, etc.). Great job with this.
I currently have a Thief Rogue with the healer feat whose short little backstory is: I was a butcher, I have cancer, the social institutions won't help me, I got to learn medicine on my own to survive. They always dissect humanoids, don't worry about mortal danger because they are on deaths doormat anyway and are so steeped in blood and gore that they don't understand disgust. They recently made a pact with the warlocks patron to give them more medical knowledge in exchange for a quota of souls.
They are a pretty good off-healer too
I semi-Homebrewed a Protector Golem/Living Statue-type character (using Warforged stats) who is incapable to all but very simple reasoning, and his dialogue usually boils down to "I protect".
Honestly, he's been a blast to play and roleplay.
Ib want going to watch this video, but I am glad I did. This is a great insite that makes me think about how I rp and how I can do better.
One of my favorite flaws was having a half orc with a half elf sibling. His bond was to be loyal to his sister even though his sister was not a good person. It made some great rping elements. She even betrayed him a few times but he never stopped sticking up for her.
This is a great video for even longtime players. It is a shame that this doesn't have more views, as I still have trouble with these from time to time despite playing since 3.5. Having these traits, ideals, bonds, flaws come up more often has been keeping me more invested in what is happening in the campaign I am currently in. My current character is a half-elf "beast" (read: monstrosity) conclave revised ranger noblewoman with a still growing Hook Horror, named Aurora, as her ranger companion. With Aurora being one of her bonds and effectively her child (My character's ideal is based on family), it certainly causes conflict trying to get into cities and towns. Turns out people don't like monsters being in civilization or something. I constantly have to consider Aurora in everything my character tries to do lol.
Have you guys ever thought about doing collaboration videos? I'd love to see you guys do one with Runesmith or some of the awesome creators on here. Love the video! Keep up the awesome work!
Here here
Hear? Heare??
hair
Starting a new campaign tonight!
I only discovered you guys like a few days ago and I think I've watched a dozen of your videos at this point... You are absolutely incredible please keep Producing your incredible quality work I love your style I love your interactions and I just want to spend more time hanging out with you metaphorically on UA-cam. You rock incredibly hard & thank you!
* Slowly begins watching every video you've ever made*
I have a new starter character developed that I have not gotten to play yet: a 3/8s-Elf Drakewarden Ranger. He is a devotee of Ehlona and his bond is to protect the free peoples of the Vesve Forest from the minions of The Old One (post Greyhawk Wars). He loves being out among the trees, but is very uncomfortable being underground, a borderline claustrophobic. So, Dungeons (uh, no) & Dragons (yaayyy!). I think this has potential to be a lot of fun.
Nice hat, Kelly
I think the biggest thing is to make your personality, flaws, bonds, and ideals all super actionable. The more active your character is, the more fun you will have and the more the party will enjoy your character. I’ve played too many characters with goals either too abstract to work on or too dependent on background activity and my DM working with that. Yet every character I’ve made with a goal they could actively pursue like taking over their home country (way too long of a story to explain) or help every person they possibly can has been so much more fun because it gives you a role play catalyst to work with and your party members will be able to work with that catalyst.
I had a character I was really excited about once. I took the barbarian class for mechanics, but really he just an incredibly strong stuff-mover in a warehouse. I was planning to flavor rages as just getting "in a zone". Not the sharpest bulb in the crayon box - he had a dream that sent him on the quest that he interpreted as prophetic but just sounds like a regular dream. And I was really excited about his flaw: I was going to make him START OUT as a coward, since he's never experienced actual fighting before, but I wanted not just a flaw but an opportunity for character growth. Yes, I brought this up during session 0 and everyone was okay with it. Then our first combat encounter is against a starving bear, and in trying to roleplay that newbie fear I got myself and another character killed. Not just down, dead-dead.
My character Flaw? Curiosity killed the cat. He will open every container, sxplore every possibility and room, even beyond his own good. He knows that the book is cursed... he knows it... but... It's so interesting! Maybe inside there will be something fascinating!
I got Feebleminded like this... hahahaha had ton of fun!
This also gives me the excuse to esplore the game and maps.