Behold Growley.
It took a lot of effort to get my D&D logic into shape when creating this guy. Creating a grumpy, headstrong, lance-wielding rock gnome
I owe Gillix "Leadfoot" Growley's existence to my friend Sparky. She's very busy and doesn't get a lot of time to stop by at the table, but when she's absent, she's writing backstories and creating characters. Today, we got together for fried chicken and Indonesian stir-fried bean sprouts, comparing our characters. Like we normally have, we brought our character sheets, dice, and miscellaneous D&D supplies like my 5th Edition PHB.
"Let's make a character, pass some time," Sparky suggested, flipping the book open as I nodded. "Alright, what should we do?"

"Alright, but some weapons may be too heavy for the little guy," Sparky pointed out. "We'll need to buff up his strength and sacrifice a little bit of something else." I frowned. I didn't want to put aside intelligence or wisdom, since both were important to adventuring...but constitution and dexterity were major components of his class, so that couldn't be sacrificed. If we wanted Growley to exude confidence like we'd imagined, we'd want his charisma to stick around, too. It was all important to keeping him alive and well as the damage machine of the group.
Just as creating a character around rolled stats requires sacrifice, going the other way around - having a set character in mind and adjusting point-bought characteristics towards their attributes - requires diligence and the ability to stay true to one's character. In my opinion, both ways of going about it are natural and understandable. For those rolling, the fact of chance plays a large role in defining who a character is, while the ability to customize exactly which attributes get specific scores invites players to mold a personality and characteristic set along with them. Unfortunately, I was doing neither. I feel justified in my logic - I wanted to create a character that would survive and thrive in a dangerous campaign setting, and while I had characteristics in mind, they simply didn't transfer over. I realized this, however, before I ever played Gillix - and in fact, I haven't yet.

When the next character turnover comes around, I'll be playing an unbalanced little gnome by the name of Gillix 'Leadfoot' Growley. He's not charismatic enough to get his way with anyone he wants, but his hotheadedness and inflated ego help him exert confidence on the battlefield as he hauls a lance potentially two or three times his height into the unsuspecting ribs of his opponents. He has a tendency to shout and stomp, but those things make him who he is. I learned over creating him that the second word in PC (in D&D context) is character, and not 'survival machine'. Characters die, and I'm planning from this point forward to create in terms of acknowledgement of this unavoidable fate...
...but for now, I've got some faces to (hopefully) lance.
Have you had difficulties creating a character? Which of your characters was your favorite to create and/or play? Want my opinion on tabletop cookie selection, or just a shoutout on Twitter for being awesome? Leave me a comment below!
I have never played but the whole process sure sounds fascinating and as critical in the creation part as answering the questions right in Pirates. :D I can't wait to hear of his adventures.
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