How can I play a dumb and un-charismatic character?












9












$begingroup$


I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.



I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.



I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.










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  • $begingroup$
    related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
    $endgroup$
    – Justin
    10 hours ago










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    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    8 hours ago










  • $begingroup$
    For me, it’s easy - I just act normal
    $endgroup$
    – Dale M
    6 hours ago
















9












$begingroup$


I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.



I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.



I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.










share|improve this question









New contributor




Draconic is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$












  • $begingroup$
    related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
    $endgroup$
    – Justin
    10 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    8 hours ago










  • $begingroup$
    For me, it’s easy - I just act normal
    $endgroup$
    – Dale M
    6 hours ago














9












9








9





$begingroup$


I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.



I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.



I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.










share|improve this question









New contributor




Draconic is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.



I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.



I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.







dnd-5e roleplaying ability-scores






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New contributor




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share|improve this question









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share|improve this question




share|improve this question








edited 10 hours ago









SevenSidedDie

207k31664940




207k31664940






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asked 15 hours ago









DraconicDraconic

484




484




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  • $begingroup$
    related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
    $endgroup$
    – Justin
    10 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    8 hours ago










  • $begingroup$
    For me, it’s easy - I just act normal
    $endgroup$
    – Dale M
    6 hours ago


















  • $begingroup$
    related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
    $endgroup$
    – Justin
    10 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    8 hours ago










  • $begingroup$
    For me, it’s easy - I just act normal
    $endgroup$
    – Dale M
    6 hours ago
















$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
10 hours ago




$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
10 hours ago












$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
8 hours ago




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
8 hours ago












$begingroup$
For me, it’s easy - I just act normal
$endgroup$
– Dale M
6 hours ago




$begingroup$
For me, it’s easy - I just act normal
$endgroup$
– Dale M
6 hours ago










3 Answers
3






active

oldest

votes


















11












$begingroup$

To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.



Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:




  • You get bored during long planning sessions

  • You 'geek out' with or over other strong people, maybe to the point of bothering them

  • You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy

  • Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering

  • Offer unhelpful solutions when the party is facing a trap or a challenge

  • Become really shy and bashful around a person you might see as attractive or interesting


The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.



I think being overly literal is a great first step towards developing this character.






share|improve this answer











$endgroup$









  • 1




    $begingroup$
    It sounds like Grog, from Critical Role's first season.
    $endgroup$
    – Miles Bedinger
    10 hours ago










  • $begingroup$
    "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
    $endgroup$
    – Nat
    45 mins ago





















4












$begingroup$

As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.



I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:




  • Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.


  • Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."



Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.



Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)






share|improve this answer









$endgroup$





















    -3












    $begingroup$

    If you're going to role-play that character literally, you're going to do things like:




    • step into traps

    • be rude to NPCs

    • make poor tactical decisions (on purpose) in combat

    • refrain from (often) offering good solutions when the other players are stumped

    • possibly overpay for goods

    • never tip

    • forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )


    I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.



    Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.






    share|improve this answer








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    $endgroup$









    • 1




      $begingroup$
      <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
      $endgroup$
      – SevenSidedDie
      10 hours ago












    • $begingroup$
      Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
      $endgroup$
      – V2Blast
      8 hours ago











    Your Answer





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    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    11












    $begingroup$

    To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.



    Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:




    • You get bored during long planning sessions

    • You 'geek out' with or over other strong people, maybe to the point of bothering them

    • You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy

    • Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering

    • Offer unhelpful solutions when the party is facing a trap or a challenge

    • Become really shy and bashful around a person you might see as attractive or interesting


    The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.



    I think being overly literal is a great first step towards developing this character.






    share|improve this answer











    $endgroup$









    • 1




      $begingroup$
      It sounds like Grog, from Critical Role's first season.
      $endgroup$
      – Miles Bedinger
      10 hours ago










    • $begingroup$
      "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
      $endgroup$
      – Nat
      45 mins ago


















    11












    $begingroup$

    To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.



    Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:




    • You get bored during long planning sessions

    • You 'geek out' with or over other strong people, maybe to the point of bothering them

    • You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy

    • Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering

    • Offer unhelpful solutions when the party is facing a trap or a challenge

    • Become really shy and bashful around a person you might see as attractive or interesting


    The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.



    I think being overly literal is a great first step towards developing this character.






    share|improve this answer











    $endgroup$









    • 1




      $begingroup$
      It sounds like Grog, from Critical Role's first season.
      $endgroup$
      – Miles Bedinger
      10 hours ago










    • $begingroup$
      "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
      $endgroup$
      – Nat
      45 mins ago
















    11












    11








    11





    $begingroup$

    To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.



    Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:




    • You get bored during long planning sessions

    • You 'geek out' with or over other strong people, maybe to the point of bothering them

    • You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy

    • Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering

    • Offer unhelpful solutions when the party is facing a trap or a challenge

    • Become really shy and bashful around a person you might see as attractive or interesting


    The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.



    I think being overly literal is a great first step towards developing this character.






    share|improve this answer











    $endgroup$



    To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.



    Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:




    • You get bored during long planning sessions

    • You 'geek out' with or over other strong people, maybe to the point of bothering them

    • You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy

    • Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering

    • Offer unhelpful solutions when the party is facing a trap or a challenge

    • Become really shy and bashful around a person you might see as attractive or interesting


    The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.



    I think being overly literal is a great first step towards developing this character.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited 12 hours ago

























    answered 12 hours ago









    lucasvwlucasvw

    7421518




    7421518








    • 1




      $begingroup$
      It sounds like Grog, from Critical Role's first season.
      $endgroup$
      – Miles Bedinger
      10 hours ago










    • $begingroup$
      "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
      $endgroup$
      – Nat
      45 mins ago
















    • 1




      $begingroup$
      It sounds like Grog, from Critical Role's first season.
      $endgroup$
      – Miles Bedinger
      10 hours ago










    • $begingroup$
      "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
      $endgroup$
      – Nat
      45 mins ago










    1




    1




    $begingroup$
    It sounds like Grog, from Critical Role's first season.
    $endgroup$
    – Miles Bedinger
    10 hours ago




    $begingroup$
    It sounds like Grog, from Critical Role's first season.
    $endgroup$
    – Miles Bedinger
    10 hours ago












    $begingroup$
    "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
    $endgroup$
    – Nat
    45 mins ago






    $begingroup$
    "Offer unhelpful solutions when the party is facing a trap or a challenge" That sounds like so much fun that I almost want to find the nearest D&D group so I can do it until they kick me out. =P Incidentally, while this answer's already pretty good, it'd seem better if you added some $color{red}{text{color}}$ highlighting to really make it $color{blue}{textbf{pop}}!$ You could also stress important points using ALL CAPS.
    $endgroup$
    – Nat
    45 mins ago















    4












    $begingroup$

    As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.



    I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:




    • Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.


    • Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."



    Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.



    Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)






    share|improve this answer









    $endgroup$


















      4












      $begingroup$

      As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.



      I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:




      • Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.


      • Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."



      Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.



      Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)






      share|improve this answer









      $endgroup$
















        4












        4








        4





        $begingroup$

        As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.



        I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:




        • Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.


        • Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."



        Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.



        Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)






        share|improve this answer









        $endgroup$



        As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.



        I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:




        • Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.


        • Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."



        Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.



        Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)







        share|improve this answer












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        answered 6 hours ago









        NovakNovak

        18.4k53578




        18.4k53578























            -3












            $begingroup$

            If you're going to role-play that character literally, you're going to do things like:




            • step into traps

            • be rude to NPCs

            • make poor tactical decisions (on purpose) in combat

            • refrain from (often) offering good solutions when the other players are stumped

            • possibly overpay for goods

            • never tip

            • forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )


            I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.



            Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.






            share|improve this answer








            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$









            • 1




              $begingroup$
              <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
              $endgroup$
              – SevenSidedDie
              10 hours ago












            • $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
              $endgroup$
              – V2Blast
              8 hours ago
















            -3












            $begingroup$

            If you're going to role-play that character literally, you're going to do things like:




            • step into traps

            • be rude to NPCs

            • make poor tactical decisions (on purpose) in combat

            • refrain from (often) offering good solutions when the other players are stumped

            • possibly overpay for goods

            • never tip

            • forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )


            I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.



            Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.






            share|improve this answer








            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$









            • 1




              $begingroup$
              <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
              $endgroup$
              – SevenSidedDie
              10 hours ago












            • $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
              $endgroup$
              – V2Blast
              8 hours ago














            -3












            -3








            -3





            $begingroup$

            If you're going to role-play that character literally, you're going to do things like:




            • step into traps

            • be rude to NPCs

            • make poor tactical decisions (on purpose) in combat

            • refrain from (often) offering good solutions when the other players are stumped

            • possibly overpay for goods

            • never tip

            • forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )


            I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.



            Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.






            share|improve this answer








            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$



            If you're going to role-play that character literally, you're going to do things like:




            • step into traps

            • be rude to NPCs

            • make poor tactical decisions (on purpose) in combat

            • refrain from (often) offering good solutions when the other players are stumped

            • possibly overpay for goods

            • never tip

            • forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )


            I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.



            Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.







            share|improve this answer








            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            share|improve this answer



            share|improve this answer






            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            answered 13 hours ago









            Brent ButlerBrent Butler

            151




            151




            New contributor




            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.





            New contributor





            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            Brent Butler is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.








            • 1




              $begingroup$
              <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
              $endgroup$
              – SevenSidedDie
              10 hours ago












            • $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
              $endgroup$
              – V2Blast
              8 hours ago














            • 1




              $begingroup$
              <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
              $endgroup$
              – SevenSidedDie
              10 hours ago












            • $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
              $endgroup$
              – V2Blast
              8 hours ago








            1




            1




            $begingroup$
            <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
            $endgroup$
            – SevenSidedDie
            10 hours ago






            $begingroup$
            <comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
            $endgroup$
            – SevenSidedDie
            10 hours ago














            $begingroup$
            Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
            $endgroup$
            – V2Blast
            8 hours ago




            $begingroup$
            Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
            $endgroup$
            – V2Blast
            8 hours ago










            Draconic is a new contributor. Be nice, and check out our Code of Conduct.










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