this post was submitted on 01 Aug 2025
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Mechanically, I tend to avoid spellcaster type classes, mostly because I don't want to keep track of spell lists and such.
As far as roleplay goes, it depends a bit on who I'm playing with. The actual players rotate a bit, but in general I have 2 main groups I play with, and the type of character I play tends to be pretty different between them.
In the one group, I tend to play sort of the straight man. The other players aren't exactly running murder hobos, but a couple of them skew that direction, and their characters all tend to have big personalities and I tend to be the one who's keeping things a little grounded.
One of our longest-running campaigns was a 5e game that started out as sort of a weird mix of the Rise of Tiamat and Storm Kings Thunder modules that went way off-script. We had an angsty rogue, a drunken warlock who was using some home brew stuff that was roughly like The Fathomless from Tasha's but a few years before that was officially a thing, an elf barbarian who was absent for half the campaign, and a drow (sorcerer I think) who started off being sort of a Drizzt knock-off but shocked us with an amazing plot twist halfway through that he cooked up with the DM where he'd secretly been an agent of Tiamat the whole time... until Tiamat discarded him and we had to figure out what to do with him after that.
And then my character- Randall, a relatively by-the-book military veteran, sword-and-board fighter, who was nominally the leader of the group, he had a grudge against dragons from a previous battle he'd been in, and a bad case of "just when I thought I was out out, they pull me back in" being pretty sick of the adventuring life and really wanted to retire to a quiet farm somewhere, but adventuring was all he had ever known and he kept bouncing from one adventure to another unsure how to make the transition.
In my other group, I have a tendency to play the wildcard. The most extreme example of that was a pirate called Lotor the All-Beard (so named because he was a raccoon, and so covered in fur, he was "all beard")
Lotor was a filthy, chaotic idiot and the dice gods smiled upon him. He was remarkably skilled in all manner of crime, including, somehow, forgery despite being illiterate (He needed someone else to put the words together for him but with that and a handwriting sample he could masterfully forge any document needed.) He didn't speak the common tongue, so couldn't directly communicate with most of the party, but had a magical talking parrot (named Polly, of course) who translated for him (the bird was far more intelligent than Lotor and kind of hated him. Throughout the campaign there were many hints dropped that there was a lot more to this bird than met the eye, but Lotor was too dumb to pick up on any of it.) He stole from, cheated, swindled, and flirted with basically everyone he met, and pretty much just always let the intrusive thoughts win. If there were shenanigans afoot, it was usually his fault.
A lot of his criminal behavior stemmed from a bit of willful ignorance and childlike naivete about laws and social norms. I hadn't seen it at the time I created Lotor, but the Guardians of the Galaxy scene where the concept of theft being illegal is explained to Rocket was pretty much Lotor in a nutshell.
It was also a bit of a running joke that he was actually a fairly formidable and well-known pirate captain who ran a very tight and orderly ship (though a fair amount of those organizational skills may have actually been Polly,) but he considered himself to be "on shore leave" and so basically on vacation for the duration of the campaign and was cutting loose.
Those are sort of the two extremes, but probably my two most beloved characters, and kind of give an overall sense of the direction my characters tend to go with either group.