Figure it can't hurt to throw out a rule of thumb most of my collaborators work with.
In an MMO setting, it doesn't hurt to follow the 1/1/1 concept: 1 Class, 1 Gather, 1 Craft. Find the job you do best at and be that job. Find the craft you do best and do that craft. If there's multiple gathering options (XIV's lacking, really) find the one they do for fun.
Do they have a knack for finding ore? Can they identify dangerous plants? If they use armor, are they able to repair it themselves? Did they make their own weapons?
This sort of stuff can lend to a rounded character without needing to sacrifice depth. The big scary lancer might help to undent his armor and tan the hides to repair the leather portions. Rather than paying vendor prices, perhaps he skins his kills and learned how to properly gut and handle a carcass.
You can always pick up extra hobbies through roleplay (Someone deciding to learn how to handle precious metals, so they can make a ring for the hot chick at the Starlight Festival!) or learn to swing a different weapon. Give yourself a solid foundation to build from, and let it grow through RP interaction.
Or, don't! That's kind of the most fun part. There's nothing wrong about playing a prodigy who is also a master of arms before they turn 18, but you'll find that it can be awful lonely at the top of the mountain.
In an MMO setting, it doesn't hurt to follow the 1/1/1 concept: 1 Class, 1 Gather, 1 Craft. Find the job you do best at and be that job. Find the craft you do best and do that craft. If there's multiple gathering options (XIV's lacking, really) find the one they do for fun.
Do they have a knack for finding ore? Can they identify dangerous plants? If they use armor, are they able to repair it themselves? Did they make their own weapons?
This sort of stuff can lend to a rounded character without needing to sacrifice depth. The big scary lancer might help to undent his armor and tan the hides to repair the leather portions. Rather than paying vendor prices, perhaps he skins his kills and learned how to properly gut and handle a carcass.
You can always pick up extra hobbies through roleplay (Someone deciding to learn how to handle precious metals, so they can make a ring for the hot chick at the Starlight Festival!) or learn to swing a different weapon. Give yourself a solid foundation to build from, and let it grow through RP interaction.
Or, don't! That's kind of the most fun part. There's nothing wrong about playing a prodigy who is also a master of arms before they turn 18, but you'll find that it can be awful lonely at the top of the mountain.