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1 year ago  ::  Apr 12, 2012 - 9:25AM #1
Grolloman
Date Joined: Feb 18, 2012
Posts: 7
I've never used a flaw system, but I like the idea. Trade a flaw for an extra feat, with flaws having greater numerical disadvantages than feats have advantages. It gives new ways of both personalizing and perfecting your characters. It's also completely volountary to pick flaws or not, so they're very easy to ignore if you don't like then or don't want to bother. Do you think DnD next should have a flaw system? If so, should it work like I described or differently?
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1 year ago  ::  Apr 12, 2012 - 9:29AM #2
wrecan
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The problem with flaws is people always take flaws that will be invoked rarely if at all.  So really a flaw system often gives people free stuff.  And it is very difficult to come up with flaws that will come up as frequently as the associated bonus.
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1 year ago  ::  Apr 12, 2012 - 9:31AM #3
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754
No. It's too difficult to generate flaws that affect all characters equally. If you want a flaw that affects your character very little, that's roleplay.

If you want a flaw that affects your character a lot, deal with the consequences.

Flaws are already implemented in a sense. Everything stems from ability scores, so you can just keep one ability score really low. The effect will be felt in-game if you have a charisma or dexterity of 8 to signify that you are antisocial or clumsy. Compared to the rogue with 18 dexterity, 16 charisma, and training in bluff, diplomacy, and acrobatics it will be obvious to everybody who has what flaw.
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1 year ago  ::  Apr 12, 2012 - 9:34AM #4
Grolloman
Date Joined: Feb 18, 2012
Posts: 7
You can have flaws that give penalties to the different defenses, that comes up ofter enough. Lowering an ability score or essential skill, removing languages, reducing speed . I'm certain there are more. You just have to make sure every flaw is a disadvantage to every character, and kaap the list short if you need to.
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1 year ago  ::  Apr 12, 2012 - 9:38AM #5
wrecan
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Apr 12, 2012 -- 9:34AM, Grolloman wrote:

You can have flaws that give penalties to the different defenses, that comes up ofter enough.



Not particularly.  Wizards, for example, can penalize AC.  It starts low and is never really high enough to go into melee. So why not improve your casting by taking some flaw that modifies your AC?  A fighter with low mental stats might take a penalty to Will since he's probably already got a low Will defense.

It becomes a tool for Min-Maxing, not roleplay.

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1 year ago  ::  Apr 12, 2012 - 9:39AM #6
Gnarl
Date Joined: Dec 2, 2002
Posts: 1,477
GURPS has a disadvantage system and it doesn't really work.

All PCs are lechereous blood thirsty bullies addicted to cigarettes or delusional paranoids.
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1 year ago  ::  Apr 12, 2012 - 9:45AM #7
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754

Apr 12, 2012 -- 9:38AM, wrecan wrote:

Apr 12, 2012 -- 9:34AM, Grolloman wrote:

You can have flaws that give penalties to the different defenses, that comes up ofter enough.



Not particularly.  Wizards, for example, can penalize AC.  It starts low and is never really high enough to go into melee. So why not improve your casting by taking some flaw that modifies your AC?  A fighter with low mental stats might take a penalty to Will since he's probably already got a low Will defense.

It becomes a tool for Min-Maxing, not roleplay.




And again I want to point out that this is entirely possible without a flaws system. One player in our group has a very low will defense. He compensates with interrupts, reactions, or other methods of removing status effects. But the most important method of compensation is that he has specialized in reducing enemy attack scores. Even though he can never take them down low enough that enemies can't hit him, he takes them low enough that the rest of the party is relatively unaffected and they can protect him while he is dazed or stunned or whatever.

This is an example of a character with an obvious flaw who has used already existing resources to compensate for it in a very effective and interesting manner. 

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1 year ago  ::  Apr 12, 2012 - 9:53AM #8
Qmark
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Date Joined: May 18, 2002
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Apr 12, 2012 -- 9:38AM, wrecan wrote:

It becomes a tool for Min-Maxing, not roleplay.


This is all anyone ever needs to know about a "flaw" system.

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1 year ago  ::  Apr 12, 2012 - 10:10AM #9
Garkness
Date Joined: Jul 29, 2005
Posts: 18

Apr 12, 2012 -- 9:53AM, Qmark wrote:

Apr 12, 2012 -- 9:38AM, wrecan wrote:

It becomes a tool for Min-Maxing, not roleplay.


This is all anyone ever needs to know about a "flaw" system.





I do agree, while a flaw system is great for role-play, it is not for all player, most will only see it as min-maxing, while good role-players will really take them on a basis of their characters, moreso, flaw should not add up benefits, they are just that, flaws, the only benefit is helping define a character.

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1 year ago  ::  Apr 12, 2012 - 10:14AM #10
wrecan
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Apr 12, 2012 -- 10:10AM, Garkness wrote:

I do agree, while a flaw system is great for role-play, it is not for all player, most will only see it as min-maxing, while good role-players will really take them on a basis of their characters, moreso, flaw should not add up benefits, they are just that, flaws, the only benefit is helping define a character.



I've never seen a RPG that had a flaw system that did not give you benefits in other areas.

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