| Post/Author/DateTime | Post |
|---|---|
| AnonymousInternets09-14-07, 02:38 AM | People in my group have always allowed character flaws (UA), and their bonus feats have been a noteworthy part of our builds, yet I never see them mentioned here in notes for builds. Are they just generally not accepted, or were they eliminated in errata or something? |
| Thakowsaizmu09-14-07, 02:45 AM | They are mostly discussed on the Unearthed Arcana board. I think there was a thread dedicated to new player created Flaws. Also, before Dragon Magazine was murdered, they published flaws for several classes. |
| StevenO09-14-07, 03:26 PM | You don't see flaw much because the are optional and normally add a lot more power to a game. I'd say they are generally not accepted because a character normally takes a flaw that affects them minimally but the bonus feat they get from it is a great boon. Taking two flaws for two feats is often a huge benefit that enables a character to do something up to SIX levels sooner than they normally would. |
| Ringrose09-14-07, 04:59 PM | I do not see adding a feat or two really changes the dynamic that much. It also allows for flexibility for character development.... Currently I am running a power campaign for my users with the rules below and its working great... * A feat at each level * Stat increase every other level * Starting stats were 16, 16, 14, 14, 12, 12 Current character level for this year old campaign is 18th... |
| Jafre09-14-07, 05:30 PM | I can't answer why you don't see much on them here, but suspect the answer is that flaws fall squarely in role-playing, and not hack-N-slash. Role playing tends to be more unique to each campaign/DM and not something easily shared. My campaign rewards roleplaying and plot advancement, and I try hard to notice when someone puts the effort into roleplaying their character. Flaws, quirks, and skill tricks are used liberally in my NPCs in hopes that they will want to emulate them. The goal is for everyone to have fun, and some Friday nights happen with everyone too tired to do much roleplaying, but hack-N-slash only requires remembering where your D20 is. My rule is that any NPC that I actually flesh out (usually using the Javascript NPC generator (http://www.pathguy.com/cg35.htm) to generate) must have something unique in flaws, quirks, and/or skill tricks. Doing this forces me to think of the NPC as an actual person, not just a conversation waiting to happen. |
| AnonymousInternets09-14-07, 06:59 PM | I'm just curious: Do you/would you allow flaws in your campaigns? |
| StevenO09-14-07, 10:16 PM | I do not see adding a feat or two really changes the dynamic that much. It also allows for flexibility for character development.... Currently I am running a power campaign for my users with the rules below and its working great... * A feat at each level * Stat increase every other level * Starting stats were 16, 16, 14, 14, 12, 12 Current character level for this year old campaign is 18th... How DOESN'T two extra feats at first level change the game dynamics? Sure a human fighter may start with three feats but two extra is still a big gain and is huge compared to the one feat many other class/race combinations get. Of course given the power boost that campain already enjoys what are another two feats when you already gain 13 feats beyond what is standard. As for AnonymousInternets's question: Yes, I'd allow FEATS in campains as character development is very hard with out them, especially for non-casters. I would NOT allow Flaws in a campain with the expectation of getting mechanical bonuses for taking them. |
| AnonymousInternets09-14-07, 10:24 PM | Sorry, I meant flaws. |
| StevenO09-14-07, 10:55 PM | I know what the intent was but I usually do try to answer the question actually presented and sometime the desired question as well. |
| wizardguy200309-14-07, 11:32 PM | I allow flaws in my games and enjoy them thoroughly. On the Unearthed Arcana boards there happens to be a thread about coming up with new flaws and I have contributed a few just for the fun of it. Outside of the obvious benefit of the feats they earn, I feel the application of flaws can sometimes aid the occasional player, who usually has a bit of trouble with the RP aspects of their character, to get some focus and good ideas as how to portray them. Feel the same way about the traits and drawbacks system. Anything that gives a player a better idea of who their character is behind the numbers is a good thing in my book. On a side note, I am seeing a trend on the boards to jump onto others just because they either misspell something or in the OP's case have a bit of a jumbled moment. Of course he meant flaws, and pointing it out, in what frankly came across as very arrogant way, was truly not necessary. People post for the creative opinions and to pick the brains of their fellow RPers, not to be judged because of their grammar. I know I wouldn't want to be treated in such a manner and at the end of the day we RPers need to stick together cause let's face it, beyond the hack-n-slash D&D is all about getting together and sharing a good time. Thank you for listening to this public service announcement, we now return you to your regularly schedule posting. ;) |
| Thakowsaizmu09-15-07, 02:50 AM | I'm just curious: Do you/would you allow flaws in your campaigns? I do indeed. I allow the ones from the UA book as well as the ones from the magazines I have. I don't really think that it unbalances anything. When it comes down to it, the flaws tend to outweigh the feats. A -2 to Melee combat it's so good, especially when it is taken by a first level Sorcerer with a Strength of 8. Ouch. The character deserves a nice feat to counteract that. A few of them take away of really hurt class features (granted those are in the magazines), and so I think that gaining a feat is fine. If your Sorcerer also can never summon a familier (I think they are overrated anyways) then again, the character should get a feat. Now the first level feats are somewhat limited in just the core books for a 1st level Sorcerer, but maybe at the expense of any melee combat ability and a fluffy friend, they are quite the magical power to be reconed with. Also, I just plain like flaws. |
| Sleepwalker1366609-15-07, 03:33 AM | I allow them as well, I have almost all the books available and by allowing flaws it allows players to use more of those resources. |
| rkr197009-15-07, 08:28 AM | I encourage players to take a flaw or two. These are supposed to be the rare few individuals with the raw potential to become 20th+ level characters. They should be a bit more beefy than those around them, but they should pay for that extra ooomph. I have a list of all flaws from UA & Dragon that I hand out at character creation so players can make full use of this rule. |
| Alex_P09-15-07, 01:01 PM | I do not see adding a feat or two really changes the dynamic that much. It also allows for flexibility for character development....Except, because you're buying flaws and D&D flaws are mostly expressed as huge penalties to specific things, you've still got a lot of tunnel-vision character development going on. -- Alex |
| Callista09-15-07, 07:37 PM | Flaws are good. I allowed them when I had a group to DM. I don't have to deal with powergamers much, so generally, flaws mean they can customize their characters and/or get into that juicy prestige class earlier. When you have players that either create sensible characters or powergame only to the point that the character is flexible or survives easily (rather than turning the encounters into six-second slashfests), you don't really worry about people taking advantage of flaws. I won't allow them right away in any new group though. Got to take stock and see whether anybody's going to try to build a monster with 'em... I'd rather forbid them than have to say, "no, that character you carefully built to do 500 points of damage at 10th level isn't going to be acceptable in my game". Because they spend a lot of time on their character... |