Alternate Flaw/Merit system (compatible) [Archive] - Wizards Community

Post/Author/DateTimePost
Degobah

02-27-05, 03:13 AM
I was recently thinking about how the more evolved (but less successful) RPG systems often have point-based merit and flaw systems. I've always wanted D & D to have point-based character generation, so here's a first step in that direction. If anyone wants to invent more of these things or has queries, post away...

Alternate Advantages (merits) and Disadvantages
Advantages are similar to feats but usually represent abilities that are inborn rather than trained. The flip side of advantages, disadvantages are hindrances to the character.
Because flaws never have a role-playing aspect (as this has "unpredictable effects on game balance" :turkey:) disadvantages fill this role- as they're not worth a bonus feat they let players add minor handicaps to their characters for fun. Together they add a little depth to characters, to take them away from the "war game" feel.

Mechanics: a disadvantage is worth -1 points, an advantage is worth 1 point. These points count against the points used to buy ability scores, if the point-buy is used...i.e. if the characters get 25 points to buy scores, then take 2 merits, they are left with 23 points.
If attributes are rolled, convert the character's CHA score into points, purchase merits and flaws, then buy a new Cha with whatever points remain.
The GM may allow characters to take advantages after 1st level or incorporate them into an ongoing game by letting characters spend a "level up" point on them at level 4, 8, 12, etc. If roleplaying dictates characters gain a disadvantage, they can be given an advantage to balance it or be given compensatory XP.

Example Advantages
Attractive: gain +2 on Diplomacy checks dealing with members of the opposite sex and similar race.
Elven bloodline (human only): gains +1 to Spot checks and 33% likely to function as an elf for specific effect (as elven blood).
Talented: gain +1 bonus with any one skill
Light Sleeper: takes only a -5 penalty on Listen checks (not -10) to wake up when sleeping
Brave: +2 bonus on saves vs. fear.
Noble Birth: the character gains Aristocrat as an extra favoured class, and a +2 bonus on reaction rolls vs. anyone impressed by noble status.

Example Disadvantages
Honest: can only bluff in dire circumstances, and takes a -2 penalty to Bluff checks. (Lawful characters only)
Ugly: takes a -2 penalty on Diplomacy checks dealing with members of the opposite sex.
Wrathful: the character must make a Will save or be infuriated if a specific trigger is met, typically attacking the offender (usually DC 15). They suffer a -2 penalty to resist the Taunt feat or similar.
Allergy: choose a common substance. This substance is treated as a contact poison or ingested poison to the character as appropriate (DC 15 Fort, 1d4 Con damage). Characters with a supernatural background may choose unusual substances (e.g. sunlight, silver or cold iron).
Addict: the character is addicted to a particular substance, suffering withdrawel symptoms if they cannot obtain it.
Vendetta: the character is sworn to kill a particular foe. The must make all attempts to destroy them.
Deep Sleeper: waking up from sleep requires 2 consecutive full-round actions.
Xeviat-DM

02-27-05, 03:53 AM
I'm not sure. It seems like one could take skill bonus feats with the bonus feats from their flaw, or take appropriate traits.

I like your suggestion for point buy, but since Pathetic is -2 to an ability score, shouldn't flaws grant +2 to your pointbuy?
Degobah

02-28-05, 05:07 AM
Traits are also a good RP tool, sure.

Well, the points don't match up with Pathetic exactly-- 2 points of point buy might be 2 ability score points, 1 point, or 2/3rds of a point in actual value...remember it costs 3 to go from 17 to 18, say.
Also, the diadvantages aren't as dramatic as Flaws. I don't see any good reason for D & D to have flaws as they're written--the ones listed add nothing to roleplay (they only give mechanic modifiers) so the only reason to take them is to get more powerful from bonus feats. Meaning they have to be either unbalancing (if the character can wrangle a near-freebie feat), or useless.