Flaws, traits and making D&D less of a videogame [Archive] - Wizards Community

Post/Author/DateTimePost
Shaitan0.2beta

02-21-05, 04:55 PM
Expirience has thaught me that the standard character creation is almost totaly combat orientated. Role playing is more of an extra possibillity for those who want it. This tends to make characters a bunch of stats and equipement on two legs, and turns the game into a videogame. Not always true, but most of the time.

I don't have Unearthed Arcana, but I incorporeated the GURPS system into my character creation system (and ONLY that, rest of the game mechanics are fine). I converted most of the non-combat core feats into advantages (or traits) and use the flaws from GURPS handbook (converted to the D&D d20 system). I also award players with special expirience points (Role Play points or whatever) that they gain at 1-6 point rate per session. They can spend them to improve stuff, buy new traits and buy off flaws. The class system remains the same, you gain levels with standard D&D exp, gain feats every 3 levels and a +1 to a stat every 4 levels.

All this eases the usual tension to have at least one fight every 3 hours of play (only way for everybody tro gain exp), eases the need to level up rapidly (since it makes a character interesting despite it's class abilities), gives the underpowered classes (fighter!) new features that make him interesting out of combat, and gives me opportunity to use converted open game Call of Chtulu adventures because, on the average, each one has more non-combat material then all of the D&D campaigns I've played put together.

How does Unearthed Arcana utilize the trait/flaw system?
Lord_Anthrax

02-21-05, 05:07 PM
Feats are essentially traits, and flaws give you extra feats on a 1-for-1 basis.
Ranger REG

02-21-05, 06:08 PM
I've yet to find a Flaw system that I like. Good luck in your endeavor, but I prefer players to voluntarily role-play character's flaws than give them in-game incentives other than rewarding them XP for their role-playing performance.
yeloson

02-22-05, 03:59 PM
Hi,

I've found that any RPG can be totally altered based on what you reward people for. D&D has two things that pushes it towards combat. First, if your character dies, then you lose all the xp(or at least some) you've built up and you can't play until your new character is put into play. Second, you are rewarded XP for Combat and Challenges. There are no hard and fast rules for roleplaying rewards, so they don't happen as often, and folks don't find roleplaying as useful for their character's survival and growth.

What you CAN do to increase the roleplaying options:

1) Institute an -active- xp reward for roleplaying. This means it cannot be an unspecified "story award", it needs to give players goals or examples they can aim for in order to get xp. Combat works in this way in that you know there is a specific CR for any kind of monster.

-Example- I reward xp for every time a PC helps/aids/shows care for an ally, or harms, hinders, or shows hate for an enemy. The players know that by doing this, they get xp each and every time.

2) Reward xp for these things on the spot- not at the end of the session. Even if you don't want to allow the players to level up except at the end of sessions- you need to reward right away or they don't make the mental connection between roleplaying = xp.

3) Reward roleplaying as much, or more than combat. Again, if it is only a minor amount(10% of the amount to level up), players will ignor it. If it constitutes a significant amount(50%), they'll do it. And, if a player can level up just on roleplaying alone, then you will have your fighter types, but also your roleplaying types of characters equally.

4) To utilize your Flaws idea- reward players everytime their flaw works against them. There are several games that do this, and it gives players incentive to actually roleplay their flaws instead of try to work around them or "forget to remind you" about them.

Me personally? Players get 100 xp for aiding allies and harming enemies as listed above- and yes, that does mean folks can level up really, really fast by roleplaying. That also means lunkheads who can't roleplay will be sitting at 3rd level while the other players jet up to 10th easily...

Chris
Shaitan0.2beta

02-22-05, 05:46 PM
Me personally? Players get 100 xp for aiding allies and harming enemies as listed above- and yes, that does mean folks can level up really, really fast by roleplaying. That also means lunkheads who can't roleplay will be sitting at 3rd level while the other players jet up to 10th easily...


Your post was helpfull, but I made a system equealy enyoyable to both rollplayers and roleplayers. The traditional combat exp is still gained and divided the same way, but it is no longer the only and most efficent way to improve your character. The dual expirience system seems to lower the quantity of combat required to keep the game rolling. And it doesn't let roleplaying make somebody a powerhouse in his proffesion, since it only improves the personal aspects of the character and not his class abilities.