T O P I C R E V I E W |
Salabasha |
Posted - 26 Apr 2004 : 03:20:56 Does anyone ever use the flaws and traits founded in "Unearthed Arcana"? (I think that is the name) The last character I had, had "Shaky" as a flaw (-2 to all ranged weapon attacks) and "Reckless" (+1 to damage rolls, -1 to attack rolls) as a trait. |
8 L A T E S T R E P L I E S (Newest First) |
RogueAssassin |
Posted - 01 May 2004 : 18:52:20 Thanks for posting that list Bookwyrm that is a very useful file.
-The Rogue |
Veszaun Auvryath |
Posted - 01 May 2004 : 17:32:26 quote: How do they work?. When are they assigned to the PC?.
There are different rules governing this from the various sources noted above, but for the most part Traits and Flaws are intended as something to be selected at the time of character creation (1st level only), much as with Background Feats.
For game mechanic purposes, the most basic way of looking at the concept is that you can gain an extra Feat or Feats at a price (i.e. taking some Flaws). Officially speaking, I believe the rules only allow you to take one Flaw to get one extra Feat. Or a Trait (which is more or less just another type of Feat, albeit one that reflects inborn talents and abilities moreso than extensive training).
For our House Rules, we allow players to gain more than one extra Feat or Trait at the time of character creation, but they have to take two Flaws for each extra Feat gained, and I make it abundantly clear that the Flaws will be enforced at every opportunity, in order to keep abuse to a minimum. The Flaws as presented by AEG in their Swashbuckling Adventures book do more to prevent abuse than anything else, though, as with their set-up, any player in the campaign (as opposed to just the DM) can enforce the flaw or flaws at any given time during gameplay (limited to once/game day/flaw officially, enhanced to once/game session/flaw in our House Rules). This method adds a nice touch of wariness and perhaps even a tad of paranoia between players in our mostly evil-aligned Underdark campaign, which also serves to make them cooperate more than their chosen character types normally would out of pure, unadulterated fear that someone will screw with them at the most inopportune of moments
Now, Anti-feats were presented under a different set of rules, allowing for them to be taken anytime during your adventuring career, to reflect that you've been slacking on some areas of your training and whatnot in order to heighten your abilities in another area. In essence, by accumulating some Anti-feats as you go along, you are able to select an extra feat or feats. I can look the official rules up for it if anyone wants, but we don't use this method in our campaign, so I do not remember it exactly off the top of my head. ( And for reference, if one could not guess, Anti-feats are simply the reverse effect of any current feat in the game ).
Aside from the obvious game mechanic benefits ( and penalties )one could garner from including the concept of Traits and Flaws, there is a definite advantage to simple roleplaying aspects as well. Though you can easily enough state that your character has certain quirks (both good and ill) without ever involving numbers in any way, shape, or form, this helps some people establish a firm, "set in stone" feel for the foibles and preternatural advantages their character may have. The listings of Flaws and Traits can also simply serve as a base for ideas to incorporate for a character.
Overall, thus far in our fairly long-running campaign, the inclusion of Traits, Flaws, and Anti-feats has presented a plethora of fun roleplaying opportunities for everyone involved.
Heh, hrm, guess I babbled overly long already, so I'll drift back into silent mode now
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Salabasha |
Posted - 01 May 2004 : 16:06:50 Well from the book that I have, and the way we play our games... The PCs pick the traits and we roll for a random flaw.
For traits, there is always a good thing and a drawback. Something like +2 to fortitude and -2 to reflex is one. We decided that it would make more sense for the PC to pick the trait, as it would be realistic. I mean, why would a wizard, real life person, have a trait that gave him more melee damage... or a fighter that had something allowed him to cast spells more easier.
As for the flaws, we decided that these would be more like a *Your just born with them* kinda deal. So we pick them at random. Also, although I am not sure if it is rule that we just made up, or a rule from the actual book, but by picking a flaw we also pick a bonus feat. |
Bookwyrm |
Posted - 01 May 2004 : 09:12:03 The ones for the 7th Sea campaign setting are labled as working in the rules for Swashbuckling Adventures. I don't know if they're the same ones as mentioned, but it's likely.
According to the list I have, they're called Arcana feats. There are four types: Virtue, Wile, Hubris, and Flaw. Virtue and Hubris are for good characters, and the other two for evil ones. Virtues and Wiles take up a feat slot as normal. Hubris and Flaw feats don't, and actually grant an extra feat slot. A character is only allowed to have one of these feats.
If you download this, you'll have a list of all 3e d20 feats to that date of publication. I'm sure you have it, of course (since I believe you were the one to tell me about it). Anyway, it's under "Campaign Specific Feats --> Theah (7th Sea)."
When I was making Jack Archer, I'd actually thought of asking for one of these. There was a Hubris feat that sounded right for him. Looking over the list, I think it was Rash. On the face of it, "Rash" doesn't sound like him, but the line is that once per day, the GM can make the character investigate something without regard for the concequences. Considering Jack's curiousity, I thought it might fit.
Obviously, I didn't bother asking. Though it would fit the problem of getting Jack into the swing of things, wouldn't it? Normally he'd be cautious after landing in Faerun, but with this . . . . Well, he does hunger for knowledge.
Of course, that's assuming that you can't use the suggestion I already sent in as a possibly way for him to get mixed up in all of this. Did you read that, by the way? |
The Sage |
Posted - 01 May 2004 : 08:14:52 Since I don't have UA, I really cannot comment on this, but I would like to hear more about the general principle behind the 'Flaws and Traits' option rule... I mean, besides what is obvious by way of the actual name of the rule...
How do they work?. When are they assigned to the PC?.
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SiriusBlack |
Posted - 01 May 2004 : 05:20:38 quote: Originally posted by Veszaun Auvryath
Ehrm, sorry ahead of time if I inadvertantly broke any forum rules by posting Company and/or product names in my previous post.
No worries. To my knowledge there is no rule that prohibits mentioning products from other companies within any forum. |
Veszaun Auvryath |
Posted - 01 May 2004 : 03:54:48 Ehrm, sorry ahead of time if I inadvertantly broke any forum rules by posting Company and/or product names in my previous post. |
Veszaun Auvryath |
Posted - 01 May 2004 : 03:52:05 We use Flaws and Traits as part of our House Rules in our current FR Underdark campaign, but not the ones presented in Unearthed Arcana. We had incorporated them both as a House Ruling since we started the campaign when 3E first came out, making our own at first, based off of some of the Options rules from 2E, and some ideas borrowed from other RPGs as well.
When Kingdoms of Kalamar Villain Design Handbook presented rules for Anti-feats (canon material, despite it being an obscure D&D setting), we added that to the mix (or a close semblance to the rules as they presented them). Then some alternate d20 companies provided similar mechanics, the most notable that we use being Swashbuckling Adventures by AEG (their "Flaws and Traits" were later incorporated into one of Mongoose Publishing's compilations as well).
Anywho, to get back on track, once you've tested out and incorporated these "earlier versions" of Traits and Flaws, the ones in Unearthed Arcana pale by comparison in quality, and are very limited in number as well. IMO, at any rate.
Overall, including Traits and Flaws in a campaign gives some added depth and fun to character creation, but the concept can be easily abused by power gamers if you do not set some ground rules/limitations for it. |
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