Talk:War-torn (3.5e Flaw)

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This behaviour should be handled entirely through roleplaying. UA:Character Flaws is clear that "a flaw must have a numeric effect on a character's specific capabilities." This flaw grants a bonus feat to force behaviour that the player would be expected to pursue anyway, having decided on the character's personality. Furthermore, a class with good Will saves can be expecting to pass that DC roll almost all the time. Marasmusine (talk) 05:19, 20 March 2013 (MDT)

My reason for deviating from the normal flaw make-up is because I believe traditional flaws give rather wonderful rewards (bonus feats), for rather easy or negligible detriments (minus two to a skill), and the system is easily gamed by players who are interested in beefing their characters up, since they can take flaws that don't really affect them as much (Even the UA rules regarding flaws warn that this can occur), and such just result in mostly free feats. In these flaws, I'd like players to be forced to own up to their choices; A person can roleplay being a zealot when it befits him, or perhaps he can pretend to not notice when it would be considered dangerous for him, or even alter the circumstances of his roleplay in saying "Well, I don't think it'd be a good idea..." and expressing caution to benefit himself, rather than playing a true zealot, as the flaw Zealot requires. In summary, it's a different kind of flaw specifically so players cannot game the system to get extra feats without drastic, constantly present character flaws.
Furthermore, I feel as though this flaw streamlines that requirement, as well as allows a quick, go-to guide for how to handle the relationships (via Diplomacy relationships) deterioration and the ability to ignore the urge to do so. I can recognize your argument regarding it being too easy. If you have another acceptable means that would serve the same purpose, I am very open to suggestions. There may not even be a need for the possibility, though when it comes to roleplay flaws, I like to make it so that the player has some way, even if small chance, to avoid doing it.
If the issue is solely that it's being lumped in with the more traditional flaws, such as those based on UA, I don't mind if we have to find or create another sub-genre or category for them, since I mainly made these for use in the Tirr Campaign, anyways. Furthermore, if the matter requires a skill reduction of some kind, I am sure I can add one or two in and solve that, if you feel it would be proper. Jwguy (talk) 02:48, 25 March 2013 (MDT)
Since the idea of factions is very campaign specific, I will change the Flaws list so that it doesn't show Supplements, thanks. Marasmusine (talk) 01:58, 1 April 2013 (MDT)
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