Silverwave
First Post
Huum, as I remember, White Wolf (World of Darkness) had a really nice Flaw/Merit system. Maybe you'll want to check that out to inspire you. That said, as other have said, it's very important you keep in mind that players will want to take the less penalty for the best bonus. So, you'll want to design flaw that "hurt" any character regardless of role/stats/class/race/powers and/or that add flavor to the character.
Something like having a character get vulnerability to one element (of his choice). You could have this flaw having multiple levels (or being able to take the flaw multiple times) to make the vulnerability 5/10/15 (though, you should make the flaws like tier feats, heroic, paragon and epic). And it's something the DM can control. Want to put the flaw into play? Bring in time to time some fire dealing monsters to challenge the vulnerable 5 (fire) character.
The way they are designed in WoD is that the flaw awards xp when it comes into play. It's not going to work in D&D since you want all players to have the same lvl.
The system mentionned before which grant situational bonus/malus looks very interesting to me and it's pretty straight forward. It didn't even needs a complex system. Here's my idea how it could play :
Make the character pick up say 1-3 flaws (it's really up to the DM and players, style of play, etc). Players totally make them from scratch, though, the DM should want to adjudicate. For example one would want his character to be afraid of arachnid. Once per encounter, when facing his phobia, he could take a -5 to his attacks and defenses until the end of his next turn and be awarded an AP (or even only a milestone if you think an action point is too much). The action point gained could be available right now, though I think awarding it at the end of the encounter makes more sense (the character had to fight through his fear/other flaw and he won, giving him some self confidence). This way, the DM isn't the only one who controls the flaw, but also the player (DM have to choose where and when the player meets arachnid monsters, but the player control when or even IF, for that matter, he would want the phobia to kick in. The benefit isn't too great for everyone want to take flaws, but the malus isn't too big for anyone afraid to take one. You could even impose your players to pick 1 for their character since if they don't like it, they have the choice not to ever take the malus.
It could also work really well inside a skill challenge for mental or social flaws. Let's say the group barbarian wanted his player having difficulties speaking the basic language (his tribe had it own dialect). When engaging in a social skill challenge, he could "activate" the flaw to get -5 to the next two skill checks (why 2 ? It emulate more the "until end of next turn") and gain an AP (or milestone) at the end of the encounter. This would obviously works better with Stalker0 Obsidian Skill Challenge system.
Something like having a character get vulnerability to one element (of his choice). You could have this flaw having multiple levels (or being able to take the flaw multiple times) to make the vulnerability 5/10/15 (though, you should make the flaws like tier feats, heroic, paragon and epic). And it's something the DM can control. Want to put the flaw into play? Bring in time to time some fire dealing monsters to challenge the vulnerable 5 (fire) character.
The way they are designed in WoD is that the flaw awards xp when it comes into play. It's not going to work in D&D since you want all players to have the same lvl.
The system mentionned before which grant situational bonus/malus looks very interesting to me and it's pretty straight forward. It didn't even needs a complex system. Here's my idea how it could play :
Make the character pick up say 1-3 flaws (it's really up to the DM and players, style of play, etc). Players totally make them from scratch, though, the DM should want to adjudicate. For example one would want his character to be afraid of arachnid. Once per encounter, when facing his phobia, he could take a -5 to his attacks and defenses until the end of his next turn and be awarded an AP (or even only a milestone if you think an action point is too much). The action point gained could be available right now, though I think awarding it at the end of the encounter makes more sense (the character had to fight through his fear/other flaw and he won, giving him some self confidence). This way, the DM isn't the only one who controls the flaw, but also the player (DM have to choose where and when the player meets arachnid monsters, but the player control when or even IF, for that matter, he would want the phobia to kick in. The benefit isn't too great for everyone want to take flaws, but the malus isn't too big for anyone afraid to take one. You could even impose your players to pick 1 for their character since if they don't like it, they have the choice not to ever take the malus.
It could also work really well inside a skill challenge for mental or social flaws. Let's say the group barbarian wanted his player having difficulties speaking the basic language (his tribe had it own dialect). When engaging in a social skill challenge, he could "activate" the flaw to get -5 to the next two skill checks (why 2 ? It emulate more the "until end of next turn") and gain an AP (or milestone) at the end of the encounter. This would obviously works better with Stalker0 Obsidian Skill Challenge system.
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