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<blockquote data-quote="Silverwave" data-source="post: 4704016" data-attributes="member: 61783"><p>Hum, you're right. Munchkin players would want to pick up something that they will encounter most of the time. In the other way, the DM should always approve or deny one's choice. DM have to keep in mind : flavor. If someone in the group take something like : combat addicted in intent to have a free action point each combat encounter, DM should disallow this. I would only accept it if it's intended to be a flaw in skill challenge (social) encounters. The character behavior always leans toward violence and this shows when trying to negotiate.</p><p></p><p>This system would be under the DM's hands (well, and players too) in the way that it's not supposed to be a powermunger way to reach higher levels of munchkinism but really to give flavor to characters. If one's flaw choice really smells like getting the most from the least, just don't accept it. It have to be linked to some kind of player's background (even if it's just limited to those flaws) to give this character some way to challenge himself and give more depht to the game.</p><p></p><p>Don't forget that the -5 attacks and defense for 2 rounds is owtch !</p><p>Muchking will see 2 rounds of malus for only 1 extra action on a next encounter. He won't bear with it. Other "normal" players will see a way to gain an extra action where it really matters while taking a penalty on this not-that-hard-and-meaningfull encounter. Just be warned that some players have a way to take this malus to a lesser penalty. Example, a cleric could take the penalty and use his standard action to cast bless and on his next round casting cure serious wound. Make sure to throw some attacks on the cleric to compensate. In a RP sense, thow flaws shows when "active". For example, if he got arachnophobia, if he "activate" it, the arachnid will sense or see (if it is intelligent enough) that the character is scared and will probably take the advantage. Then again, it's only for combat encounter. The flaws will extend to skill challenge too.</p><p></p><p>Here's an idea for rewarding RP over crunch.</p><p>If the penalty if taken to get the less malus possible (on an encounter that's easy or that is mostly already won, etc), give the player an action point.</p><p>If the flaw is activated in a way to give flavor without considering the "math" effects, reward the player with a "superior" action point he could use for free next encounter (it won't count as if he as used an action point, thus, he will be able to use 2 action points in the same encounter, only 1 per round though).</p></blockquote><p></p>
[QUOTE="Silverwave, post: 4704016, member: 61783"] Hum, you're right. Munchkin players would want to pick up something that they will encounter most of the time. In the other way, the DM should always approve or deny one's choice. DM have to keep in mind : flavor. If someone in the group take something like : combat addicted in intent to have a free action point each combat encounter, DM should disallow this. I would only accept it if it's intended to be a flaw in skill challenge (social) encounters. The character behavior always leans toward violence and this shows when trying to negotiate. This system would be under the DM's hands (well, and players too) in the way that it's not supposed to be a powermunger way to reach higher levels of munchkinism but really to give flavor to characters. If one's flaw choice really smells like getting the most from the least, just don't accept it. It have to be linked to some kind of player's background (even if it's just limited to those flaws) to give this character some way to challenge himself and give more depht to the game. Don't forget that the -5 attacks and defense for 2 rounds is owtch ! Muchking will see 2 rounds of malus for only 1 extra action on a next encounter. He won't bear with it. Other "normal" players will see a way to gain an extra action where it really matters while taking a penalty on this not-that-hard-and-meaningfull encounter. Just be warned that some players have a way to take this malus to a lesser penalty. Example, a cleric could take the penalty and use his standard action to cast bless and on his next round casting cure serious wound. Make sure to throw some attacks on the cleric to compensate. In a RP sense, thow flaws shows when "active". For example, if he got arachnophobia, if he "activate" it, the arachnid will sense or see (if it is intelligent enough) that the character is scared and will probably take the advantage. Then again, it's only for combat encounter. The flaws will extend to skill challenge too. Here's an idea for rewarding RP over crunch. If the penalty if taken to get the less malus possible (on an encounter that's easy or that is mostly already won, etc), give the player an action point. If the flaw is activated in a way to give flavor without considering the "math" effects, reward the player with a "superior" action point he could use for free next encounter (it won't count as if he as used an action point, thus, he will be able to use 2 action points in the same encounter, only 1 per round though). [/QUOTE]
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