Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Finally getting some use out of Chapter 4 (Other than Backgrounds)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 7565180" data-attributes="member: 7006"><p>This is exactly how I do it.</p><p></p><p>None of the PCs in my games have bonds, ideals, or personality traits (outside of how they choose to roleplay)... the only thing they have is a Hubris-- a Flaw. Every PC has that <em>one thing</em> that is their tragic flaw... the one thing that if they ever were going to be done in by because of who they are... that Hubris would be what caused it. This is basically taken straight out of the 7th Sea RPG, who used Hubrises as defining character traits. (Yes, you also could take a positive Virtue, but the cost to do so was so high very few players in any of my groups ever did.)</p><p></p><p>The advantage of having just the one, single Hubris is that it is much easier for all manner of player, of all differing skill, to understand it, and play it in the game. In addition, it is much easier for that one thing to color everything a PC might do-- if a PC is Arrogant for example, a player understands it and can think about just being that. They don't have to worry about a long list of other things their characters know or feel or behave in order to try and get Inspiration... they are just Arrogant in all things and they know if they behave in that way on occasion, they will be rewarded.</p><p></p><p>And what is easiest for me is that I am able to learn this Hubris for each character pretty early in the game and can then offer up Inspiration to those players at opportune times (like you did.) I hold up the Inspiration chip and tell them "You know, as an Arrogant person, you believe you're more than capable of doing this thing yourself that this other NPC is giving their expertise on. I'll give you Inspiration if you refuse their service." They then can decide whether taking the chip is worth losing the potential assistance. I don't charge them for not taking it, but to all my players not claiming the chip is essentially the charge, because all of them know that having a chip to spend later on for Advantage on an important roll is key. And since they don't always have them available... having one offered up but not taken is like being charged. And thus for the most part... players willingly make things more difficult for themselves by going with their Hubris and taking the chip, so they have it available later on for much more important rolls.</p><p></p><p>This system has made for much more interesting characters, and make for more interesting results for adventures because no one is always just "playing it safe", which can get boring time after time.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7565180, member: 7006"] This is exactly how I do it. None of the PCs in my games have bonds, ideals, or personality traits (outside of how they choose to roleplay)... the only thing they have is a Hubris-- a Flaw. Every PC has that [I]one thing[/I] that is their tragic flaw... the one thing that if they ever were going to be done in by because of who they are... that Hubris would be what caused it. This is basically taken straight out of the 7th Sea RPG, who used Hubrises as defining character traits. (Yes, you also could take a positive Virtue, but the cost to do so was so high very few players in any of my groups ever did.) The advantage of having just the one, single Hubris is that it is much easier for all manner of player, of all differing skill, to understand it, and play it in the game. In addition, it is much easier for that one thing to color everything a PC might do-- if a PC is Arrogant for example, a player understands it and can think about just being that. They don't have to worry about a long list of other things their characters know or feel or behave in order to try and get Inspiration... they are just Arrogant in all things and they know if they behave in that way on occasion, they will be rewarded. And what is easiest for me is that I am able to learn this Hubris for each character pretty early in the game and can then offer up Inspiration to those players at opportune times (like you did.) I hold up the Inspiration chip and tell them "You know, as an Arrogant person, you believe you're more than capable of doing this thing yourself that this other NPC is giving their expertise on. I'll give you Inspiration if you refuse their service." They then can decide whether taking the chip is worth losing the potential assistance. I don't charge them for not taking it, but to all my players not claiming the chip is essentially the charge, because all of them know that having a chip to spend later on for Advantage on an important roll is key. And since they don't always have them available... having one offered up but not taken is like being charged. And thus for the most part... players willingly make things more difficult for themselves by going with their Hubris and taking the chip, so they have it available later on for much more important rolls. This system has made for much more interesting characters, and make for more interesting results for adventures because no one is always just "playing it safe", which can get boring time after time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Finally getting some use out of Chapter 4 (Other than Backgrounds)
Top