You're welcome.10. More terrain powers, aka more expansion with the famous page42 in DMG1. After playing around with the few terrain powers released thus far, I'm hungry for more!
You're welcome.10. More terrain powers, aka more expansion with the famous page42 in DMG1. After playing around with the few terrain powers released thus far, I'm hungry for more!
I'm not sure if someone has already linked to this?I was excited for a moment, but then I discovered it was the same article I already read =(
Please, whatever you do, don´t bring a flaw system to D&D...Not sure if this fits the scope of your thread, but an edge & flaw system for characters seems to be missing.
Or more specfically - a flaw system. Edges are well represented with feats, powers, backgrounds and themes. Not much more is really needed there, I think.
But a system for hindrances, flaws and complications would be nice. (And if you decouple it from edges, it also avoids the typical min/maxing issues with such systems).
Some game systems use a different approach to "flaws" that I like and thing works.Please, whatever you do, don´t bring a flaw system to D&D...
flaw systems are usually the foundation of unbalanced powergaming with the following reason:
If you take a feat, it is your responsibility to remember it. Flaws are usually for the DM to remember. So usually it is good to know your DM which flaw will never have an impact on the game.
The only flaw system I liked was the flaw/bonus combination feats of 3.5 (unearthed arcana?)
It was along the lines of:
honor: +1 diplomacy, -2 bluff.
Some game systems use a different approach to "flaws" that I like and thing works.
Basically, a flaw in and on itself does not earn you any "build points" to improve your character. Only when you are are actively affected by the flaw, you gain something out of it. You suffer a penalty now, but you gain some kind of reward for it (e.g. something like action points or rerolls) that you can use at a later time.
The DM can totally forget the flaw, you didn't get any unfair benefit of it. On the other hand, the DM can hit you with the flaw as often as he likes, and you will gain something to compensate for it.
Also, if you feel the DM is simply just forgetting the flaw because he has to much on his mind to handle it and you want it to come up more often, you can yourself suggest situations where it might apply.
This is something I really don't want design space used on as far as rules and such as part of the main/base game. Straight skill challenges, if not properly used within the flow of the game, are awful. If you just kind of float in to and out of them, they work well. Some times though, it's isn't an actual "skill challenge" but rather a use of basic skills. On a number of things I generally let a player RP through it and only use rolls where necessary, as in outside the box or norm activities. A basic guide of economic structure would be cool though.
This is actually a flaw system I like. Which game does use it?Some game systems use a different approach to "flaws" that I like and thing works.
Basically, a flaw in and on itself does not earn you any "build points" to improve your character. Only when you are are actively affected by the flaw, you gain something out of it. You suffer a penalty now, but you gain some kind of reward for it (e.g. something like action points or rerolls) that you can use at a later time.
The DM can totally forget the flaw, you didn't get any unfair benefit of it. On the other hand, the DM can hit you with the flaw as often as he likes, and you will gain something to compensate for it.
Also, if you feel the DM is simply just forgetting the flaw because he has to much on his mind to handle it and you want it to come up more often, you can yourself suggest situations where it might apply.
So with mustrum ridcully´s system, i would believe honor would be something along this line:Agreed, a system like that can work. For instance the example of "honor: +1 diplomacy, -2 bluff" is still flawed (though at least in 4e they use the same stat, so it isn't actually that bad). Players will usually select the feature of that type which gives them a +1 to something they're maxing and a -2 to something they could care less about. If instead it was reformulated as "Honor: you may take a +1 on a Diplomacy check, the DM may impose a -2 on a Bluff check." then it becomes dynamic (there would in some systems be some sort of counting system in place, fortune points or whatever). In a routine situation the bonus might not be worth bothering with, knowing it reminds the DM of the character's flaw... Also when it is restricted to social skills/situations it is a lot more of a character building tool than anything else (DM can set up a situation where bluffing is an option, but the paladin's refusal to go along leads to favorable reactions when he acts honorably). These can be helpful to the player but won't usually break the game and go well with the story.