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Allowing flaws midway
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<blockquote data-quote="krupintupple" data-source="post: 4612440" data-attributes="member: 58300"><p>i've actually quite a lot of experience using flaws in my campaigns and we've decided to houserule some of their effects, but your mileage may vary:</p><p></p><p>when chosing a flaw, the player chooses 3 and the DM picks the one that has the 'best fit' to the PC involved - a wizard taking 'noncombatant' will probably never see that flaw in use (and are horrid in close combat anyhow) so they've gained a benefit that even when pressed, could be bypassed with magic.</p><p></p><p>we allow 2 flaws maximum in our campaigns and first is chosen as above, but the second is DM's choice - typically people so feat-starved that they're willing to get flaws have a build in mind (noone takes flaws for average feats like improved toughness, or what have you), so the DM is suggested to choose one that is brutal (such as the -6 to initiative)</p><p></p><p>i'd also allow a flaw to be taken later in game, as long as it has a valid reason (a PC died and then took 'noncombatant' to show her fear of death and the feat she chose was one that we explained helped her avoid melee - something like improved initiative)</p></blockquote><p></p>
[QUOTE="krupintupple, post: 4612440, member: 58300"] i've actually quite a lot of experience using flaws in my campaigns and we've decided to houserule some of their effects, but your mileage may vary: when chosing a flaw, the player chooses 3 and the DM picks the one that has the 'best fit' to the PC involved - a wizard taking 'noncombatant' will probably never see that flaw in use (and are horrid in close combat anyhow) so they've gained a benefit that even when pressed, could be bypassed with magic. we allow 2 flaws maximum in our campaigns and first is chosen as above, but the second is DM's choice - typically people so feat-starved that they're willing to get flaws have a build in mind (noone takes flaws for average feats like improved toughness, or what have you), so the DM is suggested to choose one that is brutal (such as the -6 to initiative) i'd also allow a flaw to be taken later in game, as long as it has a valid reason (a PC died and then took 'noncombatant' to show her fear of death and the feat she chose was one that we explained helped her avoid melee - something like improved initiative) [/QUOTE]
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