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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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<blockquote data-quote="Asathas" data-source="post: 483890" data-attributes="member: 2229"><p><strong>Swashbuckling Adventures did it right...</strong></p><p></p><p>The "anti-feats" in SA were done about as right as you can get. First off, you're restricted to taking at most one (they call it a hubris if you're good, flaw if you're evil). Second, 90% of them are based on role-playing... for example, in our game we have a firbolg holy warrior who's attitude isn't that different from the Ghost of Christmas-Present in the Christmas Carol. He took a hubris (which gained him an additional feat) that basically represents the fact that he likes to have a good time. Once per day, the DM OR ANY PLAYER, can activate his hubris to get him to slack off and go have a good time. While this doesn't sound very paladin-like, consider that his deity is one of traveling, wine, women, and song.</p><p></p><p>Another character in the group has a hubris that doesn't allow him to leave someone behind in danger. Another, and god help the player that gives this kind of tool to the DM, has a hubris that makes him reckless and can be activated by the DM or any player once per game day.</p><p></p><p>The villain's flaws are just as imaginative and really add a lot of flavor to the game.</p><p></p><p>They do add an element of humor to the game so they may not be for you if you run a very serious game but even then, there's some pretty straight-laced hubrises and flaws in there.</p></blockquote><p></p>
[QUOTE="Asathas, post: 483890, member: 2229"] [b]Swashbuckling Adventures did it right...[/b] The "anti-feats" in SA were done about as right as you can get. First off, you're restricted to taking at most one (they call it a hubris if you're good, flaw if you're evil). Second, 90% of them are based on role-playing... for example, in our game we have a firbolg holy warrior who's attitude isn't that different from the Ghost of Christmas-Present in the Christmas Carol. He took a hubris (which gained him an additional feat) that basically represents the fact that he likes to have a good time. Once per day, the DM OR ANY PLAYER, can activate his hubris to get him to slack off and go have a good time. While this doesn't sound very paladin-like, consider that his deity is one of traveling, wine, women, and song. Another character in the group has a hubris that doesn't allow him to leave someone behind in danger. Another, and god help the player that gives this kind of tool to the DM, has a hubris that makes him reckless and can be activated by the DM or any player once per game day. The villain's flaws are just as imaginative and really add a lot of flavor to the game. They do add an element of humor to the game so they may not be for you if you run a very serious game but even then, there's some pretty straight-laced hubrises and flaws in there. [/QUOTE]
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