Backgrounds, Merits, Flaws, and Traits

I love the idea but the power range is kinda HUGE.

You have a skill focus feat given as a minor, and then a +3 to one of your senses for skill checks also as a minor.

As for major:
You have a HIGH pre-req removing speed penalty from heavy armor, and an unspecified weight benefit (rarely necessary, almost never useful.
Also you have a level 24 Epic destiny feature as a major.
 

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"Personally, Nytmare, I see that as a group issue. This system works in my group, and everyone enjoys it. Once again, I didn't post this for anyone's benefit specifically, only to say, 'I'm using this, if you like it, steal it; if you have an idea, let me know.'"

My idea: These are just like feats except they aren't balanced. Furthermore, I think that, in general, and not specifically targeting you or your group, this system will suffer from the same things that most "choose a benefit and choose a flaw" systems that are tied to mechanical effects suffer from.

I see this as a rule that attempts to add depth to characters that would, if let loose into the wild, only result in a teeming horde of Great Build/Mute barbarians armed with executioners axes.
 

Something I do like is the balanced character traits. Something like

Stout: Your speed is reduced by 1 and you take a -2 to acrobatics checks and atheltics checks to jump. In addition whenever a power would move you with a push, pull or slide, you can reduce the amount you would be moved by 2.

Blind-duelist: You lose normal sight and now have blindsight 10. Instead of being unable to percieve things outside your blindsight you can only do so with a minor action and such checks suffer a -2 penalty. You are also immune to gaze attacks.

Mad Scientist: Whenever making alchemical items, roll a d10 if the number shown is even, add it to your check, if the answer is odd, subtract it.

These might turn out to be bad ideas, but the point is try to make them self-contained. Giving people just more power for no trade off, is usually a bad idea.
 

Mad Scientist: Whenever making alchemical items, roll a d10 if the number shown is even, add it to your check, if the answer is odd, subtract it.

Huh? There is no skill check involved in making alchemical items.
 

I love the idea but the power range is kinda HUGE.

You have a skill focus feat given as a minor, and then a +3 to one of your senses for skill checks also as a minor.

As for major:
You have a HIGH pre-req removing speed penalty from heavy armor, and an unspecified weight benefit (rarely necessary, almost never useful.
Also you have a level 24 Epic destiny feature as a major.

"Well, here's something important, my games run on a logic screws the rules system. If a character takes something, like the merit that allows them to carry more weight and wear heavier armor with little penalty, I will take that into consideration for other aspects of their character. In a completely mechanics based game, many of these are broken."

"However, if you play a game where your players will break these rules, you'd get laughed out of my games. Not to say your play style isn't valid, it just isn't accepted with us. Once again, DM oversight is key here... If you players make a Great Build, Mute, barbarian, tell them 'If you speak, I will shove a gigantic DM stop sign up your ass, cool?'"

"If a player is going to make my other players feel inadequate, or build a character that breaks the rules or the ambiance of my game, they leave. So if you can't play that kind of game, tweak this system or don't use it. I've said, in almost every post, this is a bunch of suggestions of how you might make a system like this, and things to add to it."

"Also... How is 15 Str or Con a HIGH prereq? Are you playing 4e? If ANYONE who uses Str or Con as a primary or secondary does not have a 15 in them, they better redo their ability scores... Honestly, the prereq based ones, are just the ones with which a prereq seemed simple and obvious to provide. For many of them, I just tell them, how can you make it make sense?"

"I have a paladin in the group who has an attention problem, which has granted her Inaction and Sluggish, flaws you would likely attribute to a slow (mentally or physically) character. Yet, she has them because she is childlike, and sometimes just isn't paying close attention. I also have a drow assassin who has a relatively high Con, but took Feeble because the shadow energy drains his Fortitude."

"This entire document is notes, a base system and a bunch of ideas, so if they don't work, write new notes. If the system doesn't work for you, either you should wonder why, or don't use it."
 

Something I do like is the balanced character traits. Something like

Stout: Your speed is reduced by 1 and you take a -2 to acrobatics checks and atheltics checks to jump. In addition whenever a power would move you with a push, pull or slide, you can reduce the amount you would be moved by 2.

Blind-duelist: You lose normal sight and now have blindsight 10. Instead of being unable to percieve things outside your blindsight you can only do so with a minor action and such checks suffer a -2 penalty. You are also immune to gaze attacks.

Mad Scientist: Whenever making alchemical items, roll a d10 if the number shown is even, add it to your check, if the answer is odd, subtract it.

These might turn out to be bad ideas, but the point is try to make them self-contained. Giving people just more power for no trade off, is usually a bad idea.

Always haved like positives linked with negatives...It says more about the nature of the positive that it has a negative and even if the balance of the plus and minus arent perfect that leaves them... more subtle and more a real choice.
 


Cool:cool:. The merit/flaws seem fairly balanced to me, but I wouldn't allow more than one positive merit + flaw or trait per character (rather than a hero sandwich of both). Linking some merits to odd feats, such as Jack of All Trades, makes sense to me since you are unlikely to want to spend a precious character feat to aquire it.

But where are stats for a Kenku PC and what is the 'kobold victory chart'?
 
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Cool:cool:. The merit/flaws seem fairly balanced to me, but I wouldn't allow more than one positive merit + flaw or trait per character (rather than a hero sandwich of both). Linking some merits to odd feats, such as Jack of All Trades, makes sense to me since you are unlikely to want to spend a precious character feat to aquire it.

But where are stats for a Kenku PC and what is the 'kobold victory chart'?

"Kenku PC stats are in the MM2. Those backgrounds are really specific to my campaign, they're just kinda attached to the same file, so you guys can ignore those for the most part."

"As for the kobold victory chart, there's a DnD Insider article with it, an early one, and I've seen it somewhere else I'm pretty sure. The main place I'd point it out, however, is an article from one of the first couple of Dragon magazines for 4E."
 


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