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General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5552412" data-attributes="member: 82106"><p>Yeah, there are a few ways you can slice it and dice it. I'd call them 'character traits' or just 'traits' for short. You could have them be fairly specific, but they could also be very general. In other words the guy who is 'honorable' might well refuse to ever bluff, which might often gain him some other useful advantage like better diplomacy "Oh, knights of Ungeheuerlich never lie, so we can trust him." but it also might do as you suggest in a combat situation.</p><p></p><p>Maybe the way to write it up would be to simply provide a bunch of possible boons and disadvantages that might accrue to someone using that trait. The player or DM can suggest when one comes into play and the DM or player would then grant a boon or extract a penalty as appropriate. Personally I'm not fond of tracking extra resources, but I don't think you have to. Even if a player really tries to game that kind of system the DM is pretty much free to flail on the character via plot as much as needed to keep it reasonable. Boons can generally be simple situational things, a bonus to a skill check, a +2 to hit or damage EONT, etc. The size of the reward or degree of disadvantage would really be left up to the situation and what makes sense. So maybe each trait could suggest a few 'minor' boons and penalties, and a couple of 'major' ones for when they're appropriate, with the understanding it isn't a definitive list, just more of a guide to what is appropriately balancing.</p><p></p><p>It probably would make a pretty good UA article.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5552412, member: 82106"] Yeah, there are a few ways you can slice it and dice it. I'd call them 'character traits' or just 'traits' for short. You could have them be fairly specific, but they could also be very general. In other words the guy who is 'honorable' might well refuse to ever bluff, which might often gain him some other useful advantage like better diplomacy "Oh, knights of Ungeheuerlich never lie, so we can trust him." but it also might do as you suggest in a combat situation. Maybe the way to write it up would be to simply provide a bunch of possible boons and disadvantages that might accrue to someone using that trait. The player or DM can suggest when one comes into play and the DM or player would then grant a boon or extract a penalty as appropriate. Personally I'm not fond of tracking extra resources, but I don't think you have to. Even if a player really tries to game that kind of system the DM is pretty much free to flail on the character via plot as much as needed to keep it reasonable. Boons can generally be simple situational things, a bonus to a skill check, a +2 to hit or damage EONT, etc. The size of the reward or degree of disadvantage would really be left up to the situation and what makes sense. So maybe each trait could suggest a few 'minor' boons and penalties, and a couple of 'major' ones for when they're appropriate, with the understanding it isn't a definitive list, just more of a guide to what is appropriately balancing. It probably would make a pretty good UA article. [/QUOTE]
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Design Space - What are the biggest gaps in 4th Edition?
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