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<blockquote data-quote="GMMichael" data-source="post: 7738529" data-attributes="member: 6685730"><p>I got to thinking along these lines when I saw the Pathfinder 2 update regarding what PCs can and can't do in terms of skills. But my thoughts went more toward GM agency...</p><p></p><p>Behavioral mechanics belong in RPGs just as much as somatic mechanics do. There's no practical difference between "your character can't pick up the boulder because it's too heavy," and "your character can't pick up the boulder because his mind won't let him." Where you need to be careful is with <strong>player expectations</strong>. If a player starts the campaign thinking "I can do whatever my character is physically capable of," then the mental example will result in some butt hurt. If a player starts the campaign thinking "my character can be limited in different ways in order to increase the challenge of the game," then neither limit looks worse than the other.</p><p></p><p>My take on Traits and Passions is Goals and Flaws. Like Fate's aspects, they're player-defined, so the player takes some responsibility when the goals or flaws work for or against him. Here's the "charm" spell that results:</p><p></p><p>Telepathy 2</p><p>Range: close</p><p>Target: single </p><p>D/M: +2/yes</p><p>Effect: the target gains a goal or flaw of your choice. This goal or flaw exists only in the target's mind.</p><p>Half: (M) target gains +4 on the remaining defense actions.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7738529, member: 6685730"] I got to thinking along these lines when I saw the Pathfinder 2 update regarding what PCs can and can't do in terms of skills. But my thoughts went more toward GM agency... Behavioral mechanics belong in RPGs just as much as somatic mechanics do. There's no practical difference between "your character can't pick up the boulder because it's too heavy," and "your character can't pick up the boulder because his mind won't let him." Where you need to be careful is with [B]player expectations[/B]. If a player starts the campaign thinking "I can do whatever my character is physically capable of," then the mental example will result in some butt hurt. If a player starts the campaign thinking "my character can be limited in different ways in order to increase the challenge of the game," then neither limit looks worse than the other. My take on Traits and Passions is Goals and Flaws. Like Fate's aspects, they're player-defined, so the player takes some responsibility when the goals or flaws work for or against him. Here's the "charm" spell that results: Telepathy 2 Range: close Target: single D/M: +2/yes Effect: the target gains a goal or flaw of your choice. This goal or flaw exists only in the target's mind. Half: (M) target gains +4 on the remaining defense actions. [/QUOTE]
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