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Generic Character Flaw Reimbursement
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<blockquote data-quote="System Ufera" data-source="post: 6152023" data-attributes="member: 6671268"><p>At first, what you posted looked absolutely brilliant, and it may very well still be. The problem, though, is a lot of flaws (that I can think of, at least) are inherently mechanical in nature - they give constant penalties to certain rolls, as opposed to, for example, the stereotypical "Honorable" flaw which usually involves a saving throw when the code of honor is broken. This would make the act of roleplaying the flaw rather vague in terms of whether or not however the player roleplays actually counts. In addition, the subjective nature of a GM's judgment can also effect the value of a flaw. In short, it'll be difficult to determine whether or not any given roleplaying deserves any given reward.</p><p></p><p>For example, if one has a flaw which gives a straight penalty to Wisdom, they could end up trying to maximize their reimbursement by doing stupid crap at every possible chance. This, of course, could cause all sorts of trouble for the other players, and yet, since the player is <em>technically </em>roleplaying an unwise character, they'd <em>technically </em>deserve a reward.</p><p></p><p>Or, what if the most plausible way to roleplay a flaw <em>is</em> avoiding situations that the flaw would cause trouble in? For example, a character who has exceptionally poor manual dexterity probably wouldn't even consider being the party's thief. I suppose, in most such cases, that a player just wouldn't take the flaw because it would likely have no reimbursement, but that would quickly eliminate the vast majority of flaws to the point where I wouldn't have enough individual flaws to justify including character flaws in the system at all.</p><p></p><p>Don't get me wrong, I think your idea of reimbursing roleplaying a flaw as opposed to reimbursing simply having a flaw is a great idea - it just needs to be refined before it can be used.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6152023, member: 6671268"] At first, what you posted looked absolutely brilliant, and it may very well still be. The problem, though, is a lot of flaws (that I can think of, at least) are inherently mechanical in nature - they give constant penalties to certain rolls, as opposed to, for example, the stereotypical "Honorable" flaw which usually involves a saving throw when the code of honor is broken. This would make the act of roleplaying the flaw rather vague in terms of whether or not however the player roleplays actually counts. In addition, the subjective nature of a GM's judgment can also effect the value of a flaw. In short, it'll be difficult to determine whether or not any given roleplaying deserves any given reward. For example, if one has a flaw which gives a straight penalty to Wisdom, they could end up trying to maximize their reimbursement by doing stupid crap at every possible chance. This, of course, could cause all sorts of trouble for the other players, and yet, since the player is [I]technically [/I]roleplaying an unwise character, they'd [I]technically [/I]deserve a reward. Or, what if the most plausible way to roleplay a flaw [I]is[/I] avoiding situations that the flaw would cause trouble in? For example, a character who has exceptionally poor manual dexterity probably wouldn't even consider being the party's thief. I suppose, in most such cases, that a player just wouldn't take the flaw because it would likely have no reimbursement, but that would quickly eliminate the vast majority of flaws to the point where I wouldn't have enough individual flaws to justify including character flaws in the system at all. Don't get me wrong, I think your idea of reimbursing roleplaying a flaw as opposed to reimbursing simply having a flaw is a great idea - it just needs to be refined before it can be used. [/QUOTE]
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