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General Tabletop Discussion
*Dungeons & Dragons
Giving a PC a flaw at every level..good idea or bad idea?
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<blockquote data-quote="Blackbrrd" data-source="post: 6295214" data-attributes="member: 63962"><p>To start out, the flaw is very likely worth it, but when the flaws stack up, it just gets worse and worse, making the character brittle. Brittle isn't what you want a character to be if you want him to live.</p><p></p><p>This is just like a curse should work, and how it usually works out in literature. If you make a deal with the devil, you are not going to end up on top if you assume the devil plays fair. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> </p><p></p><p>Now, I think just as important as selecting good flaws is to think of several ways to lift the curse, and give the PC plenty of subtle hints about this. If the PC starts to investigate, don't make it too hard to get the relevant info.</p><p></p><p>(Slightly off-topic: I have found that giving out lots of hints really makes the game feel less rail-roady than few hints. Making up subtle hints if a player has a good idea also feels more natural and the game can get really dynamic. If you never respond to player ideas, they will soon stop making things up, since they know you are running a pre-set script that doesn't adjust to what the players do)</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6295214, member: 63962"] To start out, the flaw is very likely worth it, but when the flaws stack up, it just gets worse and worse, making the character brittle. Brittle isn't what you want a character to be if you want him to live. This is just like a curse should work, and how it usually works out in literature. If you make a deal with the devil, you are not going to end up on top if you assume the devil plays fair. :devil: Now, I think just as important as selecting good flaws is to think of several ways to lift the curse, and give the PC plenty of subtle hints about this. If the PC starts to investigate, don't make it too hard to get the relevant info. (Slightly off-topic: I have found that giving out lots of hints really makes the game feel less rail-roady than few hints. Making up subtle hints if a player has a good idea also feels more natural and the game can get really dynamic. If you never respond to player ideas, they will soon stop making things up, since they know you are running a pre-set script that doesn't adjust to what the players do) [/QUOTE]
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Giving a PC a flaw at every level..good idea or bad idea?
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