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D&D 5E I cant wait to see what they do with backgrounds... one thing i hope is that there is a slot for flaws

There has, to my mind, never yet been a flaw system for an rpg that I've encountered that isn't immediately easy to abuse horrendously.
Any specific "flaw" system of the "take a flaw, get a free feat" is, indeed, immediately abusable. You can either build your game with this in mind (like Savage Worlds) or you should probably leave it out.

On the other hand, "Trouble" Aspects, like in Fate Core, are pretty much the opposite of abusable. Ideally, there's an upside (invoke) and downside (compel) to it, but if you're only getting your metagame currency when it actually causes your character problems in play, it's a much bigger presence in the game and basically impossible to munchkin out.

It also leads to better roleplay. The example I saw is with a flaw like "Alcoholic." If you're playing GURPS, that flaw will encourage you to play like the opposite of an alcoholic - staying out of bars, never touching liquor, etc. You might as well call the flaw "teetotaler" at that point. If you're playing Fate, though, you're more likely to spend a few hours doing stupid things at the bar, getting yourself into trouble, being late for work, and generally acting like an alcoholic to get your points.
 

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Here is how the 5e system works, according to Mearls' tweets in response to my questions:

You pick a trait, bond, and flaw for your character.

When the DM thinks you've done something clever pertaining to a trait, bond, or flaw of your character, he can reward you an inspiration point.

You can spend the inspiration point to gain advantage on a check relating to that trait, bond, or flaw.
 

FATE is the only system that has handled "flaws" well that I've seen.

Did you see Vampire: The Masquerade's system? I thought that worked well.

Here is how the 5e system works, according to Mearls' tweets in response to my questions:

You pick a trait, bond, and flaw for your character.

When the DM thinks you've done something clever pertaining to a trait, bond, or flaw of your character, he can reward you an inspiration point.

You can spend the inspiration point to gain advantage on a check relating to that trait, bond, or flaw.

This is great, no min/maxing and playing to the strength of the game. Love it.
 

Li Shenron posted a link to UA well thought out flaws above. I have quoted the first two entries in their "what to keep in mind when creating flaws" guide because they are spot on for any system that allows the offsetting of flaws against additional benefits.

UA said:
  • A flaw must have a numeric effect on a character's specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance.
  • Flaws are generally bigger in magnitude than feats. That's because players always choose flaws that have the least impact on their characters, while taking feats that have the most.

thotd
 

Here is how the 5e system works, according to Mearls' tweets in response to my questions:

You pick a trait, bond, and flaw for your character.

When the DM thinks you've done something clever pertaining to a trait, bond, or flaw of your character, he can reward you an inspiration point.

You can spend the inspiration point to gain advantage on a check relating to that trait, bond, or flaw.

Which I think is the better way to go than an offset system. The amount of buy in and the impact on the character is driven by the player. Which is how it should be I think.

thotd
 


Here is how the 5e system works, according to Mearls' tweets in response to my questions:

You pick a trait, bond, and flaw for your character.

When the DM thinks you've done something clever pertaining to a trait, bond, or flaw of your character, he can reward you an inspiration point.

You can spend the inspiration point to gain advantage on a check relating to that trait, bond, or flaw.
That sounds almost exactly Fate-like, but only using player-originated compels. Works for me.
 

I think that flaw systems are fine provided that they have built-in that whatever benefit you get from having the flaw only matters if the flaw's gotten a chance to matter too. Things like the UA flaw system are just exercises in finding the most irrelevant flaw your character can take, and UA at least did a sort of okay job making the flaws general enough to work, although casters have several options that get them an extra feat for very minimal cost.

Things like the flaw system they've suggested they're using are great, because not only do they make it so the flaw is a benefit only if it's actually a flaw, but they encourage players to focus on their flaws, rather than finding ways to make them as completely irrelevant as possible.
 


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