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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

I wouldn't mind a COMPLETELY OPTIONAL system for flaws. Then those who want 'em can use 'em while those of us who think it's a nice idea in principle but absolutely hate every single flaw system that we've ever encountered don't have to use them. Or allow them.

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.

What Jester said.

It's fine as an optional system, but there's a tendency toward unbalance and abuse that would have me cringing if this is baked in to the core rules.

If both advantages and disadvantages are purely roleplaying-based it may work, but what I've seen is a roleplaying flaw in trade for a mechanical advantage, and that way lies madness.
 

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Not actually true. Backgrounds are suggestions, but you can work with your DM to create a new one if none of the existing backgrounds is appropriate for your character. The checks and balances are built into the DM.

"You or your DM might want to create a background that is specific to your character or the campaign setting. To create a background, choose a trait, three skills, and three tool proficiencies or languages from the sample backgrounds, and spend 175 gp on gear. (...) If you can’t find a trait that matches your desired background, work with your DM to write one."

Maybe it's not that clear, but the text doesn't even say you need your DM's permission to make your own background. Only making up a new trait from scratch might need some work and check together. But if you pick an existing trait, three skills and three tools/languages, there is really no balance check needed: you can't make a broken background, unless you design an unfair Trait from scratch.
 

Maybe it's not that clear, but the text doesn't even say you need your DM's permission to make your own background. Only making up a new trait from scratch might need some work and check together.
I guess you're right, by the letter of it. I'll still expect that any new background you work out will go through a little bit of extra DM scrutiny, though, to make sure that the trait/proficiencies/etc actually match the background and you're not just cherry-picking.
 

I am big fan of Shadowrun's flaws. Taking them gives you a chance to get more goodies for your PC but they have a price sometimes a heavy price. Most require the DM to handle them in game. This only works if you trust your DM and if you enjoy role playing out negative consequences. I know a lot of players hate things like that and that takes the fun out of the game for them. So I think it should be something optional.

I do not like the way the flaws are described in the new edition. I don't really see how they will add to role playing but I am willing to try them before I make my final judgement.
 

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.


I wouldn't say that's a problem with GURPS; how the alcoholism is played is going to depend upon the vision the player has for the character. By playing an alcoholic, do they want someone who is aware of their condition and is trying to avoid it or are they playing someone who gets drunk all of the time? Both methods are possible, and both (in my opinion) work quite well as per the rules.

If someone is trying to avoid relapsing into alcoholism, they will avoid situations which tempt them. That does limit the character; especially considering that a D&D/Dungeon Fantasy cliche is meeting in a tavern. A lot of what you mentioned toward the tail end of your example would likely fall under Compulsive Carousing; not Alcoholism (the GURPS term.) Now, if your character has both, then it becomes a rather severe problem because one disadvantage is likely going to put you into situations where the other is triggered. Also, if you have Alcoholism in GURPS, that's a type of addiction; you likely can't quick cold turkey without making some will rolls and/or going through withdrawal. It's not just free points; the disadvantage doesn't just turn off when it's convenient for the player.

If you're playing a character who frequents bars and other such establishments, it's still a disadvantage. You're being tempted to indulge in something; doing so might impair your character when you'd rather they not be impaired (which is exactly what the resistance roll is for.) Even if you're not someone who frequents bars, there will likely be times when the dwarven king offers a cup of ale or something similar. ...there are a lot of situations I could list, and I could likewise go into detail about why I do not believe the system works the way you're portraying it, but that's not (I believe necessary.)

You have an opinion about which system you feels does it better, and I cannot argue that; an opinion is an opinion. I simply chose to respond because it is my opinion that GURPS does not work (nor is it intended to work) in the way your example portrayed it. If the DM is giving away free points, that's not an issue with the game working poorly.
 

I think it would be pretty easy to hijack some of how Edge of The Empire works and plug it into D&D. Part of making a character in that game involves motivation; why is you're character here and what is his motivation? There is also another aspect which involves owing a debt or something like that, but I'm away from my books at the moment and forget what the other part is called. The basic idea is that you're somehow connected to the world around you, and that can come up during play in such a way that it causes you problems.
 

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