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General Tabletop Discussion
*Dungeons & Dragons
"I roll Persuasion."
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<blockquote data-quote="hawkeyefan" data-source="post: 8726874" data-attributes="member: 6785785"><p>I’m curious how people have seen or would like to see Traits, Ideals, Bonds, and Flaws used in this manner. </p><p></p><p>The standard rules treat them solely as an optional roleplaying guide that when invoked by a player, may earn them Inspiration at the GM’s discretion. </p><p></p><p>As described, the rules are pretty minimal and rather toothless. They can be ignored entirely by the player. This is an odd design decision, I’d say, and seems especially poor for a Flaw. Why have a Flaw that can just be ignored? </p><p></p><p>I feel like it’s a missed opportunity for there not to be some more heft to this part of the game. Like if a Flaw is relevant in a scene, perhaps the character has Disadvantage on associated rolls… something like that. Still minimal, but not entirely voluntary in the moment on the player’s part (though hard to see it as totally involuntary since the player is the one to choose their Flaw). </p><p></p><p>I think there’s room there for some meaningful game play, which I don’t think replaces roleplay in any way but rather makes it an active part of play. </p><p></p><p>I’m curious if folks have attempted or would like to attempt to incorporate the Traits, Ideals, Bonds, and Flaws in a more meaningful way.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8726874, member: 6785785"] I’m curious how people have seen or would like to see Traits, Ideals, Bonds, and Flaws used in this manner. The standard rules treat them solely as an optional roleplaying guide that when invoked by a player, may earn them Inspiration at the GM’s discretion. As described, the rules are pretty minimal and rather toothless. They can be ignored entirely by the player. This is an odd design decision, I’d say, and seems especially poor for a Flaw. Why have a Flaw that can just be ignored? I feel like it’s a missed opportunity for there not to be some more heft to this part of the game. Like if a Flaw is relevant in a scene, perhaps the character has Disadvantage on associated rolls… something like that. Still minimal, but not entirely voluntary in the moment on the player’s part (though hard to see it as totally involuntary since the player is the one to choose their Flaw). I think there’s room there for some meaningful game play, which I don’t think replaces roleplay in any way but rather makes it an active part of play. I’m curious if folks have attempted or would like to attempt to incorporate the Traits, Ideals, Bonds, and Flaws in a more meaningful way. [/QUOTE]
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