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Agreed.
I deliberately kept it vague to avoid focusing on specific systems, but since you ask:
The specific game I have in mind is Western the RPG.
Characters get advantages and disadvantages. Examples of advantages include Artistic (bonuses to skills like acting or painting), animal handler (calm wild beasts, bonus to animal training) or "indian friend" (as a non-native PC).
To enable these you need points from your disadvantages, such as Illiterate (can't read when that would be beneficial to you), Wanted (you have a bounty on your head; you only get a point if bounty hunters show up or you're compelled to disguise yourself), or Female (you get a point when you allow your gender to be as much of an obstacle as it would have been in the real world).
Hope that clears it up![]()
Well, no, not really. The first thing you said was "Agreed", but then you offer an example where advantages and disadvantages are distinctly separate, which is the exact opposite of what I was describing.
I do understand and even like games that have you choose between "Boons" and "Flaws" or whatever. "Keen Eyesight" is pretty much always a good thing, and "Nearsighted" is pretty much always a bad thing.
So far, so good.
But how you play those things can be either beneficial or detrimental. The following is admittedly a stretch, but it illustrates the point:
1) The guy with keen eyesight sees something terrifying that the others can't make out clearly, and roleplays being shaken and scared, refusing to go closer. The DM grants him Inspiration.
2) The party sees some magical glyphs that force them to all make saving throws, and the nearsighted guy asks if he can spend Inspiration roll with advantage because he can't make them out clearly.
When it comes to granting inspiration, what should (or could, since we are discussing a hypothetical improvement to the mechanic) matter is not whether the traits/features/whatever that you chose are "good" or "bad", but how you play them in the moment.
I hope that clears it up...
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