KidSnide
Adventurer
We've seen a little about traits before:
Blog: Avoiding Choice Traps
What's new here is that they are saying that background equally supports the exploration (skills) and interaction (traits) pillars. We don't really have good info on what traits are (if they are all like languages, that could be kind of lame), but that's not surprising for a new mechanic.
We still have a moderately simple character creation process in that ability scores, race, class, theme, background and - I assume - a default equipment package are what you need to pick. Personally, I think choosing a theme and a background will be much easier for new players than picking the more mechanically fiddle feats and skills.
-KS
Blog: Avoiding Choice Traps
Now we could do this another way. We could just bite the bullet and say feats are generally combat focused. Feats reflect customization options that speak directly to the combat pillar. Then we could let skills (delivered through backgrounds) carry the weight of exploration and interaction. And then we could have a third element, call them traits, to address the roleplaying pillar. This ensures that we never have to worry about Power Attack = Fast Hands = Ennui, because they’re all different things.
What's new here is that they are saying that background equally supports the exploration (skills) and interaction (traits) pillars. We don't really have good info on what traits are (if they are all like languages, that could be kind of lame), but that's not surprising for a new mechanic.
We still have a moderately simple character creation process in that ability scores, race, class, theme, background and - I assume - a default equipment package are what you need to pick. Personally, I think choosing a theme and a background will be much easier for new players than picking the more mechanically fiddle feats and skills.
-KS
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