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General Tabletop Discussion
*Dungeons & Dragons
Traits, Flaws, and Bonds L&L May 5th
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<blockquote data-quote="Li Shenron" data-source="post: 6296918" data-attributes="member: 1465"><p>I really like the general idea of including many mechanics-free roleplaying devices into the core game. Mechanics are a good thing, but a RPG is much more than mechanics alone. I am tired by editions that are mostly only about mechanics, and I am even more tired by gamers who claim they don't need non-mechanical stuff "because I can make it up myself": those are almost invariably the players who end up playing the same PC over and over again.</p><p></p><p>Anyway, the traits/bonds/flaws/values system is totally optional. It's both a roleplaying aid for players and NPC creation aid for the DM. Without mechanics, nobody forces anybody to use it. Add mechanics, and it won't be easily optional anymore.</p><p></p><p></p><p></p><p>I completely agree. Even tho backgrounds are technically optional, because a player can opt to freely picking skills & tools proficiencies, they are a great addition. </p><p></p><p>Background can also have surprising additional uses... You can have an NPC with a background but no class. Just assign ability scores, pick a background and set an approximate "virtual level" for the purpose of determining the proficiency bonus, and the NPC is good to go. No need to make your world-famous master chef a 20th level fighter or (even worse) a 20th level commoner. </p><p></p><p></p><p></p><p>Yes they do, although they are "professions" in the broad sense of "how you make your living". That includes stuff as the guild thief (you make a living by one or more illegal activity), the thug (you make a living by extorting money or dirty jobs by commission), the bounty hunter (you make a living by collecting bounties), the sage (you make a living by selling your knowledge or they just make donations to you).</p><p></p><p>I think the further distinction between backgrounds and professions would be useless.</p><p></p><p>I don't think focusing on backgrounds as "what you were before adventuring" rather than "what you are when not adventuring" is a good idea. The second interpretation is more consistent with the fact that you actually keep progressing in those proficiencies.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6296918, member: 1465"] I really like the general idea of including many mechanics-free roleplaying devices into the core game. Mechanics are a good thing, but a RPG is much more than mechanics alone. I am tired by editions that are mostly only about mechanics, and I am even more tired by gamers who claim they don't need non-mechanical stuff "because I can make it up myself": those are almost invariably the players who end up playing the same PC over and over again. Anyway, the traits/bonds/flaws/values system is totally optional. It's both a roleplaying aid for players and NPC creation aid for the DM. Without mechanics, nobody forces anybody to use it. Add mechanics, and it won't be easily optional anymore. I completely agree. Even tho backgrounds are technically optional, because a player can opt to freely picking skills & tools proficiencies, they are a great addition. Background can also have surprising additional uses... You can have an NPC with a background but no class. Just assign ability scores, pick a background and set an approximate "virtual level" for the purpose of determining the proficiency bonus, and the NPC is good to go. No need to make your world-famous master chef a 20th level fighter or (even worse) a 20th level commoner. Yes they do, although they are "professions" in the broad sense of "how you make your living". That includes stuff as the guild thief (you make a living by one or more illegal activity), the thug (you make a living by extorting money or dirty jobs by commission), the bounty hunter (you make a living by collecting bounties), the sage (you make a living by selling your knowledge or they just make donations to you). I think the further distinction between backgrounds and professions would be useless. I don't think focusing on backgrounds as "what you were before adventuring" rather than "what you are when not adventuring" is a good idea. The second interpretation is more consistent with the fact that you actually keep progressing in those proficiencies. [/QUOTE]
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