Elder-Basilisk
First Post
My own take on this is that I dislike flaws in general for several reasons.
The first is that I don't want to see parties that are full of disfunctional or maimed characters just so they can get bonusses ("I'm a one-legged, deaf, mute ranger who can only communicate in sign language but I have all the archery feats at first level"). After a while (actually, it doesn't take a while), parties full of chain smoking, drug-addicted, nearsighted, absentminded psychopaths get old.
My second reason for dislike is probably part of what Psion is talking about. In the d20 system, a lot of skill checks fall into the category of "Unless it's a maxed out class skill enhanced by magical items, you'll fail every time" by mid level. For example, at first level, even an 8 wis fighter could hear the rogue sneaking up on the party if he rolled well and the rogue rolled poorly. By eighth level, only a character with maxed spot and listen skills has a chance of detecting the rogue sneaking up on the party no matter how poorly the rogue rolls. Consequently, unless you are trying to max out spot and listen, the -1 penalty on spot and listen checks is meaningless past level four or so since you'll fail those checks with or without the penalty.
Similarly, a lot of non-melee oriented characters simply have to live with the fact that, by eighth level, unless they're facing someone who's not a threat to begin with, their foes will reliably hit them on anything but a roll of 1. So the -1 penalty to armor class is meaningless for such characters. -2 to dexterity based skills is similarly negatable.
-6 to initiative and -3 to will saves are in a different category since I can't think of any character who wouldn't actually suffer from them but, even there, -6 to initiative might not be a big deal to some characters for whom it would make the difference between occasionally going in the middle of the initiative order and always going at the end (such as a lot of clerics and paladins).
The first is that I don't want to see parties that are full of disfunctional or maimed characters just so they can get bonusses ("I'm a one-legged, deaf, mute ranger who can only communicate in sign language but I have all the archery feats at first level"). After a while (actually, it doesn't take a while), parties full of chain smoking, drug-addicted, nearsighted, absentminded psychopaths get old.
My second reason for dislike is probably part of what Psion is talking about. In the d20 system, a lot of skill checks fall into the category of "Unless it's a maxed out class skill enhanced by magical items, you'll fail every time" by mid level. For example, at first level, even an 8 wis fighter could hear the rogue sneaking up on the party if he rolled well and the rogue rolled poorly. By eighth level, only a character with maxed spot and listen skills has a chance of detecting the rogue sneaking up on the party no matter how poorly the rogue rolls. Consequently, unless you are trying to max out spot and listen, the -1 penalty on spot and listen checks is meaningless past level four or so since you'll fail those checks with or without the penalty.
Similarly, a lot of non-melee oriented characters simply have to live with the fact that, by eighth level, unless they're facing someone who's not a threat to begin with, their foes will reliably hit them on anything but a roll of 1. So the -1 penalty to armor class is meaningless for such characters. -2 to dexterity based skills is similarly negatable.
-6 to initiative and -3 to will saves are in a different category since I can't think of any character who wouldn't actually suffer from them but, even there, -6 to initiative might not be a big deal to some characters for whom it would make the difference between occasionally going in the middle of the initiative order and always going at the end (such as a lot of clerics and paladins).
nikolai said:Psion, could you talk about your dislike of the traits and flaws system a little more?
From what I've seen and heard of the system they seem to have designed it so that the disadvantage will count, and that their effect is worse than the advantages. Things like these for the down-side of traits:
- -1 penalty on Spot checks (or Spot and Listen checks),
- -2 penalty on Dexterity-based skills,
- -1 penalty to your Armor Class,
Or these for flaws:
- -6 to Initative,
- -3 to Will Saves
Don't seem that broken. I don't yet have the book, so I may well be missing something. But it seems to me things like spot, listen, and balance checks have specific effects on individual characters, and are hard to opt out of. Character can minimise their impact, but can't choose not to use them.
Oh, and what proportion of non-broken flaw/traits are there? This sort of system is very vulnerable to the weakest link in the chain, so could you fix it by crossing out those that don't work on a case-by-case basis?
Sorry for the long post, traits/flaws are one of the big draws of UA for me.