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General Tabletop Discussion
*Dungeons & Dragons
Using ideals, bonds, flaws and traits for advantage
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<blockquote data-quote="5ekyu" data-source="post: 7535633" data-attributes="member: 6919838"><p>This kind of thing has been done and works in various systems thru years of game systems. One was... Ars Magica iirc - way back- had player defined virtues or passions which you defined with a score. (Like 1-3) and if you were acting key to your passion you got a + and if opposite you got a -. (Advantage/Disad is just another form of boost/bane.)</p><p></p><p>I think the drawback here is you will wind up driving the IBF towards more mechanics driven choices if you nail it down to gain advantage. That matches some various system experiences I have seen where you ties directly the trait yo advantage- find ways to define it do it can appear/spawn/apply to combat. </p><p></p><p>With inspiration, the boom can be acquired anytime it makes sense for and be saved or spent wherever, so there is no direct need or benefit to tiring your flaws to specific minmax areas.</p><p></p><p>If you weaponize it, you will see it used as a weapon - less as a character defining element.</p><p></p><p>Not by all of course, but by enough.</p><p></p><p>Personally, I think instead of either inspiration or another assignable source of bonus, the gains from IBF in play should be opportunities in play that key off that.</p><p></p><p>Show mercy to someone others want to kill? Later have that called back when some enemy minion "sister of" offers an unexpected twist.</p><p></p><p>Charge forward in rage over ABC ehrn its dumb to do do ? Get approached later by others equally enraged who like your style.</p><p></p><p>Etc.</p><p></p><p>Make story/character flavor bits shown in play resp rewards along the same lines - story and character defining gains.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7535633, member: 6919838"] This kind of thing has been done and works in various systems thru years of game systems. One was... Ars Magica iirc - way back- had player defined virtues or passions which you defined with a score. (Like 1-3) and if you were acting key to your passion you got a + and if opposite you got a -. (Advantage/Disad is just another form of boost/bane.) I think the drawback here is you will wind up driving the IBF towards more mechanics driven choices if you nail it down to gain advantage. That matches some various system experiences I have seen where you ties directly the trait yo advantage- find ways to define it do it can appear/spawn/apply to combat. With inspiration, the boom can be acquired anytime it makes sense for and be saved or spent wherever, so there is no direct need or benefit to tiring your flaws to specific minmax areas. If you weaponize it, you will see it used as a weapon - less as a character defining element. Not by all of course, but by enough. Personally, I think instead of either inspiration or another assignable source of bonus, the gains from IBF in play should be opportunities in play that key off that. Show mercy to someone others want to kill? Later have that called back when some enemy minion "sister of" offers an unexpected twist. Charge forward in rage over ABC ehrn its dumb to do do ? Get approached later by others equally enraged who like your style. Etc. Make story/character flavor bits shown in play resp rewards along the same lines - story and character defining gains. [/QUOTE]
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