What Are You Bad At?

Most role-playing characters are heroes, some are even super heroes, so it’s hard to imagine them being bad at anything. If you are working with a system that rewards optimisation (like D&D) it’s even harder. Such systems not only make it harder to build in a weakness they actively encourage you to avoid doing so.

Most role-playing characters are heroes, some are even super heroes, so it’s hard to imagine them being bad at anything. If you are working with a system that rewards optimisation (like D&D) it’s even harder. Such systems not only make it harder to build in a weakness they actively encourage you to avoid doing so.

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Picture courtesy of Pixabay.

Why Be Bad?​

Why be bad at anything anyway? Aren’t heroes meant to be competent? What’s the use of not being able to pick the lock or fight the bad guy? You might think that just sucks and you’d be right. In some circumstances it does, but that still doesn’t mean you should try and focus on a character that is good at everything. I’ll explain myself in two ways here, and appeal to not only the role-play aspect of your character, but the systematic part as well.

Systematic Flaws​

The systematic reasons are pretty simple. In most systems you only have so many points. If you want to be a fighter, you won’t be able to be a wizard or a rogue as well. If you can hit things, you can leave the lock picking and fireballs to other people. Spending some points to specialise and get really good at what you are meant to be good at will leave you unable to cover anyone else’s job. I’d argue that’s a good thing. You can have a chance to shine when your character is using their speciality, and someone else can when using theirs.

It’s also good for group dynamics. If you can’t pick a lock you need the rogue. If you can’t hit stuff you need the fighter. If everyone is playing a Fighter/Wizard/Cleric/Rogue then you have a party full of people moderately competent at everything who always fight to try and be the one to do anything. A little specialisation will make you awesome at something and the cost is to be bad at something else. In a sense this is the sort of optimisation I can get behind. Pick what your character is good at, and be good at just that. Trust the other players to cover your back with characters who compliment yours.

In some systems you are actively encouraged to take flaws and gain some points for them. It can be problematic doing so as you tend to pick them just to get the points for what you want, doing your best to avoid anything challenging. But such systems also recognise that failings and problems offer a chance for a more rounded and believable character.

Role-Playing Weaknesses​

From a role-play perspective, a weakness is always a good thing. Sure, there will be a moment when your character looks like a loser sometimes. But if they never have those moments, they are two dimensional and just good at everything. To be honest, those are pretty boring characters. Weaknesses will make your character more realistic and grant you opportunities for storytelling. Let me illustrate with a few examples.

In the A-Team (an American action-adventure television series that ran on NBC from 1983 to 1987), BA Barracus is scared of flying. It doesn’t make him less of a hero and doesn’t make him less good at his job of cracking the heads of bad guys. But every week the team has to try and find a way to get BA on an aeroplane without his knowledge. There is story and sub plot there as they try and trick, cajole or just kidnap their friend to get him from point A to B. Now this isn’t necessarily fun to do every week, so the GM just needs to make sure a plane ride isn’t on the cards every adventure. But despite being a powerful heroic character, BA is made more real with a little extra weakness.

The A-Team is a good example of flaws beyond B.A. Face has a weakness for the opposite gender and Murdock is insane. Sometimes weaknesses can be a little too much, so you might want to dial them down. But what makes the adventures of the A-Team fun to watch isn’t usually them taking down the bad guys but dealing with their own problems and issues as they do so. The fact they are being hunted and are unwilling to kill anyone might also be considered weaknesses, and both are a driving force in their stories.

Pendragon also offers good examples of fleshing out your character and creating story with weaknesses. The personality trait system means you are making tests not only to be brave, but to avoid being cowardly for example.

Now, no one wants to be the knight who runs in fear from a battle. But all human being make mistakes and everyone has a bad day, no matter how good they are. What matters is not whether or not it happens, but what your character does about it afterwards. Such actions create story from the shame of failure. Lancelot spends months in the wilderness, devastated by the feeling he has betrayed his greatest love (Genevieve) when he is seduced by Elaine. These stories are not just extra side plots, they are epics. The weaker the character has proved to be, or the graver their mistakes, the more epic the story and their attempt to return to grace.

So, when figuring out where your character is cool, find something they aren’t good with. For Indiana Jones it was snakes, Malcolm Reynolds (Firefly) couldn’t quite leave the war behind, Frodo wasn’t quite strong enough to resist the call of the One Ring, Elric needed a demonic sword to be strong, and even Superman had an issue with kryptonite. It is these weaknesses that help define these characters and makes them more interesting without crippling them. Give your own characters a failing and see what it takes your stories.
 

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Andrew Peregrine

Andrew Peregrine

Garthanos

Arcadian Knight
I find that your original thinking is pretty common - there's a FOMO of sorts that makes players feel the need to contribute to every encounter, and to do something useful every turn, that makes them spread themselves too thin to actually do much.
It may actually be a classic hero trope about versatility ... sort of ye old Captain alah James Tiberius Kirk
The Fighter/Cleric/Rogue/Wizard team is only ideal until one of them is taken out. At that point you better have a back up, so if there are only four PCs, you're SOL. Of course, with lots of healing available in 5E this isn't the problem it used to be, so much, but it can still lead to Bad Things happening!
And that I call a party death spiral. D&D has hit points that basically under cut the classic one character Death Spiral fairly well but not so much for the party.
 

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It may actually be a classic hero trope about versatility ... sort of ye old Captain alah James Tiberius Kirk
It's actually more common than a balanced group of heroes in fantasy fiction - and actively enforced in video games (where the main character is often the only one who's always present) - but it's actively harmful to an ensemble-cast game.
 

Garthanos

Arcadian Knight
It's actually more common than a balanced group of heroes in fantasy fiction - and actively enforced in video games (where the main character is often the only one who's always present) - but it's actively harmful to an ensemble-cast game.
I am sticking with fiction for the moment. Note actually having characters with specialties in different arenas is trickier in that sometimes they have to virtually change genres and isolate the character, for some characters get focus stories. Sure its usually action adventure but this character needs another genre sleuth heavy for instance to shine
 

Lanefan

Victoria Rules
One of the prominent PCs in the game I am currently running has no score higher than an 8 and a CON of 4.

Stats are only a small part of the story. :)
Nothing higher than an 8? On a 3-18 scale? That's the worst stat line I've ever heard of!

Massive kudos to the player just for keeping it alive, never mind whatever contributions it can offer in the field. :)
 

Garthanos

Arcadian Knight
It's actually more common than a balanced group of heroes in fantasy fiction
Picturing how Fate creates balance between Frodos and Aragorn's by giving Frodo a bunch of fate points (his weaknesses are strengths) and the freedom to do things like take down an entire tower of Orcs which has captured him by turning them against one another. (Aragorn could do it (not sure what aspect though) but was saving his FP for calling an army of undead as back up and would usually use skill and Legolas and Gimli to actually fight their way through) :p
 
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I am sticking with fiction for the moment. Note actually having characters with specialties in different arenas is trickier in that sometimes they have to virtually change genres and isolate the character, for some characters get focus stories. Sure its usually action adventure but this character needs another genre sleuth heavy for instance to shine
I guess my point here would be: Aragorn os good at everything Aragorn is asked to do by the story - he's fit, charismatic, skilled at woodcraft and combat and using magic items and politics and organizing armies... to the point where the only way to really threaten Frodo is to split them up. An Aragorn dnd sheet would have some ridiculous ability scores.

But that's okay - LotR isn't a regular dnd game. But it also means that trying to play Aragorn - or even an Aragron-type character - can be a headache in a dnd game. He's too overall competent.

Fate (responding to your other post) handles this in an entirely different manner - characters are balanced around narrative impact rather than in-universe power, which is how Fate can handle so many more genres than DnD.
 

Garthanos

Arcadian Knight
I guess my point here would be: Aragorn os good at everything Aragorn is asked to do by the story - he's fit, charismatic, skilled at woodcraft and combat and using magic items and politics and organizing armies... to the point where the only way to really threaten Frodo is to split them up.

Splitting them up also created the context for Frodo's personal narrative power to shine which was the point of Tolkien's entire story was that the little guy could do that and was important because of it.

An Aragorn dnd sheet would have some ridiculous ability scores.

But that's okay - LotR isn't a regular dnd game. But it also means that trying to play Aragorn - or even an Aragron-type character - can be a headache in a dnd game. He's too overall competent.
The original class from Chainmail called the Hero/Superhero versatile at all martial things. Intimidated enemies and Inspired Allies potent in both ranged and Close it could be easy to picture it as versatile as we are talking (they did have a ranger then too) though yes it was not yet an RPG class.


Fate (responding to your other post) handles this in an entirely different manner - characters are balanced around narrative impact rather than in-universe power, which is how Fate can handle so many more genres than DnD.
Right it is Story or Narrative Power that makes those hobbits sing.
 
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Kannik

Hero
Another angle on this (which also, in a way, ties into FATE) is how broad and permissive a gaming system is. In other words, is the system built around “you can really only do X if you have the right skill/ability for things (and here is the long list of skills and abilities).” Or is it more permissive and says “with this broad skill/ability you can do ALLLLL these things. Now choose which ones wouldn’t make sense for your character.”

Often there’s the temptation to build characters with limited weaknesses (especially if the other players are competitive/mean/harsh, or the GM is running a meat grinder and/or is also harsh), but there can be equal fun in choosing where the character is not strong at all. (Sometimes making that choice on the fly the first time it comes up in a game/campaign.)

I read an account once of someone teaching their young child to play D&D, and upon seeing a treasure chest, the kid said, “I’m going to go up and check it for traps. I will find it, try to disarm it, fail, and take 2 points of damage.” The dad/DM was about to explain how the game was “supposed” to work, but stopped for a moment and thought this was incredibly remarkable. This failure was the narrative that engaged their child, and they liked this idea of adventure.

FATE, Mouse Guard (where you often narrate to failure), and a few others are games I’ve played that shone a light on this aspect of the game I’d never been present to before, and our group has now embraced it well and it’s made for richer RP. :)
 


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