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

GMMichael

Guide of Modos
We use the ideals, bonds & flaws to manage inspiration, so I see flaws getting invoked somewhat regularly. Basically, you have to invoke the flaw to get the inspiration point, which we use as a hero/story point - automatic success or a story change/advantageous coincidence.
This is the first time I've heard this. I'm glad someone does it!

My D&D character doesn't have an explicit flaw, but he has his issues. I have yet to earn Inspiration for it :(

The one pitfall with flaws, in my experience, is when they give a bonus somewhere else. I've had players who see role playing their flaw as price of admission for their bonus. So now they obnoxiously take up lots of time in every session making sure the GM and table know they are paying their flaw dues. . . This is the opposite of the conveniently forget issue.
Well, there are two types of flaws. The kind you can ignore, and the kind you can't. In D&D terms, a flaw you can't ignore is a penalty directly to your Strength score, or a Weakness against fire. This type of flaw doesn't require a bonus-somewhere-else, because it's not optional. The optional flaw, however, can be easily ignored to the extent that there was no point writing it on the character sheet. You can bring these back into play by offering a bonus for using them. Fate's flaws/aspects can be invoked by the GM instead of the player so they seem like the non-ignore type, but I believe the PC still gets a bonus (Fate point) for allowing that invocation.

So if you don't like the bonus-granting flaws, would you rather use mandatory flaws?

BTW, here's my favorite tribute to A-Team:
 

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Garthanos

Arcadian Knight
This is the first time I've heard this. I'm glad someone does it!

It gives flaws some nice teeth and only takes a bit of limiting how often they can be invoked to ummmmm keep the class clown in line?

My D&D character doesn't have an explicit flaw, but he has his issues. I have yet to earn Inspiration for it :(
Well that sounds like an ask the DM what he thinks of the idea inspiration is pretty open ended
 

Lanefan

Victoria Rules
When we're rolling up stats an often-heard line when a 6 or 7 gets rolled is "Good. That makes it playable!"; because having one low stat can give a character all kinds of roleplay hooks and also carries some mechanical penalty.
 

Democratus

Adventurer
When we're rolling up stats an often-heard line when a 6 or 7 gets rolled is "Good. That makes it playable!"; because having one low stat can give a character all kinds of roleplay hooks and also carries some mechanical penalty.
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. :)
 

univoxs

That's my dog, Walter
Supporter
Its always fun to play characters who think they are good at something or are actually bad. Its also fun to turn strengths into weaknesses. Sure I can throw fireballs, but only if I have a cookie first, no cookie no boom boom.
 

I've been thinking about this a lot lately, because I noticed that very recently I've been trying to make my characters good at lots of things. I don't want them to have areas of play they can't contribute to well. We're playing through Tomb of Annihilation, we're only several sessions in, and multiple PCs have died, so I think I'm hunkering down and trying to protect my characters by making them good at everything.

My character died, and I made 8 or so characters, trying to find a build that was good at lots of things, got overwhelmed trying to decide, and just stepped back and asked myself "what do I want to be doing at the table while I game?". The answer was actually "not much", meaning I didn't want anything with lots of options and decisions to make every round.

So I went with "human fighter"! :D He's definitely not book-smart and he's pretty taciturn, but he's got a wife and kids back in Port Nyanzaru and he wants to help reduce the threat of undead and other monsters, and he's pretty good at that.

When he dies - and he probably will - I know now that it's not worth worrying about super-protecting my characters. Just find something that will be fun to play.
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.

Paladins don't have good ranged options, but to me that's a feature. In ranged-only battles, I have an excuse to sit back and let the other pc's shine for a bit. I don't feel like I'm not contributing to the party, because I know I do enough overall.
 

Democratus

Adventurer
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.

Paladins don't have good ranged options, but to me that's a feature. In ranged-only battles, I have an excuse to sit back and let the other pc's shine for a bit. I don't feel like I'm not contributing to the party, because I know I do enough overall.
Sometimes, letting other characters shine IS contributing to the party. ("I can't do this. But I know you can. So go save the world.")

Combat is not the only thing (or even the most important thing) in the game. :)
 


Ed_Laprade

Adventurer
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!
 

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