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== Character Flaws == | == Character Flaws == | ||
− | Flaws are like the flip side of [[feats]]. Whereas a [[feats|feat]] enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort. | + | [[Summary::Flaws are like the flip side of [[feats]]. Whereas a [[feats|feat]] enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.]] |
− | A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the Dungeon Master specifically allows it (for examples of times when doing this might be appropriate, see [[ | + | A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the Dungeon Master specifically allows it (for examples of times when doing this might be appropriate, see [[Publication:Unearthed Arcana/Character Traits|Character Traits]]). Each flaw a player selects entitles his character to a bonus [[feats|feat]]. In other words, when you create a character, if you select two flaws, you can also take two bonus [[feats]] beyond those your character would be normally entitled to. |
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+ | Unlike [[Publication:Unearthed Arcana/Character Traits|traits]], flaws are entirely negative in their impact on a character's capabilities. | ||
+ | {{Underbar| | ||
=== Metagame Analysis: Creating Flaws === | === Metagame Analysis: Creating Flaws === | ||
− | + | |You can create new flaws, but be careful: Flaws can unbalance your game. When creating flaws, keep a few issues in mind: | |
− | You can create new flaws, but be careful: Flaws can unbalance your game. When creating flaws, keep a few issues in mind: | ||
#A flaw must have a numeric effect on a character's specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance. | #A flaw must have a numeric effect on a character's specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance. | ||
#Flaws are generally bigger in magnitude than [[feats]]. That's because players always choose flaws that have the least impact on their characters, while taking [[feats]] that have the most. For example, while a [[feat]] affecting skills grants a +2 bonus on two skills, its counterpart flaw might impose a -4 penalty on two skills. | #Flaws are generally bigger in magnitude than [[feats]]. That's because players always choose flaws that have the least impact on their characters, while taking [[feats]] that have the most. For example, while a [[feat]] affecting skills grants a +2 bonus on two skills, its counterpart flaw might impose a -4 penalty on two skills. | ||
#A flaw must have a meaningful effect regardless of character class or role. That way, a player can't reduce the flaw's importance through multiclassing. For instance, a flaw that only affects spellcasters might seem reasonable - but for nonspellcaster characters, the flaw likely proves meaningless. Even if you restrict the selection of such feats to characters of specific classes, a player can easily select a spellcasting class at 1st level, choose two flaws that apply to spellcasters, gain the bonus feats, multiclass into a nonspellcasting class at 2nd level and thereafter proceed as a primarily nonspellcasting character. The player has sacrificed a level to gain two bonus feats, a tradeoff that appeals to some players. | #A flaw must have a meaningful effect regardless of character class or role. That way, a player can't reduce the flaw's importance through multiclassing. For instance, a flaw that only affects spellcasters might seem reasonable - but for nonspellcaster characters, the flaw likely proves meaningless. Even if you restrict the selection of such feats to characters of specific classes, a player can easily select a spellcasting class at 1st level, choose two flaws that apply to spellcasters, gain the bonus feats, multiclass into a nonspellcasting class at 2nd level and thereafter proceed as a primarily nonspellcasting character. The player has sacrificed a level to gain two bonus feats, a tradeoff that appeals to some players. | ||
− | #Similarly, a flaw that penalizes a character's [[Charisma]] based skill checks only has a significant impact on the party spokesperson - the quiet [[fighter]] or [[barbarian]] likely won't feel any impact from the penalties. | + | #Similarly, a flaw that penalizes a character's [[Charisma]] based skill checks only has a significant impact on the party spokesperson - the quiet [[fighter]] or [[barbarian]] likely won't feel any impact from the penalties.}} |
=== Flaw Descriptions === | === Flaw Descriptions === | ||
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Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement. | Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement. | ||
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− | + | ! Name !! Description | |
− | :[[ | + | {{#ask: [[Publication:+]] [[Category:3.5e]] [[Category:Flaw]] [[Category:Unearthed Arcana]] |
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− | + | |?Summary | |
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− | + | |template=NS Table Row | |
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− | + | }} | |
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{{UA Building Characters Footer}} | {{UA Building Characters Footer}} | ||
− | [[Category: | + | [[Category:Variant Rule]] |
Latest revision as of 08:03, 23 November 2011
This material is published under the OGL |
Character Flaws[edit]
Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.
A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the Dungeon Master specifically allows it (for examples of times when doing this might be appropriate, see Character Traits). Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.
Unlike traits, flaws are entirely negative in their impact on a character's capabilities.
Metagame Analysis: Creating Flaws
|
You can create new flaws, but be careful: Flaws can unbalance your game. When creating flaws, keep a few issues in mind:
|
Flaw Descriptions[edit]
Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement.
Name | Description |
---|---|
Feeble | You are unathletic and uncoordinated. |
Frail | You are thin and weak of frame. |
Inattentive | You are particularly unaware of your surroundings. |
Meager Fortitude | You are sickly and weak of stomach. |
Murky-Eyed | Your vision is obscured. |
Noncombatant | You are relatively inept at melee combat. |
Pathetic | You are weaker in an attribute than you should be. |
Poor Reflexes | You often zig when you should have zagged. |
Shaky | You are relatively poor at ranged combat. |
Slow | You move exceptionally slowly. |
Unreactive | You are slow to react to danger. |
Vulnerable | You are not good at defending yourself. |
Weak Will | You are highly suggestible and easily duped. |
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