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Gaming > Debate > Re: Flaws that ...
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Re: Flaws that all humans have?

by Peter Knutsen <peter@[EMAIL PROTECTED] > Oct 17, 2007 at 02:25 AM

DougL wrote:
> On Oct 15, 4:00 pm, Peter Knutsen <pe...@[EMAIL PROTECTED]
> wrote:
>>But should ***ual Orientation be the only universal Flaw?
> 
> Depending on how you handle tollerance for Pain/Discomfort/nasty
> conditions it may or may not make sense to treat such things as flaws
> or as modifiers to existing flaws.

Discomfort and nasty conditions give generic penalties to dice rolls, 
such as -1 or -2, for situations such as hunger, or cold, or fatigue, or 
lack of sleep. Characters with the Sheltered Life Flaw then recieve a 
multiplier to such penalties, of x2, or of x3 if they have Sheltered 
Life as a Major Flaw. The GM is also told that he may give minor 
penalties to characters with these Flaws, where the other PCs aren't 
penalized; for instance the GM may say that it is slightly cold, 
relative to the clothes the PCs are wearing, and therefore the PC with 
Sheltered Life gets a generic -1 roll penalty, but the others do not. 
Later it becomes colder, and now everyone gets a -1 penalty, which the 
Flaw multiplies into -2 for the Sheltered PC.

As for avoiding or at least minimizing these penalties, there's the 
"Hard Living" Veteran trait, which will somehow reduce discomfort 
penalties, reflecting the fact that the character has survived through 
times of hard****p, with poor (and intermittent) food, rough sleeping, 
and so forth. The details are still a bit hazy, however.

(Then there's also Self-Control Points, for the Driven character 
subtype. If you're extremely self-motivated, it is possible to ignore 
minor distractions such as hunger, thirst or sleep deprivation.)


Pain is something I'll need rules for, in order to make Gifts such as 
High Pain Threshold worthwhile, as well as various pain-supressing Body 
Control and Ki abilities (these two can also help with discomfort - 
especially Body Control, since the main inspiration for that are the 
Indian faqirs), and the Medical Drugs skill for administering painkillers.

Hence it makes sense to also have a trait that makes a character *less* 
able to resist pain (a multiplier to all pain penalties, probably), but 
given that I expect combat to be quite common in typical Modern Action 
RPG campaigns[1], I think it should be a (physical) Weakness rather than 
a (psychological) Flaw.

In terms of character points, Weaknesses are supposed to be 2.5 times as 
bad, since during character creation the player can choose to pay 8 
points to have 1 fewer Flaw, or pay 20 points to not have a Weakness 
(otherwise 1 Weakness is mandatory).


[1] My idea is that a campaign with a "normal" amount of combat will 
feature an average of 1 major fight, 1 minor fight, plus a small number 
of "violent incidents", per session.

A "high combat" campaign would be 2 major fights and probably 1-2 
minors, plus incidents, while a "low combat" campaign would be 1 major 
*or* 1 minor fight per session, plus 1-2 incidents. However, measured on 
this scale, the average D&D3 campaign is probably off-the-chart at "very 
high combat".

-- 
Peter Knutsen
sagatafl.org
 




 8 Posts in Topic:
Flaws that all humans have?
Peter Knutsen <peter@[  2007-10-15 23:00:04 
Re: Flaws that all humans have?
DougL <lampert.doug@[E  2007-10-16 13:17:12 
Re: Flaws that all humans have?
Peter Knutsen <peter@[  2007-10-17 02:25:56 
Re: Flaws that all humans have?
"gleichman" <  2007-10-16 17:33:46 
Re: Flaws that all humans have?
Ben Finney <bignose+ha  2007-10-17 09:43:55 
Re: Flaws that all humans have?
Peter Knutsen <peter@[  2007-10-17 02:26:38 
Re: Flaws that all humans have?
Ben Finney <bignose+ha  2007-10-17 10:51:28 
Re: Flaws that all humans have?
Russell Wallace <russe  2007-10-25 05:14:03 

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