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Flaws [sblock] I judge others harshly, and myself even more severely. I put too much trust in those who wield power within my temple's hierarchy. My piety sometimes leads me to blindly trust those that profess faith in my god. I am inflexible in my thinking. I am suspicious of strangers and suspect the worst of them.
• flaws that are very weak mixed in with flaws that can be debilitating as written • flaws that have specific cultural bias • flaws that can come across as Puritanical (e.g. the pretty face and carnal pleasures one) • flaws that only work well for certain alignments (e.g. those that are clearly the outlook/behavior of someone evil)
One simple way to make sure traits, ideals, bonds, and flaws see a bit more play is to put the awarding of Inspiration in the players' hands. Specifically, when a player opts to take disadvantage on a roll that the DM has called for or specifically incurs a cost or setback because of a trait, ideal, bond, or flaw, that player may claim Inspiration.
In terms of helping people come up with characters to play I think something like the backgrounds in 13th Age or Barbarians of Lemuria is more useful. In those games they're used as skills, but even if it's just something to write down it's more useful then bonds and flaws and the like. Something like: - Small village farmer-Drudge slave for 6 ...
In 5e, each character has two personality traits, a bond, an ideal, and a flaw. These define the character and drive gaining inspiration, serving as a fallback for roleplaying. After the forum reboot, a discussion I was participating in vanished. Someone had just quoted me, and I found out the...
Monstrous Menagerie II: Hordes & Heroes is live! 300+ more monsters for your D&D 2024, or Level Up: Advanced 5th Edition games, plus new horde rules and rules for heroic monsters who level up alongside you--whether they be allies, companions, or foes!
Note from Morrus. Copied over using MerricB's migration tool. Discussion/comment posts missed out, so just the actual characters. Note that many of the images in these posts are hosted on WotC's forums, so when those forums close, the images here will break.@iserith, you were the threadstarter...
PCs will pick flaws that generally have little effect on their character, I have a druid with Slight Build, which hasn't really effected her at all. I have about three players who have taken Introvert, because it was how they were going to play their characters anyway. It's just a matter of making flaws have an impact, even when chosen as an ...
I am against using flaws in DnD. In my experience, players only choose flaws that they can minimize, either by "playing to strengths" or by "forgetting" that it's there. If you like flaws, I suggest allowing the player to take a -6 to one characteristic that's between 9 and 12 to gain one feat.
I use Inspiration like Fate uses "Fate" points. It applies to ideals, bonds, flaws, and traits, AND anything that can be tied to their background. Of course, its still advantage, not Fate's +2 to the roll. The Rakasta Folk Hero was arguing with a shifty suspect of a crime in front of the guards.