Adding traits/aspect/quality to your character
Feb 14, 2022 14:02:25 GMT -5
The Semi-Retired Gamer and oldskolgmr like this
Post by arjen on Feb 14, 2022 14:02:25 GMT -5
Fighting Man/Woman, Magic User and Cleric is for many sufficient choice and allows for a incalculable amount of different Player Characters, even without adding the Thief class. You don't need extras like skills, subclasses, new classes and feats. There is nothing wrong with adding them and for some campaigns it can be the thing that is needed to revitalize the campaign. The problem, IMHO, is that these additions add extra rules to the character "design-space" and dice rolling "to do stuff" in game. The main problem with adding new features like skills and such that it might give a PC something specific, open lock ability for example, that before that rule every PC could do.
Yes, the rule might say that PC A is just better at opening locks (4+ in a d6) and PC B can still do it with a 6 on a d6 chance. Still, the existence of the character class or skill, even if no player plays a character of that class or with that skill, imposes the "open lock" rule (success on roll of 6 on a d6) on the game. Another thing is that the existence of a new class/subclass based on a book/movie/mythology/history trope like a "ranger" immediately opens up the "need" for more classes/subclasses based on other tropes like "witcher", "paladin", "arcane archer" etc.
One way to give PC's some more defining traits/attributes etc. in the game without codifying and defining extra rules is by giving the players a set of Traits/Aspects/Qualities/Descriptions they can add to their Character.
My house rule is that players can give their PC's 2 "Traits" at the start of the game, if they play a non-human that race/species (dwarf, elf, demon) will be 1 of their Traits. Traits can be anything that describes the character or character's history, occupation, religion social standing etc. . You can allow players to add more Traits at later levels, as a reward for a quest, because of something that happened during an adventure, as a result of training the PC spend their loot on or just as an extra when attaining a new level. You can (but don't have to) set a maximum of traits of level + 1 or so to curtail it a bit and, as a DM, you should have a say, and final word, on whether a trait is allowed and how it would affect the game (just cutting of those smart-ass players that choose a Trait like "Emperor", "Immortal" or "God").
As the DM you can assign bonusses on general checks (6 on a d6 for general difficult skill rolls or attribute checks) based on the PC's trait or allow success where other's would have to roll, you could even allow some minor class specific abilities based on the Trait; allow a Fighter with the "paladin" trait to turn undead as a Cleric of 4 levels lower, or a Cleric of Hecate a chance to use MU scrolls, a Wizard knight to wield a magic sword. You can allow a human character to choose elf or dwarf to signify their upbringing, like Skafloc from Poul Anderson's "the Broken Sword" or Captain Carrot from terry Pratchett's Discworld books; you could allow extra races like half-ogre, half-elf, lizardmen, goblin etc. just based in a trait and you'll figure out whether or what rule implications it has. A player that rolled a character with a high strength might choose "giant" (like "Andre the Giant") as a trait and you might rule that they have a better chance of intimidating folk, fight unarmed but have an increased "upkeep" cost (2% of xp instead of 1 % a month) because of extra appetite and tailoring etc. Remember that, as a DM, you can use a trait as a penalty in some situations too.
This open ended way can, if well managed and not abused, allow players to add extra flavor and attributes to their PC with in-game consequences.
Below are some examples of Traits/Aspects/Qualities:
-Knight, Hunter, Paladin, Crusader, Thief, Monk, Illusionist, Alchemist, Alien, Baron, Devotee of Hecate, Follower of Thor, Student of the Arcane, Hero, Minstrel, Rebel, member of the Black Hand, Spy, Mystic, Farmer, Healer, Fey, Time-Traveler, Sailor, Savage, Lock Smith, Witch, Rune Master, Lizard Man, Hermit, Bounty Hunter, Mercenary, , Jester, Athletic, Forgettable, Small, Fence, Member of the Merchants Guild.
In true roll to create a PC the above could be put into random Trait tables to roll at character creation, maybe 1 for each class, or even a single one to be rolled before choosing a class.
Yes, the rule might say that PC A is just better at opening locks (4+ in a d6) and PC B can still do it with a 6 on a d6 chance. Still, the existence of the character class or skill, even if no player plays a character of that class or with that skill, imposes the "open lock" rule (success on roll of 6 on a d6) on the game. Another thing is that the existence of a new class/subclass based on a book/movie/mythology/history trope like a "ranger" immediately opens up the "need" for more classes/subclasses based on other tropes like "witcher", "paladin", "arcane archer" etc.
One way to give PC's some more defining traits/attributes etc. in the game without codifying and defining extra rules is by giving the players a set of Traits/Aspects/Qualities/Descriptions they can add to their Character.
My house rule is that players can give their PC's 2 "Traits" at the start of the game, if they play a non-human that race/species (dwarf, elf, demon) will be 1 of their Traits. Traits can be anything that describes the character or character's history, occupation, religion social standing etc. . You can allow players to add more Traits at later levels, as a reward for a quest, because of something that happened during an adventure, as a result of training the PC spend their loot on or just as an extra when attaining a new level. You can (but don't have to) set a maximum of traits of level + 1 or so to curtail it a bit and, as a DM, you should have a say, and final word, on whether a trait is allowed and how it would affect the game (just cutting of those smart-ass players that choose a Trait like "Emperor", "Immortal" or "God").
As the DM you can assign bonusses on general checks (6 on a d6 for general difficult skill rolls or attribute checks) based on the PC's trait or allow success where other's would have to roll, you could even allow some minor class specific abilities based on the Trait; allow a Fighter with the "paladin" trait to turn undead as a Cleric of 4 levels lower, or a Cleric of Hecate a chance to use MU scrolls, a Wizard knight to wield a magic sword. You can allow a human character to choose elf or dwarf to signify their upbringing, like Skafloc from Poul Anderson's "the Broken Sword" or Captain Carrot from terry Pratchett's Discworld books; you could allow extra races like half-ogre, half-elf, lizardmen, goblin etc. just based in a trait and you'll figure out whether or what rule implications it has. A player that rolled a character with a high strength might choose "giant" (like "Andre the Giant") as a trait and you might rule that they have a better chance of intimidating folk, fight unarmed but have an increased "upkeep" cost (2% of xp instead of 1 % a month) because of extra appetite and tailoring etc. Remember that, as a DM, you can use a trait as a penalty in some situations too.
This open ended way can, if well managed and not abused, allow players to add extra flavor and attributes to their PC with in-game consequences.
Below are some examples of Traits/Aspects/Qualities:
-Knight, Hunter, Paladin, Crusader, Thief, Monk, Illusionist, Alchemist, Alien, Baron, Devotee of Hecate, Follower of Thor, Student of the Arcane, Hero, Minstrel, Rebel, member of the Black Hand, Spy, Mystic, Farmer, Healer, Fey, Time-Traveler, Sailor, Savage, Lock Smith, Witch, Rune Master, Lizard Man, Hermit, Bounty Hunter, Mercenary, , Jester, Athletic, Forgettable, Small, Fence, Member of the Merchants Guild.
In true roll to create a PC the above could be put into random Trait tables to roll at character creation, maybe 1 for each class, or even a single one to be rolled before choosing a class.