
Tacticslion |

Choose something not broken-looking, play in one of my games, and ask nicely (and I can't find a way to get you what you're looking for otherwise).
Beyond that... none that I know of. I've been looking into this for a while, myself.
I really wish the whole trait system would be completely overhauled - there are a lot of redundant or similarly named traits of different or similar categories that is really confusing.

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I really wish the whole trait system would be completely overhauled - there are a lot of redundant or similarly named traits of different or similar categories that is really confusing.
I have overhauled the trait system for my home campaign. It's a nontrivial amount of work, although it can be done.
In particular, I've applied a more consistent philosophy to what traits are and are allowed to do. I got rid of most of the "mandatory good" traits like Reactionary and Magical Lineage.
However, I did not actually remove redundant traits per se. I insist that when you take a trait, the flavour of it is binding. It's not a packet of mechanics with a suggestion of what flavour might justify them, it's a piece of flavour that you also get some mechanical benefits from. If you take an "Ex-Con" trait, you really are an ex-con.
It doesn't work the other way around; you can be an ex-con without the Ex-Con trait, because I don't want to stop people from having a background that might suggest more than one trait.
I've tried to write traits for the sort of social groups that might be found in my setting, so that taking a trait automatically ties a character closer to the world, to my world specifically.
I've also gotten rid of the "neutral" traits that just say stuff like "you happen to be good at X"; it's all "you're an Y, so you're trained in X".