KenderKin |
They were introduced in several of the adventure paths to help fill out a characters background, and give the DM some tie ins to the adventure path.
They are optional, but if you are using them, then you get to pick 2 traits at creation. There is also a feat that lets you take 2 (additional) traits.
Cinderfist |
KenderKin wrote:True, though, that doesnt answer where they were introduced, which was the OPs question.OR PF srd
http://www.d20pfsrd.com/
Not directly but the SRD itself did give a nice explanation of where they came from and how they evolved. He provided a link to the info i sought :)
James Jacobs Creative Director |
The first incarnation of the traits system was introduced in the "Curse of the Crimson Throne Player's Guide." I wanted to introduce a new mechanic that would encourage the players to come up with character histories and backstories that fit into the adventure path and built in reasons for the PCs to want to be friends or hang out together, and the way I often do this in my home games is to give the players rewards for "playing along" and building characters that are logical for the campaign I'm about to start.
With the next AP, I finally formalized the whole procedure for the Second Darkness Player's Guide, which had the full traits system all worked out. They're available, as mentioned above, as a free PDF. They are also going to be in the Advanced Player's Guide.
Dragnmoon |
They are also going to be in the Advanced Player's Guide.
It is good to see that you are adding the Trait Mechanic to Pathfinder RPG books.
bigkilla |
The first incarnation of the traits system was introduced in the "Curse of the Crimson Throne Player's Guide." I wanted to introduce a new mechanic that would encourage the players to come up with character histories and backstories that fit into the adventure path and built in reasons for the PCs to want to be friends or hang out together, and the way I often do this in my home games is to give the players rewards for "playing along" and building characters that are logical for the campaign I'm about to start.
With the next AP, I finally formalized the whole procedure for the Second Darkness Player's Guide, which had the full traits system all worked out. They're available, as mentioned above, as a free PDF. They are also going to be in the Advanced Player's Guide.
Yeah as a long time GM for many game systems I always encourage my players to write me a background story for there characters and would always reward them appropriately for a good detailed and interesting background story. Sometimes it might just be little piece of extra knowledge or maybe a minor magic item or skill, it all depended on the creativity of the player. I still do this today but the traits are a really nice feature I like too.
Noyoumaynotpetme |
In the context of PFS, if a character has no traits assigned may they be added later perhaps in the case of a player who didn't like any of the existing "legal" traits they had access to but later have "legal" access to those traits - essentially having "undefined placeholder trait here"
I don't have access to Ultimate Campaigns at the moment. I will be getting a physical copy by the end of the month (ordered in advance of the clarification of the ownership of materials lately in our group).
Dispari Scuro |
The first incarnation of the traits system was introduced in the "Curse of the Crimson Throne Player's Guide." I wanted to introduce a new mechanic that would encourage the players to come up with character histories and backstories that fit into the adventure path and built in reasons for the PCs to want to be friends or hang out together, and the way I often do this in my home games is to give the players rewards for "playing along" and building characters that are logical for the campaign I'm about to start.
With the next AP, I finally formalized the whole procedure for the Second Darkness Player's Guide, which had the full traits system all worked out. They're available, as mentioned above, as a free PDF. They are also going to be in the Advanced Player's Guide.
I like traits because it allows people to flesh out their characters and customize a little more. If you end up playing a dex-based character who doesn't normally get acrobatics, there's a trait you can take that lets it be a class skill. This opens up a lot of builds and means I can take a knowledge skill that's not normally part of a class, or not be terrible at (insert skill here). It also offers some additional roleplay, as people find things that add character and personality to their characters. Gives them flaws or quirks that they can include. I know one person in a game wasn't sure what their backstory should be like, but they ended up basing it on the text of Child of the Temple.
In my games, I also tend to take traits literally. One person picked "Princess" because they wanted diplomacy as a class skill. They were surprised when an NPC revealed they were actually a princess a few sessions in. Killing the evil queen at that point became slightly awkward.
Nefreet |
In the context of PFS, if a character has no traits assigned may they be added later perhaps in the case of a player who didn't like any of the existing "legal" traits they had access to but later have "legal" access to those traits - essentially having "undefined placeholder trait here"
I don't have access to Ultimate Campaigns at the moment. I will be getting a physical copy by the end of the month (ordered in advance of the clarification of the ownership of materials lately in our group).
Holy thread necro Catman!
No. You must select your two character traits at level 1.
You also can't retrain them using Ultimate Campaign (though you can change anything about your character before playing above 1st level, as normal).