Introduction of "Traits" a savior or a sin?


Pathfinder First Edition General Discussion

Silver Crusade

Are traits actually good for the game as a whole?

I know they are optional but do you think it adds a little extra bloat to the game that should have been avoided?

Would it have been better if traits were kept relatively the same by only adding a plus to a skill or something equivalent?


traits seems to make optimizers happy as they've got one more variable with a huge-ish repertoire to play with, and it's so minor that even the dirtiest optimizers can't break the game (sorry for the verb) through this, at least I never heard something about it on the board, and never had ingame problems with traits.

But for the normal player it's close to a waste of time, you could just aswell grant an extra feat at lvl 1.
Just my opinion of course.


I like them. I rarely use the implied flavor verbatim, but it quite often prompts some similar backstory for me.


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I really like them.

They let me patch problems I have with some of the classes: like druids not knowing dungeon ecology (knowledge dungeoneering), Sorcerers not being good with people (diplomacy)

A lot of them are fun and flavorful things you really couldn't waste a feat on, like the whip trait that lets you play Indiana Jones with it.

They're a nice springboard for character background to think about, either for the flavor text or trying to figure out why your wizard took an interest in the great outdoors.


Yes, the biggest thing they offer is make a skill a class skill wich really sometimes feels needed and helps make the character a bit more unique.
Or give a minor +1 to a save or so.

I think its a good thing but rarely worth spending hours brooding over (even thouhg i regularily do :( )


Huge fan of them, myself. They are a couple of little mechanical hooks to help with your backstory or characterization, while also allowing one to grab a class skill or two that makes sense for you, but isn't normally on your list. It can also be an opportunity to grab a weird, situational ability without impairing yourself as much as if you spent a feat on something "just for fun."

While I wouldn't want to restrict them to just the skill bonuses, there are a few types of trait that I'm not a big fan of. There are some that really don't have anything to do with anything, and I feel kind of miss the point of traits. I mean, what does being an Accelerated Drinker have to do with being from Cheliax? I'm also not a huge fan of the bonuses to saves and initiative, as are quite strong compared to other options. Especially if you don't care about forcing your backstory into whatever mold allows them. I sometimes wish they had restricted them to certain situations, or left primarily as Campaign traits or something. But that is a pretty darn minor concern, and overall I'd say traits are one of my favorite things Pathfinder has done. Really, huge fan of them.

Liberty's Edge

I'm a huge fan of traits for basically all the reasons givenby others.

I especially love the ability to play, say, a socially competent Ranger or Fighter or a Wizard with UMD, or a dozen other cool and unusual skill combinations without crippling the character in the process. I love the Cosmopolitan Feat for the same reason.


I enjoy traits because it adds more of a background customization ability to your character. So I could have a fighter that's a smooth talker or a haughty wizard that is great at intimidating people.

Silver Crusade

BigNorseWolf wrote:

I really like them.

They let me patch problems I have with some of the classes: like druids not knowing dungeon ecology (knowledge dungeoneering), Sorcerers not being good with people (diplomacy)

A lot of them are fun and flavorful things you really couldn't waste a feat on, like the whip trait that lets you play Indiana Jones with it.

They're a nice springboard for character background to think about, either for the flavor text or trying to figure out why your wizard took an interest in the great outdoors.

Now I agree with traits being used mainly for skills but anything outside of that I don't like.


I like them. That is all. They help me come up with good backstory.

Grand Lodge

Traits are neither a savior to the game nor a sin in the game.

They're pretty cool. I like them in my games as DM or Player.

The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

Liberty's Edge

W E Ray wrote:
The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

You clearly haven't been looking through all the Trait resources.

Check here.

I challenge you to find a Skill there isn't a Trait for on that list. There might be a few...but not many.

Grand Lodge

Hey cool, thanks.

Liberty's Edge

W E Ray wrote:
Hey cool, thanks.

Always happy to be of assistance. :)


shallowsoul wrote:


Now I agree with traits being used mainly for skills but anything outside of that I don't like.

What's wrong with being able to play Indiana Jones?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I enjoy traits. They allow some fun flavour and/or skill bonuses. I've an inquisitor that I took two worlds magic just so I could get prestidigitation. The image of an inquisitor who has his own theme music, is always immaculately dressed etc, too good to pass up.


I like traits, but there are a couple wonky ones. The stated goal of having 2 traits = 1 feat by the developers did not play out well in some cases. While they may be numerically correct, look at Reactionary vs Improved Initiative. While you get 1/2 the bonus with Reactionary, the likelihood that it is taken is significantly higher than Improved Initiative because feats are more restricted by nature. If it's more appealing than the feat, then it really isn't 1/2 a feat. Obviously, for numeric purposes, you can't cut it down to +1 because then it's significantly less desirable than other trait options.

It's a difficult conundrum. Personally, I would have made the initiative bonus a racial-only and left it with Elves and Half-Elves. Cat's out of the bag, though, and so it goes. As is, how many Society characters were beat up as kids? 6/10? More?

The skill traits are extremely good, as well, and are frequently more powerful than other options out there, such as things like Sacred Touch. Sacred Touch is good, but it's not great and is easily replaced with a level 1 Cleric, Witch, etc.

I think there are some balancing issues that are extremely difficult to address in the traits given the design paradigm being utilized.


shallowsoul wrote:
Now I agree with traits being used mainly for skills but anything outside of that I don't like.

On the other hand I think Traits limited to skill buffs is kind of bland. While I'm not opposed to using one, of the two Traits you can select, I tend to pick one that is a skill enhancement and the other as something completely different.

In Rite Publishing's 101 Traits for Pirates, lots of the traits are more like one-time boons like calling up a barely navigable ship from the bottom of the sea that you as captain and one first mate can navigate to a single port - a la the Black Pearl. But once you use the boon it is gone and can never be used again.

There are a few traits that extend beyond skill bonuses, and I always select one that is like that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Wyang Spellhunter and Magical Lineage allowing me to have maximized fireballs in a 4th-level slot really makes me wonder if they are worth half a feat. I know of no feat that allows me to lower metamagic by even one level, much less two.

Traits only look minor on the surface, but in truth are a main/maxer's wet dream.

.
(Note that I didn't necessarily say they were good or bad for the game. I personally believe more options are better provided they aren't complete garbage like monk vows.)


Some traits are pretty much necessary. The one that's 1/2 of practiced spellcaster partially makes up for the absence of that feat, which makes multiclassing spellcasters possible. It would be better if the feat existed, but the trait is enough to just barely keep an EK or 8 level DD or AA with no other dips at par.


Deadmanwalking wrote:
W E Ray wrote:
The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

You clearly haven't been looking through all the Trait resources.

Check here.

I challenge you to find a Skill there isn't a Trait for on that list. There might be a few...but not many.

Climb


What? No love for the hermit from the hills? Isn't that one of the common caster tropes?

Liberty's Edge

The Forgotten wrote:
Climb

Here, here, or here.

Just off the top of my head.


Quatar wrote:

Yes, the biggest thing they offer is make a skill a class skill wich really sometimes feels needed and helps make the character a bit more unique.

Or give a minor +1 to a save or so.

I think its a good thing but rarely worth spending hours brooding over (even thouhg i regularily do :( )

I don't actually like the Class skill+1 type of trait.

It annoys me that you can take that and be better than a class that's supposed to specialize in that skill. It's hardly worth taking if you already get the skill, since it's then only a +1.

I think I'd rather have it just be the Class skill with no additional bonus or maybe a flat bonus instead of making it a class skill.


Deadmanwalking wrote:
W E Ray wrote:
The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

You clearly haven't been looking through all the Trait resources.

Check here.

I challenge you to find a Skill there isn't a Trait for on that list. There might be a few...but not many.

Fly (not counting Wisdom of the Flesh). Spellcraft and Use Magic device are VERY rare.


My only problem with traits is Reactionary (and others with the same effect but a different name). My group has a couple players who I think would throw a table throwing fit if they were told to come up with something else, since the last 5 characters they played have all had that trait.


I do not like traits and I have no logical reason as to why that is.

I feel like instead of just some free bonuses you get for no cost they should have like an equal minus somewhere. Like if one adds +1 fort saves for whatever reason it also has -1 will saves. I would probably use them if they did.

Also some of them seem just a lot better than others like:

"you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts."

Just not something i'm willing to give to a player for free.


thejeff wrote:
Quatar wrote:

Yes, the biggest thing they offer is make a skill a class skill wich really sometimes feels needed and helps make the character a bit more unique.

Or give a minor +1 to a save or so.

I think its a good thing but rarely worth spending hours brooding over (even thouhg i regularily do :( )

I don't actually like the Class skill+1 type of trait.

It annoys me that you can take that and be better than a class that's supposed to specialize in that skill. It's hardly worth taking if you already get the skill, since it's then only a +1.

I think I'd rather have it just be the Class skill with no additional bonus or maybe a flat bonus instead of making it a class skill.

I kinda agree with you there.

They should have made it "the skill is now considered a class skill OR you get a +1 bonus on it (your choice)" or just scratch the +1 completely.

I mostly take it to make bluff or diplomacy or something that I think my character would have but the class doesn't, and would take it even without the +1. Or some of the special things that only come up once in a blue moon, they're usually fun.


I LOVE traits, they help to flesh out a character based upon a concept idea, and it also shows the GM how to create unique Campaign Traits on similar power level for their own world/setting.

I also like that you can get a class skill, it makes sense, plus just because an other class has a skill as class skill doesn't mean that every character with that class will have that skill maxed out, or have any ranks in it to begin with. Not all Barbarians are expert riders, not all Rogues care about disabling devices, and not all Bards are master linguists.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

In my games I only allow traits from the Adventure Path player's guide and the APG. Keeps down the bloat and focuses the Player's character concepts.


The major problem with Traits is that some of them are just Way Out of Balance with the rest of them: (an incomplete list)

Finding Haleen
Magical Lineage
Wayang Spellhunter

being prime suspects...


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DM_aka_Dudemeister wrote:
In my games I only allow traits from the Adventure Path player's guide and the APG. Keeps down the bloat and focuses the Player's character concepts.

A pretty good rule. I would add racial/regional traits from a relevant source for non-standard races, pending GM approval myself.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

They're just another fiddly bit to toy with. I prefer to not use them, to the point of often forgetting to pick them in home games.

Silver Crusade

Grey Lensman wrote:
DM_aka_Dudemeister wrote:
In my games I only allow traits from the Adventure Path player's guide and the APG. Keeps down the bloat and focuses the Player's character concepts.
A pretty good rule. I would add racial/regional traits from a relevant source for non-standard races, pending GM approval myself.

I do like traits that you could get because of your race or region because it helps to flesh out your PC even more, especially when it comes to your or region.

Saying you are from "X" region is good but it fleshes your PC out even more when you have a trait to go along with that.

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