New Module Format and Traits


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I have a question regarding traits and the new module format. I know traits are optional and soon I plan to run the Plunder & Perils Module. I am wondering if I decide to not allow traits if it would cause the group to be slightly under-powered.

Specifically to Plunder & Peril, with the module being in three segmented parts that could be run separately or back to back, are traits encouraged or strictly up to the GM?

Thank you all for your input.


I don't think the lack or addition of traits will sway the APL too much one way or the other.

Traits are always up to the GM as they are not part of the Core Rulebook.

Personally, I love them because they add that little extra bit of flavor - especially when the GM requires a background to justify the traits chosen.

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