James Jacobs Creative Director |
In fact, traits were around a few years before the Advanced Player's Guide.
I first invented traits for the 2nd adventure path, Curse of the Crimson Throne, as a way to try to encourage players to build their characters so that they'd fit into the campaign's backstory. Over the course of the next several Adventure Paths, we adapted and evolved the concept to be more than just a campaign-specific mechanic—I had hoped to get traits built into the Core Rules (since by that point they were already well established in our adventure paths), but the design team was worried that an addition like that would deviate too far from the 3.5 established rules; back in those days we were EXCEPTIONALLY timid about changing the rules from 3.5 too much and shaking things up from a backward compatibility standpoint. Traits instead went into the next player-focused hardcover we did, the Advanced Player's Guide.
James Jacobs Creative Director |
Bah. I remember the Shackled City campaign traits. :P
Also by me. Those are probably the protoest of the proto traits, but I never did like the idea that those versions had to have drawbacks, frankly.
Players shouldn't feel like they need to give their characters disadvantages in order to be part of a campaign.
Idle Champion |
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Well, when a mommy trait and a daddy trait love each other very much...
I thought that many featlings go to featling school to get accepted into a high-paying job as a feat, but so many of them have to put aside their dreams and take work as a trait. Their only real hope of promotion is by the Additional Traits work placement program, which is a slim chance at best.