Minigiant |
Do you use traits? If not do you use any replacements?
Do you have any favorite traits?
How many do you let the players have?
I love traits. I wish they went further like 5e backgrounds and give RP benefits (like sailors getting free passage on ships etc).
Unfortunately there are some traits that just become so good you might as well not use. If everyone has it, then nobody should have it....I am looking at you Reactionary.
My group who mainly play APs, require one campaign trait, one regular trait, and if you want another one use the drawback rules.
strayshift |
Dragon78 wrote:Do you use traits? If not do you use any replacements?
Do you have any favorite traits?
How many do you let the players have?
I love traits. I wish they went further like 5e backgrounds and give RP benefits (like sailors getting free passage on ships etc).
Unfortunately there are some traits that just become so good you might as well not use. If everyone has it, then nobody should have it....I am looking at you Reactionary.
My group who mainly play APs, require one campaign trait, one regular trait, and if you want another one use the drawback rules.
Second this, the trait system could do with tidying up, ultimate campaign had a background system which generated trait options for players which led more diversity in traits taken but was not as optimised.
TxSam88 |
Dragon78 wrote:Do you use traits? If not do you use any replacements?
Do you have any favorite traits?
How many do you let the players have?
I love traits. I wish they went further like 5e backgrounds and give RP benefits (like sailors getting free passage on ships etc).
Unfortunately there are some traits that just become so good you might as well not use. If everyone has it, then nobody should have it....I am looking at you Reactionary.
My group who mainly play APs, require one campaign trait, one regular trait, and if you want another one use the drawback rules.
To be fair, there seems to be about 50 different traits that give +2 Init so it's bound to be popular.
Magical Lineage is another popular one that's super popular.one Campaign Trait, one regular trait and a third can be bought by a drawback is I think the rule for traits, it's what we use as well.
Mark Hoover 330 |
We use Traits in my games, though what I run is all homebrewed. I allow 2 Traits, usually from anywhere so if someone picks a Campaign Trait or a Regional Trait I kind of scrutinize it, make sure it makes sense for the game I'm planning. If not, I've asked some players to change one or, in one instance, I modified the campaign a little to accommodate the Regional Trait.
My own suggestion for folks using Traits outside of AP's: maybe have your players explain HOW their characters got those Traits in the first place, before the game starts. PC wants Magical Lineage? Ok... where does the lineage come from?
The answer to that question now becomes a point you can exploit as a GM. Regardless of who the PC descended from to inherit this Trait, the fluff specifically calls out that the relative was a "gifted spellcaster." If the player doesn't come up with any other backstory other than just answering your question, you still know you can have villains hunting down the PC as the son or daughter of so-and-so, the "gifted spellcaster" to try and learn that relative's secrets.
Ryze Kuja |
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I like using both Traits and Drawbacks for fleshing out backstories, and as the GM, I like bringing up someone's past at the WORST possible time ever. It can make for some pretty crazy stories, but it can also be a visceral/tangible thing to make your world feel alive at the same time.
One of my favorite "worst possible time ever incidents" was the PC's had just flushed out a Mind Flayer from the sewers and on to the street of a major city, and it was turning into a pretty hairy chase scene. All the sudden, the party runs into some thugs who the Bard owed a lot of money to (his backstory was that he was an illegitimately-conceived prince, so growing up he had plenty of money but could never show his face in xxxx kingdom or else. During his travels, he developed a bit of a gambling problem and currently owes money around the world to everyone and their brother). Anywho, these loanshark's bruisers show up and hold the Bard up by the ankles for a few minutes, and during the chaos the Mind Flayer got away.
They ended up tracking the Mind Flayer down in the next sesh though :P
Heather 540 |
My group has a rule - everyone gets 3 traits. You can give up those traits for a martial tradition even if you don't use spheres for the rest of the character. Either way, you can take up to 2 more traits by taking one drawback per trait.
I like traits, they can give some fun rp ideas. For one of my characters, I wanted to make Knowledge Religion a class skill so I took Child of the Temple. That inspired her backstory - her family being taken in by a church when they were forced to flee their homeland. I ended up giving her a level of cleric later but I only did that because it fit her backstory.
Algarik |
I love traits and Drawbacks, they really help fleshing out characters.
For traits i generally allow pretty much anything unless i find it way too overpowered. I also really don't care much about their names and their categories. In my campaign players can choose two traits and if the mechanics fit but the names don't, then i'm fine with it, characters don't know the names of their traits and feat either. No need to specifically be a wayang spellhunter to be talented with metamagic.
For Drawback i'm a bit more restrictive. I allow only one and the names kind of have to fit with the character trait too.
As for my personnal favorite traits :
Metamagic Master and Wayang spellhunter are amazing trait to have for any Magus or Blaster type build. Shaving off 2 level worth of metamagic on your favorite spell is insanely good.
I also like rich parent in low level campaign, you can invest in cool gear at first level, get some wands, scroll and start off with equipement a noble character would have.
SheepishEidolon |
I do love the traits that make a skill a class skill w/ the additional +1.
Well, you can become a collector with the regional exemplar trait. Take Additional Traits multiple times for more regional traits, and gain more class skills on top of that. Yes, I am aware that's not totally what you asked for.
To get to the initial questions: I use traits the RAW way. A PC gains two, three with a drawback, maybe one from a set of campaign traits. I like the extra customization, especially for details that are too small for a feat (new class skill etc.). However, I would have preferred more traits like "here are multiple mechanical benefits to choose from", to soften the artificial bond between flavor and mechanics. It's weird when half of all adventurers share the same trait, just because their players considered the mechanics too good to pass on...
Mark Hoover 330 |
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I like them in general, but so many of them really don't offer benefits my players find useful. I do wish there were more to choose from, like the nigh infinite number of feats...lol
Some feats are not particularly useful. I'd argue that some Traits are as well. Allowing you to reroll a Diplomacy check 1/day that you failed by 5 or more at is not particularly helpful.
The thing I like though about some of those niche traits is that they paint a picture of the PC through the suggested fluff. Take Fatal Trapper for example. It grants +1 on Craft: Traps or Disable Device specifically to disable traps, and it's a Religion trait.
The fluff states
Your patron grants you expertise at creating or disabling traps.
It's not a FAITH trait... its a RELIGION trait. That plus the fluff suggest that the character's DEITY, not just the clergy of their religion but some divine/profane agent themselves gives you the bonuses this trait delivers.
Think of the story you could TELL with that, as a PC!
He works another fine bowline deftly into place behind the crossbow mechanism embedded in the dungeon wall,
"I sees this... I don't know, divine light start to appear. Suddenly there's this half-man, half golem, bathed in a gold shimmer and a gold key in his hand. No, not IN his hand... part of his hand, like it was a sixth digit y'know? Without a word he reached out and touched the key to my hand, and boom! Not only is it fixed but it... KNEW things. I don't know how to explain it, but my hand just seems to have a mind of its own, least-ways when it comes to traps like this one"
With that there's a satisfying "twang" as the device inside the masonry goes inert
"Ever since I've learned to tinker with traps, like a hobby. I can make snares, set tripwires or even fix up complex machines faster 'n better'n anyone. Thing is... I know it were my lord, Abadar, what sent that thing t'me that night. I don't know WHY he took some notice of a wretch like me, but I wouldn't be here save by his judgment. So's I cleaned myself up, got some training and got to work to repay the man. No, I aint no Cleric, or Paladin, or Inquisitor 'r nuthin, I'm just a good old fashioned street thief, but I do my work fer the Judge now!"
As he withdraws the hand in question, working it back into the glove he normally wears, you notice the outer edges of the digits... almost as if they're inlaid with gold filigree. No, not decoration, but perhaps wires, circuitry...
Now, the nature of Religion traits is such that, if the character ever stops worshipping the deity that provides the trait, the bonus goes away. With this character the GM could take the Trait and run with it for a whole slew of other unique abilities. Could be that the PC, at level 3, removes the Trait but instead gets Deft Hands as a bonus feat; maybe by level 6 it also gives Sabotage Specialist again as a free bonus feat, but with the understanding that the character doesn't stop worshipping Abadar.
Then at level 7, the GM puts the character in a position where, in order to do some great good he's got to rob the vault of a merchant-cleric of the faith. If he does, he'll have broken a tenet of the church; if he doesn't, innocent lives will be lost. Suddenly you've got a paladin-level moral dilemma on your hands all because a PC took a Religion trait at level 1.
MrCharisma |
I love traits. From a mechanical standpoint, from a narrative standpoint, and from a metanarrative standpoint.
From a mechanical standpoint they can cover holes in your class or give fun options for different character builds. We played a rogue-themed heist game and I played a Magus. Magi don't really have the best skillset for rogue-stuff, so I spent my 2 traits on getting new class skills, and then took the "extra traits" feat for another 2 class-skill traits (from memory it was Disable Device, Perception, Sleight of Hand, Stealth). This turned my Magus into a very capable Rogue.
From a narrative standpoint they can give great options for a background. I made a Snake-Oil salesman with the "Well Provisioned Adventurer" trait so he could start with a small stock of goods to sell. I used the "Reckless" trait to inform my combat decisions, thus helping me play differently.
From a metanarrative standpoint I kind of love the ubiquitous nature of some traits and feats. A disproportionate number of "bullied" children decide that their best course of action is to leave home and never come back? Sounds likely to me. The children of great spellcasters inevitably end up casting spells, even if they spent their youth practicing with a sword? Checks out.
I think the whole thing is great.
Mudfoot |
It would of course be nice if they were better balanced; some are notoriously too good, and many are utter junk (situational tiny bonuses to something irrelevant). There are some interesting ones that are just too weak to bother with, even if they might be a great idea. And some traits are exactly the same as others, but worse.
Some traits are a feat tax on certain character concepts. Things like Dangerously Curious or Pragmatic Activator for low-Cha UMD users of the wrong class. This is fine, except for the arbitrary restrictions on traits...
I don't see the justification for limiting a character to one trait of each type (social, combat, faith, etc); it seems to me that a religious character (for example) is likely to have more than one faith trait. It's presumably for balance, but the same principle doesn't apply to feats. And anyway it's become redundant because many feats do the same thing (eg +2 initiative). And Adopted is just an oft-abused workaround for this anyway.
Unlike feats, traits are tied to a backstory. This is good and bad, in that it helps build a character, but it also restricts what story you can tell if you want a certain mechanical benefit. I'd prefer that there be a standard menu of trait effects (eg "X is a class skill, you get +1") without that restriction.
But overall, yeah, traits are good. Except for the banned ones and the junk.
KingGramJohnson |
I'm all about traits. They're a nice small (but not insignificant) boosts to your character, which also helps explain a few things about them. I also like drawbacks because I think it adds some complexity to your character and provides a mechanical penalty to something from your backstory.
I have a character right now. He's a 17-year-old human spellscar oracle who has poor impulse control, and magic just goes haywire around him sometimes. He's for a custom campaign, and our GM told us to pick two traits. I chose Child of the Streets as he's almost always pickpocketing someone due to him and his brother surviving alone on the streets for the last seven years of his life. I also have Eye for the Wondrous. We fluff it that he just knows wonderous items when he sees them and knows what they are.
Both of these small bonuses have helped to drive the character many times.
I feel like if you have them, use them. I played a different game with a different player, and he had a drawback, which gave him a fear of open flames and a mechanical penalty around fire. He included the mechanical penalty when it applied. But he NEVER roleplayed the fear of fire. If he didn't tell us he had that drawback, I would have never known because he never played his character with that flaw. At least show concern when there's fire all around, and you need to move through it or straight up refuse to go near the fire. It adds some flair to your character.
However, I also agree that you shouldn't be limited to one trait for each type; sometimes, you want two combat traits or two faith traits.
Belafon |
Are there any traits you guys don't like?
I don't like how there are SO many traits that it's almost always possible to find a better and worse version of the same mechanic. Especially when it comes to skills.
Let's see, I have one trait left and want to make Diplomacy a class skill. Oh, here's Influence in Ultimate Campaign! I can choose Diplomacy, Intimidate, or Sense Motive. I get a +1 trait bonus AND it is a class skill. Oh, wait. Here's Trustworthy, also in Ultimate Campaign! +1 trait bonus to Diplomacy, Diplomacy is a class skill, AND I get a +1 trait bonus on Bluff checks. They are both social traits, why would I ever take Influence?
It gets even worse when you look across books. Compare Cynic to Narrows Survivor.
Zepheri |
Me and my group always get reincarnated since the GM allows us to be reincarnated and have something of our memory (manga style). Of course, unlike the bonus that Regularly grants gives us a +1 to a knowledge and +1 to a creation, knowledge, perform or profession, this trait is free to the 2 who are so at the first level and the heroic Which is increased by +1 for every 2 additional traits you have
Quixote |
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I don't use Traits at my table. In a game filled with so much crunchy minutiae, I'm looking for ways to streamline some of it, not add more. I can understand the basic concept that a +1 here or a special item there could help breathe life into a character, but I've never actually seen it firsthand. People who make rich, believable character I get invested in can and will do so without any help from the system, and those players who create characters that feel more like video game avatars need much more direction and assistance than something like a Trait will ever provide.
Then again, Accelerated Drinker showed me that drinking a potion should be a move action. So that's cool.
But wow, talk about a yawn of a trait if you're looking for something to add a little depth to your character. You could be a member of minor nobility, or have learned to survive your life on the streets, or...drink real fast. Yuck.
Derklord |
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From a mechanical standpoint they can cover holes in your class or give fun options for different character builds.
That's what I like about them most - they really underpin the "nearly every class can do nearly everything" concept that I view as Pathfinder's biggest strength. "We need a Rogue to disable traps!" B!#@+, please - there're seven traits that make it a class skill, and one of them even makes it wisdom based!
I do wish there were more to choose from, like the nigh infinite number of feats...lol
"lol" indeed: My spreadsheet containing all traits counts 1697 traits, without campaign traits, mount traits, and drawbacks. The feat list shows 3072 feats.
Some traits are a feat tax on certain character concepts. Things like Dangerously Curious or Pragmatic Activator for low-Cha UMD users of the wrong class.
You must build hella weird characters if "can use UMD" qualifies as a character concept!
Dragon78 wrote:Are there any traits you guys don't like?Wayang Spellhunter
Seconded. 99.9% of people who take it do so to cheat.
Also, Adopted. Not in principle, but I hate that it grants an extra trait, and thus basically removes the restriction from race traits for no cost. It should just allow taking a race trait in the second trait slot.
Claxon |
The big problem with traits is that there's so much variable power packed into them. It really needed to be a smaller more curated list. Although you could make that argument for the entirety of PF1...
But I agree Adopted is also a problem. Why even bother if you can pick up this one trait that will let you pick up the traits normally restricted to certain races at no penalty or cost? You should have just said "these traits are common to *insert race* but anyone can use them if they have compatible "physiology".
Ryze Kuja |
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Adopted should be a drawback trait that gives self-esteem related issues for roleplay reasons and a mechanical detriment of having a minus whatever to cha-skills, but allows you access to any race-related trait.
I think adopted is a great trait tbh, because it enhances roleplay and provides endless interesting backstory possibilities.
David knott 242 |
Are there any traits you guys don't like?
There are some very nice traits that have very strict regional or other requirements. A couple of examples:
1) Two-World Magic (which lets you add a 0-level spell from another spell list to your class spell list) requires you to be from Sargava.
2) If you want to gain a damage bonus to unarmed strikes, you must take one of two traits that limit you to two locations in Tian Xia.
Claxon |
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Derklord wrote:Claxon wrote:Seconded. 99.9% of people who take it do so to cheat.Dragon78 wrote:Are there any traits you guys don't like?Wayang SpellhunterAs someone who actually like the trait, i'm curious. In what way do people generaly cheat?
People would also take Magical Lineage to have the two effects stack and reduce metamagic cost by 2 levels.
It's not technically cheating, but as a GM or fellow player watching it happen at the table it leaves a very bad taste in your mouth.
Also, it's a Wayang specific trait (and ignoring adopted) Wayang aren't common. The prevalence of people with the Trait (and outright ignoring its origins) overall makes me hate it.
Claxon |
Dragon78 wrote:Are there any traits you guys don't like?There are some very nice traits that have very strict regional or other requirements. A couple of examples:
1) Two-World Magic (which lets you add a 0-level spell from another spell list to your class spell list) requires you to be from Sargava.
2) If you want to gain a damage bonus to unarmed strikes, you must take one of two traits that limit you to two locations in Tian Xia.
Yeah, there's a lot of region locked trait effects that don't make much sense.
Belafon |
Also, it's a Wayang specific trait (and ignoring adopted) Wayang aren't common. The prevalence of people with the Trait (and outright ignoring its origins) overall makes me hate it.
It's not actually a Wayang racial trait, it's a regional trait. You don't have to be a Wayang though you are supposed to come from Minata. It is phenomenal how many non-Wayang adventurers grew up on islands that were majority Wayang.
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you.
Having said that, I'm 100% in agreement with you on the strength of the trait being overpowered.
But Wayang Spellhunter gives reduction right out of the gate. When you take that and Magical Lineage you can start throwing around Empowered fireballs at 5th level instead of 9th, something that is way beyond the power baseline.
It's not that the players are "cheating" it's just that they are using it to break way beyond the expected power level.
Mark Hoover 330 |
Let's see, I have one trait left and want to make Diplomacy a class skill. Oh, here's Influence in Ultimate Campaign! I can choose Diplomacy, Intimidate, or Sense Motive. I get a +1 trait bonus AND it is a class skill. Oh, wait. Here's Trustworthy, also in Ultimate Campaign! +1 trait bonus to Diplomacy, Diplomacy is a class skill, AND I get a +1 trait bonus on Bluff checks. They are both social traits, why would I ever take Influence?
Using UC you dice through your backstory. At certain intervals during that path, you come to conclusions that make you eligible for one Trait or another. If you diced up a backstory where, because you were an easy shoulder for lots of folks to cry on, you're eligible for either Trustworthy (a Social Trait) or Tight Bonds (Family Trait). However, if you diced up a different path where your PC was influential in your local clergy, you might qualify for Influence (Social Trait) or Honest (Faith Traits).
Also, how many GMs actually pay attention to what traits their players give to their PCs? Did you know, for example, that a PC loses the benefit of a Religion trait if they stop worshipping the deity that grants said benefit or otherwise seriously transgress against them? How about when a trait says the PC had a bully, or a mentor, or some other influential person in their life; do you make the player create this NPC or do you do anything with it?
Depending on 1. whether or not this is an AP with a pretty much fixed and immutable story, or 2. the depth to which the GM is willing to go to personalize a game to the characters, Traits can be an amazing set of plot hooks, right out the gate. Take everyone's loathed: Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Who bullied the PC, and why? As a GM, what if you created a particular group and made them low-level antagonists. Even better still... what if ALL of the former bullies automatically gained a +2 bonus to THEIR initiative, specifically against this PC, or some other combat advantage?
There's plenty in the Traits' fluff to personalize encounters or even whole adventures around. This is something I try to do with my campaigns. Yes, there are some that are so niche they're kind of useless, and others that frankly are good enough to be Feats, but overall I like having these in my games.
Sysryke |
Love them. We stick pretty close to RAW on this one: 2 traits, differing categories, a 3rd if you take a draw back. Anything that helps provide a mechanical boon tied to a flavor/roleplay element is always a good thing in my book.
Like everything else in this game (and life) the system is not without it's flaws. Pretty much ditto to the whole darn thread.
Derklord |
As someone who actually like the trait, i'm curious. In what way do people generaly cheat?
Trying to get an advantage that they know they aren't supposed to have. "[Traits are] intended to give player characters a slight edge, not a secret backdoor way to focus all of a character’s traits on one type of bonus and thus gain an unseemly advantage." APG pg. 327 I have never seen Wayang Spellhunter been used or mentioned outside of stacking it with Magical Lineage.
Algarik |
@Claxon and Derklord
Oh then, i understand. Those traits are powerful, although i wouldn't call it cheating. It can definitely be cheesy though.
I do like them because they make fireball blaster a bit more viable with free empower. It's nice to have casters that aren't conjurer for a change. It's definitely strong in the first few tier of play, but it eventually fall off later.
Claxon |
As I said, it's not cheating in a strict understanding of the word.
But it is dishonest in my opinion if a player takes both Wayang Spellhunter and another trait which modifies metamagic cost and stacks them and doesn't recognize how big of a power boost that is. Way more than what a trait should allow.
If I still ran PF1 games (I don't run any Paizo games right now) I would probably just ban traits that adjust metamagic.
Algarik |
As I said, it's not cheating in a strict understanding of the word.
Yeah indeed, Derklord was the one to call it cheating, but i was replying to both of you and didn't wanna end up with a huge quote again. :)
And yeah, stacking those traits is definetly powerful. Although, i would still allow some use in my campaign.
- Wanna get free Reach Spell on your cure light wound? Sure, sounds cool.
- Wanna change the element on your schorching rays with the elemental metamagic to match your character concept? Also cool.
- Want a free extend on your mage armor spell? Doesn't sound too bad either.
- Want your bard to cast charm person stealthfully as soon as 1st level thanks to silent spell? Sure, sounds useful.
Imo, all those exemples fall within trait powerlevel. It's when people start optimizing the hell out of them that it becomes ridiculous. You can be i'm gonna tell that admixture wizard 1/crossblooded Orc/Draconic Sorcerer X a big ''Oh no you don't!''.
In my campaigns, i'm willing to accept a certain degree of optimization until i kindly ask the player to tone it down. If players optimize their traits choices but still fall within my reasonable parameters, then i'm fine with it.
MrCharisma |
I think the "cheating" comes when people stack the 2 traits on the same spell.
Like, if someone took "Magical-Lineage: Shocking Grasp" and "Wayang Spellhunter: Scorching Ray" so that they could reduce the metamagics on both spells by 1 that wouldn't feel like cheating. It's when they apply both traits to the same spell that it starts to get sketchy.
The rule about traits is that their bonuses don't stack. Well these 2 traits don't give "bonuses" in the game sense, so by the usual definition what you're stacking isn't strictly called out as illegal ... but it's definitely going against the spirit of the rules.
Personally I'd just characterize the effects of those traits as "bonuses" and the problem solves itself.
Claxon |
Claxon wrote:As I said, it's not cheating in a strict understanding of the word.Yeah indeed, Derklord was the one to call it cheating, but i was replying to both of you and didn't wanna end up with a huge quote again. :)
And yeah, stacking those traits is definetly powerful. Although, i would still allow some use in my campaign.
- Wanna get free Reach Spell on your cure light wound? Sure, sounds cool.
- Wanna change the element on your schorching rays with the elemental metamagic to match your character concept? Also cool.
- Want a free extend on your mage armor spell? Doesn't sound too bad either.
- Want your bard to cast charm person stealthfully as soon as 1st level thanks to silent spell? Sure, sounds useful.Imo, all those exemples fall within trait powerlevel. It's when people start optimizing the hell out of them that it becomes ridiculous. You can be i'm gonna tell that admixture wizard 1/crossblooded Orc/Draconic Sorcerer X a big ''Oh no you don't!''.
In my campaigns, i'm willing to accept a certain degree of optimization until i kindly ask the player to tone it down. If players optimize their traits choices but still fall within my reasonable parameters, then i'm fine with it.
I would rather create more specific options that do those kinds of things you're discussing and not have generic traits that can accomplish it, but also do much more (and much worse).
The scorching ray example can just be that you learn a version of scorching ray that deals different elemental damage.
For cure spells, I might take a nod from PF2 and let you cast as a full round action to cast at reach.
Extended mage armor? Eh, just use a wand. I'm honestly not worried about this one.
Stealthy spell casting? Silent spell wont actually do the trick, but that's a different discussion entirely.
Anyways, point is there are methods of accomplishing what you want without giving "carte blanche" so to speak.
Andostre |
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I'm in the Don't Like Traits camp. I'm sure I'm one of the few tents in that field.
Traits are a prime example of power-creep that also add unnecessary complexity to the game. I don't want to rehash all the reasons I don't like traits, because they've already been discussed in this thread (redundancy, non-balanced, arbitrary restrictions, decision paralysis), and I know I'm in the minority, but I just don't see the benefits to PCs being worth these costs to the game. Traits are already so varied, and most people choose based on mechanics rather than using them as "a way to quantify (and encourage) building a character background that fits into your campaign world," it's basically a rule allowing a character to choose an extra class skill or a +1 for certain attack rolls or saving throws or whatever. Just create one comprehensive rule rather than expect players to comb through over 1,000 options (or the same 20 that are "superior" options). Or just treat this like the optional rule it is and consider not using them.
I recognize that there are some flavorful traits out there! But I don't see them used very often, and even when they are used, the aspects that make them flavorful are often forgotten.
At it's heart, I just think Tratis are a lackluster way of tying mechanics and role-play. As Quixote implied above, you don't need a trait mechanic if you want to roleplay a certain way. And if you don't care to roleplay a certain way, a trait mechanic isn't going to change that.
Algarik |
I would rather create more specific options that do those kinds of things you're discussing and not have generic traits that can accomplish it, but also do much more (and much worse).
The scorching ray example can just be that you learn a version of scorching ray that deals different elemental damage.
For cure spells, I might take a nod from PF2 and let you cast as a full round action to cast at reach.
Extended mage armor? Eh, just use a wand. I'm honestly not worried about this one.
Stealthy spell casting? Silent spell wont actually do the trick, but that's a different discussion entirely.
Anyways, point is there are methods of accomplishing what you want without giving "carte blanche" so to speak.
Yeah that's all fair points and you're right, those traits are inhenrently powerful, they require players that take them to make subpar choices so they are on similar powerlevel with other traits. I still find them fun though.
Your solutions are good but some are slipping within homebrew territory. There's nothing wrong with that, i do it all the time. Although, i the scorching rays example might RAW, but you'd still have to go through spell research, which is something else entirely.
For the stealthy charm person, sure it doesn't allow you to go completely stealthy, but if you're out of sight, you should be able to manage casting it without too much problem. I'm aware of the discussion around it though and i don't want to steer the conversation away from traits, it was mostly an example.
Azothath |
Traits: Combat(basic), Faith(basic), Magic(basic), Social(basic), Campaign, Cosmic, Equipment, Exemplar, Faction, Family, Mount, Race, Region, Religion.
I like the idea of Traits as being half the power of a feat and to add a bit of customization.
I do think that the granularity(how much power is in a trait or feat) is more the issue.
With the plethora of traits a home GM has to constrain them in some manner or there will just be too many choices and variability. Just choose 5-6 each of 6-7 types for your home game and let it go at that.
A character build is a matter of taste. I've never 'stacked' Magical Lineage and Wayang Spellhunter on the same spell and advocate that people not do that and I've built and ran a lot of wizards in Org Play.
The moniker of 'cheating' within RAW is just used as a biased rationale to create dislike, loathing, and social exclusion. If you don't like it - ban it from your game or modify it to your liking and don't choose that option in an open game like Org Play. Stop with the name calling or at least get it right. People that choose the highest bonus or advantage while ignoring character design rationale are properly labeled 'munchkins' (which really doesn't make any sense given F.Baum's work). I'd rather see it labeled as overpowered and misused and arguments as to why and then ways to fix it.
Azothath |
... Magical Lineage and Wayang Spellhunter ...
... I'd rather see it labeled as overpowered and misused and arguments as to why and then ways to fix it.
Trait wording fix - Magical Lineage and Wayang Spellhunter in Homebrew forum {*sigh* so many words...}
Zepheri |
You indicate whether or not the traits are used and which are the most powerful or not, however I ask you, do you take it to improve your characters or do you also role-play it?
For me, whether it be a trait; some feat or ability class, not only did he apply them to improve them but also role-play it, example if I take the scholar feat, I always tell them about my experiences. Of my Alma Mater