About "Trait" Bonus Stacking


Rules Questions


If a character were to choose two traits that ultimately grant a bonus to the same number pool (albeit through different means and triggers) would those numbers stack?

Example:

1) Heavy Hitter

Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

2) Killer

Benefit: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Your thread is in the wrong forum, this would most likely belong in the 1st Edition rules forum.

Nevertheless, the answer is, the trait bonuses do not stack. Generally, only racial bonuses, circumstance bonuses, and dodge bonuses stack. All other types of bonuses do not stack, and if you get multiples, only the best bonus counts.


Zaister wrote:

Your thread is in the wrong forum, this would most likely belong in the 1st Edition rules forum.

Nevertheless, the answer is, the trait bonuses do not stack. Generally, only racial bonuses, circumstance bonuses, and dodge bonuses stack. All other types of bonuses do not stack, and if you get multiples, only the best bonus counts.

I appreciate it


A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses.

TLDR: NO

The Exchange

It's important to note that not all bonuses granted by traits are actually "trait" bonuses. Some are untyped. For example:

Absalom Bouncer (Combat) wrote:
You learned to fight while serving as a bodyguard in the taverns of Absalom, where keeping the patrons alive through bloody bar brawls was just part of your job. When you make an attack that deals nonlethal damage with an unarmed strike, you gain a +1 bonus on your damage roll.

The +1 is an untyped damage bonus, so it would stack with a +1 trait bonus to damage.


traits that don't say their type should be trait bonuses.

The Exchange

vhok wrote:
traits that don't say their type should be trait bonuses.

Wow. That debate has come up multiple times in the past few years and that's the first time anyone has every linked that post.

I retract my earlier statement.


vhok wrote:
traits that don't say their type should be trait bonuses.

Did you actually even read that thread? All he actually says is that the design philosophy was for bonuses granted by traits to not stack… its not a hard rule. He also further went on to say that whether or not you treat all bonuses from traits as trait bonuses is purely up to table variation.


It's RAI vs RAW. The intention was for all bonuses from traits to be trait bonuses. But the official text doesn't reflect that.

Personally, I always build as if those untyped bonuses from traits were trait bonuses, but "officially" they only are when they say they are. However in this case, the two traits in question both specify they are trait bonuses, so don't stack either way.


So... Traits are worth half a Feat in most cases right? In the example the OP gives, we're talking about +1 damage with unarmed attacks and then bonus damage based on the crit mod of the weapon used. Let's say there's a way to get an unarmed strike to a x4 crit mod; in a confirmed crit, those two traits are giving this PC what, +8 to damage if they stack?

Most unarmed strikes though are a x2 crit mod. In a normal attack round, a monk's flurry of blows, w/these 2 Traits, will all deal +1 damage, but in the case of a confirmed critical would deal... +3. If the monk had taken a 4 level dip into Fighter or WP or another class that gives them access to qualifying for feats like a fighter, this monk could've picked up Weapon Specialization to give them +3 damage on ALL their unarmed strikes, all the time.

Help me understand how allowing Traits, whether they give typed bonuses or not, to have their bonuses stack if they affect the same thing is so game breaking. I'm not trying to be snotty or pedantic, I'm genuinely curious how the math works out that multiple Traits would somehow make enough of a difference in character build that it might make a PC too powerful or something.


I doubt any trait stacking is game breaking, and the ones that come close aren't "bonuses" anyway and so stack anyway. It's just a question of the rules being what they are.


Mark Hoover 330 wrote:
Help me understand how allowing Traits, whether they give typed bonuses or not, to have their bonuses stack if they affect the same thing is so game breaking. I'm not trying to be snotty or pedantic, I'm genuinely curious how the math works out that multiple Traits would somehow make enough of a difference in character build that it might make a PC too powerful or something.

It's not about most traits stacking being particularly impactful, it's about not setting a precedent, for both that player and others. Sure, the two traits stacking isn't overpowered. Having a weapon be affected by Weapon Focus twice for some reason isn't, either, so why allow the former but not the latter? And so on... What other clearly illegal things do you allow because the specific result may not be clearly overpowered? Where do you draw the line, if not at what the rules clearly set as a boundary? And I don't mean just the stacking rules, but also the trait introduction: "[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

Players putting all their eggs into one basket makes the game worse for the other players, for the GM, and usually ultimately even for the player in question.

It's not that it's overpowered, it's that you're ignoring the crystal clear rules to do something that not only sets a bad precedent, but makes the game worse in itself.


'Heavy Hitter' is from d20pfsrd. It is actually Quain Martial Artist(region=Quain) trait, a bit more specific.

Killer(combat) trait.

Belafon wrote:
vhok wrote:
traits that don't say their type should be trait bonuses.

Wow. That debate has come up multiple times in the past few years and that's the first time anyone has every linked that post.

I retract my earlier statement.

I agree with Mr. Jacobs sentiment back in 2014. I know it is a designers statement but it didn't make it into RAW. It does provide an Appeal to Authority if a GM needs it to enforce that ruling. The APG advises avoiding 'unseemly advantages'.

However Org Play had two chances to implement that rule and did not (looking at magical lineage and wayang spellhunter which were a well known pairing on the same spell).

There's also the fact of intent vs what was published. That shows there was no care taken to enforce said design. a.k.a. Paizo proved it did not care.

In a practical manner we're talking +1 going to +2 (with Killer it is higher) for a specific situation. I don't think it approaches anything game breaking either way. This makes it pretty much a logical 'don't care'.
I personally would follow the APG advice and ask the player to apply them to different situations so the GM need not enforce the trait type to avoid bonus accumulation from traits.


Magical lineage and wayang spell hunter is a different kind of case. Neither provides a bonus as defined when discussing stacking. Simultaneously they are worded in unique ways from each other. One lowers the spell while the other lowers the spell level. Very similar yet different things.


The reason it matters is simple: The entire point of traits is to reflect your background, not gain some overwhelming advantage.

Trait bonuses not stacking, just like the rule preventing taking multiple traits of the same type (exalts being exception) is there to force players to diversify; Or at least make an effort in doing so.

Its also the same reason why they straight up removed stacking ability scores outside of specific situations. Yeah its not "broken", but it heavily destabilizes the game.


I'd suggest that if we want players to use Traits specifically to diversify their PCs we reintroduce randomness to their choosing. In the Ultimate Campaign book there's an option to roll up a generic backstory that the player adds details to. Along the path, certain story points offer a choice between specific Traits due to the events in the backstory.

In this way, Traits are exactly a reflection of what the PC has endured to get to the moment when the player begins running them. They aren't carefully chosen to give some skill, damage or metamagic-use advantage. Instead they give an insight into the social development, prior career, or psychology of the PC.

Traits, AFAICT, were meant to give a PC character, not advantage. There will obviously be players that want to exploit this. While I may not see this exploitation as something to curtail in my home games I understand now that this is not the intended goal for Traits.


commentary

Mark Hoover 330 wrote:
I'd suggest that if we want players to use Traits specifically to diversify their PCs we reintroduce randomness to their choosing. In the Ultimate Campaign book there's an option to roll up a generic backstory ...

mandating it is not my preference.

GMs need to READ the character designs, talk with the players and give good advice, and then approve the final draft of the character. They also need to curate level advancement. That would effectively end what most people would consider 'abusing the system'.

Scarab Sages

Azothath wrote:

commentary

Mark Hoover 330 wrote:
I'd suggest that if we want players to use Traits specifically to diversify their PCs we reintroduce randomness to their choosing. In the Ultimate Campaign book there's an option to roll up a generic backstory ...

mandating it is not my preference.

GMs need to READ the character designs, talk with the players and give good advice, and then approve the final draft of the character. They also need to curate level advancement. That would effectively end what most people would consider 'abusing the system'.

Especially with the campaign traits and similar I remember wrath had some nice character ones that always worked best if you seperated the fluff and the mechanics letting players choose what they wanted. Mandating this is a required trait for the campaign though would annoy me because its not about what I think works for my character its you telling me at least in part who and what my character is. I remember one GM I had several clashes with because they had ideas about how various races and classes should be played that they'd push on people after character creation e.g. rangers steal anything they can get ahold of.


Temperans wrote:

The reason it matters is simple: The entire point of traits is to reflect your background, not gain some overwhelming advantage.

Trait bonuses not stacking, just like the rule preventing taking multiple traits of the same type (exalts being exception) is there to force players to diversify; Or at least make an effort in doing so.

Its also the same reason why they straight up removed stacking ability scores outside of specific situations. Yeah its not "broken", but it heavily destabilizes the game.

*laughs in Reactionary, Rich Parents, Magical Lineage and few others*


Totally Not Gorbacz wrote:
Temperans wrote:

The reason it matters is simple: The entire point of traits is to reflect your background, not gain some overwhelming advantage.

Trait bonuses not stacking, just like the rule preventing taking multiple traits of the same type (exalts being exception) is there to force players to diversify; Or at least make an effort in doing so.

Its also the same reason why they straight up removed stacking ability scores outside of specific situations. Yeah its not "broken", but it heavily destabilizes the game.

*laughs in Reactionary, Rich Parents, Magical Lineage and few others*

I mean, yes there are some traits that get picked more than others. But that's a matter of those being strong generic options and not that the design wasn't to diversify.

If you got rid of those traits players would just find another set of traits they find to be generally good.


How much does the fluff of a trait matter? How much do you think that influences what traits players choose? If you tell a player "You can choose between some kind of benefit from being bullied and harassed all through your childhood, or you can choose some kind of benefit from having traveled the world with your parents and you gain energy from travel," how many would choose Reactionary and how many would choose Wanderlust?

IMO, the majority of players will choose traits for the mechanical benefit. If the player doesn't know the GM at all or instead knows the GM runs combat heavy games, they're likely to pick Reactionary, or something to shore up a Save, or something that adds damage and so on.

The reason I said "mandate" above is because the default, again, IMO, is for players to see traits as half a feat, as a mechanical benefit. Even if the GM takes the fluff from a trait and tries to weave it into the narrative of the game, this won't affect how the player perceives their character or plays the PC.

Traits themselves however weren't created solely to give PCs more power. They are meant to be a mechanical benefit derived from some philosophy, event, religion, culture or whatever that shaped the character BEFORE they were 1st level. Traits are notable keystones of a PC's backstory that also happen to give that PC some kind of advantage.

Now of course I don't have data to back up my own anecdotal evidence; your tables might be radically different from mine, filled with thespians who are laser focused on creating personalities, not characters, and then use traits to add depth and detail to those personalities, I don't know. My own games and the PFS players I've sat in with over the years suggest to me that most players see traits as numbers, mechanics, advantages, and the fluff of them is inconsequential.

If we want to reduce the potential abuse of traits and the advantages they give, mandating that they develop organically from the backstory of the character is one way to manage it.

Scarab Sages

Mark Hoover 330 wrote:

How much does the fluff of a trait matter? How much do you think that influences what traits players choose? If you tell a player "You can choose between some kind of benefit from being bullied and harassed all through your childhood, or you can choose some kind of benefit from having traveled the world with your parents and you gain energy from travel," how many would choose Reactionary and how many would choose Wanderlust?

IMO, the majority of players will choose traits for the mechanical benefit. If the player doesn't know the GM at all or instead knows the GM runs combat heavy games, they're likely to pick Reactionary, or something to shore up a Save, or something that adds damage and so on.

The reason I said "mandate" above is because the default, again, IMO, is for players to see traits as half a feat, as a mechanical benefit. Even if the GM takes the fluff from a trait and tries to weave it into the narrative of the game, this won't affect how the player perceives their character or plays the PC.

Traits themselves however weren't created solely to give PCs more power. They are meant to be a mechanical benefit derived from some philosophy, event, religion, culture or whatever that shaped the character BEFORE they were 1st level. Traits are notable keystones of a PC's backstory that also happen to give that PC some kind of advantage.

Now of course I don't have data to back up my own anecdotal evidence; your tables might be radically different from mine, filled with thespians who are laser focused on creating personalities, not characters, and then use traits to add depth and detail to those personalities, I don't know. My own games and the PFS players I've sat in with over the years suggest to me that most players see traits as numbers, mechanics, advantages, and the fluff of them is inconsequential.

If we want to reduce the potential abuse of traits and the advantages they give, mandating that they develop organically from the backstory of the character is one way to manage it.

Well I choose for flavour, in fact I've had a number of debates in this forum about my character building because I'm choosing things for the fluff not the mechanics and they keep telling me "You can roleplay how you want this is better mechanically." I still choose based on flavour, I just post here less for help.


Remember - one of the two traits are meant to be a Campaign Trait. If you are using homebrew, you should really come up with a list of campaign traits to be sued in your campaign - this would generally solve the problem of stacking traits.

Dark Archive

The "fluff" of a trait matters a lot to me - but I'm perfectly happy for players to "re-fluff" their traits to better fit their backstory (and/or "forwardstory").

For example, if the character is going to be a multi-classed fighter/wizard who will become an eldritch knight, then it makes sense for their version of "magical knack" to represent early training by an Order of eldritch knights, rather than being found in the woods by a unicorn or something.

And the campaign world gets an Order of eldritch knights out of it too.

And it's not as if Paizo hasn't developed mechanically-identical traits with different fluff (although that may have been by accident!)

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