Comments on 2017-01-20 Traits

This adapts well to the basic Dungeons and Dragons method of rolling 3d6 to determine the attribute. I now have this nagging desire to come up with an excuse to have players “save versus laziness”.

This is a nice way to handle the case where a player is recklessly running down a slick stone stair with bow drawn, where you perhaps don’t want to hand wave away the danger entirely, but a simple test with terrible consequences for failure is certain to inspire player resentment as excessively harsh. Having once had such a case and the argument that followed it, how nice to think I might have handled it more Pendragonishly:

  1. Roll dexterity check to make it down stairs without incident, on critical success maybe the closed door at the foot of the stair pops open, surprising the monster a round earlier
  2. If the dexterity check fails, I think it might have been a 16, the player then rolls a clumsiness test against their derived clumsiness score of 4, with 1-3 indicating fall prone and 4 indicating the player takes 1d6 damage from a sprain or minor self-inflicted wound.

Thank you for the inspiration!

– Kit 2017-01-20 12:36 UTC

Hm, it’s tricky. Roger GS writes in one of the G+ comments: “The difference between knowing your character died because you pushed your luck, and that he died because a die roll caused him to push his luck, is pretty strong.” I think one would have to watch out for this. I wouldn’t want these traits to play as strong a role as a saving throw. I like the surprise of a character doing this or that but I wouldn’t want the character to make life or death decisions based on these traits.

– Alex Schroeder 2017-01-21 12:46 UTC

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