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


Please make sure you contribute only your own work, or work licensed under the GNU Free Documentation License. See Info for text formatting rules. You can edit this page if you need to fix typos. You can subscribe to updates by email without leaving a comment.

To save this page you must answer this question:

Please say HELLO.