I'm sick of boring, perfect characters with no weaknesses, no baggage, no problems. Even when they come up with a 'flaw' they turn it into a strength ie 'My family were all murdered and now I'm the last heir to the throne', 'I was born on the streets but now I'm an incredible thief because of that' etc.
I mean real, flaws that affect the mechanics of the game! Flaws they need to roleplay, flaws that affect them in battle, flaws that make their character INTERESTING! They have negatives and positives. I'm having my players all pick 3 each before they begin creating their characters to help them develop them.
I created a list of flaws for the campaign I'm about to run but can be easily used in any game. Here is a sample -
Cowardly
You instinctively avoid danger.
When reduced below 50% HP, you must succeed on a Wisdom save or use your next action to Disengage and move away from the nearest enemy.
Gain advantage on checks to hide or escape combat.
Greedy
You obsess over wealth.
If treasure is visible, make must make a Wisdom save to ignore it or immediately attempt to claim it.
Gain advantage on Investigation checks involving valuables and when appraising value.
Hot-Headed
You react violently to insults.
If insulted or taunted, make a Wisdom save or attack the offender on your next turn.
Gain +1 to damage on all attacks, during the first round of combat.
Superstitious
You believe signs and omens guide fate.
If you fail a saving throw, you have disadvantage on the next attack roll (bad omen).
However once per day you may reroll a failed ability check (trusting fate).
Overconfident
You believe you cannot fail.
When you roll initiative, you must move toward the nearest enemy on your first turn.
Gain +1 bonus to initiative rolls.
Alcoholic
You rely on drink to steady yourself.
After consuming alcohol, gain +1 to Charisma checks for 1 hour.
If you go 24 hours without alcohol, suffer disadvantage on Wisdom saves.
Compulsive Liar
You lie even when it’s unnecessary.
When telling the truth in tense situations, make a Charisma save or accidentally lie.
Gain advantage on Deception checks.
Haunted
Something from your past stalks your mind.
When rolling a natural 1, you are frightened for one round.
Gain advantage on saves against being frightened by undead.
Reckless
You leap before looking.
Once per combat you can reroll a missed attack but attacks against you have advantage until your next turn.
Gullible
You trust people too easily.
You have disadvantage on Insight checks.
Gain advantage on Persuasion checks when appearing sincere.
Vengeful
You cannot forgive those who wrong you.
When damaged by an enemy, you must attempt to attack that creature on your next turn if possible.
Gain +2 damage against creatures that previously harmed you this combat.
Clumsy
Your coordination is terrible.
When you roll a natural 1 on an attack you drop your weapon or fall prone.
Gain advantage on Acrobatics checks to escape grapples and +2 to your AC (you're slippery and unpredictable).
Nightmares
Sleep is rarely peaceful.
After a long rest, roll a d6. On a 1, gain no inspiration and disadvantage on the first Wisdom check of the day.
Gain advantage on checks to stay awake.
Honor-Bound
You cannot refuse challenges.
If formally challenged, make a Wisdom save to refuse.
Gain +1 AC in one-on-one duels.
Curious to a Fault
Mysteries are irresistible.
If you discover something unknown (artifact, portal, magical device), make a Wisdom save to resist interacting with it.
Gain advantage on Arcana or Investigation checks involving strange objects.
Seasick
The ocean hates you.
While aboard a moving ship, you suffer disadvantage on Dexterity checks.
Gain advantage on Survival checks related to storms and weather (you feel them coming).
Phobia
You fear a specific creature or situation. Examples: spiders, undead, deep water, fire.
When encountering the feared subject, make a Wisdom save or become frightened for one round.
If you save on against being frightened, you get a rush of adrenaline, gaining advantage to attack your feared opponents, for the next round.
Slow Learner
You take time to understand things.
Disadvantage on the first ability check involving a new skill situation.
Advantage on the second & third attempt at the same task.
Braggart
You boast loudly of your deeds.
Disadvantage on Stealth checks if enemies know you're nearby.
Gain advantage on Performance or Intimidation checks when recounting your victories.
Soft-Hearted
You struggle to harm the helpless.
Must succeed a Wisdom save to attack a creature that is surrendering or clearly weaker.
Gain advantage on Animal Handling and Persuasion checks.
Your long rests last 10 hours, and short rests are a full hour. Whenever you rest for a full long rest, you gain a d6+2 temp hp.
You gain exhaustion at a doubled pace
Traumatized
You are hurt by your past.
You are especially attentive for and easily notice (insert whatever traumatized you), either making you angry or afraid (your choice).
You can’t easily trust others, and gain advantage on Wisdom (insight) checks when trying to figure out motives.
Alone
You were raised in a secluded life.
Whether raised by druids or by a sheltering noble family, you lack social experience and have disadvantage on charisma checks.
You’re used to fighting or being alone, giving you advantage on attacks when you are not within five feet of an ally.
These are just the ones I can up with. If you want to change them, go ahead. But my players definitely need stuff like this. They have little to no flaws. (Mostly no except the rogue who just steals stuff)
Most players will never want a die roll to force their character to do something that will probably screw up the current scenario. This is a roleplaying game where the players get to roleplay their character and decide how they act, not the dice.
Also, why would an overconfident wizard charge at the enemy?
I agree with Maruntoryx. The idea is fine, but this is a bad approach. Flaws are character tools, and they should be resolved through character choices, not arbitrary die rolls.
I'd also exercise caution about giving your characters flaws which can interfere with the fun of the other players at the table. A player character who runs away instead of contributing in combat can make the fight harder for other PC's, and honestly it sounds like it would be less fun for the coward player as well. A greedy character who is compelled to claim any visible treasure is going to be a problem when interacting with the upper crust. That's "stupid greedy."
Most of these others are fine flaws, but can be done through roleplaying. Mechanics are largely unnecessary for most of these.
Agree that characters should have flaws, but I think that these should be roleplaying guides, not mechanical forces.
If your players cannot roleplay a flawed character, then they probably want a D&D game where their characters don't have flaws - and that's fine, as long as everyone is on board with it!
In a campaign I'm currently in, my character was an alcoholic and terrified of a dragon from his backstory. I enjoyed roleplaying his shortcomings and the group enjoyed riffing off of his actions. I ensured I never screwed my party over, but in evenings he would go to the bar to drink, and when they fought a dragon he had to overcome his fears.
It was also one of those amazing moments where the dice collaborated- he needed a 19 to pass the dragons fear check, when we finally faced it. He got it, turn 1. He was the only character other than the cleric who didn't get frightened!
Mechanical rules enforcing flaws will probably just end up with players not roleplaying their flaws even more. I think the intention is good, but these things read like Dark Gifts, which is hopefully not the intention here. I think a better approach is mechanical rewards when they play to their flaws (XP, Inspiration, Hero Points, etc.).
These are interesting effects, though some seem unbalanced a tad bit, if you want to use them (Clumsy gives +2 to AC?! ... That one doesn't make much sense to me)
Rollback Post to RevisionRollBack
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
I like the idea, but agree that forcing mechanical punishments for the flaws may be a little much. If your players don't want to play flawed characters, then just go with it. Or give inspiration/XP or something as a roleplaying reward - this is what I do. If they do want to play into a flaw, then work with them on a way to do it. I have a player playing a "functional alcoholic" - he needs to keep track of his alcohol stash the same way others keep track of rations, and if he chooses to drink more than his daily "requirement" then he makes a CON save with a rising DC based on how much he wants to drink. Failure gives the poisoned condition but also makes him immune to fear. I have another player who intentionally gave himself the frightened condition when fighting a troll because his character's sister got killed by a troll in his backstory. Or the time a player gave himself an exhaustion level because he was "emotionally exhausted" after some drama with his character's toxic family. I find that giving rewards for the role-play works a lot better than forcing punishing mechanics to represent the flaw.
While you can do something like that, you need to discuss that kind of thing with the players ahead of time. Often it's better to have them be less rigid, as characters can and should change throughout the campaign and may lose flaws or gain new ones, and there are times when a narrative reason might push them to overcome a flaw.
I think people are getting hung up on the mechanics. This is to encourage them to roleplay their characters consistently even when it disadvantages them. Many players will say their character is frightened of water but when push comes to shove, they forget the fear because it will affect them. The mechanics makes it a realistic detriment.
I also like the idea of players being able to evolve and change their characters over time so a fear CAN be overcome but just not at a whim.
Additionally, players will be CHOOSING their flaws. They are not just thrust upon them. This allows them to choose flaws that will suit their characters and mould their characters to incorporate the strengths and pitfalls of the flaw. If you read through the mechanics above, you'll notice that the 'flaws' have balancing 'strengths' to counteract the negatives.
Either way, it's about encouraging characters with depth, characters who can evolve as the game goes on and characters who are three dimensional.
I'm sick of boring, perfect characters with no weaknesses, no baggage, no problems. Even when they come up with a 'flaw' they turn it into a strength ie 'My family were all murdered and now I'm the last heir to the throne', 'I was born on the streets but now I'm an incredible thief because of that' etc.
I mean real, flaws that affect the mechanics of the game! Flaws they need to roleplay, flaws that affect them in battle, flaws that make their character INTERESTING! They have negatives and positives. I'm having my players all pick 3 each before they begin creating their characters to help them develop them.
I created a list of flaws for the campaign I'm about to run but can be easily used in any game. Here is a sample -
You instinctively avoid danger.
You obsess over wealth.
You react violently to insults.
You believe signs and omens guide fate.
You believe you cannot fail.
You rely on drink to steady yourself.
You lie even when it’s unnecessary.
Something from your past stalks your mind.
You leap before looking.
You trust people too easily.
You cannot forgive those who wrong you.
Your coordination is terrible.
Sleep is rarely peaceful.
You cannot refuse challenges.
Mysteries are irresistible.
The ocean hates you.
You fear a specific creature or situation.
Examples: spiders, undead, deep water, fire.
You take time to understand things.
You boast loudly of your deeds.
You struggle to harm the helpless.
Do you have any yourself?
I might send this thread to my players…
But some others I’d have are something like;
Lazy
Sleep is your biggest comfort.
Your long rests last 10 hours, and short rests are a full hour. Whenever you rest for a full long rest, you gain a d6+2 temp hp.
You gain exhaustion at a doubled pace
Traumatized
You are hurt by your past.
You are especially attentive for and easily notice (insert whatever traumatized you), either making you angry or afraid (your choice).
You can’t easily trust others, and gain advantage on Wisdom (insight) checks when trying to figure out motives.
Alone
You were raised in a secluded life.
Whether raised by druids or by a sheltering noble family, you lack social experience and have disadvantage on charisma checks.
You’re used to fighting or being alone, giving you advantage on attacks when you are not within five feet of an ally.
These are just the ones I can up with. If you want to change them, go ahead. But my players definitely need stuff like this. They have little to no flaws. (Mostly no except the rogue who just steals stuff)
Most players will never want a die roll to force their character to do something that will probably screw up the current scenario. This is a roleplaying game where the players get to roleplay their character and decide how they act, not the dice.
Also, why would an overconfident wizard charge at the enemy?
I agree with Maruntoryx. The idea is fine, but this is a bad approach. Flaws are character tools, and they should be resolved through character choices, not arbitrary die rolls.
I'd also exercise caution about giving your characters flaws which can interfere with the fun of the other players at the table. A player character who runs away instead of contributing in combat can make the fight harder for other PC's, and honestly it sounds like it would be less fun for the coward player as well. A greedy character who is compelled to claim any visible treasure is going to be a problem when interacting with the upper crust. That's "stupid greedy."
Most of these others are fine flaws, but can be done through roleplaying. Mechanics are largely unnecessary for most of these.
Agree that characters should have flaws, but I think that these should be roleplaying guides, not mechanical forces.
If your players cannot roleplay a flawed character, then they probably want a D&D game where their characters don't have flaws - and that's fine, as long as everyone is on board with it!
In a campaign I'm currently in, my character was an alcoholic and terrified of a dragon from his backstory. I enjoyed roleplaying his shortcomings and the group enjoyed riffing off of his actions. I ensured I never screwed my party over, but in evenings he would go to the bar to drink, and when they fought a dragon he had to overcome his fears.
It was also one of those amazing moments where the dice collaborated- he needed a 19 to pass the dragons fear check, when we finally faced it. He got it, turn 1. He was the only character other than the cleric who didn't get frightened!
Check my stuff on DMs Guild!!
DrivethruRPG Releases on This Thread - latest release: My Character is a Dragon - balanced rules for 5e and 5.5e!
I have started discussing/reviewing D&D content on Substack - stay tuned for semi-regular posts!
Mechanical rules enforcing flaws will probably just end up with players not roleplaying their flaws even more. I think the intention is good, but these things read like Dark Gifts, which is hopefully not the intention here. I think a better approach is mechanical rewards when they play to their flaws (XP, Inspiration, Hero Points, etc.).
These are interesting effects, though some seem unbalanced a tad bit, if you want to use them (Clumsy gives +2 to AC?! ... That one doesn't make much sense to me)
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
I like the idea, but agree that forcing mechanical punishments for the flaws may be a little much. If your players don't want to play flawed characters, then just go with it. Or give inspiration/XP or something as a roleplaying reward - this is what I do. If they do want to play into a flaw, then work with them on a way to do it. I have a player playing a "functional alcoholic" - he needs to keep track of his alcohol stash the same way others keep track of rations, and if he chooses to drink more than his daily "requirement" then he makes a CON save with a rising DC based on how much he wants to drink. Failure gives the poisoned condition but also makes him immune to fear. I have another player who intentionally gave himself the frightened condition when fighting a troll because his character's sister got killed by a troll in his backstory. Or the time a player gave himself an exhaustion level because he was "emotionally exhausted" after some drama with his character's toxic family. I find that giving rewards for the role-play works a lot better than forcing punishing mechanics to represent the flaw.
While you can do something like that, you need to discuss that kind of thing with the players ahead of time. Often it's better to have them be less rigid, as characters can and should change throughout the campaign and may lose flaws or gain new ones, and there are times when a narrative reason might push them to overcome a flaw.
I think people are getting hung up on the mechanics. This is to encourage them to roleplay their characters consistently even when it disadvantages them. Many players will say their character is frightened of water but when push comes to shove, they forget the fear because it will affect them. The mechanics makes it a realistic detriment.
I also like the idea of players being able to evolve and change their characters over time so a fear CAN be overcome but just not at a whim.
Additionally, players will be CHOOSING their flaws. They are not just thrust upon them. This allows them to choose flaws that will suit their characters and mould their characters to incorporate the strengths and pitfalls of the flaw. If you read through the mechanics above, you'll notice that the 'flaws' have balancing 'strengths' to counteract the negatives.
Either way, it's about encouraging characters with depth, characters who can evolve as the game goes on and characters who are three dimensional.
I think that's worth pursuing.
In the past we have tried flaws that actually dropped stats until a quest was completed. They don't even need to know they have something to complete.
I big person who should have a great strength mysteriously doesn't have any bonuses for example.
If you really want your characters to run with flaws make them actually do something.
I am afraid of vampires. Why would I go someplace with vampires?
But I have never thought a flaw ,as they are now, should be picked by a character. No one picks a real disabling flaw or what ever the flaw is.
Your the DM rule as you wish.