I found that 5E ideas of traits were more like personal beliefs with no beneficial game impact. So I decided to go through 3.5 Traits found in their /unearthed Arcana book.
Boy, a lot of these add value to both gameplay and character roleplaying as well. So I converted most of them, renamed two, and wanted to see what you all thought.
feel free to post constructed critiques and give other ideas too!
Each trait in this section includes a benefit, a character, and roleplaying ideas for how to incorporate it into your character’s personality drawback, any special limitations regarding its selection by acharacter.
Aggressive
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit: You gain a +2 bonus on initiative checks.
Drawback: You take a –1 penalty to Armor Class.
Roleplaying Ideas: Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.
Abrasive
You are difficult and demanding in conversation, which tends to oppress those around you.
Benefit: You gain a +1 bonus on Intimidate checks.
Drawback: You take a –1 penalty on Persuasion checks and Deception checks.
Roleplaying Ideas: Characters with this trait might be loud and abrupt or quiet and sinister, but either way, most find them disconcerting or irritating.
Absent-Minded
You are fascinated by knowledge and learning and can pursue complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.
Benefit: You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).
Drawback: You take a –1 penalty on Perception checks.
Roleplaying Ideas: Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.
Brawler
You naturally move close to your foes when fighting, instinctively grabbing them, and punching rather than striking with weapons.
Benefit: You gain a +1 bonus on unarmed attack rolls and grapple checks.
Drawback: You take a –1 penalty on all other attack rolls.
Special: The bonus from this trait does not apply to natural weapons. A character with the Improved Unarmed Strike feat cannot select this trait (if a character with this trait later gains that feat, he loses the trait).
Roleplaying Ideas: Characters with this trait often disdain the use of weapons entirely, and some eventually learn more refined martial arts based on their instinctive fighting techniques. Many brawlers might not even be consciously aware that they fight differently from other characters; they simply know that the best way to take someone.
They add numbers. The flavor is added by playing a character as aggressive or absent-minded, or in choosing to perform grapples or unarmed strikes in combat.
I found that 5E ideas of traits were more like personal beliefs with no beneficial game impact. So I decided to go through 3.5 Traits found in their /unearthed Arcana book.
Boy, a lot of these add value to both gameplay and character roleplaying as well. So I converted most of them, renamed two, and wanted to see what you all thought.
feel free to post constructed critiques and give other ideas too!
Each trait in this section includes a benefit, a character, and roleplaying ideas for how to incorporate it into your character’s personality drawback, any special limitations regarding its selection by a character.
Aggressive
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit: You gain a +2 bonus on initiative checks.
Drawback: You take a –1 penalty to Armor Class.
Roleplaying Ideas: Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.
Abrasive
You are difficult and demanding in conversation, which tends to oppress those around you.
Benefit: You gain a +1 bonus on Intimidate checks.
Drawback: You take a –1 penalty on Persuasion checks and Deception checks.
Roleplaying Ideas: Characters with this trait might be loud and abrupt or quiet and sinister, but either way, most find them disconcerting or irritating.
Absent-Minded
You are fascinated by knowledge and learning and can pursue complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.
Benefit: You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).
Drawback: You take a –1 penalty on Perception checks.
Roleplaying Ideas: Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.
Brawler
You naturally move close to your foes when fighting, instinctively grabbing them, and punching rather than striking with weapons.
Benefit: You gain a +1 bonus on unarmed attack rolls and grapple checks.
Drawback: You take a –1 penalty on all other attack rolls.
Special: The bonus from this trait does not apply to natural weapons. A character with the Improved Unarmed Strike feat cannot select this trait (if a character with this trait later gains that feat, he loses the trait).
Roleplaying Ideas: Characters with this trait often disdain the use of weapons entirely, and some eventually learn more refined martial arts based on their instinctive fighting techniques. Many brawlers might not even be consciously aware that they fight differently from other characters; they simply know that the best way to take someone.
Yeah traits are fun little addenda. A real 5e diehard would argue that floating modifiers like +/- X aren't usually used in 5e, but I say go ahead.
But they add flavor that is missing from the game, in my opinion.
Same with flaws. (Which i'm working on tomorrow.)
They add numbers. The flavor is added by playing a character as aggressive or absent-minded, or in choosing to perform grapples or unarmed strikes in combat.
I am one with the Force. The Force is with me.
I like it- always thought traits and flaws were kinda silly - never seen them mentioned in a game-ever....which means flavorless.
Guide to the Five Factions (PWYW)
Deck of Decks