People who have posted their ideas here have made mention of moral, willpower, stress, etc as part of managing your flaws. In other words I think it's safe to say that no one here is asking for a "Uh-oh, you didn't pass the Cowardice < 4 check, you lost control of your character!" At least, not without plenty of warning before-hand.Keldryn said:I've never been a big fan of rules for character flaws, in PnP gaming or in CPRGs.
In the case of the RoA flaws, those are character traits which really should be roleplayed, and not a score that dice are rolled against to determine if your character can do something.
It steals control away from the player if his or her PC overrides the player's decision to refuse a reward because his Greed score is 7. Or if the PC has a fear of the undead, and during every such encounter, the PC keeps running away in fright.
If you're going to use game mechanics to handle character personality aspects like these, you might as well just go the whole way and define all of character's personality traits in the game mechanics, and watch the game play itself like The Sims.
Keldryn said:I've never been a big fan of rules for character flaws, in PnP gaming or in CPRGs.
In the case of the RoA flaws, those are character traits which really should be roleplayed, and not a score that dice are rolled against to determine if your character can do something.
It steals control away from the player if his or her PC overrides the player's decision to refuse a reward because his Greed score is 7. Or if the PC has a fear of the undead, and during every such encounter, the PC keeps running away in fright.
TheGreatGodPan said:In Fahrenheit/Indigo Prophecy if your character gets too depressed he can commit suicide. I think the same thing happens in Eternal Darkness if your sanity meter runs out.
In the Call of Cthulhu p&p rpg there is a mechanic that has negatives as it increases: mythos is your knowledge of otherworldly type stuff, but as it increases your max sanity goes down.
Anyone play WH40K
No. Grey Knights are very expensive models. You'd do better buying normal Space Marines and painting them as Grey Knights. For IG, Stormtroopers cost more than normal troops but you can substitute normal IG troops for stormtroopers (I don't know if they allow this in tournaments but they should, especially for an Inquisition army). Of course, the Stormtrooper models are also really cool looking.Is one hundred dollars enough for a good Salamanders/Grey Knights army and a small cnontingent of IG soldiers, plus paints?
Really great idea. It would make character development (in the sense of stat development) much more interesting.Top Hat said:What about the possibility that having a high level in a skill or attribute has an increasing negative effect?
It's very simple and accessible, I like that.Human Shield said:The previous thread was mostly about weather to take away control from the player for vices or not.
I think a better idea is a mental health/willpower bar that you can fight things for a while but if you don't recover you won't be able to take it forever. This operates like how losing all HP "takes control away from the player".
No, they shouldn't, not in a CRPG anyway. Besides, you ever heard the expression "I couldn't help myself"? Sometimes it makes perfect sense to override player control.Keldryn said:In the case of the RoA flaws, those are character traits which really should be roleplayed, and not a score that dice are rolled against to determine if your character can do something.
Maybe I should complain that my low combat skill is overriding my decision to kick ass!It steals control away from the player if his or her PC overrides the player's decision to refuse a reward because his Greed score is 7. Or if the PC has a fear of the undead, and during every such encounter, the PC keeps running away in fright.
damaged_drone said:the gameplay mechanism for these and many others are simply the availabe means of resolution. if your character isnt crafty or charming hes probably going to be forced into conflict more readily ie hes violent.
you dont need a violence stat that rolls a dice to see if he randomly kills people or you selected violent temper but havent killed anyone so we'll gimp your character as punishment.
They aren't good to take by themselves. They are very expensive, they are close-combat troops, and they have practically no way to get to the enemy fast. If you play Grey Knights, you are going to spend the first two or three turns trudging up the board getting shot. Once you get into CC range the Knights will pwn everything in sight, of course, but they're so damn expensive (points-wise) that you can't get as many of them as you can get normal space marines (and they don't have any defensive advantages, I don't think), and you'd better have something to keep the enemy distracted while they move up the board.MINIGUNWIELDER said:They aren't effective?
in respone to Topic: Does anyone actually win with Grey Knights? said:Winning serious games with pure Grey Knights is a rare occurrence. It's not due to lack of skill, nor lack of experience. It's simply the downfall of the army. Even in the DH codex, it states that the Daemonhunters being played with just Grey Knights units isn't recommended as it would be a great challenge. What they meant to say was, "It's completely unbalanced and won't be competitive against all-comer type games."
You can win with Grey Knights, but it greatly depends on (1) who you're face, (2) what kind of army they're running, (3) the mission's objectives, (4) your ability to spread out points and maintain mobility in an otherwise crippled list.
So do people win? Yes. They do. However, I will guarantee you that they are winning against local opponents and that the gaming level is very uncompetitive. I say this as a great fan of Grey Knights as well. Many claim their Knights rule the house at their local shop. You will only hear this on the internet though. Go to the shops and you will not hear about some Grey Knight player who whoops everyone who challenges.
The Daemonhunters are a great army; you can win with them. But playing them in the most limited fashion possible, ie: just grey knights, is a problem that players are putting on themselves by not exploring why pure grey knights aren't taking home the trophies or even registering in competitions. Grey Knights win painting competitions. But they don't win much else. Daemonhunters on the other hand can be quite competitive and very powerful--with some Grey Knights, but not all grey knights.
metallix said:Because, say, in FO the elder would never send a schizo for the water chip, unless he actually could somehow enthrall you or make it your obsession...
I think it's less important whether the idea has been used before you than if its been overused or seldom seen. I think more games could benefit from something like it.Top Hat said:Sorry if I made it seem like a novel idea of mine, that wasn't my intention. However, it was a novel idea to me when I made it up. Unfortunately, I tend to be in the habit of having good ideas, only to find out that someone else has already implemented the same idea without my knowledge, or I leave it and someone uses it later.