I'd add a fourth:
4) in some cases the flaw must be overcome in a simple contest to engage in action.
e.g., "Timid 16" - defeat resistance of 16 in simple contest using most appropriate ability (default 6) to engage in combat. [this makes flaws very tough]
OR (probably better)
Timid 16 rolls against resistance of the world (default 14). A defeat means you can enter combat. [this makes flaws more manageable]
You could even apply this to the rock situation. If the "small" can't be overcome - you can't get your arms round the rock to get a grip (even if you are strong enough!).
Thom
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