>From: "Silburn, Luke" <luke.silburn_at_...>
>As far as I'm concerned all abilities can be flaws (and vice versa)
>depending upon context.
Here's my take on Flaws. Mechanically in contests they are just another ability. All abilities can be used positively or negatively. So what makes a flaw a flaw? Two things.
Note that this is not really all that harsh. If you take a 10W flaw, that's only a -3 on the contests in which it's involved. Meaning that it won't often actually sway the contest. It's inclusion, however, will color the contest in an interesting fashion, by pointing out some human flaw in the character. By including the flaw, the player ensures a certain type of conflict. Don't take a flaw if you don't want it to come up in play!
2. Flaws are free. This is how I advertise them. "Get yer free abilities here, any reasonable level! Get em while they're hot! No charge for abilities that can be just as useful as all of your other abilities (never mind that they'll be a problem a lot, too...)." What I allow as a flaw is any ability that I can see being easy to use against the character with some frequency. If I know I can create situations in which the flaw will come up, then I allow it.
Mike
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